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    Namespace Core Module

    Utilities

    std_flax

    fmt

    Classes

    TimeSettings

    Time and game simulation settings container.

    StringViewBase

    Represents static text view as a sequence of characters. Characters sequence might not be null-terminated.

    StringView

    Represents static text view as a sequence of UTF-16 characters. Characters sequence might not be null-terminated.

    StringBuilder

    Flax implementation for strings building class that supports UTF-16 (Unicode)

    StringBase

    Represents text as a sequence of characters. Container uses a single dynamic memory allocation to store the characters data. Characters sequence is always null-terminated.

    StringAnsiView

    Represents static text view as a sequence of ANSI characters. Characters sequence might not be null-terminated.

    StringAnsi

    Represents text as a sequence of ANSI characters. Container uses a single dynamic memory allocation to store the characters data. Characters sequence is always null-terminated.

    String

    Represents text as a sequence of UTF-16 characters. Container uses a single dynamic memory allocation to store the characters data. Characters sequence is always null-terminated.

    Span

    Universal representation of a contiguous region of arbitrary memory.

    Sorting

    Helper utility used for sorting data collections.

    Singleton

    SimpleHeapAllocation

    SettingsBase

    Base class for all global settings containers for the engine. Helps to apply, store and expose properties to engine/game.

    SamplesBuffer

    Small buffer for samples used to calculate min/max/avg values.

    RingBuffer

    Template for ring buffer with variable capacity.

    RandomStream

    Very basic pseudo numbers generator.

    Pair

    Pair of two values.

    ObjectsRemovalService

    Removing old objects service. Your friendly garbage collector!

    Object

    Interface for Engine objects.

    Memory

    LogContext

    Log context interaction class. Methods are thread local, and as such, the context is as well. This system is used to pass down important information to be logged through large callstacks which don't have any reason to be passing down the information otherwise.

    LayersAndTagsSettings

    Layers and objects tags settings.

    ISerializable

    Interface for objects that can be serialized/deserialized to/from JSON format.

    InlinedAllocation

    The memory allocation policy that uses inlined memory of the fixed size and supports using additional allocation to increase its capacity (eg. via heap allocation).

    IGrouping

    Represents a collection of objects that have a common key.

    HeapAllocation

    The memory allocation policy that uses default heap allocation.

    HashSetBase

    Base class for unordered set of values (without duplicates with O(1) lookup access).

    HashSet

    Template for unordered set of values (without duplicates with O(1) lookup access).

    GraphicsSettings

    Graphics rendering settings.

    GameSettings

    The main game engine configuration service. Loads and applies game configuration.

    Function<ReturnType(Params...)>

    The function object that supports binding static, member and lambda functions.

    Function

    Float16Compressor

    Utility for packing/unpacking floating point value from single precision (32 bit) to half precision (16 bit).

    FixedAllocation

    The memory allocation policy that uses inlined memory of the fixed size (no resize support, does not use heap allocations at all).

    Dictionary

    Template for unordered dictionary with mapped key with value pairs.

    DeleteMe

    Helper class used to delete another object.

    Delegate

    Delegate object that can be used to bind and call multiply functions. Thread-safe to register/unregister during the call. Execution order of bound functions is not stable.

    DataContainer

    Universal utility class that can store the chunk of data or just reference to the memory. Supports only value types that don't require constructor/destructor invocation.

    CrtAllocator

    The default implementation of the memory allocator using traditional ANSI allocation API under the hood (malloc/free).

    CollisionsHelper

    Contains static methods to help in determining intersections, containment, etc.

    CollectionPoolCache

    Cache container that holds a list of cached collections to allow reuse and reduced memory allocation amount. Helps with sharing data across code and usages. It's thread-safe.

    ChunkedArray

    Template for dynamic array with variable capacity that uses fixed size memory chunks for data storage rather than linear allocation.

    Array with variable capacity that does not moves elements when it grows so you can add item and use pointer to it while still keep adding new items.

    Cache

    Acceleration structure used to improve operations performed by the Engine. Cache the data and allows to reuse memory container for less allocations at runtime. It's a thread-safe.

    BuildSettings

    The game building rendering settings.

    BitArray

    Template for dynamic array with variable capacity that stores the bit values.

    ArrayExtensions

    Array collection extension methods and helpers.

    Array

    Template for dynamic array with variable capacity.

    Structs

    Viewport

    Describes the viewport dimensions.

    Version

    Represents the version number made of major, minor, build and revision numbers.

    Vector4Base

    Represents a four dimensional mathematical vector with 32-bit precision (per-component).

    Vector3Base

    Represents a three dimensional mathematical vector.

    Vector2Base

    Represents a two dimensional mathematical vector.

    VariantType

    Represents an object type that can be interpreted as more than one type.

    Variant

    Represents an object that can be interpreted as more than one type.

    TVariantValueCast<T* , typename TEnableIf<TIsBaseOf<class ScriptingObject, T>::Value>::Type>

    TVariantValueCast

    Triangle

    Represents a three-dimensional triangle.

    Transform

    Describes transformation in a 3D space.

    TimeSpan

    Represents the difference between two dates and times.

    Stopwatch

    High-resolution performance counter based on Platform::GetTimeSeconds.

    SimdVector4

    RGBA16UNorm

    RG16UNorm

    Rectangle

    Describes rectangle in 2D space defines by location of its upper-left corner and the size.

    Ray

    Represents a three dimensional line based on a point in space and a direction.

    Quaternion

    Represents a four dimensional mathematical quaternion. Euler angles are stored in: pitch, yaw, roll order (x, y, z).

    Plane

    Represents a plane in three dimensional space.

    OrientedBoundingBox

    Oriented Bounding Box (OBB) is a rectangular block, much like an AABB (Bounding Box) but with an arbitrary orientation in 3D space.

    Nullable<bool>

    Specialization of Nullable() for bool type.

    Nullable

    Wrapper for a value type that can be assigned null, controlling the lifetime of the wrapped value.

    NonCopyable

    Matrix3x4

    Helper matrix for optimized float3x4 package of transformation matrices.

    Matrix3x3

    Represents a 3x3 mathematical matrix.

    Matrix

    Represents a 4x4 mathematical matrix.

    LogContextScope

    Helper structure used to call LogContext Push/Pop within single code block.

    LogContextData

    Log context data structure. Contains different kinds of context data for different situations.

    LayersMask

    The objects layers selection mask (from layers and tags settings). Uses 1 bit per layer (up to 32 layers).

    HashSetBucket

    Describes single portion of space for the item in a hash set.

    Half4

    Defines a four component vector, using half precision floating point coordinates.

    Half3

    Defines a three component vector, using half precision floating point coordinates.

    Half2

    Defines a two component vector, using half precision floating point coordinates.

    Guid

    Globally Unique Identifier (GUID) represented by 128-bit integer (16 bytes) that can be used across all computers and networks wherever a unique identifier is required. Such an identifier has a very low probability of being duplicated.

    FloatR11G11B10

    FloatR10G10B10A2

    Packed vector, layout: R:10 bytes, G:10 bytes, B:10 bytes, A:2 bytes, all values are stored as floats in range [0;1].

    Double4x4

    Represents a 4x4 mathematical matrix using double-precision floating-point values.

    DictionaryBucket

    Describes single portion of space for the key and value pair in a hash map.

    DateTime

    Represents date and time.

    Color32

    Representation of RGBA colors in 32 bit format (8 bits per component in RGBA order).

    Color

    Representation of the RGBA color.

    BoundingSphere

    Represents a bounding sphere in three dimensional space.

    BoundingFrustum

    Defines a frustum which can be used in frustum culling, zoom to Extents (zoom to fit) operations, (matrix, frustum, camera) interchange, and many kind of intersection testing.

    BoundingBox

    Represents an axis-aligned bounding box in three dimensional space.

    AABB

    Integer axis aligned bounding box

    Enums

    CommonType

    ObjectFlags

    PlaneIntersectionType

    ContainmentType

    LogType

    InputAxisType

    InputGamepadIndex

    InputActionState

    InputActionMode

    GamepadButton

    GamepadAxis

    MouseButton

    CursorLockMode

    ProbeCubemapResolution

    ShaderFlags

    TessellationMethod

    ViewFlags

    ViewMode

    DrawPass

    PostProcessEffectLocation

    MaterialPostFxLocation

    Quality

    ComparisonFunc

    CullMode

    PrimitiveTopologyType

    GPUResourceMapMode

    GPUResourceUsage

    PartitionMode

    ShadowsCastingMode

    MSAALevel

    FeatureLevel

    ShaderProfile

    RendererType

    GameWindowMode

    HashSetBucketState

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