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