<?xml version="1.0"?>
<doc>
    <assembly>
        <name>package.library.facepunch.dspcomponents</name>
    </assembly>
    <members>
        <member name="M:DspVolume.GetPriority">
            <summary>
            Prefer higher priority volumes, and if priorities are the same, we prefer smaller volumes.
            </summary>
        </member>
        <member name="T:Sandbox.Volumes.SceneVolume">
            <summary>
            A generic way to represent volumes in a scene. If we all end up using this instead of defining our own version
            in everything, we can improve this and improve everything at the same time.
            </summary>
        </member>
        <member name="F:Sandbox.Volumes.SceneVolume.VolumeTypes.Sphere">
            <summary>
            A sphere. It's like the earth. Or an eyeball.
            </summary>
        </member>
        <member name="F:Sandbox.Volumes.SceneVolume.VolumeTypes.Box">
            <summary>
            A box, like a cube.
            </summary>
        </member>
        <member name="M:Sandbox.Volumes.SceneVolume.DrawGizmos(System.Boolean)">
            <summary>
            Draws an editable sphere/box gizmo, for adjusting the volume
            </summary>
        </member>
        <member name="M:Sandbox.Volumes.SceneVolume.Test(Transform@,Vector3@)">
            <summary>
            Is this point within the volume
            </summary>
        </member>
        <member name="M:Sandbox.Volumes.SceneVolume.Test(Vector3@)">
            <summary>
            Is this point within the (local space) volume
            </summary>
        </member>
        <member name="M:Sandbox.Volumes.SceneVolume.GetVolume">
            <summary>
            Get the actual amount of volume in this shape. This is useful if you want to make
            a system where you prioritize by volume size. Don't forget to multiply by scale!
            </summary>
        </member>
        <member name="T:Sandbox.Volumes.VolumeSystem`1">
            <summary>
            A base GameObjectSystem for handling of VolumeComponents. The idea is that you're going to have
            a custom VolumeComponent, and register your volumes in a VolumeGameObjectSystem derived GameObjectSystem.
            This system's responsibility is primarily to store volumes and make them searchable.
            </summary>
        </member>
    </members>
</doc>
