Namespace Core Module
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Classes
Time and game simulation settings container. |
Represents static text view as a sequence of characters. Characters sequence might not be null-terminated. |
Represents static text view as a sequence of UTF-16 characters. Characters sequence might not be null-terminated. |
Flax implementation for strings building class that supports UTF-16 (Unicode) |
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. |
Represents static text view as a sequence of ANSI characters. Characters sequence might not be null-terminated. |
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. |
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. |
Universal representation of a contiguous region of arbitrary memory. |
Helper utility used for sorting data collections. |
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Base class for all global settings containers for the engine. Helps to apply, store and expose properties to engine/game. |
Small buffer for samples used to calculate min/max/avg values. |
Template for ring buffer with variable capacity. |
Very basic pseudo numbers generator. |
Pair of two values. |
Removing old objects service. Your friendly garbage collector! |
Interface for Engine objects. |
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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. |
Layers and objects tags settings. |
Interface for objects that can be serialized/deserialized to/from JSON format. |
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). |
Represents a collection of objects that have a common key. |
The memory allocation policy that uses default heap allocation. |
Base class for unordered set of values (without duplicates with O(1) lookup access). |
Template for unordered set of values (without duplicates with O(1) lookup access). |
Graphics rendering settings. |
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. |
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Utility for packing/unpacking floating point value from single precision (32 bit) to half precision (16 bit). |
The memory allocation policy that uses inlined memory of the fixed size (no resize support, does not use heap allocations at all). |
Template for unordered dictionary with mapped key with value pairs. |
Helper class used to delete another object. |
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. |
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. |
The default implementation of the memory allocator using traditional ANSI allocation API under the hood (malloc/free). |
Contains static methods to help in determining intersections, containment, etc. |
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. |
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. |
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. |
The game building rendering settings. |
Template for dynamic array with variable capacity that stores the bit values. |
Array collection extension methods and helpers. |
Template for dynamic array with variable capacity. |
Structs
Describes the viewport dimensions. |
Represents the version number made of major, minor, build and revision numbers. |
Represents a four dimensional mathematical vector with 32-bit precision (per-component). |
Represents a three dimensional mathematical vector. |
Represents a two dimensional mathematical vector. |
Represents an object type that can be interpreted as more than one type. |
Represents an object that can be interpreted as more than one type. |
TVariantValueCast<T* , typename TEnableIf<TIsBaseOf<class ScriptingObject, T>::Value>::Type>
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Represents a three-dimensional triangle. |
Describes transformation in a 3D space. |
Represents the difference between two dates and times. |
High-resolution performance counter based on Platform::GetTimeSeconds. |
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Describes rectangle in 2D space defines by location of its upper-left corner and the size. |
Represents a three dimensional line based on a point in space and a direction. |
Represents a four dimensional mathematical quaternion. Euler angles are stored in: pitch, yaw, roll order (x, y, z). |
Represents a plane in three dimensional space. |
Oriented Bounding Box (OBB) is a rectangular block, much like an AABB (Bounding Box) but with an arbitrary orientation in 3D space. |
Specialization of Nullable() for bool type. |
Wrapper for a value type that can be assigned null, controlling the lifetime of the wrapped value. |
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Helper matrix for optimized float3x4 package of transformation matrices. |
Represents a 3x3 mathematical matrix. |
Represents a 4x4 mathematical matrix. |
Helper structure used to call LogContext Push/Pop within single code block. |
Log context data structure. Contains different kinds of context data for different situations. |
The objects layers selection mask (from layers and tags settings). Uses 1 bit per layer (up to 32 layers). |
Describes single portion of space for the item in a hash set. |
Defines a four component vector, using half precision floating point coordinates. |
Defines a three component vector, using half precision floating point coordinates. |
Defines a two component vector, using half precision floating point coordinates. |
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. |
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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]. |
Represents a 4x4 mathematical matrix using double-precision floating-point values. |
Describes single portion of space for the key and value pair in a hash map. |
Represents date and time. |
Representation of RGBA colors in 32 bit format (8 bits per component in RGBA order). |
Representation of the RGBA color. |
Represents a bounding sphere in three dimensional space. |
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. |
Represents an axis-aligned bounding box in three dimensional space. |
Integer axis aligned bounding box |
Enums
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