Interface IHelperOwner ​
Namespace: ValveResourceFormat.Renderer.Editor.Helpers
Assembly: Renderer.dll
An entity as the editor holds it, for the helpers that draw it: where it was placed, what its keys say, and the other entities of its map.
public interface IHelperOwnerProperties ​
Classname ​
Gets the classname of the entity.
string Classname { get; }Property Value ​
string
ContentBounds ​
Gets the bounds of what the entity is made of besides its helpers, such as the meshes of a solid entity or the model the game draws it with, in the world, or null where there is nothing.
AABB? ContentBounds { get; }Property Value ​
AABB?
EntityClass ​
Gets the class of the entity, or null when its game declares none of that name.
EntityClass? EntityClass { get; }Property Value ​
Helpers ​
Gets the helpers of the entity, in the order its class declares them.
IReadOnlyList<EntityHelper> Helpers { get; }Property Value ​
KeyValues ​
Gets the keyvalues of the entity.
EntityLump.Entity KeyValues { get; }Property Value ​
LayerName ​
Gets the visibility layer of what the entity draws.
string LayerName { get; }Property Value ​
string
LocalBounds ​
Gets the bounds of the model the entity is drawn with, in the space of the entity, or null where it has none.
AABB? LocalBounds { get; }Property Value ​
AABB?
Path ​
Gets the path the entity is a node of, or null when it is not a path node.
IHelperOwner? Path { get; }Property Value ​
RigidTransform ​
Gets where the entity was placed, without its scale.
Matrix4x4 RigidTransform { get; }Property Value ​
Scene ​
Gets the scene the entity is drawn in.
Scene Scene { get; }Property Value ​
Transform ​
Gets where the entity was placed, with its scale.
Matrix4x4 Transform { get; }Property Value ​
Methods ​
AddNode(SceneNode, bool) ​
Adds a node the entity is drawn with to the scene, tied to the entity.
void AddNode(SceneNode node, bool followsEntity = false)Parameters ​
node SceneNode
The node. A node without a layer is given the one of the entity.
followsEntity bool
Whether the node is placed at the entity itself, so that an entity that moves takes it along. A node placed some other way, such as a box that does not turn with the entity, stays where it was put.
FindByClass(string) ​
Finds the entities of the map of a class.
IEnumerable<IHelperOwner> FindByClass(string classname)Parameters ​
classname string
The classname to look for.
Returns ​
Every entity of that class.
FindByKey(string, string) ​
Finds the first entity of the map with a key set to a value.
IHelperOwner? FindByKey(string key, string value)Parameters ​
key string
The key to look at.
value string
The value to look for, without regard to case.
Returns ​
The entity, or null when none has it.
FindByName(string) ​
Finds the entities of the map with a name.
IReadOnlyList<IHelperOwner> FindByName(string name)Parameters ​
name string
The targetname to look for.
Returns ​
Every entity with that name.
FindPathNode(int) ​
Finds a node of the path the entity is.
IHelperOwner? FindPathNode(int index)Parameters ​
index int
Zero based index of the node along the path.
Returns ​
The node, or null when the entity is not a path or has no such node.

