Class EnvLightProbeVolume
Namespace: ValveResourceFormat.Renderer.Entities
Assembly: Renderer.dll
env_light_probe_volume, and env_combined_light_probe_volume, which bakes a cubemap alongside its probes.
public sealed class EnvLightProbeVolume : EnvLightingVolumeInheritance
object ← BaseEntity ← EnvLightingVolume ← EnvLightProbeVolume
Inherited Members
EnvLightingVolume.Spawn(), BaseEntity.Scene, BaseEntity.RootNode, BaseEntity.Transform, BaseEntity.RigidTransform, BaseEntity.LayerName, BaseEntity.EntitySystem, BaseEntity.Data, BaseEntity.Classname, BaseEntity.TargetName, BaseEntity.SpawnFlags, BaseEntity.ParentTransform, BaseEntity.Owner, BaseEntity.MoveParent, BaseEntity.EntityScale, BaseEntity.ModelName, BaseEntity.Origin, BaseEntity.Angles, BaseEntity.Velocity, BaseEntity.AngularVelocity, BaseEntity.NextThink, BaseEntity.MoveDoneTime, BaseEntity.IsRemoved, BaseEntity.Collider, BaseEntity.IsSolid, BaseEntity.IsTrigger, BaseEntity.IsDrawn, BaseEntity.IsCollidable, BaseEntity.TouchingEntities, BaseEntity.HasSpawnFlags<TSpawnFlags>(TSpawnFlags), BaseEntity.Spawn(), BaseEntity.Activate(), BaseEntity.Think(), BaseEntity.RoundStart(), BaseEntity.MoveDone(), BaseEntity.TryGetTouchBounds(out Vector3, out Vector3), BaseEntity.ObjectCaps, BaseEntity.Use(BaseEntity?), BaseEntity.Teleport(Vector3, Vector3?), BaseEntity.AcceptInput(string, EntityInputData), BaseEntity.SetNextThink(float), BaseEntity.SetMoveDoneTime(float), BaseEntity.GetSurfaceVelocity(Vector3), BaseEntity.AngleMod(float)
Constructors
EnvLightProbeVolume(EntitySystem, EntitySpawnInfo, bool)
Initializes a light probe volume from its keyvalues.
public EnvLightProbeVolume(EntitySystem system, EntitySpawnInfo spawnInfo, bool bakesCubemap)Parameters
system EntitySystem
The entity system the volume belongs to.
spawnInfo EntitySpawnInfo
The volume's keyvalues and placement.
bakesCubemap bool
Whether it is an env_combined_light_probe_volume.
Methods
Spawn()
Sets up the entity: loads its model, reads class-specific keyvalues, and schedules its first think. Called by right after construction, before the entity enters the world.
public override void Spawn()
