Class WorldNode
Namespace: ValveResourceFormat.ResourceTypes
Assembly: ValveResourceFormat.dll
Represents a world node resource.
public class WorldNode : KeyValuesOrNTROInheritance
object ← Block ← KeyValuesOrNTRO ← WorldNode
Inherited Members
KeyValuesOrNTRO.Type, KeyValuesOrNTRO.Data, KeyValuesOrNTRO.Format, KeyValuesOrNTRO.Read(BinaryReader), KeyValuesOrNTRO.Serialize(Stream), KeyValuesOrNTRO.WriteText(IndentedTextWriter), Block.Type, Block.Offset, Block.Size, Block.Resource, Block.Read(BinaryReader), Block.ToString(), Block.WriteText(IndentedTextWriter), Block.Serialize(Stream)
Extension Methods
ResourceDataExtensions.AsKeyValueCollection(Block)
Properties
AggregateSceneObjects
Gets the aggregate scene objects.
public IReadOnlyList<KVObject> AggregateSceneObjects { get; }Property Value
IReadOnlyList<KVObject>
ClutterSceneObjects
Gets the clutter scene objects.
public IReadOnlyList<KVObject> ClutterSceneObjects { get; }Property Value
IReadOnlyList<KVObject>
LayerNames
Gets the layer names.
public IReadOnlyList<string> LayerNames { get; }Property Value
SceneObjectLayerIndices
Layer indices for . For use the dedicated 'm_nLayer' member. Value may be null if the node has no layer system.
public IReadOnlyList<long>? SceneObjectLayerIndices { get; }Property Value
SceneObjects
Gets the scene objects.
public IReadOnlyList<KVObject> SceneObjects { get; }Property Value
IReadOnlyList<KVObject>
VisClusterMembership
Gets the visibility cluster ids that scene objects and aggregate fragments with precomputed cluster membership index into.
public IReadOnlyList<long> VisClusterMembership { get; }Property Value
Methods
GetAggregateMeshVisClusters(KVObject)
Gets the visibility clusters the compiler assigned to one fragment of an aggregate, or null when its clusters come from its bounds instead. The list may be empty, which leaves the fragment out of vis culling.
public ushort[]? GetAggregateMeshVisClusters(KVObject aggregateMesh)Parameters
aggregateMesh KVObject
An entry of an aggregate's m_aggregateMeshes.
Returns
ushort[]?
GetSceneObjectVisClusters(KVObject)
Gets the visibility clusters the compiler assigned to one of , or null when its clusters come from its bounds instead. An object that opts out of vis culling ignores its precomputed clusters.
public ushort[]? GetSceneObjectVisClusters(KVObject sceneObject)Parameters
sceneObject KVObject
An entry of .
Returns
ushort[]?
See Also
https://s2v.app/SchemaExplorer/cs2/worldrenderer/WorldNode_t

