Angulos
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Class List
Here are the classes, structs, unions and interfaces with brief descriptions:
[detail level 1234567]
 NAngulos
 N_3d
 NComponents
 NPhysicsComponents
 CICompoundCollideableA interface that can be derived from to allow objects to handle collisions
 CPhysicsPointMassComponentA component that represents a point mass in physics
 CPhysicsRigidBodyComponentA component that represents a rigid body in the physics engine
 NRenderComponents
 CIRenderDependantComponentA interface that can be derived from to allow objects to call a method every frame
 CIRenderComponent
 CRigidRenderComponentA component that renders a rigid body object
 CIAngulosComponentThe main interface for a component that is managed by the ECS system
 NObjectRepresentation
 NHierarchies
 CSceneA scene in the world
 NShapes
 CCircle2dRepresents a 2d circle
 CCircularShell3dRepresents a sphere / circular shell
 CLineSegment2D
 CLineSegment3DRepresents a 3d line segment. LineSegment2D is the same for 2d
 CRay2dRepresents a ray in 2d space
 CRay3dRepresents a ray in 3d space
 CTriangle2DRepresents a 2D triangle Triangle3D represents a 3D triangle
 CTriangle3DRepresents a 3d triangle
 NTranslation
 CEulerAnglesRepresents Euler angles. These are used to represent rotations, and are more intuitive than quaternions. These are the X rotation, Y rotation, and Z rotation, all in degrees. You can convert these to quaternions and back using MathUtilities.EulerAnglesToQuaternion(EulerAngles) and MathUtilities.QuaternionToEulerAngles(Quaternion). These do suffer from gimbal lock
 CTransformationRepresents an objects' translation
 CMeshThe class for holding info on the shape of an object
 CMovementRepresents an object moving
 CSimulatedObjectAn object in a scene in a world. Can have components, a index, mesh, and translation
 NPhysics
 CPhysicsCollisionDataRepresents data about a collision that occurred between two objects in the physics simulation
 NRendering
 N_3DSVKRenderer
 NMain
 NImGui
 CImGuiRendererHandles rendering of ImGui elements
 NSVKWrappers
 CSVKCommandBufferRecorderA class that handles the recording of command buffers
 CSVKPipelineWraps a Vulkan pipeline and its layout. Also stores the create info for both for potential recreation and reference
 CISVKPushConstantRepresents a push constant. Very similar to uniforms, but can't be very large, in general no textures. The inheritor MUST be of a constant size, and less than 64 bytes
 CSVKShaderRepresents a shader
 CCamera
 CSVKVertex
 CQueueFamilyIndicesThe queue family indices. Queue families are types of queues No idea why they are indices
 CSwapChainSupportDetailsDetails of the graphics card's support for swapchains
 CInternalSVKRendererHandles all rendering internally. MainSVKRenderer is just a wrapper for this
 CISVKUniformRepresents a uniform. Must be a struct with sequential layout, and fixed size, and not a ref struct. It also must have a specific alignment, See https://vulkan-tutorial.com/Uniform_buffers/Descriptor_pool_and_sets at Alignment Requirements section. No other uniforms are specified in the default shaders other than MVPUniform, to show transformations, so this also requires custom shaders. For UpdateMappedPointerData, copy one instance of the uniform into the pointer, by doing something like making a span from the pointer with a length of 1, and setting the first element to your uniform instance
 CMVPUniformRepresents a model-view-projection uniform buffer object. Note, for uniforms the alignment of the members matters. See https://vulkan-tutorial.com/Uniform_buffers/Descriptor_pool_and_sets at Alignment Requirements section
 CShaderPassable< T >Represents a value to be passed to a shader
 N_2DSVKRenderer
 NMain
 NSVKWrappers
 CSVKDescriptorPool
 CSVKBufferRepresents a Vulkan buffer and all the data associated with it
 CSVKDescriptorSetA simple wrapper around a DescriptorSet to help manage its lifecycle
 CSVKDescriptorSetLayout
 CSVKImage
 CSVKUniformDescriptorsDescribes the uniforms used in a shader
 CSVKCommandPool
 CSVKObjectRepresents a object that is being rendered
 NExceptions
 CForceExitExceptionThe program was forced to exit
 CMessageBoxExceptionA small exception that is thrown when a message error box is shown
 CUnexpectedCodePathExceptionThrown when the program goes down a code path that should never be reached
 NSimulation
 NObjectHierarchy
 CObjectLinkA link between two objects
 NStrangeDataTypes
 CChangedObjectReturn
 CEdgeArrayTest for the UnsafeMemoryObject class
 CGetClosestTriangleLineReturn
 CInputDeviceKeyAction< T >Represents a set of input device, a input, and an action to perform when the input is triggered. T is a type of the key that is being pressed, such as Key or MouseButton
 CIOnlyExplicitMemoryArrays
 CIParent< ChildType >
 CResult
 CTriangleArrayA test for the UnsafeMemoryHandledObject class
 NUI
 NImGui
 CMainImGuiRenderer
 NUIElements
 CButton
 CContainer
 CDecimalSlider
 CIUIElementRepresents any UI element
 CLabel
 NUIHierarchy
 CUIWindow
 CIUIRendererRepresents a renderer that draws anything in UIRoot