Angulos
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Class Hierarchy
This inheritance list is sorted roughly, but not completely, alphabetically:
[detail level 123]
 CAngulos._3d.Rendering._3DSVKRenderer.Main.Camera
 CAngulos.StrangeDataTypes.ChangedObjectReturn
 CAngulos._3d.ObjectRepresentation.Shapes.Circle2dRepresents a 2d circle
 CAngulos._3d.ObjectRepresentation.Shapes.CircularShell3dRepresents a sphere / circular shell
 CAngulos._3d.ObjectRepresentation.Translation.EulerAnglesRepresents 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
 CException
 CAngulos.Exceptions.ForceExitExceptionThe program was forced to exit
 CAngulos.Exceptions.MessageBoxExceptionA small exception that is thrown when a message error box is shown
 CAngulos.Exceptions.UnexpectedCodePathExceptionThrown when the program goes down a code path that should never be reached
 CAngulos.StrangeDataTypes.GetClosestTriangleLineReturn
 CAngulos._3d.Components.IAngulosComponentThe main interface for a component that is managed by the ECS system
 CAngulos._3d.Components.PhysicsComponents.ICompoundCollideableA interface that can be derived from to allow objects to handle collisions
 CAngulos._3d.Components.PhysicsComponents.PhysicsRigidBodyComponentA component that represents a rigid body in the physics engine
 CAngulos._3d.Components.PhysicsComponents.PhysicsPointMassComponentA component that represents a point mass in physics
 CAngulos._3d.Components.PhysicsComponents.PhysicsRigidBodyComponentA component that represents a rigid body in the physics engine
 CAngulos._3d.Components.RenderComponents.IRenderComponent
 CAngulos._3d.Components.RenderComponents.RigidRenderComponentA component that renders a rigid body object
 CAngulos._3d.Components.RenderComponents.RigidRenderComponentA component that renders a rigid body object
 CIAny
 CAngulos._3d.Rendering._3DSVKRenderer.Main.InternalSVKRendererHandles all rendering internally. MainSVKRenderer is just a wrapper for this
 CAngulos._3d.Rendering._3DSVKRenderer.Main.ImGui.ImGuiRendererHandles rendering of ImGui elements
 CAngulos.StrangeDataTypes.InputDeviceKeyAction< 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
 CAngulos.StrangeDataTypes.IOnlyExplicitMemoryArrays
 CAngulos.StrangeDataTypes.IParent< ChildType >
 CAngulos._3d.Rendering._3DSVKRenderer.Main.SVKWrappers.SVKPipelineWraps a Vulkan pipeline and its layout. Also stores the create info for both for potential recreation and reference
 CAngulos._3d.Components.RenderComponents.IRenderDependantComponentA interface that can be derived from to allow objects to call a method every frame
 CISizeGettable
 CAngulos.StrangeDataTypes.EdgeArrayTest for the UnsafeMemoryObject class
 CAngulos.StrangeDataTypes.TriangleArrayA test for the UnsafeMemoryHandledObject class
 CAngulos._3d.ObjectRepresentation.MeshThe class for holding info on the shape of an object
 CAngulos._3d.ObjectRepresentation.Shapes.LineSegment3DRepresents a 3d line segment. LineSegment2D is the same for 2d
 CAngulos._3d.ObjectRepresentation.Shapes.Triangle3DRepresents a 3d triangle
 CAngulos._3d.ObjectRepresentation.SimulatedObjectAn object in a scene in a world. Can have components, a index, mesh, and translation
 CAngulos._3d.Rendering._2DSVKRenderer.Main.SVKWrappers.SVKImage
 CAngulos._3d.Rendering._3DSVKRenderer.Main.SVKWrappers.ISVKPushConstantRepresents 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
 CAngulos._3d.Rendering._3DSVKRenderer.Main.ISVKUniformRepresents 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
 CAngulos._3d.Rendering._3DSVKRenderer.Main.MVPUniformRepresents 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
 CAngulos.UI.UIElements.IUIElementRepresents any UI element
 CAngulos.UI.UIElements.Button
 CAngulos.UI.UIElements.Container
 CAngulos.UI.UIElements.DecimalSlider
 CAngulos.UI.UIElements.Label
 CAngulos.UI.IUIRendererRepresents a renderer that draws anything in UIRoot
 CAngulos.UI.ImGui.MainImGuiRenderer
 CAngulos._3d.ObjectRepresentation.Shapes.LineSegment2D
 CAngulos._3d.ObjectRepresentation.MovementRepresents an object moving
 CAngulos.Simulation.ObjectHierarchy.ObjectLinkA link between two objects
 CAngulos._3d.Physics.PhysicsCollisionDataRepresents data about a collision that occurred between two objects in the physics simulation
 CAngulos._3d.Rendering._3DSVKRenderer.Main.QueueFamilyIndicesThe queue family indices. Queue families are types of queues No idea why they are indices
 CAngulos._3d.ObjectRepresentation.Shapes.Ray2dRepresents a ray in 2d space
 CAngulos._3d.ObjectRepresentation.Shapes.Ray3dRepresents a ray in 3d space
 CAngulos.StrangeDataTypes.Result
 CAngulos._3d.ObjectRepresentation.Hierarchies.SceneA scene in the world
 CAngulos._3d.Rendering._3DSVKRenderer.Main.ShaderPassable< T >Represents a value to be passed to a shader
 CAngulos._3d.Rendering._2DSVKRenderer.Main.SVKWrappers.SVKBufferRepresents a Vulkan buffer and all the data associated with it
 CAngulos._3d.Rendering._3DSVKRenderer.Main.SVKWrappers.SVKCommandBufferRecorderA class that handles the recording of command buffers
 CAngulos._3d.Rendering._2DSVKRenderer.Main.SVKCommandPool
 CAngulos._3d.Rendering._2DSVKRenderer.Main.SVKWrappers.SVKDescriptorPool
 CAngulos._3d.Rendering._2DSVKRenderer.Main.SVKWrappers.SVKDescriptorSetA simple wrapper around a DescriptorSet to help manage its lifecycle
 CAngulos._3d.Rendering._2DSVKRenderer.Main.SVKWrappers.SVKDescriptorSetLayout
 CAngulos._3d.Rendering._2DSVKRenderer.Main.SVKObjectRepresents a object that is being rendered
 CAngulos._3d.Rendering._3DSVKRenderer.Main.SVKWrappers.SVKShaderRepresents a shader
 CAngulos._3d.Rendering._2DSVKRenderer.Main.SVKUniformDescriptorsDescribes the uniforms used in a shader
 CAngulos._3d.Rendering._3DSVKRenderer.Main.SVKVertex
 CAngulos._3d.Rendering._3DSVKRenderer.Main.SwapChainSupportDetailsDetails of the graphics card's support for swapchains
 CAngulos._3d.ObjectRepresentation.Translation.TransformationRepresents an objects' translation
 CAngulos._3d.ObjectRepresentation.Shapes.Triangle2DRepresents a 2D triangle Triangle3D represents a 3D triangle
 CAngulos.UI.UIHierarchy.UIWindow