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Pb -> PB
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4 files changed

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4 files changed

+9
-9
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proto/decentraland/sdk/components/global_light.proto

Lines changed: 2 additions & 2 deletions
Original file line numberDiff line numberDiff line change
@@ -8,8 +8,8 @@ import "decentraland/sdk/components/common/id.proto";
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option (common.ecs_component_id) = 1206;
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// defines the global scene light settings. must be added to the scene root.
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// to control sunlight color, intensity, shadows etc, you can also add a PbLight to the scene root.
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message PbGlobalLight {
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// to control sunlight color, intensity, shadows etc, you can also add a PBLight to the scene root.
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message PBGlobalLight {
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// the direction the directional light shines in.
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// default depends on time of day and explorer implementation
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optional decentraland.common.Vector3 direction = 1;

proto/decentraland/sdk/components/gltf_node.proto

Lines changed: 3 additions & 3 deletions
Original file line numberDiff line numberDiff line change
@@ -5,12 +5,12 @@ import "decentraland/sdk/components/common/id.proto";
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option (common.ecs_component_id) = 1200;
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// a GltfNode links a scene entity with a node from within a gltf, allowing the scene to inspect it or modify it.
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// This component must be added to a direct child of an entity with a PbGltfContainer component, or
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// This component must be added to a direct child of an entity with a PBGltfContainer component, or
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// to a direct child of another entity with a GltfNode component, and the referenced gltf node must be a descendent of the gltf node
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// in the parent.
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// The name must match the path of one of the nodes within the Gltf. These are available on the GltfContainerLoadingState component.
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//
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// The renderer will attach a PbGltfNodeState to the entity describing the state. Once the state is `GNS_READY`,
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// The renderer will attach a PBGltfNodeState to the entity describing the state. Once the state is `GNS_READY`,
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// - the `Transform` will be updated to match the position of the node within the gltf (relative to the gltf root, or the parent node),
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// - a `MeshRenderer` with a GltfMesh mesh type will be added (if the gltf node has a mesh).
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// - a `MeshCollider` with a GltfMesh mesh type will be added (if the gltf node has a collider).
@@ -27,7 +27,7 @@ option (common.ecs_component_id) = 1200;
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// - `MeshCollider` can be added/modified/removed to create/modify/remove a collider on the node.
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// - `Material` can be added or modified to change the material properties. If the gltf node has a material, the original material will be
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// used as a base, and any gltf features (e.g. occlusion maps) from the gtlf spec that the renderer supports but that are not exposed in the
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// PbMaterial will be maintained.
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// PBMaterial will be maintained.
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//
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// The scene can add additional entities as children to the gltf node, but structural modifications of the gltf are not possible:
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// - changing the scene hierarchy will not change the gltf node hierarchy. Moving the entity out of the gltf will sever the link and

proto/decentraland/sdk/components/light.proto

Lines changed: 2 additions & 2 deletions
Original file line numberDiff line numberDiff line change
@@ -8,9 +8,9 @@ option (common.ecs_component_id) = 1204;
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// defines a light source.
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// the world has a default directional light (like sunlight) which can be overridden by adding the light component to the scene root.
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// a PbGlobalLight component can also be added to the root to control the directional light direction.
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// a PBGlobalLight component can also be added to the root to control the directional light direction.
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// point lights (lightbulbs) or spotlights can be created by attaching the light component to non-root entities.
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message PbLight {
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message PBLight {
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// whether the light is on
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// default true
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optional bool enabled = 1;

proto/decentraland/sdk/components/spotlight.proto

Lines changed: 2 additions & 2 deletions
Original file line numberDiff line numberDiff line change
@@ -6,12 +6,12 @@ option (common.ecs_component_id) = 1205;
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// defines a spotlight.
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// spotlights are point lights that emit light only in a cone around the transform's forward direction.
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// add this component together with the PbLight component to transform a point light into a spotlight.
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// add this component together with the PBLight component to transform a point light into a spotlight.
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// note that spotlights do not model any internal reflections / focus, they only restrict the area of effect.
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// so for e.g. a torch beam, the bulb illuminance should be multiplied by the solid angle.
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// a typical torch with a beam width of 15 degrees would use outer angle of 0.15 (7.5 degrees in radians),
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// and an illuminance approximately equal to the bulb's lumens, e.g. 1200.
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message PbSpotlight {
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message PBSpotlight {
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// the cone radius in radians. distance away from forward in which the light is visible.
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// for a torch a value around 0.15 is appropriate.
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float angle = 1;

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