Class SkyCameraVolume
Namespace: ValveResourceFormat.Renderer.Entities
Assembly: Renderer.dll
sky_camera_volume. While the camera is inside its oriented box, the 3D sky is the map's own world seen from its SkyCameraVolumeTarget, replacing any skybox_reference sky.
public sealed class SkyCameraVolume : BaseEntityInheritance
object ← BaseEntity ← SkyCameraVolume
Inherited Members
BaseEntity.Scene, BaseEntity.RootNode, BaseEntity.Transform, BaseEntity.RigidTransform, BaseEntity.LayerName, BaseEntity.EntitySystem, BaseEntity.Data, BaseEntity.SpawnData, BaseEntity.NameFixup, BaseEntity.SpawnGroup, BaseEntity.Classname, BaseEntity.TargetName, BaseEntity.SpawnFlags, BaseEntity.SpawnTransform, BaseEntity.Owner, BaseEntity.MoveParent, BaseEntity.EntityScale, BaseEntity.ModelName, BaseEntity.Origin, BaseEntity.Angles, BaseEntity.WorldOrigin, BaseEntity.WorldAngles, BaseEntity.Velocity, BaseEntity.AngularVelocity, BaseEntity.NextThink, BaseEntity.MoveDoneTime, BaseEntity.IsRemoved, BaseEntity.Collider, BaseEntity.IsSolid, BaseEntity.IsTrigger, BaseEntity.IsDrawn, BaseEntity.IsShown, 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
SkyCameraVolume(EntitySystem, EntitySpawnInfo)
Initializes a sky_camera_volume from its keyvalues.
public SkyCameraVolume(EntitySystem system, EntitySpawnInfo spawnInfo)Parameters
system EntitySystem
spawnInfo EntitySpawnInfo
Properties
BlurOrigin
Gets where the blur points, as an offset from the volume origin.
public Vector3 BlurOrigin { get; }Property Value
BoxMaxs
Gets the local maximum corner of the box.
public Vector3 BoxMaxs { get; }Property Value
BoxMins
Gets the local minimum corner of the box.
public Vector3 BoxMins { get; }Property Value
IsEnabled
Gets or sets whether the volume can be chosen.
public bool IsEnabled { get; set; }Property Value
bool
Priority
Gets the priority among overlapping volumes; the highest wins.
public int Priority { get; }Property Value
int
SkyboxBlurEffect
Gets whether the sky pixels are blurred towards SkyCameraVolume.BlurOrigin.
public bool SkyboxBlurEffect { get; }Property Value
bool
SkyboxReceivesWorldShadows
Gets whether the sky samples the sun shadow cascades of the world.
public bool SkyboxReceivesWorldShadows { get; }Property Value
bool
Target
Gets the target the sky is seen from, once resolved.
public SkyCameraVolumeTarget? Target { get; }Property Value
WorldReceivesSkyboxShadows
Gets whether the sky casts into the sun shadow cascades of the world.
public bool WorldReceivesSkyboxShadows { get; }Property Value
bool
Methods
Activate()
Called once every entity of its spawn group has spawned, to resolve other entities by name.
public override void Activate()Contains(Vector3)
Tests a world position against the box, through the volume's full transform.
public bool Contains(Vector3 position)Parameters
position Vector3
Returns
bool
FindActive(IReadOnlyList<SkyCameraVolume>, Vector3)
Picks the volume the 3D sky is seen through from eye: an enabled one whose target is still there and whose box holds the eye. A higher priority wins, and a tie keeps the earlier one.
public static SkyCameraVolume? FindActive(IReadOnlyList<SkyCameraVolume> volumes, Vector3 eye)Parameters
volumes IReadOnlyList<SkyCameraVolume>
eye Vector3
Returns
The volume, or null when none applies or the winner's scale disables it.
OnRemove()
Called as the entity leaves the world, before its nodes leave the scene. Release anything the entity started here, such as a playing sound.
protected override void OnRemove()Spawn()
Sets up the entity (model, class keyvalues, first think). Called by EntityFactory right after construction, before the entity enters the world.
public override void Spawn()
