Class CMapMesh
Namespace: ValveResourceFormat.IO.ContentFormats.ValveMap
Assembly: ValveResourceFormat.dll
A mesh authored in Hammer, with its render, lighting and physics settings.
[CamelCaseProperties]
public class CMapMesh : MapNode, IDictionary<string, object?>, ICollection<KeyValuePair<string, object?>>, IEnumerable<KeyValuePair<string, object?>>, IDictionary, ICollection, IEnumerable, IEquatable<Element>Inheritance
object ← AttributeList ← Element ← MapNode ← CMapMesh
Implements
IDictionary<string, object?>, ICollection<KeyValuePair<string, object?>>, IEnumerable<KeyValuePair<string, object?>>, IDictionary, ICollection, IEnumerable, IEquatable<Element>
Inherited Members
MapNode.Origin, MapNode.Angles, MapNode.Scales, MapNode.NodeID, MapNode.ReferenceID, MapNode.Children, MapNode.EditorOnly, MapNode.ForceHidden, MapNode.TransformLocked, MapNode.VariableTargetKeys, MapNode.VariableNames, Element.GetPropertyDerivedAttributeList(), Element.Get<T>(string), Element.GetArray<T>(string), Element.Contains(string), Element.ToString(), Element.ContainsKey(string), Element.Equals(Element?), Element.ID, Element.Name, Element.ClassName, Element.Stub, Element.Owner, Element.this[string], AttributeList.Attribute_ChangeLock, AttributeList.Add(string, object?), AttributeList.GetPropertyDerivedAttributeList(), AttributeList.GetOverrideType(string), AttributeList.SetOverrideType(string, AttributeList.OverrideType?), AttributeList.Remove(string), AttributeList.TryGetValue(string, out object?), AttributeList.ContainsKey(string), AttributeList.RemoveAt(int), AttributeList.IndexOf(string), AttributeList.Clear(), AttributeList.GetAllAttributesForSerialization(), AttributeList.GetEnumerator(), AttributeList.OnPropertyChanged(string), AttributeList.OnCollectionChanged(NotifyCollectionChangedEventArgs), AttributeList.Owner, AttributeList.Keys, AttributeList.Values, AttributeList.this[string], AttributeList.this[int], AttributeList.Count, AttributeList.IsFixedSize, AttributeList.IsReadOnly, AttributeList.IsSynchronized, AttributeList.SyncRoot, AttributeList.PropertyChanged, AttributeList.CollectionChanged
Properties
BakeLighting
Whether the mesh takes part in baked lighting.
[DMProperty("bakelighting", false)]
public bool BakeLighting { get; set; }Property Value
CubeMapName
Cubemap this mesh samples, empty to pick automatically.
public string CubeMapName { get; set; }Property Value
DisableHeightDisplacement
Whether height displacement is skipped for this mesh.
public bool DisableHeightDisplacement { get; set; }Property Value
DisableShadows
Whether the mesh casts no shadows.
public bool DisableShadows { get; set; }Property Value
FadeMaxDist
Distance at which the mesh is fully faded out.
[DMProperty("fademaxdist", false)]
public float FadeMaxDist { get; set; }Property Value
FadeMinDist
Distance at which the mesh starts fading out, -1 to never fade.
[DMProperty("fademindist", false)]
public float FadeMinDist { get; set; }Property Value
LightGroup
Light group this mesh belongs to.
public string LightGroup { get; set; }Property Value
MeshData
The geometry itself.
public CDmePolygonMesh MeshData { get; init; }Property Value
PhysicsGroup
Collision group of the mesh.
public string PhysicsGroup { get; set; }Property Value
PhysicsInteractWsith
Collision categories the mesh collides with.
public string PhysicsInteractWsith { get; set; }Property Value
PhysicsInteractsAs
Collision categories the mesh counts as.
public string PhysicsInteractsAs { get; set; }Property Value
PhysicsInteractsExclude
Collision categories the mesh never collides with.
public string PhysicsInteractsExclude { get; set; }Property Value
PhysicsSimplificationError
Error the physics simplification is allowed to introduce.
public float PhysicsSimplificationError { get; set; }Property Value
PhysicsSimplificationOverride
Whether overrides the default simplification.
public bool PhysicsSimplificationOverride { get; set; }Property Value
PhysicsType
Physics model to build for the mesh.
public string PhysicsType { get; set; }Property Value
PrecomputeLightProbes
Whether light probes are precomputed around the mesh.
[DMProperty("precomputelightprobes", false)]
public bool PrecomputeLightProbes { get; set; }Property Value
RenderAmount
Render alpha, 0 to 255.
[DMProperty("renderAmt", false)]
public int RenderAmount { get; set; }Property Value
RenderToCubemaps
Whether the mesh appears in cubemap renders.
public bool RenderToCubemaps { get; set; }Property Value
RenderWithDynamic
Whether the mesh renders in the dynamic pass.
[DMProperty("renderwithdynamic", false)]
public bool RenderWithDynamic { get; set; }Property Value
SmoothingAngle
Angle below which adjacent faces are shaded smooth, in degrees.
public float SmoothingAngle { get; set; }Property Value
TintColor
Tint applied to the mesh.
public Color TintColor { get; set; }Property Value
Color
UseAsOccluder
Whether the mesh occludes what is behind it.
public bool UseAsOccluder { get; set; }Property Value
VisExclude
Whether the mesh is left out of visibility computation.
[DMProperty("visexclude", false)]
public bool VisExclude { get; set; }
