Vulkan Schnee 0.0.1 (22840dc8)
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]
 CEngine::Ecs::ActiveCameraTag for the active camera in the scene
 CEngine::Core::AnchorPointNamed attachment transform authored as a direct child empty of a glTF mesh node
 CEngine::Assets::Loaders::GltfLoader::VulkanSchneeExtension::AnchorPointReferenceSyntax-level reference from an owning mesh node to an AnchorPoint node
 CEngine::Animation::AnimationChannelA single animation channel targeting one joint's transform property
 CEngine::Assets::Authored::AnimationClipAssetRefHandle to an animation clip.
 CEngine::Core::AnimationClipStoreRegistry store for animation clip handles
 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 >Stable typed reference into an asset registry store
 CEngine::Assets::AssetHandleHash< Tag >Allows handles to be used as unordered_map/set keys without losing the handle's type safety
 CEngine::Ecs::AssetImportPipelineMaster asset import pipeline that dispatches asset submissions to the texture, model and audio sub-pipelines and advances them in a fixed order
 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::AssetManagerCoordinates engine asset loading pipelines and runtime texture descriptor ownership
 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::AssetRegistryGroups typed asset registry stores and resolves authored asset references
 CEngine::Ecs::AssetRequestedTag applied while an asset request is queued but the runtime asset is not loaded
 CEngine::Ecs::AudioAssetPipelineAsync pipeline for loading audio assets (WAV, FLAC, MP3)
 CEngine::Assets::Authored::AudioAssetRefHandle to audio clip asset data.
 CEngine::Core::AudioClipStoreRegistry store for authored audio clip handles
 CEngine::Assets::AudioDataDecoded audio data ready for playback
 CEngine::Core::AudioDeviceInfo
 CEngine::Core::AudioEngineOwns the miniaudio engine and provides the playback API
 CEngine::Core::AudioFlowGraphShared flow-graph audio runtime built on a miniaudio node graph
 CEngine::Assets::AudioFlowHandleStable 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
 CEngine::Assets::AudioFlowLoaderImports audio flows from an exported glTF asset
 CEngine::Assets::AudioFlowStoreRegistry for audio flows keyed by (glTF path, flow name)
 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::Components::PhysicsBody::BodyCallbackSubscription
 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::BoolActionRuntime state for one bool action name
 CInput::InputManager::BoolCallbackEntryStored callback registration for a bool action
 CEngine::Ecs::BoundingSphereBounding sphere used for culling and bounds aggregation
 CBufferCopyObjectDescription of one buffer-to-buffer copy operation
 CInput::InputManager::CallbackHandleOpaque handle for a registered input callback
 CEngine::Components::Collision::CallbackSubscription
 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::Physics::CollisionEventActor-level collision or overlap event generated by PhysicsEngine
 CEngine::Physics::CollisionHandleRuntime handle for a registered collision component
 CEngine::Physics::CollisionProfileHandleRegistry handle for a collision profile name
 CEngine::Physics::CollisionProfileRegistryRegisters collision profile names, enum mappings, and pair responses
 CEngine::Assets::Loaders::GltfLoader::VulkanSchneeExtension::CollisionPropertiesCollision 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::Core::PhysicsEngine::ComponentPairKey
 CEngine::Assets::Loaders::GltfLoader::VulkanSchneeExtension::CollisionProperties::CompoundChildChild shape data for compound collision
 CEngine::Ecs::ComputedBoneTransformsStores computed bone matrices for GPU upload
 CEngine::Core::ConstexprPath< N >Fixed-size path string that supports constexpr path composition
 CEngine::Rendering::CpuMeshDataCPU-side mesh instance data before conversion to renderer GPU buffers
 CEngine::Rendering::CpuPrimitiveDataCPU-side render metadata for one mesh primitive
 CEngine::Assets::CubemapTextureOwns Vulkan resources for a sampled cubemap texture
 CEngine::Assets::Authored::CubemapTextureAssetRefHandle to a cubemap texture.
 CEngine::Assets::CubemapTextureDataCPU-side RGBA cubemap image data
 CEngine::Assets::CubemapTextureLoaderLoads cubemap face images from a directory
 CEngine::Debugger
 CDebugLabelRAII wrapper for a Vulkan debug label region
 CEngine::Components::VrGlider::DebugSnapshotDiagnostics captured from the most recent tick() call
 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::DirectionalLightPropertiesDirectional light component data imported from directionalLightProperties
 CEngine::Rendering::GpuBuffers::DispatchWorkgroup counts for an indirect compute dispatch
 CEngine::Debug::Rendering::DrawStatic API for immediate-mode debug line drawing
 CEngine::Rendering::GpuBuffers::DynamicPointLightGPU-side dynamic point light
 CEngine::Rendering::GpuBuffers::DynamicPointLightBufferFixed-size dynamic point light buffer for shaders
 Cstd::enable_shared_from_this
 CEngine::EngineKernOwns the engine runtime and provides access to engine subsystems
 CEngine::EngineManagerStores the active engine pointer for systems that cannot receive it directly
 CEngine::Entities::EntityContainerOwns entity lifetime and deferred destruction for a scene or subsystem
 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::EyeCached matrices for one eye
 Cstd::false_type
 CEngine::Core::ApplicationContext::QueueFamily::FamilyOne Vulkan queue family selection and its queue handle
 CInput::InputManager::FloatActionRuntime state for one float action name
 CInput::InputManager::FloatCallbackEntryStored callback registration for a float action
 CEngine::Assets::FlowSettingHandleStable handle to a named, runtime-controllable setting of a flow
 CEngine::Assets::Authored::FontAssetRefHandle to a font asset.
 CEngine::Rendering::FrustumPlanesPer-eye frustum planes passed to compute shader culling
 CEngine::GameModuleBase interface implemented by game-specific engine modules
 CEngine::Assets::Authored::GeometryMeshAssetRefHandle to non-skinned mesh geometry.
 CEngine::Core::GeometryMeshStoreRegistry store for non-skinned geometry mesh handles
 CEngine::GliderConfigRuntime tuning values for Engine::Components::VrGlider
 CEngine::Assets::Authored::GltfAssetRefHandle to a glTF container file.
 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::GltfMaterialDataMaterial data extracted from a glTF material and engine extensions
 CEngine::Assets::Loaders::GltfLoader::GltfMeshDataMesh data extracted from a glTF mesh node
 CEngine::Assets::Loaders::GltfLoader::GltfMeshPrimitiveDataGeometry, material, and optional skinning data parsed from one glTF primitive
 CEngine::Ecs::GltfModelFutureAsync glTF model load request tracked by the ECS asset pipeline
 CEngine::Core::GltfStore::GltfRecordStored metadata for one glTF source handle slot
 CEngine::Assets::Authored::GltfRenderableAssetRefHandle to one mesh-bearing node inside a glTF file.
 CEngine::Core::GltfRenderableRecordImported metadata for one renderable node inside a glTF file
 CEngine::Entities::GltfSpawnerUtility class for spawning GLTF meshes into a scene
 CEngine::Entities::detail::GltfSpawnNodePlanned scene actor for one renderable glTF node
 CEngine::Entities::detail::GltfSpawnPlanPrepared glTF spawn data reused while creating actors from one glTF asset
 CEngine::Core::GltfStoreRegistry store for glTF source files and their renderable node handles
 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-visible meshlet range for one mesh
 CEngine::Components::VrGlider::HandDataHand position and orientation data relative to head
 CInput::HandPoseInfoRaw pose data for one tracked OpenXR hand
 Cstd::hash< Asset::MeshPath >Std::hash specialization for Asset::MeshPath
 Cstd::hash< Asset::Path >Std::hash specialization for Asset::Path
 Cstd::hash< Engine::Assets::AudioFlowHandle >
 Cstd::hash< EngineCore::TextureLoadData >Hash specialization for TextureLoadData
 CEngine::Rendering::HeadsetOwns the OpenXR session, XR swapchain, eye transforms, and per-frame XR submission state
 CEngine::Rendering::Headset::ImageBufferEngine-owned Vulkan image, memory, and view tuple
 CEngine::Ecs::ImageDataECS wrapper for loaded tinygltf image data
 CEngine::Rendering::WorldUiRenderer::ImGuiTexture
 CEngine::ImplSubsystemsImpl subsystems are the engine private subsystems which the user should never have to interact with
 CInput::InputBindingScopeRAII owner for input provider and callback registrations
 CInput::InputManagerAction-based input dispatcher for polled input values and callbacks
 CEngine::Rendering::GpuBuffers::InstanceCullingDataPer-instance bounding data used by compute culling
 CEngine::Rendering::GpuBuffers::InstanceDataPer-instance transform and material 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::JsonHandlerStatic helper for loading JSON files
 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::LightmapPropertiesLightmap metadata imported from lightmapProperties
 CEngine::Assets::Authored::LightmapTextureAssetRefHandle to a file-backed sampled 2D texture.
 CEngine::Assets::Loaders::GltfLoader::VulkanSchneeExtension::LightPropertiesEngine-side representation of the Blender light settings exported for an object, including shadow and lightmap behavior
 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::MaterialAssetRefHandle to a material payload.
 CEngine::Core::MaterialDataCPU-side material description consumed by renderer material upload code
 CEngine::Ecs::MaterialDiffuseFlatColorFlat diffuse color material payload
 CEngine::Assets::Loaders::GltfLoader::MaterialExtensionsParsed material extension bundle for one glTF material
 CEngine::Ecs::MaterialLoadingDataMaterial payload waiting to be registered as a material asset
 CEngine::Ecs::MaterialNormalsMaterial state for normal visualization
 CEngine::Rendering::MaterialPublicationMaterial snapshot published to one fence-safe frame slot
 CEngine::Core::MaterialStoreRegistry store for material asset handles
 CEngine::Ecs::TransformOperators::MatrixTransformComponent
 CEngine::Ecs::MeshECS wrapper for one glTF mesh object
 CEngine::Ecs::MeshComponentRefReferences to MeshComponents for ECS-based iteration. Multiple mesh components can share one SceneNode entity
 CEngine::Rendering::GpuBuffers::MeshGeometryDataShared geometry metadata for instanced rendering with LOD support
 CEngine::Rendering::MeshGeometryMappingCPU cache entry that maps a mesh primitive to shared geometry buffer ranges
 CEngine::Ecs::MeshIndexMesh index inside a glTF scene
 CEngine::Rendering::GpuBuffers::MeshletBoundsBounding sphere for meshlet culling
 CEngine::Ecs::MeshletDataMeshlet descriptors and index streams for one primitive
 CAsset::MeshPathIdentifies a named mesh-like asset inside an asset file
 CEngine::Ecs::MeshPrimitiveRuntime mesh primitive data consumed by the renderer
 CEngine::Ecs::MeshPrimitiveDataRenderer-facing primitive collection for one mesh asset
 CEngine::Rendering::GpuBuffers::MeshPrimitiveRenderDataPer-primitive material and lighting indices for fragment shaders
 CEngine::Assets::Loaders::GltfLoader::VulkanSchneeExtension::MeshPropertiesMesh behavior flags imported from meshProperties
 CEngine::Rendering::GpuBuffers::MeshUnpackingDataMesh unpacking metadata for compute shader
 CEngine::Assets::Loaders::GltfLoader::VulkanSchneeExtension::metadataLegacy object metadata imported from older exporter output
 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::ModelFutureAsync glTF model load future without a path
 CEngine::Ecs::ModelNodeECS wrapper for one glTF node object
 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 material data for normals debug rendering
 CEngine::Assets::NullAssetHandleExplicit null value assignable to any typed asset handle
 CEngine::Rendering::GpuBuffers::ObjectCullingCountersCulling operation counters for GPU buffers
 CEngine::Rendering::GpuBuffers::ObjectCullingDataObject culling data for compute shader
 CEngine::OpenXrHelperConversion and math helpers used by the OpenXR integration
 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 Reduces triangle-index bandwidth by 4x versus unpacked format
 CEngine::Core::PackedVertexCompact vertex format used by mesh packing code
 CEngine::Ecs::ParentParent entity link for component-owned ECS entities
 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
 CEngine::Core::PhysicsEngine::PendingActorEvent
 CEngine::Core::PhysicsEngine::PendingComponentEvent
 CEngine::Core::AudioEngine::PendingPlayDeferred playback request awaiting its clip's async payload
 CEngine::Rendering::PerObjectPrimitiveDataCPU-side staging payload for one primitive's meshlet draw data
 CEngine::Physics::PhysicsBodyHandleRuntime handle for a registered physics body component
 CEngine::Core::PhysicsEngineOwns the Bullet dynamics world and dispatches engine collision events
 CEngine::Physics::PhysicsQueryFilterCollision profile filter used by PhysicsEngine scene queries
 CEngine::Ecs::PipelineGeometryDataTemporary holder for raw geometry data during pipeline execution
 CEngine::Core::AudioEngine::PlayingFlowActive flow graph playback instance
 CEngine::Core::AudioEngine::PlayingSoundActive miniaudio sound instance owned by the audio engine
 CEngine::Debugging::Plog
 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::PointLightPropertiesPoint light component data imported from pointLightProperties
 CEngine::OpenXrHelper::posefA glm based posef struct
 CEngine::Ecs::PrimitiveDataCPU geometry for one mesh primitive before renderer upload
 CEngine::Ecs::PrimitiveDataLoadingResult of primitive extraction before meshlet generation
 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::Physics::CollisionProfileRegistry::ProfileData
 CInput::InputManager::ProviderHandleOpaque handle for a registered input provider
 CEngine::Rendering::PublishedMaterialStable location of one material in a pipeline-specific GPU material buffer
 CEngine::Core::ApplicationContext::QueueFamilyQueue family indices and queue handles selected for the Vulkan device
 CEngine::Ecs::RawMeshDataRaw mesh geometry data extracted from a glTF file
 CEngine::Physics::RaycastHitResult data for physics raycasts and sweep tests
 CAsset::Record< Key, AssetClass >Internal storage for one asset entry managed by AssetManager
 CEngine::Assets::AudioFlowStore::RecordOne stored flow
 CEngine::Core::AnimationClipStore::RecordStored metadata for one animation clip handle slot
 CEngine::Core::AudioClipStore::RecordStored metadata for one audio clip handle slot
 CEngine::Core::GeometryMeshStore::RecordStored metadata for one geometry mesh handle slot
 CEngine::Core::MaterialStore::RecordStored metadata for one material handle slot
 CEngine::Core::SkinStore::RecordStored metadata for one skin handle slot
 CEngine::Core::Texture2DStore::RecordStored metadata for one 2D texture handle slot
 CAsset::Ref< Key, AssetClass >Non-owning handle to an asset record managed by AssetManager
 CEngine::Ecs::RegistryManagerSingleton which holds the entt registry
 CEngine::Core::GltfStore::RenderableRecordStored metadata for one glTF renderable handle slot
 CEngine::RenderDoc
 CEngine::Ecs::RendererDirtyListGlobal dirty entity collector for renderer transform uploads
 CEngine::Rendering::RenderTargetRender target wrapper for one OpenXR swapchain image
 CEngine::Components::WidgetComponent::ResolutionRequested render-target size for the widget texture
 CEngine::Rendering::WorldUiRenderer::RetiredTarget
 CEngine::Physics::RigidBodyCreateInfoParameters used by Engine::Core::PhysicsEngine::createRigidBody()
 CEngine::Core::PhysicsEngine::RuntimeBodySlot
 CEngine::Core::PhysicsEngine::RuntimeCollisionSlot
 CEngine::Assets::RuntimeMaterialLeaseMove-only ownership of a material created at runtime
 CEngine::Assets::RuntimeTextureRuntime-owned Vulkan texture resource
 CEngine::Assets::RuntimeTextureDescriptorLeaseMove-only ownership of one runtime texture descriptor slot
 CEngine::Core::SamplerCacheCache for reusable Vulkan samplers keyed by address mode
 CEngine::SceneBrowserEntryScene factory entry exposed to the scene browser
 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::Entities::SceneLightingSettingsScene-specific multipliers for direct and baked environment lighting
 CEngine::Core::SceneManagerManages game objects within a scene, handling registration, ID allocation, and GPU buffer synchronization for meshlet-to-object mappings
 CEngine::Ecs::SceneNodeRefScene node reference used to propagate transform dirty flags through children
 CEngine::Assets::Loaders::GltfLoader::VulkanSchneeMaterialExtension::ShaderParameterShader input exported from a Vulkan Schnee Blender shader node
 CEngine::Rendering::GpuBuffers::SHProbeDataSpherical harmonics probe data for dynamic lighting
 CBidirectionalMap< T, U >::Side< SideKey, SideValue >Read-only view for one direction of the map
 CEngine::Ecs::SimulatesPhysicsPhysics body state for entities synchronized with Bullet
 CEngine::Rendering::GpuBuffers::SingleMeshletGeometryDataDraw metadata for geometry routed through the vertex-shader fast path
 CEngine::Assets::Authored::SkeletalMeshAssetRefHandle to skinned mesh geometry.
 CEngine::Ecs::SkeletalMeshDataSkeletal mesh data component. Similar to StaticMeshData but references skin/animation
 CEngine::Assets::Authored::SkeletonAssetRefHandle to skeleton metadata.
 CEngine::Assets::Authored::SkinAssetRefHandle to skin binding data.
 CEngine::Core::SkinStoreRegistry store for skin/skeleton binding handles
 CEngine::Core::AudioEngine::SpatializedSoundActive spatialized sound referencing a Steam Audio backend source
 CEngine::Entities::SpawnContextScene ownership data passed to actor and component constructors during spawning
 CEngine::Ecs::StaticMeshDataMesh component state for one static mesh reference
 CEngine::Ecs::StaticMeshesCollection of static mesh references attached to one entity
 CEngine::Assets::Loaders::GltfLoader::StaticMeshExtensionsParsed extension bundle for one mesh or node
 CEngine::Assets::Loaders::GltfLoader::StaticMeshSettingsStatic mesh settings parsed from legacy glTF extras
 CEngine::Core::SteamAudioBackendBinaural HRTF spatialization backend built on Steam Audio
 CEngine::SubsystemsSubsystems is a singleton which distributed the pointers to most engine systems to the codebase
 CEngine::Rendering::GpuBuffers::SunLightBufferGPU-side single directional sun light
 CEngine::Rendering::GpuBuffers::SunShadowCascadeBufferGPU-side cascaded shadow data for the active directional sun
 CEngine::UI::TableSmall ImGui table helper with fixed headers, optional column weights, and text clipping
 CEngine::Rendering::WorldUiRenderer::Target
 CEngine::Rendering::WorldUiRenderer::TargetFrame
 CEngine::Assets::Authored::Texture2DAssetRefHandle to a file-backed sampled 2D texture.
 CEngine::Core::Texture2DStoreRegistry store for authored sampled 2D texture handles
 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
 CEngine::Assets::Textures::TextureIdentityKeyPath and semantic type pair that uniquely identifies a texture handle
 CEngine::Assets::Textures::TextureIdentityKeyHashHash functor for TextureIdentityKey
 CEngineCore::TextureLoadDataCPU-side image bytes and dimensions used as texture load input
 CEngine::Core::TextureStorageTexture asset entry paired with its descriptor index
 CEngine::Ecs::TickTick registration for objects that receive engine tick callbacks
 CEngine::Core::TimerManager::TimerEvent
 CEngine::Core::TimerManager::TimerHandleOpaque identifier for a scheduled timer
 CEngine::Core::TimerManagerSchedules one-shot callbacks against engine time
 CInput::TrackedHandPoseWorld-space pose for one tracked XR hand
 CTracy
 CEngine::Ecs::TransformLocal transform matrix and helpers for translation, rotation, and scale
 CEngine::Ecs::TransformDepthDepth of an entity in the transform hierarchy
 CEngine::Ecs::TransformDirtyTag for dirty transforms (used by scene graph synchronization)
 CEngine::Ecs::TransformDirtyRendererLegacy tag for transforms that need GPU upload
 CEngine::Ecs::TransformOperatorsStatic helpers for reading and mutating Transform matrices
 CEngine::Assets::TypedTextureHandle< Type >Type-safe texture handle wrapper providing compile-time type safety
 CEngine::Rendering::GpuBuffers::UnifiedMeshletGPU-side meshlet descriptor consumed by mesh shaders
 CEngine::Ecs::UnpackedMeshletDataPre-packed GPU-ready data for a primitive's meshlets. Generated on background thread during meshlet generation
 CInput::InputManager::Vec2ActionRuntime state for one vec2 action name
 CInput::InputManager::Vec2CallbackEntryStored callback registration for a vec2 action
 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
 CEngine::VulkanDebugLogger
 CVulkanFunctionsFunction pointers for Vulkan extension entry points used by the engine
 CVulkanHelperStatic helpers for common Vulkan allocation, copy, descriptor, and debug operations
 CEngine::Assets::Loaders::GltfLoader::VulkanSchneeExtensionParsed VULKAN_SCHNEE_engine_properties extension data
 CEngine::Assets::Loaders::GltfLoader::VulkanSchneeMaterialExtensionParsed VULKAN_SCHNEE_materials material extension data
 CEngine::Rendering::Headset::WaitFrameResultResult from waitForXrFrame() indicating how the main loop should continue
 CEngine::World::WindFieldProcedural wind field used by glider flight, particles, and debug rendering
 CEngine::World::WindFieldConfigRuntime configuration for procedural wind pockets
 CEngine::World::WindSampleWind field result at one world-space point
 CEngine::Ecs::WorldTransformCached world transform matrix written by the scene graph
 CEngine::Components::WorldUiMaterialSettings
 CEngine::Rendering::WorldUiRendererRenders WidgetComponent ImGui content into per-widget textures for world-space UI
 CEngine::Components::WidgetComponent::WorldUiWindowStyle
 CInput::XrInputHandler::XrActionCacheCached sampled state for one subaction path of an action
 CInput::XrInputHandler::XrActionInfoRuntime state for one created OpenXR action
 CInput::XrInputDefOne action definition for an interaction profile
 CInput::XrInputHandlerCreates OpenXR controller actions from the profile registry and samples the input state
 CInput::XrProfileDefData-driven definition of one OpenXR interaction profile
 CInput::XrRigResolves raw XR play-space poses into world-space tracked hand poses