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Add GroundingShadowComponent to all model entities in a hierarchy
//
// Entity+GenerateGroundingShadowComponents.swift
//
// Created by Drew Olbrich on 10/18/23.
// Copyright © 2023 Lunar Skydiving LLC. All rights reserved.
//
// MIT License
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in all
// copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
// SOFTWARE.
//
import RealityKit
extension Entity {
/// Assigns a `GroundingShadowComponent` to all `ModelEntity` objects in an entity hierarchy.
///
/// This may create performance problems if more than a dozen grounding shadows are asssigned.
func generateGroundingShadowComponents() {
enumerateHierarchy { entity in
if entity is ModelEntity {
entity.components.set(GroundingShadowComponent(castsShadow: true))
}
}
}
private func enumerateHierarchy(_ body: (Entity) -> Void) {
func enumerate(_ body: (Entity) -> Void) {
body(self)
children.forEach { child in
child.enumerateHierarchy(body)
}
}
enumerate(body)
}
}
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