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Vulkan Schnee 0.0.1 (22840dc8)
High-performance rendering engine
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| NAsset | Classes which are related to asset loading are mostly stored in this namespace |
| CAssetBase | Base class for asset wrappers. The data is stored in the private member variable 'data' in form of entt components |
| CAssetManager | A manager which is used to look up existing assets and their loading state |
| CLoadResult | Result returned when an asynchronous asset load reaches a terminal state |
| CMeshPath | Identifies a named mesh-like asset inside an asset file |
| CPath | Identifies a single asset file on disk |
| CRecord | Internal storage for one asset entry managed by AssetManager |
| CRef | Non-owning handle to an asset record managed by AssetManager |
| NEngine | |
| NAnimation | Animation channel data and evaluation helpers |
| CAnimationChannel | A single animation channel targeting one joint's transform property |
| CAnimationEvaluator | Evaluates animation keyframes at a given time |
| CJointPose | Local-space transform sampled for one joint |
| NAssets | |
| NAuthored | |
| CAnimationClipAssetRef | Handle to an animation clip. |
| CAudioAssetRef | Handle to audio clip asset data. |
| CCubemapTextureAssetRef | Handle to a cubemap texture. |
| CFontAssetRef | Handle to a font asset. |
| CGeometryMeshAssetRef | Handle to non-skinned mesh geometry. |
| CGltfAssetRef | Handle to a glTF container file. |
| CGltfRenderableAssetRef | Handle to one mesh-bearing node inside a glTF file. |
| CLightmapTextureAssetRef | Handle to a file-backed sampled 2D texture. |
| CMaterialAssetRef | Handle to a material payload. |
| CSkeletalMeshAssetRef | Handle to skinned mesh geometry. |
| CSkeletonAssetRef | Handle to skeleton metadata. |
| CSkinAssetRef | Handle to skin binding data. |
| CTexture2DAssetRef | Handle to a file-backed sampled 2D texture. |
| NLoaders | |
| CAudioLoader | Loader for audio files using miniaudio's built-in decoders |
| CGltfLoader | Loads glTF files and converts tinygltf data into engine asset data |
| CGltfBufferDataView | View into a glTF accessor's backing buffer data |
| CGltfMaterialData | Material data extracted from a glTF material and engine extensions |
| CGltfMeshData | Mesh data extracted from a glTF mesh node |
| CGltfMeshPrimitiveData | Geometry, material, and optional skinning data parsed from one glTF primitive |
| CGltfTextureData | Optional image payload extracted from tinygltf |
| CGltfVertexData | Resolved vertex attribute and index views for a glTF primitive |
| CMaterialExtensions | Parsed material extension bundle for one glTF material |
| CStaticMeshExtensions | Parsed extension bundle for one mesh or node |
| CStaticMeshSettings | Static mesh settings parsed from legacy glTF extras |
| CVulkanSchneeExtension | Parsed VULKAN_SCHNEE_engine_properties extension data |
| CAnchorPointReference | Syntax-level reference from an owning mesh node to an AnchorPoint node |
| CCollisionProperties | Collision shape properties imported from Blender |
| CCompoundChild | Child shape data for compound collision |
| CDirectionalLightProperties | Directional light component data imported from directionalLightProperties |
| CLightProperties | Engine-side representation of the Blender light settings exported for an object, including shadow and lightmap behavior |
| CLightmapProperties | Lightmap metadata imported from lightmapProperties |
| CMeshProperties | Mesh behavior flags imported from meshProperties |
| Cmetadata | Legacy object metadata imported from older exporter output |
| CPointLightProperties | Point light component data imported from pointLightProperties |
| CVulkanSchneeMaterialExtension | Parsed VULKAN_SCHNEE_materials material extension data |
| CShaderParameter | Shader input exported from a Vulkan Schnee Blender shader node |
| CKtx2Loader | Loader for KTX2 texture files (BC6H, BC7, etc.) |
| NTextures | |
| CExrChannelInfo | Represents channel information from an EXR file header |
| CExrHeader | Wrapper for EXR file header information with owned data |
| CExrLoader | Loader for EXR (OpenEXR) image files |
| CKtx2TextureData | Stores all data loaded from a KTX2 file including mip chain |
| CTextureHandleRegistry | Central registry for texture handles, providing O(1) descriptor index lookup |
| CEntry | Registry entry storing texture metadata |
| CTextureIdentityKey | Path and semantic type pair that uniquely identifies a texture handle |
| CTextureIdentityKeyHash | Hash functor for TextureIdentityKey |
| CAnimation | Animation clip loaded from glTF animation data |
| CAnimationAssetManager | Stores animation clips keyed by their source mesh path |
| CAssetHandle | Stable typed reference into an asset registry store |
| CAssetHandleHash | Allows handles to be used as unordered_map/set keys without losing the handle's type safety |
| CAudio | Holds decoded PCM audio data as an engine asset |
| CAudioAssetManager | Manages audio assets by filesystem path, providing dedup and lookup |
| CAudioData | Decoded audio data ready for playback |
| CAudioFlowHandle | Stable identity of an audio flow: the glTF asset path plus the flow name (unique within the asset). Two handles are equal when both the path and the name match, so the same flow resolves to the same handle regardless of how often it was loaded |
| CAudioFlowLoader | Imports audio flows from an exported glTF asset |
| CAudioFlowStore | Registry for audio flows keyed by (glTF path, flow name) |
| CRecord | One stored flow |
| CCubemapTexture | Owns Vulkan resources for a sampled cubemap texture |
| CCubemapTextureData | CPU-side RGBA cubemap image data |
| CCubemapTextureLoader | Loads cubemap face images from a directory |
| CExrTextureAsset | Extension of TextureAsset and stores the Exr header information as well as the texture data |
| CFlowSettingHandle | Stable handle to a named, runtime-controllable setting of a flow |
| CGltfTextureAsset | Extension of TextureAsset for images loaded from glTF files (PNG/JPG) |
| CJoint | A single joint in a skeleton hierarchy |
| CMaterial | Material asset is another wrapper for asset data which is stored in entt. It has the EngineCore::MaterialAsset::type member variable which corresponds to the component used to store the material data |
| CMaterialAssetManager | Asset manager for materials keyed by source file path and material name |
| CMesh | The mesh asset stores geometry data and |
| CMeshAssetManager | Stores mesh data with their primitives |
| CNullAssetHandle | Explicit null value assignable to any typed asset handle |
| CRuntimeMaterialLease | Move-only ownership of a material created at runtime |
| CRuntimeTexture | Runtime-owned Vulkan texture resource |
| CRuntimeTextureDescriptorLease | Move-only ownership of one runtime texture descriptor slot |
| CSkin | Skeleton definition loaded from glTF skin data |
| CSkinAssetManager | Stores skin and skeleton binding data keyed by source mesh path |
| CTexture | Wrapper for texture data |
| CTextureAssetManager | Asset manager for texture assets keyed by filesystem path |
| CTextureHandle | Type-erased texture handle for runtime storage |
| CTypedTextureHandle | Type-safe texture handle wrapper providing compile-time type safety |
| NComponents | |
| CArcadeGliderInput | Input values for one arcade glider simulation step |
| CArcadeGliderState | Persistent state carried between arcade glider simulation steps |
| CArcadeGliderStep | Output values from one arcade glider simulation step |
| CArcadeGliderTuning | Stores the config values for the glider. Can be used to change the flight behavior of the glider movement controller |
| CBoxCollision | Collision component using a box shape |
| CCamera | A camera component that provides view and projection matrices based on its SceneNode transform. Use setActive() to mark this camera as the active camera for rendering |
| CCapsuleCollision | Collision component using a capsule shape (cylinder with hemispherical ends) |
| CCollidableMesh | Mesh component that can create and own collision shapes for its actor |
| CCollision | Base class for collision shape components |
| CCallbackSubscription | |
| CDirectionalLight | Runtime directional light component mirrored into ECS for renderer queries |
| CLogic | Base class for all logic components that can be attached to an actor. Provides access to the scene, tick functionality, and lifecycle events |
| CMesh | A component which can be attached as many times to an actor as one wants. It makes it possible to render a mesh attached to an object |
| CPhysicsBody | Component that manages a physics rigid body for an entity |
| CBodyCallbackSubscription | |
| CScene | A scene component has a transform |
| CVrCamera | Camera component driven by VR headset tracking |
| CVrGlider | VR locomotion component that switches between walking, falling, gliding, and stalled flight |
| CDebugSnapshot | Diagnostics captured from the most recent tick() call |
| CHandData | Hand position and orientation data relative to head |
| CVrMovement | Component that handles VR player movement using controller inputs. Writes locomotion to the actor's SceneNode, which the camera reads from |
| CWidgetComponent | Runtime ImGui widget that can be rendered into a world-space UI texture |
| CResolution | Requested render-target size for the widget texture |
| CWorldUiWindowStyle | |
| CWindTrail | Logic component that owns a wind trail emitter scene node |
| CWorldUiMaterialSettings | |
| CWorldUiSurfaceComponent | Binds a world-space widget texture to a mesh through a runtime material |
| NCore | |
| CAnchorPoint | Named attachment transform authored as a direct child empty of a glTF mesh node |
| CAnimationClipStore | Registry store for animation clip handles |
| CRecord | Stored metadata for one animation clip handle slot |
| CApplicationContext | The application context is the core class which stores the basic openxr and vulkan objects |
| CQueueFamily | Queue family indices and queue handles selected for the Vulkan device |
| CFamily | One Vulkan queue family selection and its queue handle |
| CAssetManager | Coordinates engine asset loading pipelines and runtime texture descriptor ownership |
| CAssetRegistry | Groups typed asset registry stores and resolves authored asset references |
| CAudioClipStore | Registry store for authored audio clip handles |
| CRecord | Stored metadata for one audio clip handle slot |
| CAudioDeviceInfo | |
| CAudioEngine | Owns the miniaudio engine and provides the playback API |
| CPendingPlay | Deferred playback request awaiting its clip's async payload |
| CPlayingFlow | Active flow graph playback instance |
| CPlayingSound | Active miniaudio sound instance owned by the audio engine |
| CSpatializedSound | Active spatialized sound referencing a Steam Audio backend source |
| CAudioFlowGraph | Shared flow-graph audio runtime built on a miniaudio node graph |
| CConstexprPath | Fixed-size path string that supports constexpr path composition |
| CDescriptorIndexAllocator | Use this class to manage a finite amount of memory. The idea is to have an array which stores objects and a vector which has pointers to said objects in the array. The array is sparsely populated using optionals |
| CGeometryMeshStore | Registry store for non-skinned geometry mesh handles |
| CRecord | Stored metadata for one geometry mesh handle slot |
| CGltfRenderableRecord | Imported metadata for one renderable node inside a glTF file |
| CGltfStore | Registry store for glTF source files and their renderable node handles |
| CGltfRecord | Stored metadata for one glTF source handle slot |
| CRenderableRecord | Stored metadata for one glTF renderable handle slot |
| CITickable | This is the interface which is used to call a tick function on an object. Everything which should be able to tick has to implement this interface |
| CMaterialData | CPU-side material description consumed by renderer material upload code |
| CMaterialStore | Registry store for material asset handles |
| CRecord | Stored metadata for one material handle slot |
| CPackedVertex | Compact vertex format used by mesh packing code |
| CPath | Centralized accessors for project and asset paths |
| CPathHasher | Hash functor for filesystem paths used in unordered containers |
| CPhysicsEngine | Owns the Bullet dynamics world and dispatches engine collision events |
| CComponentPairKey | |
| CPendingActorEvent | |
| CPendingComponentEvent | |
| CRuntimeBodySlot | |
| CRuntimeCollisionSlot | |
| CSamplerCache | Cache for reusable Vulkan samplers keyed by address mode |
| CSceneManager | Manages game objects within a scene, handling registration, ID allocation, and GPU buffer synchronization for meshlet-to-object mappings |
| CSkinStore | Registry store for skin/skeleton binding handles |
| CRecord | Stored metadata for one skin handle slot |
| CSteamAudioBackend | Binaural HRTF spatialization backend built on Steam Audio |
| CTexture2DStore | Registry store for authored sampled 2D texture handles |
| CRecord | Stored metadata for one 2D texture handle slot |
| CTextureStorage | Texture asset entry paired with its descriptor index |
| CTimerManager | Schedules one-shot callbacks against engine time |
| CTimerEvent | |
| CTimerHandle | Opaque identifier for a scheduled timer |
| NDebug | |
| NRendering | |
| CDraw | Static API for immediate-mode debug line drawing |
| CLineVertex | Vertex data for debug line rendering |
| NDebugging | |
| CPlog | |
| NEcs | EnTT component data used by engine systems |
| CActiveCamera | Tag for the active camera in the scene |
| CAnimationState | Animation playback state for an entity with a skeletal mesh |
| CAssetImportPipeline | Master asset import pipeline that dispatches asset submissions to the texture, model and audio sub-pipelines and advances them in a fixed order |
| CAssetLoadingImage | Async glTF image load request tracked by the ECS asset pipeline |
| CAssetLoadingStatus | Status information for asset loading pipeline |
| CAssetRequested | Tag applied while an asset request is queued but the runtime asset is not loaded |
| CAudioAssetPipeline | Async pipeline for loading audio assets (WAV, FLAC, MP3) |
| CAudioLoadFuture | |
| CBoneTransformsDirty | Tag component indicating bone transforms need GPU upload. Analogous to TransformDirty for world transforms |
| CBoundingSphere | Bounding sphere used for culling and bounds aggregation |
| CCameraProperties | Camera properties for projection matrix calculation |
| CCompletedMeshletGeneration | Complete result of meshlet generation for all primitives of a mesh. This is returned from the background meshlet generation task and queued for processing on the main thread at a safe point |
| CComputedBoneTransforms | Stores computed bone matrices for GPU upload |
| CDirectionalLightData | Runtime directional light data mirrored from Components::DirectionalLight. sceneNodeEntity points to the transform used to derive the light direction unless hasDirectionOverride is set |
| CExrHeaderData | Loaded EXR header data used before full texture payload loading |
| CExrHeaderFuture | Async EXR header load request tracked by the ECS asset pipeline |
| CGltfModelFuture | Async glTF model load request tracked by the ECS asset pipeline |
| CImageData | ECS wrapper for loaded tinygltf image data |
| CKtx2LoadFuture | Async KTX2 texture load request tracked by the ECS asset pipeline |
| CLightData | Tag for ECS entities that provide renderer light data |
| CLodHierarchyResult | Result of LOD hierarchy generation for a mesh primitive. Contains per-cluster and per-group data for all LOD levels |
| CMaterialDiffuseFlatColor | Flat diffuse color material payload |
| CMaterialLoadingData | Material payload waiting to be registered as a material asset |
| CMaterialNormals | Material state for normal visualization |
| CMesh | ECS wrapper for one glTF mesh object |
| CMeshComponentRef | References to MeshComponents for ECS-based iteration. Multiple mesh components can share one SceneNode entity |
| CMeshIndex | Mesh index inside a glTF scene |
| CMeshletData | Meshlet descriptors and index streams for one primitive |
| CMeshPrimitive | Runtime mesh primitive data consumed by the renderer |
| CMeshPrimitiveData | Renderer-facing primitive collection for one mesh asset |
| CModel | ECS wrapper for a loaded tinygltf model |
| CModelAssetPipeline | The model asset pipeline loads a gltf scene and loads and loads the mesh and material data. The material data requests the textures it needs |
| CModelFuture | Async glTF model load future without a path |
| CModelNode | ECS wrapper for one glTF node object |
| CPackedTriangle | GPU-ready packed triangle data (matches shader layout). Stores 3 x 8-bit local indices packed into a single uint32_t. Packing: [unused:8][i2:8][i1:8][i0:8] - bits 31-24, 23-16, 15-8, 7-0 Reduces triangle-index bandwidth by 4x versus unpacked format |
| CParent | Parent entity link for component-owned ECS entities |
| CPipelineGeometryData | Temporary holder for raw geometry data during pipeline execution |
| CPointLightData | Runtime point light data mirrored from Components::PointLight. sceneNodeEntity points to the transform used as the light position |
| CPrimitiveData | CPU geometry for one mesh primitive before renderer upload |
| CPrimitiveDataLoading | Result of primitive extraction before meshlet generation |
| CPrimitiveMeshletResult | Result of meshlet generation for a single primitive. Used to transfer data from background thread to main thread safely |
| CPrimitiveMetaData | Metadata about a primitive being loaded from gltf file |
| CRawMeshData | Raw mesh geometry data extracted from a glTF file |
| CRegistryManager | Singleton which holds the entt registry |
| CRendererDirtyList | Global dirty entity collector for renderer transform uploads |
| CSceneNodeRef | Scene node reference used to propagate transform dirty flags through children |
| CSimulatesPhysics | Physics body state for entities synchronized with Bullet |
| CSkeletalMeshData | Skeletal mesh data component. Similar to StaticMeshData but references skin/animation |
| CStaticMeshData | Mesh component state for one static mesh reference |
| CStaticMeshes | Collection of static mesh references attached to one entity |
| CTextureAssetPipeline | Infrastructure to load images into the ecs |
| CTick | Tick registration for objects that receive engine tick callbacks |
| CTransform | Local transform matrix and helpers for translation, rotation, and scale |
| CTransformDepth | Depth of an entity in the transform hierarchy |
| CTransformDirty | Tag for dirty transforms (used by scene graph synchronization) |
| CTransformDirtyRenderer | Legacy tag for transforms that need GPU upload |
| CTransformOperators | Static helpers for reading and mutating Transform matrices |
| CMatrixTransformComponent | |
| CUnpackedMeshletData | Pre-packed GPU-ready data for a primitive's meshlets. Generated on background thread during meshlet generation |
| CVRTrackingInput | VR tracking input populated from OpenXR each frame. Used by the IK system to drive skeletal animation from controller poses |
| CDevicePose | World-space pose for a tracked XR device |
| CWorldTransform | Cached world transform matrix written by the scene graph |
| NEntities | |
| Ndetail | |
| CConstructibleWithSceneEntityFirstNodeRest | Detects component constructors that accept scene, entity, first user argument, node, and remaining args |
| CConstructibleWithSceneEntityFirstNodeRest< T, First, Rest... > | Specialization for component constructors that place the scene node after the first user argument |
| CGltfSpawnNode | Planned scene actor for one renderable glTF node |
| CGltfSpawnPlan | Prepared glTF spawn data reused while creating actors from one glTF asset |
| CActor | An Actor is similar to an Engine::Entities::Entity. An actor is an Entity with a transform |
| CDebugCameraActor | Lightweight active camera actor for level debugging and focused scene tests |
| CEntity | The entity class is the base class of everything which is attached to a scene. If it is part of a scene it is an entity |
| CEntityContainer | Owns entity lifetime and deferred destruction for a scene or subsystem |
| CGltfSpawner | Utility class for spawning GLTF meshes into a scene |
| CNodeFactory | Factory class for creating SceneNodes with proper parent-child relationships. This ensures that nodes are always created with a valid parent |
| CRat | Test actor that owns a scene component |
| CRootNode | A subclass of EngineCore::SceneNode which is the root node of a scene graph |
| CScene | Owns scene entities, actor lifetime, and the scene graph root |
| CSceneGraph | Represents the entire scene as a graph (specifically, a tree) of SceneNode objects. It manages the hierarchy of nodes and provides access to the root of the scene |
| CSceneLightingSettings | Scene-specific multipliers for direct and baked environment lighting |
| CSceneNode | Represents a node in the scene graph, containing information about its position, rotation, and scale relative to its parent. It also holds references to its parent and children nodes |
| CSkeletalMeshActor | Actor type for skinned/skeletal meshes (characters, animated objects) |
| CSpawnContext | Scene ownership data passed to actor and component constructors during spawning |
| CStaticMeshActor | Wrapper for entt component creation which ensures types safety and attaches the correct component with systems to the entity |
| NExceptions | |
| CAllocation | Used when we allocate memory in finite space (e.g. array) and run out of space |
| CBufferWrite | A buffer write exception is typically thrown when trying to write to a buffer which does not have enough space for the content written to it |
| CEnvironment | Is thrown when the environment for the game is not setup properly. So for example if we cant find an openxr runtime this is thrown |
| CException | Base exception type for engine-specific runtime errors |
| CInitializationOrder | Initialization Order is called when something is called where we are trying to access uninitialized data |
| CMissingOpenXrRuntime | When the open xr runtime is not installed this will be thrown |
| CMissingVulkanFeature | Thrown when the vulkan device is missing features which are required for the engine |
| CRendering | Thrown when renderer setup or frame rendering fails outside OpenXR-specific paths |
| CVrHeadsetConnection | Thrown when a VR headset connection fails or is unavailable |
| CVulkanSetup | Is thrown when trying to create a vulkan object and it fails |
| CXrRendering | Thrown when OpenXR rendering setup or frame rendering fails |
| NPhysics | |
| CCollisionEvent | Actor-level collision or overlap event generated by PhysicsEngine |
| CCollisionHandle | Runtime handle for a registered collision component |
| CCollisionProfileHandle | Registry handle for a collision profile name |
| CCollisionProfileRegistry | Registers collision profile names, enum mappings, and pair responses |
| CProfileData | |
| CPhysicsBodyHandle | Runtime handle for a registered physics body component |
| CPhysicsQueryFilter | Collision profile filter used by PhysicsEngine scene queries |
| CRaycastHit | Result data for physics raycasts and sweep tests |
| CRigidBodyCreateInfo | Parameters used by Engine::Core::PhysicsEngine::createRigidBody() |
| NRendering | |
| NGpuBuffers | |
| CClusterGroupData | Per-group LOD data representing simplified child clusters |
| CClusterLodData | Per-cluster LOD data for GPU-driven LOD selection |
| CClusterSurvivor | Cluster survivor data passed from culling to binning shaders |
| CDiffuseFlatColorMaterial | GPU-side flat color material |
| CDiffuseShaderMaterial | GPU-side diffuse textured material |
| CDispatch | Workgroup counts for an indirect compute dispatch |
| CDynamicPointLight | GPU-side dynamic point light |
| CDynamicPointLightBuffer | Fixed-size dynamic point light buffer for shaders |
| CGpuMeshDescription | GPU-visible meshlet range for one mesh |
| CInstanceCullingData | Per-instance bounding data used by compute culling |
| CInstanceData | Per-instance transform and material data referencing shared geometry |
| CLocalBoundsData | Local-space bounding sphere data for GPU transformation |
| CLodConfigUBO | LOD configuration UBO for GPU shader selection |
| CMeshGeometryData | Shared geometry metadata for instanced rendering with LOD support |
| CMeshletBounds | Bounding sphere for meshlet culling |
| CMeshPrimitiveRenderData | Per-primitive material and lighting indices for fragment shaders |
| CMeshUnpackingData | Mesh unpacking metadata for compute shader |
| CNormalsMaterial | GPU-side material data for normals debug rendering |
| CObjectCullingCounters | Culling operation counters for GPU buffers |
| CObjectCullingData | Object culling data for compute shader |
| CPbrMaterial | GPU-side PBR material with spherical harmonics |
| CPrimitiveMeshletData | Per-primitive meshlet range for culling shader |
| CSHProbeData | Spherical harmonics probe data for dynamic lighting |
| CSingleMeshletGeometryData | Draw metadata for geometry routed through the vertex-shader fast path |
| CSunLightBuffer | GPU-side single directional sun light |
| CSunShadowCascadeBuffer | GPU-side cascaded shadow data for the active directional sun |
| CUnifiedMeshlet | GPU-side meshlet descriptor consumed by mesh shaders |
| CVisibleLodPrimitive | Visible LOD primitive data for parallel cluster selection |
| CVisibleMeshletInfo | Visible meshlet result from culling operation |
| CVisibleMeshletRange | Visible meshlet range per object for dispatch |
| CCpuMeshData | CPU-side mesh instance data before conversion to renderer GPU buffers |
| CCpuPrimitiveData | CPU-side render metadata for one mesh primitive |
| CFrustumPlanes | Per-eye frustum planes passed to compute shader culling |
| CHeadset | Owns the OpenXR session, XR swapchain, eye transforms, and per-frame XR submission state |
| CEye | Cached matrices for one eye |
| CImageBuffer | Engine-owned Vulkan image, memory, and view tuple |
| CWaitFrameResult | Result from waitForXrFrame() indicating how the main loop should continue |
| CMaterialPublication | Material snapshot published to one fence-safe frame slot |
| CMeshGeometryMapping | CPU cache entry that maps a mesh primitive to shared geometry buffer ranges |
| CPerObjectPrimitiveData | CPU-side staging payload for one primitive's meshlet draw data |
| CPublishedMaterial | Stable location of one material in a pipeline-specific GPU material buffer |
| CRenderTarget | Render target wrapper for one OpenXR swapchain image |
| CWorldUiRenderer | Renders WidgetComponent ImGui content into per-widget textures for world-space UI |
| CImGuiTexture | |
| CRetiredTarget | |
| CTarget | |
| CTargetFrame | |
| NUI | |
| CTable | Small ImGui table helper with fixed headers, optional column weights, and text clipping |
| NWorld | |
| CWindField | Procedural wind field used by glider flight, particles, and debug rendering |
| CWindFieldConfig | Runtime configuration for procedural wind pockets |
| CWindSample | Wind field result at one world-space point |
| CDebugger | |
| CEngineKern | Owns the engine runtime and provides access to engine subsystems |
| CEngineManager | Stores the active engine pointer for systems that cannot receive it directly |
| CGameModule | Base interface implemented by game-specific engine modules |
| CGliderConfig | Runtime tuning values for Engine::Components::VrGlider |
| CImplSubsystems | Impl subsystems are the engine private subsystems which the user should never have to interact with |
| COpenXrHelper | Conversion and math helpers used by the OpenXR integration |
| Cposef | A glm based posef struct |
| CRenderDoc | |
| CSceneBrowserEntry | Scene factory entry exposed to the scene browser |
| CSubsystems | Subsystems is a singleton which distributed the pointers to most engine systems to the codebase |
| CVulkanDebugLogger | |
| NEngineCore | |
| CJsonHandler | Static helper for loading JSON files |
| CTextureLoadData | CPU-side image bytes and dimensions used as texture load input |
| NInput | |
| CHandPoseInfo | Raw pose data for one tracked OpenXR hand |
| CInputBindingScope | RAII owner for input provider and callback registrations |
| CInputManager | Action-based input dispatcher for polled input values and callbacks |
| CBoolAction | Runtime state for one bool action name |
| CBoolCallbackEntry | Stored callback registration for a bool action |
| CCallbackHandle | Opaque handle for a registered input callback |
| CFloatAction | Runtime state for one float action name |
| CFloatCallbackEntry | Stored callback registration for a float action |
| CProviderHandle | Opaque handle for a registered input provider |
| CVec2Action | Runtime state for one vec2 action name |
| CVec2CallbackEntry | Stored callback registration for a vec2 action |
| CTrackedHandPose | World-space pose for one tracked XR hand |
| CXrInputDef | One action definition for an interaction profile |
| CXrInputHandler | Creates OpenXR controller actions from the profile registry and samples the input state |
| CXrActionCache | Cached sampled state for one subaction path of an action |
| CXrActionInfo | Runtime state for one created OpenXR action |
| CXrProfileDef | Data-driven definition of one OpenXR interaction profile |
| CXrRig | Resolves raw XR play-space poses into world-space tracked hand poses |
| Nstd | STL namespace |
| Chash< Asset::MeshPath > | Std::hash specialization for Asset::MeshPath |
| Chash< Asset::Path > | Std::hash specialization for Asset::Path |
| Chash< Engine::Assets::AssetHandle< Tag > > | Standard-library hash adapter for typed asset handles |
| Chash< Engine::Assets::AudioFlowHandle > | |
| Chash< EngineCore::TextureLoadData > | Hash specialization for TextureLoadData |
| CBidirectionalMap | Maintains a one-to-one mapping that can be queried from either side |
| CSide | Read-only view for one direction of the map |
| CBoneVertexData | Per-vertex bone influence data for skeletal mesh skinning |
| CBufferCopyObject | Description of one buffer-to-buffer copy operation |
| CDebugLabel | RAII wrapper for a Vulkan debug label region |
| CTracy | |
| CVertex | The fundamental building block of all meshes in this engine |
| CVulkanFunctions | Function pointers for Vulkan extension entry points used by the engine |
| CVulkanHelper | Static helpers for common Vulkan allocation, copy, descriptor, and debug operations |