▼NOmegaEngine | |
►NAssets | Loading and caching file-based assets (textures, models, etc.) |
CAsset | Data loaded from a file and cached for use by one or more Renderables, Sounds, etc. |
CCacheManager | Keeps a cache of Assets that have been loaded and provides type-safe access to them |
CIReferenceCount | Represents an object that tracks whether it is still needed by increasing and decreasing a reference counter |
CXAnimatedMesh | An animated mesh loaded from an .X file |
CXMesh | A mesh loaded from an .X file |
CXOggSound | A sound loaded from an OGG Vorbis file |
CXSound | Abstract base class for sound assets |
CXTexture | A texture loaded from one of DirectX's natively supported image formats (PNG, JPG, DDS, ...) |
CXWaveSound | A sound loaded from a WAVE file |
►NAudio | 3D sound and music playback |
CMusicManager | Manages the playback of Song in the background controlled by themes |
CSong | A streamed sound that is played in the background as music |
CSound | A memory-cached sound that is played on-demand |
CSound3D | A memory-cached sound that is played on-demand simulating a position in 3D-space |
►NCollections | Specialized collection types supplementing System.Collections.Generic |
CIPoolable | An interface items must implement to be addable to Pool<T>. Poolable items directly store a reference to their successor |
CPool | A very fast pseudo-collection (it does not implement IEnumerable<T>) that supports fast adding at the beginning |
►NGraphics | Graphics subsystem of the engine |
►NCameras | Different camera types for navigating the world |
CCamera | Determines the perspective from which a Scene is displayed |
CCinematicCamera | A camera that cinematically swings from one view to another |
CCloneCamera | A camera that immitates the perspective of another Camera |
CEgoCamera | A classic ego-shooter camera (2D Terrain-locked movement, two-axis look rotation) |
CMatrixCamera | A camera that internally uses matrixes for representing rotations |
CQuaternionCamera | A camera that internally uses quaternions for representing rotations |
CReflectCamera | A camera that reflects the perspective of another Camera along a plane |
CSpaceCamera | A freely rotateable and moveable camera, like flying through space |
CStrategyCamera | A RTS-style camera with a rotateable horizontal view and an automatic vertical angle |
CTrackCamera | A camera that can be rotated around a specific point in space |
►NRenderables | Objects rendered in 3D space |
CAdvancedSkybox | A skybox with multiple layers for cloud and moon animation |
CAnimatedModel | A mesh-based model with frame-hierarchy animation that can be rendered by the engine |
CCpuParticle | A particle used by the CpuParticleSystem |
CCpuParticleParameters | A set of information about a particle in a particle system |
CCpuParticleParametersStruct | A set of information about a particle in a particle system stored as a struct |
CCpuParticlePreset | A set of information about a particle system as a whole |
CCpuParticleSystem | A particle system whose particles are tracked by the CPU |
CFloatingModel | A Model that is rendered observing the Cameras view direction, but ignoring its position |
CGpuParticlePreset | A set of information about a particle system as a whole |
CGpuParticleSystem | A particle system whose particles are tracked by the GPU) |
CModel | A model (stored as a Direct3DX Mesh with one or more subsets). Handle |
CPositionableRenderable | An object that can be Rendered at a specific Position in a Scene |
CRenderable | An object that can be Rendered by the Engine |
CSimpleSkybox | A cubic skybox existing of 4 or 6 non-animated planes |
CSkybox | Provides a backgound for a Scene that "follows" the Camera.Position, creating the illusion of infinite distance |
CTerrain | Displays a multi-textured terrain |
CVertexGroup | A simple set of vertexes that can be rendered |
CWater | Displays a water plane with reflections and refraction |
CWaterViewSource | A representation of WaterViews used for water refraction and reflections |
►NShaders | Surface and post-screen shader effects |
CDynamicShader | Helper class for dynamically generating Shader code |
CGeneralShader | A general-purpose surface shader with optional support for normal and specular maps |
CLightingShader | A SurfaceShader that properly reacts to LightSources |
CParameterInfo | |
CParticleShader | Renders a particle system by manipulating positions of a batch of vertexes |
CPostBleachShader | A post-screen shader that bleaches out the colors |
CPostBlurShader | A post-screen shader that blurs the view using a Gaussian blur filter |
CPostCameraShakeShader | A post-screen shader that simulates a "shaking camera" effect |
CPostColorCorrectionShader | A post-screen shader for applying TV-like settings like brightness, contrast, hue, etc |
CPostGlowShader | A post-screen shader that adds a bloom-like glow-effect around objects in the scene |
CPostHaloShader | A post-screen shader that adds shining halos around objects in the scene |
CPostRadialBlurShader | A post-screen shader that blurs the view radially |
CPostScratchedFilmShader | A post-screen shader that creates "scratched film" effect |
CPostSepiaShader | A post-screen shader that creates an "old paper" look |
CPostShader | A shader that is applied to the complete scene after rendering |
CSasHelper | Helper class for accessing SAS-compliant annotations and reading/setting parameters |
CSasScriptClear | |
CSasScriptClearSetColor | |
CSasScriptClearSetDepth | |
CSasScriptClearSetStencil | |
CSasScriptCommand | |
CSasScriptDraw | |
CSasScriptGeometryList | |
CSasScriptHint | |
CSasScriptLoopByCount | |
CSasScriptLoopByType | |
CSasScriptLoopEnd | |
CSasScriptLoopGetCount | |
CSasScriptLoopGetIndex | |
CSasScriptLoopUpdate | |
CSasScriptPass | |
CSasScriptRenderColorTarget | |
CSasScriptRenderDepthStencilTarget | |
CSasScriptScriptExternal | |
CSasScriptScriptSignature | |
CSasScriptTechnique | |
CShader | Provides access to the properties of shader-programm executing on the GPU |
CShaderCompileException | Exception thrown when DynamicShader fails to compile FX code |
CSurfaceShader | A shader that controls the look of a PositionableRenderable's surface |
CTerrainShader | A shader that blends multiple textures together |
CWaterShader | A water surface shader |
►NVertexDecl | Structs mapped to DirectX custom vertex formats (for storing additional information per vertex) |
CPositionColored | A fixed-function vertex format that stores position and color. Using this format hints the engine that that no lighting is to be used |
CPositionColoredTextured | Not supported! |
CPositionMultiTextured | A fixed-function vertex format that stores position, shadow information, texture blending weights and texture coordinates. Using this format hints the engine that normals and tangents still need to be calculated |
CPositionNormalBinormalTangentTextured | A fixed-function vertex format that stores position, normals, binormals, tangents and texture coordinates. Using this format hints the engine that all necessary data is already present |
CPositionNormalColored | A fixed-function vertex format that stores position, normals and texture coordinates. Using this format hints the engine that that lighting is to be used |
CPositionNormalMultiTextured | A custom vertex format that stores position, normals, shadow information, texture blending weights and texture coordinates. Using this format hints the engine that tangents (and maybe normals) still need to be calculated |
CPositionNormalTextured | A fixed-function vertex format that stores position, normals and texture coordinates. Using this format hints the engine that tangents (and maybe normals) still need to be calculated |
CPositionTextured | A fixed-function vertex format that stores position and texture coordinates. Using this format hints the engine that normals and tangents still need to be calculated |
CTransformedColored | A fixed-function vertex format that stores a transformed position and color |
CTransformedColoredTextured | A fixed-function vertex format that stores a transformed position, color and texture coordinates |
CTransformedTextured | A fixed-function vertex format that stores a transformed position and texture coordinates |
CBufferHelper | Helper methods for creating, reading from and writing to VertexBuffers and IndexBuffers |
CDirectionalLight | A light source that has no position and shines in one direction |
CGlowView | A SpecialView for rendering glow maps |
CITextureProvider | An object that can provide a Texture for rendering |
CLazyView | An TextureView that only handles Render when SetDirty has been called |
CLightSource | A light source that illimunates PositionableRenderables in a Scene |
CMeshGenerator | Provides methods for creating meshes of simple geometric shapes (box, sphere, etc.) with texture coordinates |
CMeshHelper | Provides helper methods for optimizing Meshes, calculating normal vectors, adding textures, etc |
CPointLight | A light source that has a fixed position and shines uniformly in all directions |
CRenderTarget | Provides an in-memory area to render to instead of directly painting on the screen |
CScene | Represents a scene that can be viewed by a Camera |
CShadowView | A SpecialView for rendering shadow maps |
CSpecialView | A common base class for GlowView and ShadowView |
CSupportView | A common base class for all View.ChildViews that provide support functionality like water refraction/reflection, glow maps, etc |
CTextureView | A special kind of View that directs its output into a texture RenderTarget instead of printing straight to the screen |
CView | Controls the rendering of a OmegaEngine.Graphics.Scene using a Cameras.Camera |
CWaterView | A SupportView for rendering Water refractions or reflections |
CXMaterial | A combination of textures and lighting parameters |
►NInput | Handlers for mouse, keyboard and touch input |
CIInputReceiver | An object that receives input procesed into navigational commands from an InputProvider |
CInputProvider | Processes events from an input device into higher-level navigational commands |
CKeyboardInputProvider | Processes keyboard events into higher-level navigational commands |
CMouseInputProvider | Processes mouse events into higher-level navigational commands |
CTouchInputProvider | Processes touch events into higher-level navigational commands |
CUpdateReceiver | Calls a callback delegate whenever any kind of input is received |
►NStorage | Classes for data storage and serialization (XML and ZIP) |
CContentArchiveEntry | Represents a file in a content archive |
CContentManager | Provides a virtual file system for combining data from multiple directories and archives (useful for modding) |
CEmbeddedFile | Information about an additional file to be stored along side an ZIP archive using NanoByte.Common.Storage.XmlStorage or BinaryStorage |
CFileEntry | Describes a file returned by ContentManager.GetFileList |
CXmlStorage | Provides easy serialization to XML files (optionally wrapped in ZIP archives) |
►NValues | Data structures and helpers for Value Types |
►NDesign | |
CAngleControl | Allows the input of angles between 0 and 360 degrees by clicking in a circle |
CAngleEditor | An editor that can be associated with float properties representing angles between 0 and 360 degrees. Uses AngleControl |
CAttenuationConverter | |
CCodeEditor | An editor that can be associated with string properties. Uses TextEditorControl |
CColorCorrectionConverter | |
CDoublePlaneConverter | |
CDoubleVector3Converter | |
CFloatEditor | Abstract base class for drop-down PropertyGrid editors that can be associated with float properties |
CQuadrangleConverter | |
CSliderEditor | An editor that can be associated with float properties with values between 0 and 3 to provide a TrackBar interface |
CVector2RayConverter | |
CAttenuation | Factors describing the attenuation of light intensity over distance |
CByteGrid | A 2D grid of byte values that can be stored in grayscale PNG files |
CByteVector4 | Defines a four component vector with byte accuracy |
CByteVector4Grid | A 2D grid of ByteVector4 values that can be stored in ARGB PNG files |
CColorCorrection | Color correction values for use in post-processing |
CDoublePlane | Defines a plane in three dimensions with double distance accuracy |
CDoubleVector3 | Defines a three component vector with double accuracy |
CExpandableRectangleArray | Builds a rectangle array that can grow in any direction |
CFileTypeAttribute | Stores the file type describing the kind of data a property stores. Controls the behaviour of CodeEditor |
CFloatRangeAttribute | Stores the mimimum and maximum values allowed for a float field or property. Controls the behaviour of AngleEditor |
CGrid | A 2D grid of values that can be stored in PNG files |
CNibbleGrid | A 2D grid of nibble (half a byte / 4 bits) values that can be stored in 16 colors PNG files |
CQuadrangle | A 2D polygon consisting of four points |
CVector2Ray | Defines a ray in two dimensions, specified by a starting position and a direction |
CXColor | Stores ARGB-colors as byte values but also surfaces them as float values |
CColorUtils | Convert colors to different formats, interpolate, invert, .. |
CDebugConsole | Provides a generic debug console powered by the Log system and Lua scripting |
CDebugForm | Provides a debug interface for manipulating views, scenes, bodies and lights in the Engine in real-time |
CEngine | Provides central control for 3D rendering, sound management, asset caching, etc |
CEngineCapabilities | Methods for determining the rendering capabilities of the graphics hardware |
CEngineConfig | Stores settings for initializing Engine |
CEngineEffects | Turn specific rendering effects in the Engine on or off |
CEngineElement | A common base class for all objects that need an Engine instance |
CEngineElementCollection | A collection of EngineElements. Applies the composite pattern: automatically handles EngineElement.Engine setting and EngineElement.Dispose calling |
CEnginePerformance | Tracks the performance/speed of the Engine |
CEngineState | Represents the current graphics render state of the Engine.Device |
CEngineUtilsAnimation | Provides simple animation helpers for the Engine |
CEngineUtilsDraw | Provides simple draw helpers for the Engine |
►CGameBase | Automatically provides an Engine instance with a fullscreen-capable window, render loop, input handling, etc |
CGameForm | An internal Windows Form to use as Engine render target with mouse+keyboard event handling |
CHardware | Information about the hardware the Engine is running on |
CHardwareCpu | - See also
- Hardware.Cpu
|
CHardwareGpu | - See also
- Hardware.Gpu
|
CHardwareRam | - See also
- Hardware.Ram
|
CIAudio | Represents an asset that can playback audio |
CIPositionable | An interface to objects that have a position |
CIPositionableOffset | An interface to objects that have an offset that can be subtracted from the IPositionable.Position get an effective position to use for rendering |
CIResetable | |
CMathUtils | Designed to keep other code clean of messy spaghetti code required for some math operations |
CPerlinNoise | Perlin noise function |
CProfiler | Helper class with static functions to signal the beginnings and endings of performance profiling events. In Debug builds events are also passed to PIX |
CProfilerEvent | Struct that allows you to profile timed execution blocks |
CRandomUtils | Provides helper methods for creating different types of variables with random content |
CRenderPanel | A Panel that automatically provides an OmegaEngine.Engine instance for rendering on it, an optional timer-driver render loop, input handling, etc |
▼NOmegaGUI | GUI toolkit for the OmegaEngine |
►NModel | Ditor-friendly, XML-serializable data model of the GUI. No render code |
CButton | Button control |
CButtonBase | A basis for Button-like control |
CButtonStyle | Represents a custom style for a GUI button |
CCheckBox | CheckBox control |
CControl | Abstract base class for all control views |
CDialog | An XML-serializable dialog view |
CDropdownList | Combo box control |
CGroupBox | GroupBox control |
CLabel | Label text control |
CListBox | List box control |
CLocaleFile | A wrapper around an XmlDictionary used to store localized strings |
CPictureBox | |
CRadioButton | Radio button control |
CScrollBar | A scroll bar control |
CSlider | Slider control |
CTextBox | A basic edit box |
►NRender | Actual rendering widgets with DirectX resources |
CBlendColor | Blends colors |
CButton | Button control |
CCheckBox | CheckBox control |
CControl | Abstract base class for all control models |
CDialog | A dialog model containing DirectX-based controls |
CDialogManager | Manages shared resources of DirectX-based dialogs |
CDropdownList | Dropdown list control |
CElement | Contains all the display tweakables for a control |
CElementHolder | Contains all the display information for a given control type |
CFontNode | Structure for shared fonts |
CGroupBox | A filled rectangle used to optically group controls together |
CLabel | Label text control |
CListBox | List box control |
CListItem | Stores data for a DropdownList or ListBox item |
CMessageBox | A message-box dialog |
CPictureBox | |
CRadioButton | Radio button control |
CScrollBar | A scroll bar control |
CSlider | Slider control |
CTextBox | A basic edit box |
CTextureNode | Structure for shared textures |
CDialogRenderer | Displays a Dialog using Render.Dialog |
CGuiManager | Maintains lists of all DialogRenderers |