applyPlacementShading
applyPlacementShading(
object,tint,opacity):void
Defined in: packages/declarative-hex-worlds/src/three/three.ts:671
Apply optional per-placement shading (tint / opacity) to every material in a loaded GLTF
model, mirroring the tileset-cell path so 3D units/props can be fog-shrouded / team-tinted
the same way tiles are. Both are opt-in: when neither is set the materials are untouched
(the model renders byte-identically). A tint multiplies each material’s color; an
opacity < 1 makes it translucent. The cloned model owns its materials (SkeletonUtils
clone), so mutating them here does not leak into the shared cached scene’s materials —
except that three’s GLTF loader may SHARE a material instance across meshes/clones, so we
clone each material before mutating to keep the shading strictly per-placement.
Parameters
Section titled “Parameters”object
Section titled “object”Object3D
{ b: number; g: number; r: number; } | undefined
opacity
Section titled “opacity”number | undefined
Returns
Section titled “Returns”void