Oculus VR template: /project_utils.lua — code sample - Stingray Lua API Reference

Oculus VR template: /project_utils.lua — code sample

Code

require 'core/appkit/lua/class'
ProjectUtils = ProjectUtils or Appkit.class(ProjectUtils)

local EntityManager = stingray.EntityManager
local World         = stingray.World

function ProjectUtils.find_shading_env_entity_and_component(world, resource_name)
    local data_component_manager = EntityManager.data_component(world)
    local all_entity_handles     = World.entities(world)

    for _, entity_handle in ipairs(all_entity_handles) do
        local all_data_component_handles = {data_component_manager:instances(entity_handle)}

        for _, data_component_handle in ipairs(all_data_component_handles) do   
            local shading_environment_mapping_resource_name = data_component_manager:get_property(
                entity_handle,
                data_component_handle,
                {"shading_environment_mapping"}
                )

            if shading_environment_mapping_resource_name == resource_name then
                return {
                    entity    = entity_handle,
                    component = data_component_handle
                }
            end
        end
    end

    -- Specified component was not found
    return nil
end

function ProjectUtils.update_shading_env_entity(world, entity, component, name, value)
    if not world or not entity or not component then return end
    local data_component_manager = EntityManager.data_component(world)
    data_component_manager:set_property(entity, component, {name}, value)
end

return ProjectUtils