Vulkan Schnee 0.0.1
High-performance rendering engine
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Class Hierarchy

Go to the graphical class hierarchy

This inheritance list is sorted roughly, but not completely, alphabetically:
[detail level 1234]
 CInput::ActionProfileBaseThe base profile for controller support of any device
 CInput::ActionProfileBase::ActionProfiles
 CEngine::Ecs::ActiveCameraTag for the active camera in the scene
 CEngine::Animation::AnimationChannelA single animation channel targeting one joint's transform property
 CEngine::Assets::Authored::AnimationClipAssetRef
 CEngine::Animation::AnimationEvaluatorEvaluates animation keyframes at a given time
 CEngine::Ecs::AnimationStateAnimation playback state for an entity with a skeletal mesh
 CEngine::Core::ApplicationContextThe application context is the core class which stores the basic openxr and vulkan objects
 CEngine::Components::ArcadeGliderInputInput values for one arcade glider simulation step
 CEngine::Components::ArcadeGliderStatePersistent state carried between arcade glider simulation steps
 CEngine::Components::ArcadeGliderStepOutput values from one arcade glider simulation step
 CEngine::Components::ArcadeGliderTuningStores the config values for the glider. Can be used to change the flight behavior of the glider movement controller
 CAsset::AssetBaseBase class for asset wrappers. The data is stored in the private member variable 'data' in form of entt components
 CEngine::Assets::AssetHandle< Tag >
 CEngine::Assets::AssetHandleHash< Tag >
 CEngine::Ecs::AssetLoadingImageAsync glTF image load request tracked by the ECS asset pipeline
 CEngine::Ecs::AssetLoadingStatusStatus information for asset loading pipeline
 CAsset::AssetManager< Key, AssetClass >A manager which is used to look up existing assets and their loading state
 CEngine::Core::AssetManager
 CAsset::AssetManager< Asset::MeshPath, Animation >
 CAsset::AssetManager< Asset::MeshPath, Material >
 CAsset::AssetManager< Asset::MeshPath, Mesh >
 CAsset::AssetManager< Asset::MeshPath, Skin >
 CAsset::AssetManager< Asset::Path, Audio >
 CAsset::AssetManager< Asset::Path, Texture >
 CEngine::Core::AssetRegistry
 CEngine::Ecs::AssetRequestedIs a tag for asset loading. When an asset has been requested for loading but isn't yet created this tag is applied to the entity which will possess the Ecs::StaticMeshData
 CEngine::Ecs::AudioAssetPipelineAsync pipeline for loading audio assets (WAV, FLAC, MP3)
 CEngine::Assets::Authored::AudioAssetRef
 CEngine::Core::AudioClipStore
 CEngine::Assets::AudioDataDecoded audio data ready for playback
 CEngine::Core::AudioEngineOwns the miniaudio engine and provides the playback API
 CEngine::Assets::Loaders::AudioLoaderLoader for audio files using miniaudio's built-in decoders
 CEngine::Ecs::AudioAssetPipeline::AudioLoadFuture
 CBidirectionalMap< T, U >Maintains a one-to-one mapping that can be queried from either side
 CEngine::Ecs::BoneTransformsDirtyTag component indicating bone transforms need GPU upload. Analogous to TransformDirty for world transforms
 CBoneVertexDataPer-vertex bone influence data for skeletal mesh skinning
 Cstd::bool_constant
 CInput::InputManager::BoolAction
 CInput::InputManager::BoolCallbackEntry
 CEngine::Ecs::BoundingSphereA bounding sphere for an entity. Used for frustum culling
 CVulkan::BufferRAII wrapper for Vulkan buffer and device memory
 CBufferCopyObjectDescription of one buffer copy operation
 CInput::InputManager::CallbackHandleOpaque handle for a registered input callback
 CEngine::Ecs::CameraPropertiesCamera properties for projection matrix calculation
 CEngine::Rendering::GpuBuffers::ClusterGroupDataPer-group LOD data representing simplified child clusters
 CEngine::Rendering::GpuBuffers::ClusterLodDataPer-cluster LOD data for GPU-driven LOD selection
 CEngine::Rendering::GpuBuffers::ClusterSurvivorCluster survivor data passed from culling to binning shaders
 CEngine::Assets::Loaders::GltfLoader::VulkanSchneeExtension::CollisionPropertiesStores collision shape properties imported from Blender
 CEngine::Ecs::CompletedMeshletGenerationComplete 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
 CEngine::Assets::Loaders::GltfLoader::VulkanSchneeExtension::CollisionProperties::CompoundChild
 CEngine::Ecs::ComputedBoneTransformsStores computed bone matrices for GPU upload
 CEngine::Rendering::ComputePipelineA wrapper for vulkan pipeline resources. In this case a typesafe compute pipeline
 CEngine::Core::ConstexprPath< N >
 CEngine::Rendering::CpuMeshDataCPU-side mesh data with per-object transform and primitives
 CEngine::Rendering::CpuPrimitiveDataCPU-side primitive data
 CEngine::Assets::CubemapTextureOwns Vulkan resources for a sampled cubemap texture
 CEngine::Assets::Authored::CubemapTextureAssetRef
 CEngine::Assets::CubemapTextureDataCPU-side RGBA cubemap image data
 CEngine::Assets::CubemapTextureLoaderLoads cubemap face images from a directory
 CEngine::Rendering::ComputePipelineSpecializationData::Data
 CEngine::Rendering::DispatcherComputePipelineSpecializationData::DataRaw specialization constant payload passed to Vulkan
 CEngine::Rendering::MeshShaderSpecializationData::Data
 CDebugLabelAn RAII-style wrapper for Vulkan debug labels
 CEngine::Components::VrGlider::DebugSnapshotDebug state captured from the most recent VR glider tick
 CEngineCore::DefaultJsonGenerator
 CEngine::Core::DescriptorIndexAllocatorUse 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
 CEngine::Ecs::VRTrackingInput::DevicePoseWorld-space pose for a tracked XR device
 CEngine::Rendering::GpuBuffers::DiffuseFlatColorMaterialGPU-side flat color material
 CEngine::Rendering::GpuBuffers::DiffuseShaderMaterialGPU-side diffuse textured material
 CEngine::Ecs::DirectionalLightDataRuntime directional light data mirrored from Components::DirectionalLight. sceneNodeEntity points to the transform used to derive the light direction unless hasDirectionOverride is set
 CEngine::Assets::Loaders::GltfLoader::VulkanSchneeExtension::DirectionalLightProperties
 CEngine::Rendering::GpuBuffers::DispatchCompute dispatch dimensions
 CEngine::Debug::Rendering::DrawStatic API for immediate-mode debug line drawing
 CEngine::Rendering::DynamicMaterialUniformData
 CEngine::Rendering::GpuBuffers::DynamicPointLightGPU-side dynamic point light. positionRadius.xyz = world position, w = influence radius. colorIntensity.rgb = light color, w = intensity
 CEngine::Rendering::GpuBuffers::DynamicPointLightBufferFixed-size dynamic point light buffer for shaders
 Cstd::enable_shared_from_this
 CEngine::EngineKern
 CEngine::EngineManagerSingleton which stores a pointer to the engine object
 CEngine::Assets::Textures::TextureHandleRegistry::EntryRegistry entry storing texture metadata
 Cstd::exceptionSTL class
 CEngine::Assets::Textures::ExrChannelInfoRepresents channel information from an EXR file header
 CEngine::Assets::Textures::ExrHeaderWrapper for EXR file header information with owned data
 CEngine::Ecs::ExrHeaderDataLoaded EXR header data used before full texture payload loading
 CEngine::Ecs::ExrHeaderFutureAsync EXR header load request tracked by the ECS asset pipeline
 CEngine::Assets::Textures::ExrLoaderLoader for EXR (OpenEXR) image files
 CEngine::Rendering::Headset::Eye
 CEngineCore::Factory
 Cstd::false_type
 CEngine::Core::ApplicationContext::QueueFamily::FamilyOne Vulkan queue family selection and its queue handle
 CInput::InputManager::FloatAction
 CInput::InputManager::FloatCallbackEntry
 CEngine::Assets::Authored::FontAssetRef
 CEngine::Rendering::FrustumPlanesFrustum planes for compute shader culling
 CEngine::GameModule
 CEngine::Assets::Authored::GeometryMeshAssetRef
 CEngine::Core::GeometryMeshStore
 CEngine::GliderConfigConfiguration parameters for the VR glider system (distances in meters, speeds in m/s, time in seconds)
 CEngine::Assets::Authored::GltfAssetRef
 CEngine::Assets::Loaders::GltfLoader::GltfBufferDataViewView into a glTF accessor's backing buffer data
 CEngine::Assets::Loaders::GltfLoaderLoads glTF files and converts tinygltf data into engine asset data
 CEngine::Assets::Loaders::GltfLoader::GltfMaterialDataStores the material data which is relevant for our current set of shaders
 CEngine::Assets::Loaders::GltfLoader::GltfMeshDataMesh data extracted from a glTF mesh node
 CEngine::Assets::Loaders::GltfLoader::GltfMeshPrimitiveDataStores intermediate data from loading the asset from disk. These are the vertices, indices and material data
 CEngine::Ecs::GltfModelFutureAsync glTF model load request tracked by the ECS asset pipeline
 CEngine::Core::GltfStore::GltfRecord
 CEngine::Assets::Authored::GltfRenderableAssetRef
 CEngine::Core::GltfRenderableRecord
 CEngine::Entities::GltfSpawnerUtility class for spawning GLTF meshes into a scene
 CEngine::Entities::detail::GltfSpawnNode
 CEngine::Entities::detail::GltfSpawnPlan
 CEngine::Core::GltfStore
 CEngine::Assets::Loaders::GltfLoader::GltfTextureDataOptional image payload extracted from tinygltf
 CEngine::Assets::Loaders::GltfLoader::GltfVertexDataResolved vertex attribute and index views for a glTF primitive
 CEngine::Rendering::GpuBuffers::GpuMeshDescriptionGPU-side mesh location and meshlet count
 CEngine::Rendering::GraphicsPipeline
 CEngine::Components::VrGlider::HandDataHand position and orientation data relative to head
 CInput::HandPoseInfo
 Cstd::hash< Asset::MeshPath >
 Cstd::hash< Asset::Path >
 Cstd::hash< EngineCore::TextureLoadData >
 CEngine::Rendering::Headset
 CEngine::Rendering::ImageBasedLightingResources
 CEngine::Rendering::Headset::ImageBuffer
 CEngine::Ecs::ImageDataECS wrapper for loaded tinygltf image data
 CInput::InputManagerAction-based input dispatcher for polling providers and invoking callbacks
 CEngine::Rendering::GpuBuffers::InstanceCullingDataInstance culling data for compute shader
 CEngine::Rendering::GpuBuffers::InstanceDataPer-instance data referencing shared geometry
 CEngine::Core::ITickableThis 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
 CEngine::Assets::JointA single joint in a skeleton hierarchy
 CEngine::Animation::AnimationEvaluator::JointPoseLocal-space transform sampled for one joint
 CEngineCore::JsonHandler
 CEngine::Assets::Loaders::Ktx2LoaderLoader for KTX2 texture files (BC6H, BC7, etc.)
 CEngine::Ecs::Ktx2LoadFutureAsync KTX2 texture load request tracked by the ECS asset pipeline
 CEngine::Assets::Textures::Ktx2TextureDataStores all data loaded from a KTX2 file including mip chain
 CEngine::Ecs::LightDataTag for ECS entities that provide renderer light data
 CEngine::Assets::Loaders::GltfLoader::VulkanSchneeExtension::LightProperties::LightmapProperties
 CEngine::Assets::Authored::LightmapTextureAssetRef
 CEngine::Assets::Loaders::GltfLoader::VulkanSchneeExtension::LightPropertiesStores all properties related to lighting information
 CEngine::Debug::Rendering::LineVertexVertex data for debug line rendering
 CAsset::LoadResult< Key, AssetClass >Result returned when an asynchronous asset load reaches a terminal state
 CEngine::Rendering::GpuBuffers::LocalBoundsDataLocal-space bounding sphere data for GPU transformation
 CEngine::Rendering::GpuBuffers::LodConfigUBOLOD configuration UBO for GPU shader selection
 CEngine::Ecs::LodHierarchyResultResult of LOD hierarchy generation for a mesh primitive. Contains per-cluster and per-group data for all LOD levels
 CEngine::Components::LogicBase class for all logic components that can be attached to an actor. Provides access to the scene, tick functionality, and lifecycle events
 CEngine::Assets::Authored::MaterialAssetRef
 CEngine::Core::MaterialDataUnified material data structure containing all possible material properties
 CEngine::Ecs::MaterialDiffuseFlatColor
 CEngine::Assets::Loaders::GltfLoader::MaterialExtensionsStores all material extensions. So if another extension for some kind of specific material attribute is needed we can add it here
 CEngine::Ecs::MaterialLoadingDataMaterial payload waiting to be registered as a material asset
 CEngine::Ecs::MaterialNormals
 CEngine::Core::MaterialStore
 CEngine::Ecs::TransformOperators::MatrixTransformComponent
 CEngine::Ecs::Mesh
 CEngine::Ecs::MeshComponentRefReferences to MeshComponents for ECS-based iteration. Multiple mesh components can share one SceneNode entity
 CEngine::Rendering::Renderer::MeshConstantsA texture index push constant
 CEngine::Rendering::GpuBuffers::MeshGeometryDataShared geometry metadata for instanced rendering with LOD support
 CEngine::Rendering::MeshGeometryMappingCPU-side mapping from MeshAsset to shared geometry buffer
 CEngine::Ecs::MeshIndexThe index of the mesh inside the scene. Used to query the mesh index of a scene
 CEngine::Rendering::GpuBuffers::MeshletBoundsUsed in meshlet culling
 CEngine::Ecs::MeshletData
 CAsset::MeshPathIdentifies a named mesh-like asset inside an asset file
 CEngine::Ecs::MeshPrimitive
 CEngine::Ecs::MeshPrimitiveData
 CEngine::Rendering::GpuBuffers::MeshPrimitiveRenderDataPer-primitive render data for GPU shader access
 CEngine::Assets::Loaders::GltfLoader::VulkanSchneeExtension::MeshPropertiesStores the mesh information like if it is a static object and if it simulates physics
 CEngine::Rendering::GpuBuffers::MeshUnpackingDataMesh unpacking metadata for compute shader
 CEngine::Assets::Loaders::GltfLoader::VulkanSchneeExtension::metadata
 CEngine::Ecs::ModelECS wrapper for a loaded tinygltf model
 CEngine::Ecs::ModelAssetPipelineThe model asset pipeline loads a gltf scene and loads and loads the mesh and material data. The material data requests the textures it needs
 CEngine::Ecs::ModelFuture
 CEngine::Ecs::ModelNode
 CEngine::Entities::NodeFactoryFactory class for creating SceneNodes with proper parent-child relationships. This ensures that nodes are always created with a valid parent
 CEngine::Rendering::GpuBuffers::NormalsMaterialGPU-side normals debug material
 CEngine::Rendering::GpuBuffers::ObjectCullingCountersCulling operation counters for GPU buffers
 CEngine::Rendering::GpuBuffers::ObjectCullingDataObject culling data for compute shader
 CEngine::OpenXrHelper
 CEngine::Ecs::PackedTriangleGPU-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 This provides 4x bandwidth reduction vs unpacked format
 CEngine::Core::PackedVertexCompact vertex format used by mesh packing code
 CEngine::Ecs::ParentStores parent relationships
 CAsset::PathIdentifies a single asset file on disk
 CEngine::Core::PathCentralized accessors for project and asset paths
 CEngine::Core::PathHasherHash functor for filesystem paths used in unordered containers
 CEngine::Rendering::GpuBuffers::PbrMaterialGPU-side PBR material with spherical harmonics
 CVulkan::StagedBuffer::PendingDeletionOld buffers waiting to be deleted after all frames complete
 CEngine::Rendering::PerObjectPrimitiveDataCPU-side per-object meshlet, vertex, and index data
 CEngine::Core::PhysicsEngineThe physics engine manages creating and destroying physics objects for the physics simulation
 CEngine::Rendering::PipelineConfigStatic configuration for a graphics pipeline Defines which shaders to use for a given PipelineNames enum
 CEngine::Ecs::PipelineGeometryDataTemporary holder for raw geometry data during pipeline execution This is used to pass data between pipeline stages
 CEngine::Rendering::PipelineMaterialPayload
 CEngine::Rendering::PipelineSpecializationDataBase class which defines the interface for pipeline specialization data. This can be thread count. Max object count etc
 CEngine::Core::AudioEngine::PlayingSoundActive miniaudio sound instance owned by the audio engine
 CEngine::Ecs::PointLightDataRuntime point light data mirrored from Components::PointLight. sceneNodeEntity points to the transform used as the light position
 CEngine::Assets::Loaders::GltfLoader::VulkanSchneeExtension::PointLightProperties
 CEngine::OpenXrHelper::posefA glm based posef struct
 CEngine::Ecs::PrimitiveData
 CEngine::Ecs::PrimitiveDataLoading
 CEngine::Rendering::GpuBuffers::PrimitiveMeshletDataPer-primitive meshlet range for culling shader
 CEngine::Ecs::PrimitiveMeshletResultResult of meshlet generation for a single primitive. Used to transfer data from background thread to main thread safely
 CEngine::Ecs::PrimitiveMetaDataMetadata about a primitive being loaded from gltf file
 CEngine::Core::ApplicationContext::QueueFamilyQueue family indices and queue handles selected for the Vulkan device
 CEngine::Ecs::RawMeshDataRaw mesh geometry data extracted from gltf file Contains unprocessed vertices and indices
 CEngine::Physics::RaycastHitResult data for physics raycasts and sweep tests
 CAsset::Record< Key, AssetClass >Internal storage for one asset entry managed by AssetManager
 CEngine::Core::AudioClipStore::Record
 CEngine::Core::GeometryMeshStore::Record
 CEngine::Core::MaterialStore::Record
 CEngine::Core::Texture2DStore::Record
 CAsset::Ref< Key, AssetClass >Non-owning handle to an asset record managed by AssetManager
 CEngine::Core::AudioEngine::RegisteredAudioAudio asset registered for playback by path
 CEngineCore::Registrar< T >
 CEngine::Ecs::RegistryManagerSingleton which holds the entt registry
 CEngine::Core::GltfStore::RenderableRecord
 CEngine::Rendering::RendererThe renderer is the main class for rendering. It owns all data which is used any time in any frame. For per frame data take a look at
 CEngine::Ecs::RendererDirtyListGlobal dirty entity collector for renderer transform uploads
 CEngine::Rendering::RenderTargetA render target which contains all resources to access the rendered image
 CEngine::Components::WidgetComponent::Resolution
 CEngine::Physics::RigidBodyCreateInfoRigid body create info is used to create a rigid body. It delivers all informations like the initial transform where the simulation should start or the mass of the object
 CEngine::Assets::RuntimeTextureRuntime-owned Vulkan texture resource
 CEngine::Core::SamplerCacheCache for reusable Vulkan samplers keyed by address mode
 CEngine::SceneBrowserEntry
 CEngine::Entities::SceneGraphRepresents 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
 CEngine::Core::SceneManagerManages game objects within a scene, handling registration, ID allocation, and GPU buffer synchronization for meshlet-to-object mappings
 CEngine::Ecs::SceneNodeRefA struct which allows the engine to find out which SceneNode needs to propagate a dirty flag down the hierarchy
 CEngineCore::Serializable
 CEngine::Assets::Loaders::GltfLoader::VulkanSchneeMaterialExtension::ShaderParameterRepresents a single shader parameter that can be either connected or a direct value
 CEngine::Rendering::GpuBuffers::SHProbeDataSpherical harmonics probe data for dynamic lighting
 CBidirectionalMap< T, U >::Side< SideKey, SideValue >
 CEngine::Ecs::SimulatesPhysicsTag for EnTT which tags entities which should simulate physics
 CEngine::Rendering::GpuBuffers::SingleMeshletGeometryDataGPU data for single-meshlet vertex-shader path
 CEngine::Assets::Authored::SkeletalMeshAssetRef
 CEngine::Ecs::SkeletalMeshDataSkeletal mesh data component. Similar to StaticMeshData but references skin/animation
 CEngine::Assets::Authored::SkeletonAssetRef
 CEngine::Assets::Authored::SkinAssetRef
 CEngine::Entities::SpawnContextScene ownership data passed to actor and component constructors during spawning
 CVulkan::StagedBufferDevice buffer with double-buffered CPU-visible staging buffers for uploads
 CVulkan::StagedBufferSyncObjectsSynchronization and copy metadata returned by staged buffer uploads
 CEngine::Ecs::StaticMeshData
 CEngine::Ecs::StaticMeshesCollection of static mesh references attached to one entity
 CEngine::Assets::Loaders::GltfLoader::StaticMeshExtensionsParses all extensions and extracts recognized extensions
 CEngine::Assets::Loaders::GltfLoader::StaticMeshSettingsStatic mesh settings parsed from legacy glTF extras
 CEngine::Rendering::GpuBuffers::SunLightBufferGPU-side single directional sun light. directionEnabled.xyz = direction the light travels in world space, w = enabled. colorIntensity.rgb = light color, w = intensity
 CEngine::Rendering::GpuBuffers::SunShadowCascadeBufferGPU-side cascaded shadow data for the active directional sun
 CEngine::Rendering::SunShadowResources
 CEngine::Rendering::WorldUiRenderer::Target
 CEngine::Rendering::WorldUiRenderer::TargetFrame
 CEngine::Rendering::Renderer::TaskConstantsUsed to tell the pipeline which objects are shaded with which shader
 CEngine::Assets::Authored::Texture2DAssetRef
 CEngine::Core::Texture2DStore
 CEngine::Ecs::TextureAssetPipelineInfrastructure to load images into the ecs
 CEngine::Assets::TextureHandleType-erased texture handle for runtime storage
 CEngine::Assets::Textures::TextureHandleRegistryCentral registry for texture handles, providing O(1) descriptor index lookup
 CEngineCore::TextureLoadData
 CEngine::Core::TextureStorageTexture asset entry paired with its descriptor index
 CEngine::Ecs::TickTag for everything which wants to receive tick events
 CEngine::Core::TimerManager::TimerEvent
 CEngine::Core::TimerManager::TimerHandle
 CEngine::Core::TimerManager
 CEngine::Rendering::Renderer::TonemapPushConstants
 CInput::TrackedHandPoseWorld-space pose for one tracked XR hand
 CBS_tracy::tracy_thread_pool
 CEngine::Ecs::Transform
 CEngine::Ecs::TransformDepth
 CEngine::Ecs::TransformDirtyTag for dirty transforms (used by scene graph synchronization)
 CEngine::Ecs::TransformDirtyRendererTag for transforms that need GPU upload
 CEngine::Ecs::TransformOperators
 CEngine::Assets::TypedTextureHandle< Type >Type-safe texture handle wrapper providing compile-time type safety
 CEngine::Rendering::GpuBuffers::UnifiedMeshletGPU-side meshlet memory location and counts
 CEngine::Ecs::UnpackedMeshletDataPre-packed GPU-ready data for a primitive's meshlets. Generated on background thread during meshlet generation
 CInput::InputManager::Vec2Action
 CInput::InputManager::Vec2CallbackEntry
 CVertexThe fundamental building block of all meshes in this engine
 CEngine::Rendering::GpuBuffers::VisibleLodPrimitiveVisible LOD primitive data for parallel cluster selection
 CEngine::Rendering::GpuBuffers::VisibleMeshletInfoVisible meshlet result from culling operation
 CEngine::Rendering::GpuBuffers::VisibleMeshletRangeVisible meshlet range per object for dispatch
 CEngine::Ecs::VRTrackingInputVR tracking input populated from OpenXR each frame. Used by the IK system to drive skeletal animation from controller poses
 CVulkanFunctions
 CVulkanHelperStores lots of different functions which shorten the amount of code which needs to be written for default vulkan operations
 CEngine::Assets::Loaders::GltfLoader::VulkanSchneeExtensionThe vulkan schnee extension for gltf files stores all data related to the engines core functionality
 CEngine::Assets::Loaders::GltfLoader::VulkanSchneeMaterialExtensionExtracts all material data from the gltf file. All data during runtime will be read from an object of this type
 CEngine::Rendering::Headset::WaitFrameResultResult from waitForXrFrame indicating what the main loop should do
 CEngine::UI::Widget
 CEngine::World::WindFieldThis is the base class for a wind field. (An area in which a vector field pushes the player glider component)
 CEngine::World::WindFieldConfigHolds the parameters of a wind field which can be configured through imgui
 CEngine::World::WindSampleA wind sample is the wind force at one point in the wind field
 CEngine::Ecs::WorldTransform
 CEngine::Rendering::WorldUiRenderer
 CInput::XrInputHandlerHandles OpenXR input actions and controller state
 CInput::XrRigResolves raw XR play-space poses into world-space tracked hand poses