| Class |
Description |
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_LightUtils
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_SceneGraph
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_SceneObjectData
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_ShaderCacheFile
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_StencilShadowsMaterial
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Animation
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An animation sequence. |
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AnimationTrack
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A 'track' in an animation sequence, ie a sequence of keyframes which affect a certain type of animable object. |
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AnimationTree
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AnimationTree.AnimationListBlock
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AnimationTree.AnimationListOutput
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AnimationTree.AnimationListOutput.Item
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AnimationTree.AnimationSourceBlock
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AnimationTree.BlendBlock
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AnimationTree.Block
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AnimationTree.Direction8SidesBlock
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AnimationTree.LookAtBlock
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AnimationTree.OutputBlock
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AnimationTree.ParameterBlock
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AnimationTree.SumBlock
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AnimationTree.TransitionBlock
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AnimationTree.TriggerBlock
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AnimationTree.ValueBlock
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AnimationTreeManager
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AreaEmitter
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Particle emitter which emits particles randomly from points inside an area (box, sphere, ellipsoid whatever subclasses choose to be). |
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Billboard
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A billboard is a primitive which always faces the camera in every frame. |
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BillboardChain
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Allows the rendering of a chain of connected billboards. |
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BillboardParticleRenderer
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Specialisation of ParticleSystemRenderer to render particles using a BillboardSet. |
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BillboardSet
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A collection of billboards (faces which are always facing the given direction) with the same (default) dimensions, material and which are fairly close proximity to each other. |
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Bone
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A bone in a skeleton. |
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BoxEmitter
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Particle emitter which emits particles randomly from points inside a box. |
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Camera
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A viewpoint from which the scene will be rendered. |
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ColourFaderAffector
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This subclass of ParticleAffector allows you to alter the colour of particles. |
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ColourFaderAffector2
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This subclass of ParticleAffector allows you to alter the colour of particles. |
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ColourInterpolatorAffector
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This subclass of ParticleAffector allows you to alter the colour of particles. |
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CompositionPass
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Object representing one pass or operation in a composition sequence. This provides a method to conviently interleave RenderSystem commands between Render Queues. |
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CompositionTargetPass
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Object representing one render to a RenderTarget or Viewport in the Composition framework. |
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CompositionTechnique
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Base composition technique, can be subclassed in plugins. |
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CompositionTechnique.TextureDefinition
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Local texture definition. |
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Compositor
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Class representing a Compositor object. Compositors provide the means to flexibly "composite" the final rendering result from multiple scene renders and intermediate operations like rendering fullscreen quads. This makes it possible to apply postfilter effects, HDRI postprocessing, and shadow effects to a Viewport. |
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CompositorInstance
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An instance of a Compositor object for one Viewport. |
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CompositorManager
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Class for managing Compositor settings for Engine. Compositors provide the means to flexibly "composite" the final rendering result from multiple scene renders and intermediate operations like rendering fullscreen quads. This makes it possible to apply postfilter effects, HDRI postprocessing, and shadow effects to a Viewport. |
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CompositorNameAttribute
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CompositorParameters
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CylinderEmitter
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Particle emitter which emits particles randomly from points inside a cylinder. |
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DeflectorPlaneAffector
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This class defines a ParticleAffector which deflects particles. |
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DirectionRandomiserAffector
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This class defines a ParticleAffector which applies randomness to the movement of the particles. |
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DummyMovableObject
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Defines the class for a special internal purposes. |
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EditorAnimationTreeUITypeEditor
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EditorMaterialUITypeEditor
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EditorParticleUITypeEditor
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EditorSkeletonUITypeEditor
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EditorTextureTypeAttribute
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EditorTextureUITypeEditor
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EditorTrueTypeFontUITypeEditor
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EllipsoidEmitter
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Particle emitter which emits particles randomly from points inside an ellipsoid. |
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Font
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Class representing a font in the system. |
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FontDefinition
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FontManager
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Manages font resources, parsing .fontDefinition files and generally organising them. |
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FrustumUtils
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GpuProgram
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Defines a program which runs on the GPU such as a vertex or fragment program. |
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GpuProgramCacheManager
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GpuProgramManager
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GPU Program manager class. |
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GpuProgramParameters
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Collects together the program parameters used for a GpuProgram. |
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GuiRenderer
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Specifies the gui renderer class. The class allows to draw 2d graphic elements. It can be configurated so that to draw elements oriented in 3D. |
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HardwareBuffer
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Abstract class defining common features of hardware buffers. |
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HardwareBufferManager
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Abstract singleton class for managing hardware buffers, a concrete instance of this will be created by the RenderSystem. |
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HardwareIndexBuffer
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Specialisation of HardwareBuffer for vertex index buffers. |
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HardwareOcclusionQuery
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This is a class that that provides the interface for the query class for hardware occlusion. |
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HardwarePixelBuffer
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Specialisation of HardwareBuffer for a pixel buffer. The HardwarePixelbuffer abstracts an 1D, 2D or 3D quantity of pixels stored by the rendering API. The buffer can be located on the card or in main memory depending on its usage. One mipmap level of a texture is an example of a HardwarePixelBuffer. |
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HardwareVertexBuffer
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Specialisation of HardwareBuffer for a vertex buffer. |
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HighLevelMaterial
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HighLevelMaterialManager
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HighLevelMaterialTemplate
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HollowEllipsoidEmitter
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Particle emitter which emits particles randomly from points inside a hollow ellipsoid. |
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ImageManager
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Class for serialization images. |
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IndexData
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Summary class collecting together index data source information. |
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KeyFrame
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A key frame in an animation sequence defined by an AnimationTrack. |
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LinearForceAffector
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This class defines a ParticleAffector which applies a linear force to particles in a system. |
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Material
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Class encapsulates rendering properties of an object. |
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MaterialManager
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Class for managing Material settings for Engine. |
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Mesh
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Resource holding data about 3D mesh. |
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MeshManager
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Handles the management of mesh resources. |
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MeshObject
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Defines an instance of a discrete, movable object based on a Mesh. |
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MeshObject.AnimationState
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Represents the state of an animation and the weight of it's influence. |
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MeshObject.ManualLodMeshObject
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MeshObject.SubObject
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Utility class which defines the sub-parts of a MeshObject. |
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MovableObject
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Abstract class definining a movable object in a scene. |
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NodeAnimationTrack
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OnlyForLoadShaderCacheManager
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ParticleAffector
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Abstract class defining the interface to be implemented by particle affectors. |
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ParticleEmitter
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Abstract class defining the interface to be implemented by particle emitters. |
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ParticleSystem
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Class defining particle system based special effects. |
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ParticleSystemManager
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Manages particle systems, particle system scripts (templates) and the available emitter and affector factories. |
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ParticleSystemRenderer
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Abstract class defining the interface required to be implemented by classes which provide rendering capability to ParticleSystem instances. |
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Pass
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Class defining a single pass of a Technique (of a Material), ie a single rendering call. |
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PixelBox
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A primitive describing a volume (3D), image (2D) or line (1D) of pixels in memory. In case of a rectangle, depth must be 1. Pixels are stored as a succession of "depth" slices, each containing "height" rows of "width" pixels. |
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PixelFormatUtils
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PointEmitter
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Particle emitter which emits particles from a single point. |
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Pose
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PrecompiledImageFontDefinition
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RendererWorld
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The root class of the Renderer system. |
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RendererWorld.InitializationOptionsClass
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RenderFrustum
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A frustum represents a pyramid, capped at the near and far end which is used to represent either a visible area or a projection area. Can be used for a number of applications. |
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RenderingLowLevelMethods
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RenderLight
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Representation of a dynamic light source in the scene. |
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RenderQueueInvocation
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Class representing the invocation of queue groups in a render queue. |
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RenderQueueInvocationSequence
|
Class to hold a linear sequence of RenderQueueInvocation objects. |
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RenderQueueListener
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Interface which classes must implement if they wish to receive events from the render queue. |
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RenderStatisticsInfo
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RenderStatisticsInfo.CameraInfo
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RenderSystem
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Defines the functionality of a 3D API. |
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RenderSystemCapabilities
|
Singleton class for storing the capabilities of the graphics card. |
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RenderTarget
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A 'canvas' which can receive the results of a rendering operation. |
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RenderTargetListener
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A interface class defining a listener which can be used to receive notifications of RenderTarget events. |
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RenderTexture
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This class represents a RenderTarget that renders to a Texture. There is no 1 on 1 relation between Textures and RenderTextures, as there can be multiple RenderTargets rendering to different mipmaps, faces (for cubemaps) or slices (for 3D textures) of the same Texture. |
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RenderWindow
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Manages the target rendering window. |
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RibbonTrail
|
Subclass of BillboardChain which automatically leaves a trail behind one or more Node instances. |
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RibbonTrail.Chain
|
Defines the ribbon trail chain. |
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RingEmitter
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Particle emitter which emits particles randomly from points inside a ring (e.g. a tube). |
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RotationAffector
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This subclass of ParticleAffector allows you to alter the rotation of particles. |
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ScaleAffector
|
This subclass of ParticleAffector allows you to alter the scale of particles. |
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SceneManager
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Manages the organisation and rendering of a 'scene' i.e. a collection of objects. |
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SceneNode
|
Class representing a node in the scene graph. |
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ShaderCacheManager
|
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Skeleton
|
A collection of Bone objects used to animate a skinned mesh. |
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SkeletonInstance
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A SkeletonInstance is a single instance of a Skeleton used by a world object. |
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SkeletonManager
|
Handles the management of skeleton resources. |
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StaticMeshObject
|
Defines the class for rendering the static geometry. |
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SubMesh
|
Defines a part of a complete mesh. |
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Technique
|
Class representing an approach to rendering this particular Material. |
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Texture
|
Class representing a Texture resource. |
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TextureManager
|
Class for loading and managing textures. |
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TextureUnitState
|
Class representing the state of a single texture unit during a Pass of a Technique, of a Material. |
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TransformKeyFrame
|
Specialised KeyFrame which stores a full transform. |
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TrueTypeFontDefinition
|
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TrueTypeFontDefinition.CharacterRange
|
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VertexAnimationTrack
|
Specialised AnimationTrack for dealing with changing vertex position information. See VertexAnimationType. |
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VertexBufferBinding
|
Records the state of all the vertex buffer bindings required to provide a vertex declaration with the input data it needs for the vertex elements. |
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VertexData
|
Summary class collecting together vertex source information. |
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VertexDeclaration
|
This class declares the format of a set of vertex inputs, which can be issued to the rendering API. |
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VertexMorphKeyFrame
|
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VertexPoseKeyFrame
|
Specialised KeyFrame which references a Mesh.Pose at a certain influence level, which stores offsets for a subset of the vertices in a buffer to provide a blendable pose. |
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Viewport
|
Viewport class, i.e. a rendering region on a render target. |