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different physics engine has different winding order. More...
Classes | |
struct | _D3DVIEWPORT9 |
struct | _DIMOUSESTATE |
struct | _DIMOUSESTATE2 |
struct | _hashUniformEntry |
struct | _MipmapInfo |
struct | _Para3DLight |
struct | _ParaMaterial |
struct | _ttfConfig |
struct | AccelerometerEvent |
the total 3d vector of force that is currently on the device, including gravity. More... | |
struct | ActionKey |
key for actions and animations. More... | |
struct | ActiveBiped |
It holds any information that is perceived by a Active Biped object including himself. More... | |
struct | ActiveTerrain |
struct | AITask |
a union of all kinds of task defined More... | |
struct | AITask_DieAndReborn |
struct | AITask_Evade |
struct | AITask_Follow |
struct | AITask_MovieTrack |
data structures used to describe the task that a AI module is planning to do or is currently doing the difference between a movie track in the AI task and that from a global eye is that the biped associated with this Movie track would interact with the physical environment simulator. More... | |
struct | AITask_WanderNearby |
struct | AlphaPostRenderObject |
for post rendering object with alpha. More... | |
class | Angle |
Wrapper class which identifies a value as the currently default angle type, as defined by Math::setAngleUnit. More... | |
struct | AnimAlpha |
class | Animated |
class | AnimatedVariable |
key, value pairs More... | |
struct | AnimationBlock |
struct | AnimExtent |
struct | AnimIndex |
it presents a given in bone animation providers or parax local model bone animation pools More... | |
struct | AnimInfo |
struct | AnimInstance |
Animation instance that each mdx object owns. More... | |
class | AppDelegate |
ParaCraftMobile Application. More... | |
struct | ArchiveFileFindItem |
class | array |
Self reallocating template array (like stl vector) with additional features. More... | |
struct | AssetEntity |
Base class for managed asset entity in ParaEngine. More... | |
struct | AssetFileEntry |
light-weighted file record header in memory. More... | |
class | AssetManager |
AssetManager manages a set of asset entities of a certain type. More... | |
class | AttributeProvider |
Attribute fields data provider: it is a group of attribute stored in {name, value} value pair fasion in a single database table. More... | |
class | AxisAlignedBox |
A 3D box aligned with the x/y/z axes. More... | |
class | BaseInterface |
The base class for interfaces in ParaEngine. More... | |
struct | BillBoardViewInfo |
current billboard info is here. More... | |
class | bimap |
struct | bimap_base |
class | bimap_different_types |
class | bimap_equal_types |
struct | BipedWayPoint |
Biped way point: see CBipedObject::m_vPosTarget. More... | |
class | Block |
struct | block_vertex |
class | BlockChunk |
Chunk is a 16*16*16 inside a region. More... | |
class | BlockCommon |
common static functions to block api, mostly standalone math API More... | |
struct | BlockConfig |
class | BlockDirection |
helper functions for directions More... | |
class | BlockFacing |
class | BlockGeneralTessellator |
custom model tessellation like button, stairs, etc. More... | |
struct | BlockIndex |
class | BlockModel |
class | BlockModelManager |
class | BlockReadWriteLock |
multiple shared readers and multiple exclusive writers it favors writers over readers. More... | |
class | BlockRegion |
512*512 region More... | |
class | BlockRenderTask |
class | BlockTemplate |
block template base class. More... | |
class | BlockTessellatorBase |
generate tessellated vertices for a given block in the world. More... | |
class | BlockVertexCompressed |
class | BlockWorldClient |
this is a singleton client side block world instance. More... | |
struct | bmax_vertex |
class | BMaxAnimGenerator |
BMax Animation generator. More... | |
struct | BMaxBlockModelNode |
block model node in bmax More... | |
struct | BMaxFrameNode |
bone node in bmax More... | |
struct | BMaxNode |
base class for a block in bmax model More... | |
class | BMaxObject |
class | BMaxParser |
Block Max file format parser. More... | |
class | Bone |
a single animated bone, it contains both the bone instance data and all animation data of the bone. More... | |
struct | BoneInfo |
struct | BoneRotState |
struct | BoneState |
class | BufferPickingManager |
all picking buffers There is a default one called BufferPickingManager::GetInstance().GetEntity("backbuffer"); which is the current backbuffer Some predefined picking object can be retrieved via NPL script using More... | |
struct | BulletPhysicsActor |
it is represent a shape that can be used to create various actors in the scene. More... | |
struct | BulletPhysicsShape |
it is represent a shape that can be used to create various actors in the scene. More... | |
class | ByteSwap |
Defines some useful byte order swap routines. More... | |
class | C3DCanvas |
we can put a mesh or character object on canvas. More... | |
class | CAABBCollider |
class | CadImporterFactory |
class | CadModel |
class | CadModelCallBackData |
struct | CadModelData |
class | CadModelLoader |
class | CadModelNode |
class | CadModelPart |
class | CadModelProcessor |
struct | CadVec3 |
class | CAIBase |
base class for all AI objects More... | |
class | CAIModuleNPC |
NPC AI module: it is just an aggregation of AI controllers. More... | |
class | CAISimulator |
AI and AI scripts handlers. More... | |
struct | Camera |
struct | camera |
struct | CameraKey |
refer to autocamera More... | |
class | CAnimInstance |
Encapsulates an animation instance, with its own animation controller. More... | |
class | CAnimInstanceBase |
abstract class for all animation instance implementation. More... | |
class | CAnimTable |
table for character animation. More... | |
class | CanvasAttachment |
Attachment on parax model canvas. More... | |
class | CApplyObjectLevelParamBlock |
apply object-level params and restore to default value. More... | |
class | CAppSingleton |
app singleton must inherit from CRefCounted. More... | |
class | CArchive |
file archiver base class. More... | |
class | CArrayAttributeProxy |
only used for editing and created on demand. More... | |
class | CartoonFace |
data structure for a cartoon face More... | |
class | CAssetEntityUserData |
class | CAssetFileEntryUserData |
class | CAssetManifest |
Asset manifest manager. More... | |
class | CAssetRequestData |
an asset request data to be sent via the CURLRequestTask More... | |
class | CAsyncLoader |
It uses architecture proposed by the content streaming sample in DirectX 9&10. More... | |
class | CAttributeClass |
an attribute class is a collection of attribute fields. More... | |
class | CAttributeClassImp |
derived attribute class. More... | |
struct | CAttributeDbItem |
a database record in attribute db More... | |
class | CAttributeField |
for a single attribute field More... | |
class | CAttributesManager |
a central place for managing all attributes of all classes in ParaEngine. More... | |
class | CAudioEngine |
Class: CAudioEngine. More... | |
class | CAudioEngine2 |
CAudioEngine2 is based on the cAudioEngine plugin dll. More... | |
class | CAudioSource2 |
it represent an audio engine source More... | |
class | CAutoCamera |
Auto Camera is designed to handle smooth transitions between supported camera type, such as first person camera, third person camera, and rotation camera. More... | |
class | CAutoRelease |
class | CAutoUpdaterApp |
This is used to create an application using interprocess communication. More... | |
class | CBaseCamera |
class | CBaseObject |
Defines the base class of all scene elements:CBaseObject for Parallel World Engine. More... | |
class | CBaseRowColumn |
Although this class inherits the CRefCounted interface, I don't manage it in GC. More... | |
class | CBaseTable |
class | CBatchedElementDraw |
for drawing special element object(like particles, lines, etc) in the scene. More... | |
class | CBipedCallbackHandler |
class | CBipedController |
Base Interface for Biped controller. More... | |
class | CBipedObject |
It can be used to represent biped object(like human, re spawning monsters) in the scene without inheriting and adding new functions. More... | |
class | CBipedStateManager |
managing biped state More... | |
class | CBlockDynamicObject |
class | CBlockLightGridBase |
base class for block light grid. More... | |
class | CBlockLightGridClient |
block grid on client side. More... | |
class | CBlockLightGridServer |
block grid on server side. More... | |
class | CBlockPieceParticle |
a single particle object More... | |
class | CBlockPieceParticleElement |
particle element More... | |
struct | CBlockSelectGroup |
class | CBlockWorld |
base class for an instance of block world More... | |
class | CBlockWorldManager |
factory class for multiple instances of CBlockWorld More... | |
class | CBone1 |
The class stands for the bone or frame in the character's skeleton. More... | |
class | CBone2 |
class | CBoneAnimProvider |
Supplying external animation loaded from ParaX or BVH files. More... | |
struct | CBoneChain |
a chain of bones which will be rotated with some constraint. More... | |
class | CBool |
class | CBootStrapper |
Bootstrapper file is a xml file to be executed at the very beginning of the game engine. More... | |
struct | CBufferPicking |
picking from frame buffer (back buffer) When there is picking query, it will render scene again (if out dated) with a special shader and read pixels from the back buffer. More... | |
class | CBVHSerializer |
BioVision Hierarchy (BVH) motion capture file serializer for ParaX file. More... | |
class | CCameraFrustum |
the camera view culling frustum More... | |
class | CCameras |
class | CCanvasCamera |
Used for viewing objects on 3D canvas. More... | |
class | CCarpetModelProvider |
a thin layer wrapping blocks More... | |
class | CCCSFaceLoader |
CCCSFaceLoader implementation of IDataLoader it will first search locally. More... | |
class | CCCSFaceProcessor |
CCCSFaceProcessor implementation of IDataProcessor. More... | |
class | CCCSSkinLoader |
CCCSSkinLoader implementation of IDataLoader it will first search locally. More... | |
class | CCCSSkinProcessor |
CCCSSkinProcessor implementation of IDataProcessor. More... | |
class | CCharacterDB |
it contains all functions to access the character database. More... | |
class | CCharacterDBProvider |
class | CCharacterTracker |
It tracks a character on the network, such as its last update time, position track, etc. More... | |
class | CCharCustomizeSysSetting |
Character customization settings. More... | |
class | CChestDBProvider |
class | CColumnCollection |
class | CCommandLineParams |
command line parameters. More... | |
class | CCommandLineParser |
command line parameter parser e.g. More... | |
class | CCommonFileDialog |
class | CContainerObject |
Desc: present a scene object that is not rendered, but may have a volume. More... | |
class | CCRect |
class | CCVector2 |
class | CD3DWindowDefault |
The default ParaEngine Window. More... | |
class | CDataBool |
class | CDataCellItem |
class | CDataColumnInfo |
class | CDataDouble |
class | CDataFloat |
class | CDataInt32 |
class | CDataProviderManager |
a singleton class for managing all data providers used in the game engine. More... | |
class | CDataRow |
children of data row is some addition data rows. More... | |
class | CDataString |
class | CDataTable |
class | CDefaultObjectFactory |
default factory for creating object Class T should add following macro to its header in order to use this factory class ATTRIBUTE_SUPPORT_CREATE_FACTORY(CWeatherEffect); or T should have Create() method manually defined. More... | |
class | CDirectKeyboard |
class | CDirectMouse |
class | CDnDCharacterAttribute |
Dungeons and Dragons character attributes. More... | |
class | CDouble |
class | CDummyAnimInstance |
this is only used when the anim x file does not exist. More... | |
class | CDynamicAttributeField |
for a dynamic attribute field. More... | |
class | CDynamicAttributesSet |
a group of dynamic attributes More... | |
class | CDynamicObject |
dynamic actor based scene object More... | |
class | CDynamicRenderable |
a base class for rendering objects using dynamic buffer from memory data. More... | |
class | CEdgeBuilder |
a set of static function for edge building for shadow volume More... | |
class | CEditorHelper |
helper functions for editing. More... | |
class | CEffectFile |
class | CEffectFileBase |
asset entity: CEffectFile More... | |
class | CEffectFileDirectX |
class | CEffectFileOpenGL |
class | CEmitter |
class | CEmitters |
class | CEmuCSParaEditGame |
emulating a client/server based ParaEngine world editing game, using NPL language. More... | |
class | CEnvironmentSim |
Animate the entire scene for a fixed time interval advance. More... | |
class | CEnvSimClient |
this is the environment simulator of a standard game world server. More... | |
class | CEnvSimServer |
this is the environment simulator of a standard game world server. More... | |
class | CEventBinding |
This class is for maintaining the event binding table and script binding table. More... | |
class | CEventHandler |
event handler More... | |
class | CEventsCenter |
a global pool for user registered custom events. More... | |
class | CFaceGroup |
face group is similar to render pass in ParaXModel, or sub mesh in StaticMesh. More... | |
class | CFaceGroupInstance |
an instance of the face group: it contains the face group static data, and per-instance data, such as group to camera distance, group transform. More... | |
class | CFaceLayers |
class | CFaceTrackingCtrler |
a facing tracking controller it will allow the biped to always face to a given target or another biped. More... | |
struct | CFileFindData |
file find item More... | |
class | CFileLogger |
It is a singleton class that is tightly integrated to the game engine. More... | |
class | CFileManager |
this is the main file interface exposed by ParaEngine. More... | |
class | CFileReplaceMap |
mapping a file to another file a replace file mapping. More... | |
class | CFileSystemWatcher |
monitoring file changes. More... | |
class | CFileSystemWatcherService |
file system watcher service. More... | |
class | CFileUtils |
file platform related API and helper functions More... | |
class | CFindKillProcess |
class | CFirstPersonCamera |
class | CFlashPlayer |
an instance of flash player. More... | |
class | CFlashTextureManager |
managing flash textures. More... | |
class | CFloat |
class | CFog |
TODO: fog parameters. More... | |
class | CFollowCtrler |
a follow controller it will follow a given target or another biped. More... | |
class | CFontRendererOpenGL |
used for rendering labels rendering a given font from TTF format. More... | |
class | CFrameRateController |
the class for all frame rate controller. More... | |
class | CFruitDBProvider |
class | CGDIBrush |
CGDIBrush is an abstract base class that defines a CGDIBrush object. More... | |
class | CGDIDC |
class | CGDIEngine |
this allows us to create another device, such as in a worker thread to perform some background work while the main directX device has other work to do. More... | |
class | CGDIGraphics |
class | CGDIGraphicsPath |
class | CGDIPen |
a pen object in the GDI class More... | |
class | CGDIRegion |
We always shape the region points and edges in clockwise. More... | |
class | CGDIRenderTarget |
a gdi render target is a Gdiplus::Bitmap and Gdiplus::Graphics object. More... | |
class | CGDISolidBrush |
The CGDISolidBrush class defines a solid color CGDIBrush object. More... | |
class | CGDITextureBrush |
The CGDITextureBrush class defines a CGDIBrush object that contains an texture object that is used for the fill. More... | |
class | CGeoChunk |
This is a mesh object. More... | |
class | CGeoset |
An X file model must contain only one geoset which is a collection of geochunks. More... | |
class | CGeosetAnim |
For animating the alpha of bones. More... | |
class | CGeosetObject |
class | CGlobals |
a class consists of static functions to access global objects in ParaEngine, such as Current Root Scene, physical world object, terrain, asset manager, environment simulator, 2d GUI root, etc. More... | |
class | CGlowEffect |
implementation of the full screen glow effect. More... | |
class | CGraphBuilder |
Usage: LoadVideoFile before you want to play any video file. More... | |
class | CGrassModelProvider |
for grass cross model only. More... | |
class | CGrowableArray |
class | CGUI4OutsideArrow |
element 0: left arrow element 1: top arrow element 2: right arrow element 3: bottom. More... | |
class | CGUIAttributeGrid |
class | CGUIBase |
base object for all 2D GUI objects (1) 2D GUI object are not tested against view frustum, instead it is controlled by visibility tag automatically or through user input. More... | |
class | CGUIButton |
class | CGUIButtonType |
class | CGUICanvas |
class | CGUICanvasType |
class | CGUIContainer |
m_objResource->m_objArtwork->DrawingRects[0]: client rectangle; m_objResource->m_objArtwork->DrawingRects[1]: container rectangle, including scrollbars m_objResource->m_objArtwork->DrawingRects[2]: container rectangle, including scrollbars, including borders m_objResource->m_objArtwork->DrawingRects[3-11]: [optional] for nine element containers. More... | |
class | CGUIContainerType |
class | CGUIEditBox |
class | CGUIEditBoxType |
class | CGUIEvent |
Place of the. More... | |
class | CGUIGridType |
class | CGUIHighlight |
An abstract class "4outsideArrow", 4 arrows pointing from outside to the edge of the control "4insideArrow, 4 arrows pointing from the edge of the control to the center of the control. More... | |
class | CGUIHighlightManager |
Holds the CGUIHighlight controls. More... | |
class | CGUIIME |
GUI IME message system. More... | |
class | CGUIIMEEditBox |
IME-enabled EditBox control. More... | |
class | CGUIIMEEditBoxType |
class | CGUIKeyboardVirtual |
base class for keyboard system. More... | |
class | CGUIListBox |
m_objResource->m_objArtwork->DrawingRects[0]: client rectangle; m_objResource->m_objArtwork->DrawingRects[1]: container rectangle, including scrollbars m_objResource->m_objArtwork->DrawingRects[2]: container rectangle, including scrollbars, including borders m_objResource->m_objArtwork->DrawingRects[3]: text rectangle More... | |
class | CGUIListBoxType |
class | CGUIMouseVirtual |
base class for GUI mouse More... | |
class | CGUINStageAnimation |
N stage animation element 0—(n-1): the mask of the stages. More... | |
class | CGUIPainter |
class | CGUIPainterType |
struct | CGUIPosition |
position of the GUI object More... | |
class | CGUIResource |
Each GUI control is associated with a CGUIResource object for rendering. More... | |
class | CGUIRoot |
When rendering scene, root scene and the root GUI are rendered in sequence. More... | |
class | CGUIRootType |
class | CGUIScrollBar |
mostly associated with a CGUIContainer m_objResource->m_objArtwork->DrawingRects[0]: track rectangle; m_objResource->m_objArtwork->DrawingRects[1]: up/left button rectangle; m_objResource->m_objArtwork->DrawingRects[2]: down/right button rectangle; m_objResource->m_objArtwork->DrawingRects[3]: thumb button rectangle; More... | |
class | CGUIScrollBarType |
class | CGUISlider |
class | CGUISliderType |
class | CGUIText |
This class represents a string inside a rectangular box in the screen coordinates Multiple Type_GUIText object with the same font are batched together at rendering time So it is important that you are not rendering them in the z-ordering. More... | |
class | CGUITextType |
class | CGUIToolTip |
m_objResource->m_objArtwork->DrawingRects[0]: text rectangle; m_objResource->m_objArtwork->DrawingRects[1]: left-top corner rectangle; m_objResource->m_objArtwork->DrawingRects[2]: top border rectangle; m_objResource->m_objArtwork->DrawingRects[3]: right-top corner rectangle; m_objResource->m_objArtwork->DrawingRects[4]: left border rectangle; m_objResource->m_objArtwork->DrawingRects[5]: right border rectangle; m_objResource->m_objArtwork->DrawingRects[6]: left-bottom corner rectangle; m_objResource->m_objArtwork->DrawingRects[7]: bottom border rectangle; m_objResource->m_objArtwork->DrawingRects[8]: right-bottom corner rectangle; m_objResource->m_objArtwork->DrawingRects[9]: indicator rectangle; m_objResource->m_objArtwork->DrawingRects[10]: indicator-extend line rectangle; m_objResource->m_objArtwork->DrawingRects[11]: left indicator filling rectangle; m_objResource->m_objArtwork->DrawingRects[12]: right indicator filling rectangle; More... | |
class | CGUIToolTipType |
class | CGUIType |
class | CGUIVideoType |
class | CGUIWebBrowser |
This class represents a string inside a rectangular box in the screen coordinates Multiple Type_GUIWebBrowser object with the same font are batched together at rendering time So it is important that you are not rendering them in the z-ordering. More... | |
class | CGUIWebBrowserType |
struct | ChannelProperty |
struct | CharacterPose |
the pose of the character. More... | |
class | CharModelInstance |
character animation instance: it includes both the animation and model display information. More... | |
struct | CharRegionCoords |
struct | CharTexture |
struct | CharTextureComponent |
class | CHTMLBrowser |
an instance of HTML browser. More... | |
class | CHTMLBrowserManager |
managing HTML browsers. More... | |
class | CHttpUtility |
http utility More... | |
struct | ChunkLocation |
chunk column location. More... | |
struct | ChunkMaxHeight |
chunk column's height map data More... | |
class | ChunkVertexBuilderManager |
for filling chunk vertex in a different thread. More... | |
class | CInt32 |
class | CIntegerEncoder |
class | CInterprocessAppClient |
This is used to create an application using interprocess communication. More... | |
class | CInterProcessMessageIn_parser |
for parsing incoming messages. More... | |
class | CInterProcessMessageOut_gen |
generate an output message to be send via network. More... | |
class | CInterprocessQueueT |
It is for sending and receiving InterProcessMessage. More... | |
class | CItemDBProvider |
class | CJabberEventBinding |
Jabber event that could be bound with NPL script. More... | |
class | CKidsDBProvider |
class | Class_ID |
This class represents the unique class ID for a ParaEngine plug-in. More... | |
class | ClassDescriptor |
System keeps a list of the DLL's found on startup. More... | |
class | CLightManager |
managing local lights. More... | |
class | CLightObject |
this is an independent local light scene object. More... | |
class | CLightParam |
a single light in ParaEngine. More... | |
class | CLightScatteringData |
class | CLinearModelProvider |
just return model linearly. More... | |
class | CLogger |
a logger can only write to a given file. More... | |
class | CLogService |
Log rules. More... | |
class | CMainWindowIterator |
class | CManagedLoader |
a managed loader is a kind of global scene object for dynamic scene object loading and unloading. More... | |
class | CMapAttributeProxy |
only used for editing and created on demand. More... | |
class | CMaterial |
class | CMaterialMap |
class | CMath |
class | CMdxAniInstance |
MDX file based Animation instance: must call SetSizeScale() at least once before drawing this object. More... | |
class | CMDXModel |
This is the ParaX mesh and animation file format model. More... | |
class | CMemReadFile |
class | CMeshLoader |
CMeshLoader implementation of IDataLoader it will first search locally. More... | |
class | CMeshObject |
static mesh scene object. More... | |
class | CMeshPhysicsObject |
A static mesh based physical object in the scene please note that it keeps the static mesh object as its member rather than inheriting from it. More... | |
class | CMeshProcessor |
CMeshProcessor implementation of IDataProcessor. More... | |
class | CMidiMsg |
simple midi audio More... | |
class | CMiniSceneGraph |
Mini scene graph does not use a spatial partitions for its stored objects, instead it just implement a simple parent/child relationships. More... | |
class | CMirrorSurface |
a reflective plane in the scene currently it only supports horizontal surface.Vertical surface and arbitrary surface may be supported in the future More... | |
class | CMissileObject |
a flying missile in the global space. More... | |
class | CModifier |
Each plugin is derived from a base class provided by ParaEngine. More... | |
class | CMovieClipBase |
it represents a clip of movies, which may be screen captured or just some transition effects. More... | |
class | CMovieClipScreenCapture |
it represents a screen captured screen movie. More... | |
class | CMovieCtrler |
a movie controller it will control the biped to follow a path defined in a movie file or record the biped' actions to a file. More... | |
class | CMoviePlatform |
For managing and rendering the movie. More... | |
struct | CmpBaseObjectAsset |
compare two object's primary asset More... | |
class | CMultiAnim |
This class encapsulates a mesh hierarchy (typically loaded from an .X file). More... | |
class | CMultiAnimAllocateHierarchy |
Inheriting from ID3DXAllocateHierarchy, this class handles the allocation and release of the memory used by animation frames and meshes. More... | |
class | CMultiFrameBlockWorldRenderer |
this is used for rendering a super large block world across several frames. More... | |
class | CNetByteArray |
for tracking binary data, such as custom model data. More... | |
class | CNetTime |
Current network simulation time. More... | |
class | CNormalUpdatePacket |
OBSOLETED: It represents a normal update packet. More... | |
class | CNpcDatabase |
NPC data provider. More... | |
struct | CNpcDbItem |
NPC database item (complete) More... | |
class | CNPLJabberClient |
NPL jabber client. More... | |
class | CNPLNetClient |
Option names. More... | |
class | CNPLPackageConfig |
for parsing package.npl file More... | |
class | CNPLPool_Char_alloc |
This class can be used as a custom allocator for stl containers, which constantly create and delete small or medium sized objects. More... | |
class | CNPLTCPConnection |
boost::asio is used for NPL jabber client's tcp connections. More... | |
class | CObjectAutoReleasePool |
when base object is created it has zero reference, and is usually added to auto release pool to be removed in the next frame. More... | |
class | CObjectFactory |
the virtual factory class for dynamically registered object class instantiation. More... | |
class | CObjectManager |
class | COceanManager |
FFT based ocean rendering class. More... | |
class | ColladaModelLoader |
loading collada model to internal format. More... | |
class | Collection_Map |
Default behavior of the collection adds only reference. More... | |
class | Collection_Vector |
Default behavior of the collection adds only reference. More... | |
class | Collider |
base class for all colliders. More... | |
struct | CollisionPair |
a pair of object that collide into each other. More... | |
class | Color |
struct | Color3B |
RGB color composed of bytes 3 bytes. More... | |
struct | Color4B |
RGBA color composed of 4 bytes. More... | |
struct | Color4F |
RGBA color composed of 4 floats. More... | |
class | CompositionModeStack |
for ease of push/pop composition mode. More... | |
class | concurrent_queue |
it implements a producer/consumer(s) queue design pattern. More... | |
class | COPCBiped |
represent a player from the network. More... | |
class | COSInfo |
operating system info More... | |
class | COverlayObject |
Overlay provides custom 3D drawings to the scene after main 3d scene is rendered. More... | |
class | CPaintDevice |
base class for a surface to paint to. More... | |
class | CPaintEngine |
The CPaintEngine class provides an abstract definition of how CPainter draws to a given device on a given platform. More... | |
class | CPaintEngineGPU |
opengl/directX renderer More... | |
class | CPaintEngineGPUState |
class | CPaintEngineRaster |
software renderer More... | |
class | CPaintEngineState |
painter state, such as selected pen, brush, etc. More... | |
class | CPainter |
base class for a surface to paint to. More... | |
class | CPainterClipInfo |
currently only RectClip is supported, since we are using Scissor Rect on GPU to do the clipping. More... | |
struct | CPainterDummyState |
class | CPainterState |
class | CParaEngineApp |
This class demonstrate how to initialize, destroy and drive the game loop of ParaEngine through the C++ programming interface. More... | |
class | CParaEngineAppBase |
class | CParaEngineCore |
It implements the IParaEngineCore interface, which exposes everything in ParaEngine to plug-in applications. More... | |
class | CParaEngineGLView |
class | CParaEngineService |
this allows ParaEngine to operate as a system service without GUI, such as in server mode. More... | |
class | CParaFile |
it presents a real or virtual file in ParaEngine. More... | |
struct | CParaFileInfo |
file information. More... | |
class | CParaMeshXMLFile |
Para mesh XML file is a reference file for properly loading static mesh or parax mesh file. More... | |
class | CParameter |
a name, value pair. More... | |
class | CParameterBlock |
a list of CParameter{name, value} pairs of anything. More... | |
class | CParaPhysicsImp |
class | CParaPhysicsWorld |
struct | CParaRawData |
class | CParaRingBuffer |
CParaRingBuffer is normally used in a producer-consumer mode when producer threads produce items and store them in the container and consumer threads remove these items and process them. More... | |
class | CParaSimpleAudioEngine |
simple cross platform implementation of the IParaAudioEngine interface. More... | |
class | CParaSimpleAudioSource |
represents a single audio file being played or loaded. More... | |
class | CParaTimeInterval |
class | CParaUtils |
Main class. More... | |
class | CParaWorldAsset |
the asset manager class in ParaEngine. More... | |
class | CParaXAnimInstance |
this is primary animation instance used for normal animated character or advanced customizable character External animation are stored in dynamic fields using bone names as key. More... | |
class | CParaXLoader |
CParaXLoader implementation of IDataLoader it will first search locally. More... | |
struct | CParaXMaterial |
the material information for ParaX file More... | |
class | CParaXModel |
ParaX model is the model file for character animation, etc in the game world. More... | |
class | CParaXProcessor |
CParaXProcessor implementation of IDataProcessor. More... | |
class | CParaXSerializer |
this class is used for importing and exporting ParaX model from or to memory files. More... | |
class | CParaXStaticBase |
class | CParaXStaticMesh |
Desc: Class for loading and rendering file-based meshes. More... | |
class | CParaXStaticModel |
Desc: Class for loading and rendering file-based meshes. More... | |
class | CParticleElement |
base class for a rectangle particle. More... | |
class | CPathReplaceables |
replacing some known variables in string path. More... | |
class | CPathVariable |
a single path variable More... | |
class | CPetAIDBProvider |
class | CPetDBProvider |
class | CPhysicsBTClassDesc |
description class More... | |
class | CPhysicsDebugDraw |
class | CPhysicsWorld |
The global physics scene (NxScene) and physics SDK is encapsulated in a member object of scene manager. More... | |
struct | CPlayerMessage |
player message More... | |
class | CPluginLoader |
a DLL/so plug-in loaded explicitly at runtime. More... | |
class | CPluginManager |
manage plug-ins More... | |
class | CPortalFrustum |
Specialized frustum shaped culling volume that has culling planes created from portals This isn't really a traditional "frustum", but more a collection of extra culling planes used by the Scene Manager for supplementing the camera culling by creating extra culling planes from visible portals. More... | |
class | CPortalNode |
Portal rendering: portal class a portal can be connected to one or two zones. More... | |
class | CProcessIterator |
class | CProcessModuleIterator |
class | CPushRenderState |
push a render state More... | |
class | CPuzzleDBProvider |
class | CQuestDBProvider |
class | CRayCollider |
Contains a ray-vs-shape collider. More... | |
class | CReadFile |
reading a disk file. More... | |
class | CRefCounted |
class | CRefCountedOne |
Base class for a reference counted asset. More... | |
class | CRenderTarget |
a render target scene object. More... | |
class | CReport |
this is a default report class. More... | |
class | CRequestTaskPool |
a task pool is a collection of requests of which only a specified limited number of worker threads are allowed to process. More... | |
class | CResourceRequestQueue |
the message queue More... | |
class | CRpgCharacter |
A typical character in role playing game. More... | |
class | CSameIntegerDecoder |
class | CSameIntegerEncoder |
Author: LiXizhi if the input array contains, many data of the same value. More... | |
class | CSceneObject |
The top level scene management class. More... | |
class | CSceneWriter |
writing the scene to script file. More... | |
class | CSearchResult |
it represents the search result. More... | |
class | CSelectionGroup |
a group of selected object More... | |
class | CSelectionManager |
A pool of currently selected objects. More... | |
class | CSequence |
A collection of animation sequences. More... | |
class | CSequenceCtler |
A sequence controller is a biped controller which moves the biped according to some predefined sequence. More... | |
class | CSequenceManager |
a manger of sequences More... | |
class | CServiceLogger |
CServiceLogger is a more advanced multi-threaded logger than the simple CLogger it supports log level, formatting, log time output, etc. More... | |
class | CShadowMap |
some functions about shadow map More... | |
class | CShapeAABB |
AABB-related code. More... | |
class | CShapeBox |
a min max box. More... | |
class | CShapeCone |
a bounding cone More... | |
class | CShapeFrustum |
a general view frustum class. More... | |
class | CShapeOBB |
AABB with orientation by a matrix. More... | |
class | CShapePlane |
plane More... | |
class | CShapeRay |
A ray is a half-line P(t) = mOrig + mDir * t, with 0 <= t <= +infinity. More... | |
class | CShapeSphere |
class | CSimpleTranslater |
this is usually used for translating from simplified Chinese to traditional Chinese character. More... | |
class | CSingleton |
class | CSkeleton |
Each x file model must has a skeleton(including static object) A skeleton contains a collection of bones. More... | |
class | CSkinLayers |
class | CSkyMesh |
the sky object in the scene. More... | |
class | CSlopeModelProvider |
class | CSortedFaceGroups |
This class provides sorting and rendering of translucent face groups. More... | |
class | CSphereObject |
a CBaseObject whose position is at the center, instead of at the bottom. More... | |
class | CSpriteObject |
OBSOLETED Sprite object can either be used in the 3D space or 2D screen ordinates. More... | |
class | CSpriteRenderer |
base class for sprite renderer More... | |
class | CSpriteRendererDirectX |
class | CSpriteRendererOpenGL |
class | CStr |
class | CStringTableDB |
class | CSunLight |
Modeling the global sun and its directional light, including sun position, direction, color, time of day, etc. More... | |
class | CTerrainFilters |
Perform filtering on a terrain height field. More... | |
class | CTerrainTile |
a tile in the latticed terrain class More... | |
class | CTerrainTileRoot |
the root of the quad-tree terrain tiles. More... | |
class | CTexture |
Model textures are managed separately with the paraengine asset manager's texture pool.Textures used by model will be created and released at the same time of that of the 3D X file model. More... | |
class | CTextureLoader |
CTextureLoader implementation of IDataLoader it will first search locally. More... | |
class | CTextureProcessor |
CTextureProcessor implementation of IDataProcessor. More... | |
class | CTextureRenderer |
D3DFMT_X8R8G8B8 and RGB24 renderer. More... | |
class | CTileObject |
Tile Object have position and bounding rect and can usually be attached to quad-tree terrain tile. More... | |
class | CTitleDBProvider |
class | CTouchGestureBase |
class | CTouchGesturePinch |
Touch gesture recognizer. More... | |
class | CTypeManager |
class | CUniBuffer |
Null implementation. More... | |
class | CUrlBuilder |
build a url string. More... | |
class | CUrlLoader |
CTextureLoader implementation of IDataLoader it will first search locally. More... | |
class | CUrlProcessor |
CUrlProcessor implementation of IDataProcessor. More... | |
class | CUrlProcessorUserData |
one should derive from this class with virtual destructor. More... | |
class | CURLRequestTask |
URL request can be a HTTP get/post request etc. More... | |
class | CValueTracker |
a class for tracking the history of values. More... | |
class | CVariable |
represent any kind of static or animated variable, such as: string, double, float, int, bool, Vector3, Quaternion, or animated data with multiple time, value keys. More... | |
class | CVertexBufferPoolManager |
a manger of sequences More... | |
class | CVertexDeclaration |
vertex element More... | |
class | CViewCullingObject |
It is used for object-level view culling. More... | |
class | CViewport |
a region of view port to render into. More... | |
class | CViewportManager |
manager multiple viewport More... | |
class | CVoid |
class | CVoxelMesh |
A voxel based mesh in the 3d scene. More... | |
class | CWeatherEffect |
either rain or snow. More... | |
class | CWindowIterator |
struct | CWinRawMsg |
raw win32 message More... | |
class | CWinRawMsgQueue |
the message queue. More... | |
class | CWireModelProvider |
for horizontal wires More... | |
class | CWorldInfo |
Providing information about the current game world. More... | |
class | CXFileAnimInstance |
Biped Animation controller. More... | |
class | CZipArchive |
Both the zip and ParaEngine's pkg file encryption logics are supported. More... | |
class | CZipWriter |
creating zip files More... | |
class | CZoneNode |
a zone in portal rendering. More... | |
struct | DatabaseEntity |
DataBaseEntity distinguish one template from other TODO: I should wrap the SQLite3 interface in DatabaseEntity. More... | |
struct | DataGrid |
Class providing a 3d grid of data values and methods for accessing and modifying it. More... | |
class | DeadlyImportError |
FOR IMPORTER PLUGINS ONLY: Simple exception class to be thrown if an unrecoverable error occurs while importing. More... | |
struct | default_user_allocator_dl_malloc |
struct | default_user_allocator_malloc_free |
struct | default_user_allocator_new_delete |
class | Degree |
Wrapper class which indicates a given angle value is in Degrees. More... | |
struct | DialogKey |
dialog key for movie More... | |
struct | DIDEVICEOBJECTDATA |
struct | direct_pair |
class | DL_Allocator |
this is a general single-threaded allocator, which is used by the main game (rendering) thread in ParaEngine. More... | |
struct | DLLPlugInEntity |
a DLL plug-in loaded explicitly at runtime. More... | |
class | DropShadowRenderer |
class | DVector3 |
3-dimensional vector with double precision. More... | |
struct | DXUT_SCREEN_VERTEX |
2D screen with textures. More... | |
class | DynamicVertexBufferEntityDirectX |
When use DirectX, this is a real dynamic vertex buffer for rendering dynamic mesh When use OpenGL, we simulate it with client memory vertex array. More... | |
class | DynamicVertexBufferEntityOpenGL |
When use DirectX, this is a real dynamic vertex buffer for rendering dynamic mesh When use OpenGL, we simulate it with client memory vertex array. More... | |
class | DynamicVertexBufferManager |
buffer manager More... | |
class | EdgeHash |
For shadow volume: indexed edge building. More... | |
struct | EditorEvent |
world editor events, such as scene selection, etc. More... | |
struct | EffectKey |
the missile and magic effect movie key frame. More... | |
class | EffectManager |
manager all effects file used by the game engine. More... | |
class | EffectTextureStateStack |
push/pop texture states More... | |
struct | Event |
a general event More... | |
class | FaceComponent |
a CartoonFace slot component data in compact format. More... | |
struct | FaceGroup_Back_To_Front |
for sorting face group from back to front. More... | |
class | FaceTextureComponent |
struct | FBXMaterial |
class | FBXModelInfo |
for reading anim xml file, which is meta file when export FBX model. More... | |
class | FileData |
struct | FileHandle |
a file handle in a Archive More... | |
class | fixed_string |
class | fixed_string_base |
class | Font |
class | FontAtlas |
class | FontAtlasCache |
class | FontFreeType |
struct | FontLetterDefinition |
struct | FrameBind |
struct | GDIClipNode |
struct | GDIDCElement |
struct | GDIFigure |
struct | GDIPathElement |
struct | GDISimpleEdge |
struct | GEOA |
class | GL |
struct | GLContextAttrs |
There are six opengl Context Attrs. More... | |
class | GLFWEventHandler |
class | GLProgram |
GLProgram Class that implements a glProgram. More... | |
class | GLProgramCache |
GLProgramCache Singleton that stores manages GLProgram objects (shaders) More... | |
struct | GreaterPostRenderObj |
struct | GreaterPostRenderObj_ByOrder |
first sort from large to small by render importance and if render importance are same from near camera to far from camera. More... | |
struct | GreaterPostRenderObj_NoTechBatch |
struct | GUIFontElement |
a font name, format and font color More... | |
class | GUIIMEDelegate |
base interface for cross-platform IME and also null implementation under win32 client. More... | |
struct | GUILAYER |
A GUI layer contains four drawable GUIStateElement, which are "normal", "highlight", "pressed", and "disabled". More... | |
struct | GUIListItem |
struct | GUIState |
It's used as parameter to Render method of each GUI object. More... | |
struct | GUIStateElement |
A drawable element containing several textures and fonts, which can be retrieved by name or index. More... | |
struct | GUITextureElement |
a texture from a rectangular region of bitmap, and one additional texture color More... | |
struct | GUIToolTipItem |
class | hash_compare_edge |
the hash compare class for stdext hash_set used in shadow volume edge building More... | |
struct | HeadOn3DData |
It is the data structure that holds description data about the head on display. More... | |
class | IAnimated |
base class for AnimatedVariable. More... | |
class | IAttributeFields |
A common interface for all classes implementing IAttributeFields By implementing this class's virtual functions, it enables a class to easily expose attributes to the NPL scripting interface. More... | |
class | IAudioSourceEventHandler |
Interface for event handlers on Audio Sources. More... | |
class | IBatchedElementDraw |
IParaDebugDraw draw interface draws line based primitives for debugging purposes. More... | |
class | IBlockModelProvider |
interface class for filtering block models. More... | |
class | IBrowserMsgListener |
class | ICadModelImporter |
class | ICharacterTrackerContainer |
it is a class for holding various character trackers by their name. More... | |
class | ICollection |
class | IDataLoader |
IDataLoader is an interface that the AsyncLoader class uses to load data from disk. More... | |
class | IDataProcessor |
IDataProcessor is an interface that the AsyncLoader class uses to process and copy data into locked resource pointers. More... | |
class | Identity |
class | IEmbeddedBrowserWindowObserver |
class | IEnvironmentSim |
environment simulator. More... | |
struct | IEvent |
the event interface More... | |
class | IGameObject |
this is an interface class for game objects, such as NPC, OPC and players. More... | |
class | IHeadOn3D |
Some 3d object may contain some head on display objects. More... | |
class | IHTMLBrowserManager |
NPL interface of a XML Web service client proxy this class is implemented by ParaEngine.Net plug-in. More... | |
class | Image |
class | ImageEntity |
Unlike TextureEntity, ImageEntity is a device independent entity in memory. More... | |
struct | ImageExtendInfo |
class | IMovieCodec |
for movie capturing More... | |
struct | Indice0Def |
ParaX indice for view 0. More... | |
class | INPLJabberClient |
NPL interface of a Jabber-XMPP client proxy. More... | |
class | INPLWebService |
NPL interface of a XML Web service client proxy. More... | |
class | INPLWebServiceClient |
interface of NPL web service client. More... | |
struct | Int16x3 |
basic block world coordinate More... | |
struct | Int32x3 |
for block or chunk location that does not has boundary check. More... | |
class | Interface_ID |
an interface ID More... | |
class | InterfaceServer |
Base class for those classes and interfaces in ParaEngine that can serve interfaces. More... | |
struct | InterProcessMessage |
it represents an interprocess message More... | |
struct | InterProcessMessageIn |
for reading an input message. More... | |
class | intrusive_ptr_single_thread_base |
single-threaded reference counted base class for boost::intrusive_ptr all boost::intrusive_ptr<T>, should derive from this class. More... | |
class | intrusive_ptr_thread_safe_base |
multi-threaded reference counted base class for boost::intrusive_ptr all boost::intrusive_ptr<T>, should derive from this class. More... | |
struct | inv_pair |
class | IObject |
base class for object, such as CBaseObject, IAttributeObject, GUI object. More... | |
class | IObjectDrag |
class | IObjectScriptingInterface |
class | IParaAudioEngine |
ParaAudioEngine core interface. More... | |
class | IParaAudioSource |
an audio source More... | |
class | IParaDebugDraw |
IParaDebugDraw draw interface draws line based primitives for debugging purposes. More... | |
class | IParaEngineApp |
a table of virtual functions which are used by plug-ins to access the game engine More... | |
class | IParaEngineCore |
a table of virtual functions which are used by plug-ins to access the game engine More... | |
class | IParaPhysics |
ParaPhysics core interface. More... | |
struct | IParaPhysicsActor |
it is represent a shape that can be used to create various actors in the scene. More... | |
struct | IParaPhysicsShape |
it is represent a shape that can be used to create various actors in the scene. More... | |
class | IParaWebPlayer |
ParaPhysics core interface. More... | |
class | IProcessorWorkerData |
interface of processor worker data More... | |
class | IReadFile |
Interface for read access to a file. More... | |
class | IRefObject |
anything that makes references to other objects. More... | |
class | IScene |
Basic scene interface: implemented by the CSceneObject and CMiniScenegraph class. More... | |
class | ISearchPathManager |
search path manager interface and implementation. More... | |
class | IsoSurfaceBuilder |
building triangles from 3d grid data. More... | |
class | IsoSurfaceRenderable |
Renderable object for the dynamically generated IsoSurface or voxel mesh. More... | |
class | ITouchInputTranslator |
class | IType |
IType is for type information and validating It contains type information of an object. More... | |
class | IViewClippingObject |
Pure interface for CBaseObject (3D scene object) It defines basic shapes and collision detection. More... | |
class | IWriteFile |
Interface providing write access to a file. More... | |
class | JCOptions |
Option names. More... | |
struct | keyCodeItem |
struct | KeyEvent |
simple key events struct More... | |
struct | KGAO |
class | Label |
class | LabelTextFormatter |
class | LatentOcclusionQueryBank |
This is a bank of occlusion queries. More... | |
struct | LatentQueryElement |
struct | Layer |
struct | Layer1 |
struct | LayerAlpha |
struct | LessPostRenderObj |
compare two post rendering object by its object to camera distance Type must be pointer to PostRenderObject derived class More... | |
struct | LessPostRenderObj_BipedSort |
first sort from large to small by render importance and if render importance are same from near camera to far from camera. More... | |
struct | LessPostRenderObj_NoTechBatch |
class | LightBlock |
data structure used when resolving light More... | |
class | LightData |
Block Light Data. More... | |
class | LightGeomUtil |
struct | LightParams |
LightParams is a structure for which a shadow volume is built. More... | |
struct | LinearAlpha |
struct | LinearColor |
A linear, 32-bit/component floating point RGBA color. More... | |
struct | LinearKeyFrame3 |
struct | LinearKeyFrame4 |
struct | LINEVERTEX |
Custom vertex type for the bounding box. More... | |
class | Math |
standard math lib More... | |
class | Matrix3 |
A 3x3 matrix which can represent rotations around axes. More... | |
class | Matrix3x3 |
3x3 matrix. More... | |
class | Matrix4 |
Class encapsulating a standard 4x4 homogeneous matrix. More... | |
struct | MatrixVertex |
matrix vertex More... | |
class | MD5 |
An MD% implementation. More... | |
struct | mesh_vertex_normal |
for general mesh with normal More... | |
struct | mesh_vertex_normal_color |
struct | mesh_vertex_normal_tex2 |
struct | mesh_vertex_plain |
for general mesh without normal and color More... | |
struct | MeshEntity |
MeshEntity distinguish one template from other. More... | |
struct | MeshHeader |
mesh header More... | |
struct | MeshLOD |
A way of recording the way each LODs is recorded a static Mesh or ParaXMesh object. More... | |
struct | MeshLodSortLess |
class | MetaBall |
a meta ball is a building block of meta world fragment. More... | |
class | MetaHeightmap |
a meta height map is associated with a region in the global height map based terrain. More... | |
class | MetaObject |
Abstract class defining the interface for meta objects to be used with MetaObjectDataGrid. More... | |
class | MetaWorldFragment |
A MetaWorldFragment is the basic building block of the world. More... | |
struct | ModelAnimation |
struct | ModelAttachment |
struct | ModelAttachmentDef |
struct | ModelBlockQ |
struct | ModelBoneDef |
struct | ModelCamera |
struct | ModelCameraDef |
struct | ModelColor |
struct | ModelColorDef |
struct | ModelGeoset |
One material + render operation. More... | |
struct | ModelHeader |
old header for md2 file More... | |
struct | ModelLight |
struct | ModelLightDef |
struct | ModelParticleEmitterDef |
struct | ModelParticleParams |
struct | ModelRenderFlags |
struct | ModelRenderPass |
struct | ModelRibbonEmitterDef |
struct | ModelTexAnimDef |
struct | ModelTextureDef |
old texture definition for md2 file More... | |
struct | ModelTexUnit |
A texture unit (sub of material) More... | |
struct | ModelTransDef |
struct | ModelTransparency |
struct | ModelVertex |
struct | ModelView |
struct | MouseEvent |
simple mouse event struct More... | |
class | MovieKeyFrame |
Generic movie key frame class: T is the data type stored in the key frame. More... | |
struct | MultiAnimFrame |
Inherits from D3DXFRAME. More... | |
struct | MultiAnimMC |
Desc: Inherits from D3DXMESHCONTAINER. More... | |
class | Mutex |
cross platform mutex More... | |
class | mutex |
cross platform mutex More... | |
struct | my_vertex |
struct | MyD3DTexture |
struct | MyParticle |
class | NetworkAdapter |
struct | NetworkEvent |
network event More... | |
class | no_lock |
a dummy lock object with all dummy interface functions More... | |
struct | NonLinearAlpha |
struct | NonLinearKeyFrame3 |
struct | NonLinearKeyFrame4 |
class | Object_Script |
struct | ObjectEvent |
event that can be passed to scene object More... | |
class | ObjectScriptPool |
struct | OCCLUSION_VERTEX |
Custom vertex type for the occlusion object. More... | |
struct | ParaAudio_3DCUE |
Struct: ParaAudio_3DCUE. More... | |
struct | PARACOLORVALUE |
class | ParaEmbeddedBrowserWindowEvent |
class | ParaEngineSettings |
global settings for ParaEngine. More... | |
class | ParaIndexBuffer |
in OpenGL, there is no different between vertex and index buffer. More... | |
struct | PARAMATRIX |
struct | PARAMATRIX3x3 |
class | ParaMemoryBuffer |
pure memory buffer, useful for filling in another thread and then upload to a real vertex buffer in the render thread. More... | |
struct | ParaPhysicsActorDesc |
Create descriptor for a physics actor. More... | |
struct | ParaPhysicsTriangleMeshDesc |
Create descriptor for triangle mesh shape. More... | |
struct | PARARECT |
struct | PARAVECTOR2 |
struct | PARAVECTOR3 |
struct | PARAVECTOR4 |
class | ParaVertexBuffer |
cross platform vertex/index buffer. More... | |
class | ParaVertexBufferPool |
pool of vertex buffer object. More... | |
class | ParaViewport |
struct | ParaXAnim |
struct | ParaXEntity |
struct | ParaXFile |
this is intermediary structure for parsing Para X file. More... | |
struct | ParaXFrame |
struct | ParaXGeoChunk |
struct | ParaXHeaderDef |
ParaX header definition: this header is shared by all ParaEngine model files. More... | |
struct | ParaXKeyFrame3 |
struct | ParaXKeyFrame4 |
struct | ParaXMaterial |
struct | ParaXMesh |
struct | ParaXMeshFace |
struct | ParaXMeshMaterialList |
class | ParaXModelCanvas |
A ParaX Model canvas is just a hierarchy of parax Models. More... | |
class | ParaXModelExporter |
class | ParaXModelInstance |
ParaXModel instance all instanced data should go to this class. More... | |
struct | ParaXModelObjNum |
struct | ParaXNorm |
struct | ParaXRefObject |
XRef Objects in X and ParaX model. More... | |
struct | ParaXSkinWeight |
struct | ParaXStaticModelRenderPass |
struct | ParaXTexUV |
struct | Particle |
class | ParticleEmitter |
struct | ParticleList |
it represents the instance of the particle system. More... | |
struct | ParticleRectUV |
for pre-calculated UV More... | |
struct | ParticleRenderPass |
particle render pass More... | |
class | ParticleSystem |
The particle class keeps a list of all of its instances.A particle system instance is always associated with a owner pointer, which is now the current scene object, such as a missile or a biped. More... | |
struct | ParticleSystemRef |
holding a reference of this class More... | |
class | PCPlane |
almost the same as Plane, except that it keeps a pointer to the containing portal. More... | |
struct | PEGestureInfo |
struct | PickedObject |
it stands for an object intersecting with a ray. More... | |
struct | PickResult |
class | Plane |
Defines a plane in 3D space. More... | |
class | PlaneBoundedVolume |
Represents a convex volume bounded by planes. More... | |
class | PlaneParticleEmitter |
class | Pool_Char_alloc |
This class can be used as a custom allocator for stl containers, which constantly create and delete small or medium sized objects. More... | |
class | PoolBase |
if one wants to create and delete many objects of the same type per frame, derive your class from PoolBase. More... | |
class | PoolBase_SingleThreaded |
if one wants to create and delete many objects of the same type per frame, derive your class from PoolBase. More... | |
class | PoolThreadSafe |
this is a thread safe version of boost::pool. More... | |
struct | PosKey |
struct | PostRenderObject |
for post rendering Object. More... | |
struct | PostRenderObjectWeakPtr |
for post rendering Object. More... | |
class | prebimap |
class | PredefinedEvents |
some predefined events to pass to the event center in the PoseEvent method. More... | |
class | QBrush |
The QBrush class defines the fill pattern of shapes drawn by CPainter. More... | |
class | QFont |
class | QLine |
class | QLineF |
class | QMargins |
class | QMarginsF |
class | QMatrix |
class | QPainterPath |
class | QPainterPathStroker |
class | QPen |
The QPen class defines how a CPainter should draw lines and outlines of shapes. More... | |
class | QPoint |
class | QPointF |
class | QPolygon |
class | QPolygonF |
struct | QRealRect |
class | QRect |
when concerting QRect with QRectF and RECT, we ensure that their left, top and width, height are the same. More... | |
class | QRectF |
class | QRegion |
class | QSize |
The QSize class defines the size of a two-dimensional object using integer point precision. More... | |
class | QSizeF |
class | QTextOption |
Set the text align and other text displaying formats. More... | |
class | QTransform |
class | Quaternion |
Implementation of a Quaternion, i.e. More... | |
class | QVectorPath |
class | Radian |
Wrapper class which indicates a given angle value is in Radians. More... | |
class | RainParticle |
class | RainSplashParticle |
class | Ray |
Representation of a ray in space, i.e. More... | |
struct | RayCastHitResult |
class | Rectangle |
struct | ref_ptr |
The ref_ptr class template stores a pointer to a dynamically allocated (AssetEntity|CRefCounted|BaseAsset) derived object. More... | |
class | RefListItem |
a referenced object More... | |
class | RenderableChunk |
class | RenderDevice |
a very thin wrapper to DirectX device with a portable version of openGL implementation. More... | |
class | RenderDeviceBase |
struct | ReplaceableTextureGroup |
replaceable skins for non-customizable characters. More... | |
class | Resource |
struct | ResourceRequest |
ParaEngine resource request. More... | |
class | RibbonEmitter |
this is another kind of particle system. More... | |
struct | RibbonSegment |
struct | RippleItem |
a ripple More... | |
class | RippleList |
a list of active RippleItem More... | |
struct | SceneState |
It's used as parameter to Draw method of each scene object. More... | |
class | Scoped_Lock |
simple scoped lock function More... | |
class | scoped_Lock |
simple scoped lock function More... | |
class | Scoped_ReadLock |
simple scoped read lock function More... | |
class | Scoped_WriteLock |
simple scoped write lock function More... | |
class | Scoped_WriterUnlock |
class | ScopedBoolean_Lock |
simple scoped lock for a boolean pointer. More... | |
class | ScopedPaintOnRenderTarget |
helper class for painting on render target More... | |
struct | SearchPath |
a search path. More... | |
class | SelectBlockVertex |
struct | SelectedItem |
currently selected item. More... | |
class | Semaphore |
cross platform condition variable. More... | |
struct | SequenceAnim |
class | SequenceEntity |
a reusable entity of sequence which contains an array of sequence items. More... | |
struct | SequenceName |
struct | SerializerOptions |
Serialize options for input and output. More... | |
class | ShadowCaster |
The following shadow interface should be implemented for any shadow caster entity in the game engine. More... | |
struct | SHADOWVERTEX |
Custom vertex type for the shadows. More... | |
class | ShadowVolume |
ShadowVolume is a structure for storing shadow volume geometries. More... | |
class | ShortToFloat |
class | SimpleAudioEngine |
class | SimpleScript |
class | Size |
struct | sLightScatteringShaderParams |
class | SnowParticle |
class | Sphere |
A sphere primitive, mostly used for bounds checking. More... | |
class | SphereParticleEmitter |
struct | sprite_vertex |
struct | SpriteFontEntity |
struct | SpriteFontEntityDirectX |
struct | SpriteFontEntityOpenGL |
rendering font More... | |
struct | SpriteQuad |
struct | SpriteThickLine |
struct | SpriteTriangle |
struct | SPRITEVERTEX |
Custom vertex type for the trees. More... | |
class | StackAllocator |
class | StackContainer |
class | StackString |
class | StackVector |
struct | StatisticsJabber |
A structure describing the current jabber connection statistics. More... | |
struct | stCharacterDbRecord |
struct | stChestDbRecord |
struct | stFruitDbRecord |
struct | stItemDbRecord |
struct | stPetAIDbRecord |
struct | stPetDbRecord |
struct | stPuzzleDbRecord |
struct | stQuestDbRecord |
class | StringBuilderT |
A NON-thread-safe, mutable sequence of characters(Binary is also possible). More... | |
class | StringHelper |
string manipulation helpers for ParaEngine More... | |
struct | STRUCT_DRAG_AND_DROP |
struct | StructEventMappingTableItem |
struct | stStringTableDbRecord |
struct | stTitleDbRecord |
struct | SubPartInfo |
struct | SubScript |
It presents a script at a certain time. More... | |
struct | SWFHeader |
flash SWF header Signature UI8 Signature byte always ¡®F¡¯ Signature UI8 Signature byte always ¡®W¡¯ Signature UI8 Signature byte always ¡®S¡¯ Version UI8 Single byte file version (e.g. More... | |
struct | SWFRect |
for SWF rect More... | |
struct | SystemEvent |
system events struct More... | |
struct | SZIPFileDataDescriptor |
struct | SZipFileEntry |
light-weighted file record header in memory. More... | |
struct | SZipFileEntryPtr |
struct | SZIPFileHeader |
struct | terrain_vertex |
for terrain More... | |
struct | terrain_vertex_normal |
for terrain with normal More... | |
struct | TerrainTileCacheItem |
a cached Terrain tile item More... | |
struct | TexCoordSet |
struct | Texture |
class | Texture2D |
class | TextureAnim |
class | TextureComposeRenderTarget |
a special render target for composing the multilayer character skin or facial texture. More... | |
class | TextureComposeTask |
base class for texture composer using using a render target. More... | |
struct | TextureEntity |
Which DXT Compression to Use? Obviously, there are some trade-offs between the different formats which make them better or worse for different types of images. More... | |
struct | TextureEntityDirectX |
Texture Entity distinguish one template from other The following type are all supported by texture entity. More... | |
struct | TextureEntityOpenGL |
texture entity. More... | |
class | TextureParams |
for reading texture parameters from strings like "texture/whitedot.png:10 10 10 10", "texture/whitedot.png;0 0 64 64:10 10 10 10" More... | |
class | Thread |
cross platform thread. More... | |
class | Tick |
Check to see if it is a tick. More... | |
struct | TouchEvent |
touch event More... | |
class | TouchEventSession |
it tracks touch events with same id, and expires when a touch is too long. More... | |
class | TouchSessions |
manages all global touch sessions. More... | |
class | TransformStack |
for world view projection transformation stack More... | |
struct | Triangle |
class | TTerrain |
temp height field terrain data used by terrain filters. More... | |
union | TypePointer |
union | TypePointer1 |
struct | Uint16x3 |
basic block world coordinate More... | |
struct | UNDERWATER_VERTEX |
Custom vertex type for the under water effect. More... | |
struct | Uniform |
class | unordered_array |
struct | upload_context |
for read function More... | |
struct | UUID_t |
class | Vec2 |
class | Vec3 |
class | Vector2 |
Standard 2-dimensional vector. More... | |
class | Vector3 |
Standard 3-dimensional vector. More... | |
class | Vector4 |
4-dimensional homogeneous vector. More... | |
struct | VertexAttrib |
struct | VertexData |
struct | VertexElement |
class | VertexPosition |
class | VertexPositionIndex |
class | VertexPositionNormal |
class | VoxelTerrainEntity |
a voxel terrain entity uses a 3d grid to present a terrain mesh, such can have caves and overhangs on traditional height map terrains. More... | |
class | VoxelTerrainManager |
managing all voxel terrain entities used by any scenes More... | |
class | WaveEffect |
class | WBClientSite |
class | WBStorage |
struct | weak_ptr |
weak reference ptr use in a class like this: weak_ptr<CRefCounted> p; e.g. More... | |
class | weak_ref_object |
DONOT use this class directly, use weak_ptr instead. More... | |
class | WeatherParticle |
base class for weather particle More... | |
class | WeatherParticleSpawner |
class | WebBrowser |
class | XFileCharModelExporter |
class | XFileCharModelParser |
parsing character parax model: binary file only. More... | |
class | XFileDataObject |
data object in binary format More... | |
class | XFileExporter |
struct | XFileHeader_t |
class | XFileParser |
The XFileParser reads a XFile either in text or binary form and builds a temporary data structure out of it. More... | |
class | XFileStaticModelParser |
parsing static model: both binary and text format supported More... | |
struct | XFileTemplate_t |
struct | XFileTemplateMember_t |
class | XRefAnimInstance |
animated animation instance referenced in model object. More... | |
class | XRefMeshObject |
mesh instance referenced in model object. More... | |
class | XRefObject |
base class for all xref objects More... | |
struct | XVerticesDef |
ParaX vertices definition. More... | |
struct | ZIP_CentralDirectory |
struct | ZIP_EndOfCentralDirectory |
struct | ZIP_EndOfCentralDirectoryBlock |
class | ZipArchiveEntry |
a single file in zip archive to be written to disk More... | |
Typedefs | |
typedef cow_ptr< CEventBinding > | EventBinding_cow_type |
typedef FixedSizedAllocator< CGUIBase * > | DL_Allocator_CGUIBase_Ptr |
typedef std::deque< CGUIBase *, DL_Allocator_CGUIBase_Ptr > | GUIBase_List_Type |
typedef std::vector< MSG > | GUIMsgEventList_type |
typedef Object_Script< CGUIBase > | GUI_SCRIPT |
typedef ObjectScriptPool< CGUIBase > | CGUIScript |
typedef ParaIntrusivePtr< CAudioSource2 > | CAudioSource2_ptr |
typedef DWORD | RefMessage |
typedef unordered_array< RefListItem > | RefList |
reference list | |
typedef vector< CLightParam * > | LightList |
typedef AssetManager< MeshEntity > | MeshEntityManager |
typedef bool(* | OBJECT_FILTER_CALLBACK) (CBaseObject *obj) |
call back function type for ray picking. More... | |
typedef AssetManager< ParaXEntity > | ParaXEntityManager |
typedef ref_ptr< CanvasAttachment > | CanvasAttachmentPtr |
typedef boost::circular_buffer< PCPlane *> | PCPlaneList |
typedef ObjectScriptPool< CBaseObject > | CSceneScripts |
typedef CTerrainTile * | CTerrainTilePtr |
typedef FixedSizedAllocator< CTerrainTilePtr > | DL_Allocator_CTerrainTilePtr |
typedef std::deque< CTerrainTilePtr, DL_Allocator_CTerrainTilePtr > | deque_CTerrainTilePtr_Type |
typedef std::queue< CTerrainTilePtr, deque_CTerrainTilePtr_Type > | queue_CTerrainTilePtr_Type |
typedef CBaseObject * | CBaseObjectPtr |
typedef FixedSizedAllocator< CBaseObjectPtr > | DL_Allocator_CBaseObjectPtr |
typedef std::deque< CBaseObjectPtr, DL_Allocator_CBaseObjectPtr > | deque_CBaseObjectPtr_Type |
typedef std::queue< CBaseObjectPtr, deque_CBaseObjectPtr_Type > | queue_CBaseObjectPtr_Type |
typedef unordered_array< WeakPtr > | list_IObjectWeakPtr_Type |
typedef unordered_ref_array< CBaseObject * > | ObjectRefArray_type |
typedef FixedSizedAllocator< IGameObject::WeakPtr_type > | DL_Allocator_IGameWeakPtr |
typedef std::list< IGameObject::WeakPtr_type, DL_Allocator_IGameWeakPtr > | VisitorList_type |
typedef string | BoneName |
typedef string | BoneFlag |
typedef ref_ptr< BMaxBlockModelNode > | BMaxBlockModelNodePtr |
typedef ref_ptr< BMaxFrameNode > | BMaxFrameNodePtr |
typedef ref_ptr< BMaxNode > | BMaxNodePtr |
typedef ref_ptr< Rectangle > | RectanglePtr |
typedef std::string | AssetKey |
the unique key object for asset entity. | |
typedef AssetManager< DatabaseEntity > | DatabaseAssetManager |
typedef ref_ptr< CDynamicAttributeField > | DynamicFieldPtr |
typedef DynamicVertexBufferEntityDirectX | DynamicVertexBufferEntity |
typedef boost::signals2::signal< void(const IEvent *, const std::string &)> | EventHandler_Callback_t |
sync file call back function or class. More... | |
typedef boost::shared_ptr< InterProcessMessage > | InterProcessMessagePtr |
typedef boost::shared_ptr< InterProcessMessageIn > | InterProcessMessageInPtr |
typedef CInterprocessQueueT< 2000, 256, boost::interprocess::message_queue > | CInterprocessQueueFile |
typedef CInterprocessQueueT< 2000, 256, boost::interprocess::message_queue > | CInterprocessQueueFileEmu |
typedef ParaEngine::weak_ptr< IObject > | WeakPtr |
typedef int | SClass_ID |
class ID for built-in classes only. | |
typedef PARAMATRIX | DeviceMatrix |
typedef PARAMATRIX * | DeviceMatrix_ptr |
typedef PARAVECTOR2 * | DeviceVector2_ptr |
typedef PARAVECTOR3 * | DeviceVector3_ptr |
typedef PARAVECTOR4 * | DeviceVector4_ptr |
typedef PARAVECTOR2 | DeviceVector2 |
typedef PARAVECTOR3 | DeviceVector3 |
typedef PARAVECTOR4 | DeviceVector4 |
typedef IParaEngineCore *(STDCALL * | funcPtrGetCOREInterface_type) () |
typedef const char *(* | lpFnLibDescription) () |
"LibDescription": must be implemented in a plug-in. More... | |
typedef unsigned long(* | lpFnLibVersion) () |
"LibVersion": must be implemented in a plug-in. More... | |
typedef int(* | lpFnLibNumberClasses) () |
"LibNumberClasses": must be implemented in a plug-in. More... | |
typedef ClassDescriptor *(* | lpFnLibClassDesc) (int i) |
"LibClassDesc": must be implemented in a plug-in. More... | |
typedef void(* | lpFnLibInit) () |
"LibInit": this is optional in a plug-in | |
typedef void(* | lpFnLibInitParaEngine) (IParaEngineCore *pIParaEngineCore) |
"LibInitParaEngine": this is optional in a plug-in | |
typedef int(* | lpFnLibActivate) (int nType, void *pVoid) |
"LibActivate": this is optional in a plug-in | |
typedef void(STDCALL * | pfnEnsureInit) (void) |
typedef void(STDCALL * | pfnForceTerm) (void) |
typedef AssetManager< SpriteFontEntity, SpriteFontEntity > | SpriteFontAssetManager |
typedef AssetManager< TextureEntity, TextureEntity > | TextureAssetManager |
typedef DWORD(* | URL_LOADER_CALLBACK) (int nResult, CUrlProcessor *pRequest, CUrlProcessorUserData *pUserData) |
typedef ParaIntrusivePtr< CGDIRenderTarget > | CGDIRenderTarget_ptr |
typedef list< SubScript > | MovieSubScripts |
movie sub scripts | |
typedef vector< CNpcDbItem > | NPCDBItemList |
typedef std::vector< LatentQueryElement > | QueryVector |
typedef ParaIntrusivePtr< CWinRawMsg > | CWinRawMsg_ptr |
typedef CValueTracker< Vector3 > | CVector3Tracker |
typedef CValueTracker< int > | CIntTracker |
typedef CValueTracker< float > | CFloatTracker |
typedef CValueTracker< std::string > | CStringTracker |
typedef CValueTracker< bool > | CBooleanTracker |
typedef CValueTracker< CNetByteArray > | CNetByteArrayTracker |
typedef ParaInfoCenter::DBEntity | DBEntity |
database entity | |
typedef ParaInfoCenter::CICDBManager | CDBManager |
database manager: please use static method | |
typedef ParaInfoCenter::CICRecordSet | CDBRecordSet |
a record set and stored procedure | |
typedef boost::shared_ptr< CFileSystemWatcher > | CFileSystemWatcherPtr |
typedef ParaIntrusivePtr< ResourceRequest > | ResourceRequest_ptr |
typedef std::vector< Plane > | PlaneList |
typedef std::vector< PlaneBoundedVolume > | PlaneBoundedVolumeList |
typedef float | vec |
typedef CNPLPool_Char_alloc | CNPLPool_Char_allocator |
a quick define | |
typedef std::basic_string< char, std::char_traits< char >, ParaEngine::CNPLPool_Char_alloc<> > | NPLString |
NPL String can be used instead of std::string, for strings which are created and deleted very regularly. More... | |
typedef DWORD(* | URL_REQUEST_TASK_CALLBACK) (int nResult, CURLRequestTask *pRequest, LPVOID lpUserData) |
typedef void(* | qvectorpath_cache_cleanup) (CPaintEngine *engine, void *data) |
typedef std::pair< uint32, uint32 > | AnimRange |
typedef Animated< float, DWORD, ShortToFloat > | AnimatedShort |
typedef asset_ptr< CParaXModel > | CParaXModelPtr |
typedef ref_ptr< CParaXStaticModel > | CParaXStaticModelPtr |
typedef CParaXStaticModel * | CParaXStaticModelRawPtr |
typedef FixedSizedAllocator< Particle > | DL_Allocator_ParticleList |
typedef std::list< Particle, DL_Allocator_ParticleList > | ParticleListType |
typedef ref_ptr< XFileDataObject > | XFileDataObjectPtr |
typedef struct ParaEngine::_MipmapInfo | MipmapInfo |
typedef struct ParaEngine::_hashUniformEntry | tHashUniformEntry |
typedef void(* | GLInfoFunction) (GLuint program, GLenum pname, GLint *params) |
typedef void(* | GLLogFunction) (GLuint program, GLsizei bufsize, GLsizei *length, GLchar *infolog) |
typedef struct ParaEngine::_ttfConfig | TTFConfig |
typedef int32_t | VertexBufferDevicePtr_type |
typedef int32_t | IndexBufferDevicePtr_type |
typedef struct ParaEngine::_Para3DLight | Para3DLight |
typedef struct ParaEngine::_ParaMaterial | ParaMaterial |
typedef uint32_t | DeviceTexturePtr_type |
typedef RenderDevice * | RenderDevicePtr |
typedef CVertexDeclaration * | VertexDeclarationPtr |
typedef struct ParaEngine::_DIMOUSESTATE | DIMOUSESTATE |
typedef struct ParaEngine::_DIMOUSESTATE * | LPDIMOUSESTATE |
typedef struct ParaEngine::_DIMOUSESTATE2 | DIMOUSESTATE2 |
typedef struct ParaEngine::_DIMOUSESTATE2 * | LPDIMOUSESTATE2 |
typedef struct ParaEngine::DIDEVICEOBJECTDATA | DIDEVICEOBJECTDATA |
typedef struct ParaEngine::DIDEVICEOBJECTDATA * | LPDIDEVICEOBJECTDATA |
typedef enum ParaEngine::_D3DLIGHTTYPE | D3DLIGHTTYPE |
typedef enum ParaEngine::_D3DCULL | D3DCULL |
typedef enum ParaEngine::_D3DFORMAT | D3DFORMAT |
typedef enum ParaEngine::_D3DPRIMITIVETYPE | D3DPRIMITIVETYPE |
typedef enum ParaEngine::_D3DTEXTUREADDRESS | D3DTEXTUREADDRESS |
typedef enum ParaEngine::_D3DTEXTUREFILTERTYPE | D3DTEXTUREFILTERTYPE |
typedef struct ParaEngine::_D3DVIEWPORT9 | D3DVIEWPORT9 |
typedef enum ParaEngine::_D3DTEXTURESTAGESTATETYPE | D3DTEXTURESTAGESTATETYPE |
typedef enum ParaEngine::_D3DCMPFUNC | D3DCMPFUNC |
typedef enum ParaEngine::_D3DSTENCILOP | D3DSTENCILOP |
typedef enum ParaEngine::_D3DTEXTUREOP | D3DTEXTUREOP |
typedef enum ParaEngine::_D3DTRANSFORMSTATETYPE | D3DTRANSFORMSTATETYPE |
typedef enum ParaEngine::_D3DDECLTYPE | D3DDECLTYPE |
typedef enum ParaEngine::_D3DDECLUSAGE | D3DDECLUSAGE |
typedef enum ParaEngine::_D3DBLEND | D3DBLEND |
typedef enum ParaEngine::_D3DRENDERSTATETYPE | D3DRENDERSTATETYPE |
typedef enum ParaEngine::_D3DSAMPLERSTATETYPE | D3DSAMPLERSTATETYPE |
typedef enum ParaEngine::_D3DDECLMETHOD | D3DDECLMETHOD |
typedef enum ParaEngine::_D3DPOOL | D3DPOOL |
typedef ParaIntrusivePtr< CServiceLogger > | CServiceLogger_ptr |
typedef mutex::ScopedLock | Lock |
typedef StringBuilderT< ParaEngine::CNPLPool_Char_allocator > | StringBuilder |
the string builder class using CNPLPool_Char_alloc | |
typedef asset_ptr< DataGrid > | DataGridPtr |
Reference-counted shared pointer to a DataGrid. | |
typedef asset_ptr< MetaBall > | MetaBallPtr |
typedef asset_ptr< MetaObject > | MetaObjectPtr |
typedef asset_ptr< MetaWorldFragment > | MetaWorldFragmentPtr |
Enumerations | |
enum | HighlightStyle { HighlightNone, Highlight4outsideArrow, HighlightNstageAnimation, HighlightCustom } |
enum | GUIResourceState { GUIResourceState_Normal, GUIResourceState_Pressed, GUIResourceState_Highlight, GUIResourceState_Disabled } |
enum | GUI_SCROLL_TYPE { NONE = 0, HSCROLL = 1, VSCROLL = 2 } |
enum | CameraMode { CameraFollow = 1, CameraFollowFirstPerson = 2, CameraFollowThirdPerson = 3, CameraFollowEnd = 4, CameraFollowDefault = 5, CameraCamera = 10, CameraCameraFirstPerson = 11 } |
enum | CharacterAndCameraKeys { MOVE_LEFT = 0, MOVE_RIGHT, MOVE_FORWARD, MOVE_BACKWARD, SHIFT_RIGHT, SHIFT_LEFT, CHARACTER_JUMP, CAM_LOCK, CAM_RESET, ZOOM_IN, ZOOM_OUT, FLY_DOWNWARD, MAX_KEYS, KEY_UNKNOWN = 0xFF } |
enum | OBJECT_ATTRIBUTE { OBJ_VOLUMN_SENSOR = 1, OBJ_VOLUMN_CONTAINER = 0x1<<1, OBJ_VOLUMN_FREESPACE = 0x1<<2, OBJ_VOLUMN_ISOLATED = 0x1<<3, OBJ_VOLUMN_TILE_VISITOR = 0x1<<4, OBJ_VOLUMN_VIP = 0x1<<5, OBJ_VOLUMN_INVISIBLE = 0x1<<6, VOLUMN_MASK = 0x7f, MESH_USE_LIGHT = 0x1<<7, MESH_BILLBOARDED = 0x1<<8, MESH_SHADOW_RECEIVER = 0x1<<9, MESH_SHADOW_NOT_CASTER = 0x1<<10, MESH_VEGETATION = 0x1<<11, OBJ_SHOW_BOUNDINGBOX = 0x1<<12, OBJ_BIG_STATIC_OBJECT = 0x1<<13, OBJ_SKIP_RENDER = 0x1<<14, OBJ_SKIP_PICKING = 0x1<<15, OBJ_SKIP_TERRAIN_NORMAL = 0x1<<16, OBJ_CUSTOM_RENDERER = 0x1 << 17 } |
object volume bit fields here is some example: scene root: OBJ_VOLUMN_ISOLATED | OBJ_VOLUMN_FREESPACE floor/terrain: OBJ_VOLUMN_ISOLATED | OBJ_VOLUMN_FREESPACE | OBJ_VOLUMN_CONTAINER biped: OBJ_VOLUMN_SENSOR dummy: [OBJ_VOLUMN_SENSOR] e.g. More... | |
enum | PHYSICS_METHOD { PHYSICS_LAZY_LOAD = 1, PHYSICS_ALWAYS_LOAD = 0x1 << 1, PHYSICS_FORCE_NO_PHYSICS = 0x1 << 2, PHYSICS_LOAD_FROM_ASSET = 0x1 << 3 } |
how physics is implemented in this object. More... | |
enum | ObjectType { _undefined = 0, _Floor = 2, _Sky = 3, _MeshTerrain = 4, _Scene = 5, _LocalLight = 6, _PC_Zone =7, _PC_Portal =8, _PC_AntiPortal =9, _Tile = 20, _Sensor = 22, _House = 23, _SolidHouse = 24, _SolidLightedHouse = 25, _SolidMesh = 26, _DummyMesh = 27, _MiniSceneGraph = 28, _VoxelMesh = 29, _Biped = 40, _DummyAnimMesh =41, _SolidAnimMesh =42, _NPC =50, _GlobalBiped = 60, _OPC, _Team, _Creature, _Player, _RPG, _UnknownGlobal, _CameraFollowPerson =100, _CameraThirdPerson =101, _CameraFirstPerson =102 } |
type of the scene objects More... | |
enum | RenderSelectionStyle { RenderSelectionStyle_unlit = 0, RenderSelectionStyle_border = 1, RenderSelectionStyle_flash = 2 } |
how to render a selected object More... | |
enum | CharRegions { CR_BASE = 0, CR_ARM_UPPER, CR_ARM_LOWER, CR_HAND, CR_FACE_UPPER, CR_FACE_LOWER, CR_TORSO_UPPER, CR_TORSO_LOWER, CR_LEG_UPPER, CR_LEG_LOWER, CR_FOOT, CR_WINGS, CR_FACE_BASE, CR_FACE_WRINKLE, CR_FACE_EYE_RIGHT, CR_FACE_EYEBROW_RIGHT, CR_FACE_MOUTH, CR_FACE_NOSE, CR_FACE_MARKS, CR_ARIES_CHAR_SHIRT, CR_ARIES_CHAR_SHIRT_OVERLAYER, CR_ARIES_CHAR_PANT, CR_ARIES_CHAR_HAND, CR_ARIES_CHAR_FOOT, CR_ARIES_CHAR_GLASS, CR_ARIES_PET_HEAD, CR_ARIES_PET_BODY, CR_ARIES_PET_TAIL, CR_ARIES_PET_WING, CR_ARIES_CHAR_SHIRT_TEEN, NUM_REGIONS, CR_CAPE, CR_HEAD, CR_SHOULDER, CR_WEAPON, CR_SHIELD, CR_SKIRT, CR_FACE_ADDON, CR_ARIES_CHAR_WING, CR_ARIES_CHAR_BACK, CR_ARIES_CHAR_GROUND_EFFECT, CR_ARIES_CHAR_GEM_BUFF_EFFECT, NUM_REGION_PATHS } |
enum | ItemTypes { IT_ALL = 0, IT_HEAD = 1, IT_NECK, IT_SHOULDER, IT_SHIRT, IT_CHEST, IT_BELT, IT_PANTS, IT_BOOTS, IT_BRACERS, IT_GLOVES, IT_RINGS, IT_OFFHAND, IT_DAGGER, IT_SHIELD, IT_BOW, IT_CAPE, IT_2HANDED, IT_QUIVER, IT_TABARD, IT_ROBE, IT_1HANDED, IT_CLAW, IT_ACCESSORY, IT_THROWN, IT_GUN, IT_MASK, IT_WINGS, IT_ARIES_CHAR_SHIRT, IT_ARIES_CHAR_PANT, IT_ARIES_CHAR_HAND, IT_ARIES_CHAR_FOOT, IT_ARIES_CHAR_GLASS, IT_ARIES_CHAR_WING, IT_ARIES_PET_HEAD, IT_ARIES_PET_BODY, IT_ARIES_PET_TAIL, IT_ARIES_PET_WING, IT_ARIES_CHAR_BACK, IT_ARIES_CHAR_GROUND_EFFECT, IT_ARIES_CHAR_SHIRT_TEEN, IT_ARIES_CHAR_GEM_BUFF_EFFECT, NUM_ITEM_TYPES } |
enum | ATTACHMENT_ID { ATT_ID_SHIELD = 0, ATT_ID_HAND_RIGHT = 1, ATT_ID_HAND_LEFT = 2, ATT_ID_TEXT = 3, ATT_ID_GROUND = 4, ATT_ID_SHOULDER_RIGHT = 5, ATT_ID_SHOULDER_LEFT = 6, ATT_ID_HEAD = 11, ATT_ID_FACE_ADDON = 12, ATT_ID_EAR_LEFT_ADDON = 13, ATT_ID_EAR_RIGHT_ADDON = 14, ATT_ID_BACK_ADDON = 15, ATT_ID_WAIST = 16, ATT_ID_NECK = 17, ATT_ID_BOOTS = 18, ATT_ID_MOUTH = 19, ATT_ID_MOUNT1 = 20, ATT_ID_MOUNT2, ATT_ID_MOUNT3, ATT_ID_MOUNT4, ATT_ID_MOUNT5, ATT_ID_MOUNT6, ATT_ID_MOUNT7, ATT_ID_MOUNT8, ATT_ID_MOUNT9, ATT_ID_MOUNT10, ATT_ID_MOUNT11, ATT_ID_MOUNT12, ATT_ID_MOUNT13, ATT_ID_MOUNT14, ATT_ID_MOUNT15, ATT_ID_MOUNT16, ATT_ID_MOUNT17, ATT_ID_MOUNT18, ATT_ID_MOUNT19, ATT_ID_MOUNT20, ATT_ID_MOUNT00 = 0xffff } |
attachment ID for character models | |
enum | CharSlots { CS_HEAD = 0, CS_NECK = 1, CS_SHOULDER = 2, CS_BOOTS = 3, CS_BELT = 4, CS_SHIRT = 5, CS_PANTS = 6, CS_CHEST = 7, CS_BRACERS = 8, CS_GLOVES = 9, CS_HAND_RIGHT = 10, CS_HAND_LEFT = 11, CS_CAPE = 12, CS_TABARD = 13, CS_FACE_ADDON = 14, CS_WINGS = 15, CS_ARIES_CHAR_SHIRT = 16, CS_ARIES_CHAR_PANT = 17, CS_ARIES_CHAR_HAND = 18, CS_ARIES_CHAR_FOOT = 19, CS_ARIES_CHAR_GLASS = 20, CS_ARIES_CHAR_WING = 21, CS_ARIES_PET_HEAD = 22, CS_ARIES_PET_BODY = 23, CS_ARIES_PET_TAIL = 24, CS_ARIES_PET_WING = 25, CS_ARIES_CHAR_BACK = 26, CS_ARIES_CHAR_GROUND_EFFECT = 27, CS_ARIES_CHAR_SHIRT_TEEN = 28, CS_ARIES_CHAR_GEM_BUFF_EFFECT = 29, CS_ARIES_CHAR_RING_BUFF_EFFECT = 30, NUM_CHAR_SLOTS } |
slots ID on the character | |
enum | CartoonFaceSlots { CFS_FACE = 0, CFS_WRINKLE = 1, CFS_EYE = 2, CFS_EYEBROW = 3, CFS_MOUTH = 4, CFS_NOSE = 5, CFS_MARKS = 6, CFS_TOTAL_NUM } |
cartoon face slots on the face of the character | |
enum | BodyParamsType { BP_SKINCOLOR = 0, BP_FACETYPE = 1, BP_HAIRCOLOR = 2, BP_HAIRSTYLE = 3, BP_FACIALHAIR = 4 } |
body parameter type on the character | |
enum | DisplayOptionType { DO_SHOWUNDERWEAR = 0, DO_SHOWEARS = 1, DO_SHOWHAIR = 2 } |
display option type on the character | |
enum | TechniqueHandle { TECH_NONE = 0, TECH_OCCLUSION_TEST, TECH_SIMPLE_MESH, TECH_SIMPLE_MESH_NORMAL, TECH_SIMPLE_MESH_NORMAL_VEGETATION, TECH_SIMPLE_MESH_NORMAL_INSTANCED, TECH_SIMPLE_MESH_NORMAL_SHADOW, TECH_SIMPLE_MESH_NORMAL_TRANSPARENT, TECH_SIMPLE_MESH_NORMAL_CTOR, TECH_SIMPLE_MESH_NORMAL_UNLIT, TECH_SIMPLE_MESH_NORMAL_SELECTED, TECH_SIMPLE_MESH_NORMAL_TEX2, TECH_CHARACTER, TECH_PARTICLES, TECH_WATER_RIPPLE, TECH_SPRITE, TECH_SKY_MESH, TECH_SKY_DOME, TECH_TERRAIN, TECH_OCEAN, TECH_OCEAN_SIMPLE, TECH_OCEAN_UNDERWATER, TECH_FULL_SCREEN_GLOW, TECH_SHADOWMAP_BLUR, TECH_GUI, TECH_SIMPLE_MESH_NORMAL_BORDER, TECH_SIMPLE_CAD_MODEL, TECH_SIMPLE_DROPSHADOW, TECH_SCREEN_WAVE, TECH_BLOCK, TECH_OCEAN_CLOUD, TECH_BLOCK_FANCY, TECH_SINGLE_COLOR, TECH_GUI_TEXT, TECH_BMAX_MODEL, TECH_UNKNOWN } |
ParaEngine reserved technique handle: the following technique Handles are reserved for ParaEngine internal usages. More... | |
enum | REF_MESSAGE { REFMSG_REF_DELETED = 0x1, REFMSG_REF_ADDED = 0x2 } |
enum | RefResult { REF_FAIL, REF_SUCCEED, REF_DONTCARE, REF_STOP, REF_INVALID, REF_AUTO_DELETE } |
enum | ObjectShape { _ObjectShape_Circle = 0, _ObjectShape_Sphere, _ObjectShape_Rectangular, _ObjectShape_Box, _ObjectShape_NX_dynamic, _ObjectShape_NX_static, _ObjectShape_NX_kinematicBox } |
object shape More... | |
enum | MOVIE_RECORDING_STATE { RECORDER_STATE_BEGIN =0, RECORDER_STATE_PAUSED, RECORDER_STATE_END } |
enum | LanguageType { ENGLISH = 0, CHINESE, FRENCH, ITALIAN, GERMAN, SPANISH, DUTCH, RUSSIAN, KOREAN, JAPANESE, HUNGARIAN, PORTUGUESE, ARABIC, NORWEGIAN, POLISH } |
Enum the language type supported now. | |
enum | XModelFileType { FileType_ParaX, FileType_FBX } |
enum | RENDER_GROUP { RENDER_SKY_BOX = 1, RENDER_GLOBAL_TERRAIN = 0x1 << 1, RENDER_MESH_FRONT_TO_BACK = 0x1 << 2, RENDER_MESH_BACK_TO_FRONT = 0x1 << 3, RENDER_MESH_TRANSPARENT = 0x1 << 4, RENDER_CHARACTERS = 0x1 << 5, RENDER_PLAYER = 0x1 << 6, RENDER_SPRITES = 0x1 << 7, RENDER_MISSILES = 0x1 << 8, RENDER_PARTICLES = 0x1 << 9, RENDER_BOUNDINGBOX = 0x1 << 10, RENDER_GEN_SM_TERRAIN = 0x1 << 11, RENDER_TRANSLUCENT_FACE_GROUPS = 0x1 << 12, RENDER_PORTAL_SYSTEM = 0x1 << 13, RENDER_SELECTION = 0x1 << 14, RENDER_SHADOWMAP = 0x1 << 15, RENDER_TRANSPARENT_CHARACTERS = 0x1 << 16, RENDER_OWNER_DRAW = 0x1 << 17, RENDER_POST_RENDER_LIST = 0x1 << 18 } |
enum | RENDER_PIPELINE_ORDER { PIPELINE_ORDER_PRE_SCENE = 0, PIPELINE_3D_SCENE = 1, PIPELINE_UI = 50, PIPELINE_POST_UI_3D_SCENE = 51, PIPELINE_COLOR_PICKING = 100 } |
general render pipeline order. More... | |
enum | SceneStateRenderState { RenderState_Standard, RenderState_3D, RenderState_Shadowmap, RenderState_Headon, RenderState_Overlay_ZPass, RenderState_Overlay, RenderState_Overlay_Picking, RenderState_Debug, RenderState_GUI } |
which render state the current render pipeline is in. More... | |
enum | STEREO_EYE { STEREO_EYE_NORMAL = 0, STEREO_EYE_LEFT, STEREO_EYE_RIGHT } |
enum | VIEWPORT_LAYOUT { VIEW_LAYOUT_DEFAULT, VIEW_LAYOUT_STEREO_LEFT_RIGHT, VIEW_LAYOUT_STEREO_UP_DOWN, VIEW_LAYOUT_STEREO_RED_BLUE, VIEW_LAYOUT_INVALID } |
enum | WeatherType { WeatherType_Rain = 0, WeatherType_Snow, WeatherType_RainSplash, WeatherType_Last } |
enum | ChunkDataMask { ChunkDataMask_HasMaskData = 0x1<<31, ChunkDataMask_HasCustomData = 0x1<<30, ChunkDataMask_HasBlockData = 0x1<<29 } |
chunk data mask | |
enum | ChunkCustomDataType { ChunkCustomDataType_Blocks = 0, ChunkCustomDataType_Blocks_SkipOne, ChunkCustomDataType_Blocks_Delta, ChunkCustomDataType_Biomes, ChunkCustomDataType_Biomes_SameInteger, ChunkCustomDataType_TimeStamp, ChunkCustomDataType_TimeStamp_SameInteger, ChunkCustomDataType_Heightmap, ChunkCustomDataType_LightValues, ChunkCustomDataType_ChunksData = 100 } |
custom chunk data More... | |
enum | BlockRenderPass { BlockRenderPass_Opaque = 0, BlockRenderPass_AlphaTest, BlockRenderPass_AlphaBlended, BlockRenderPass_ReflectedWater } |
enum | RelativeBlockPos { rbp_center = 0, rbp_pX, rbp_nX, rbp_pY, rbp_nY, rbp_pZ, rbp_nZ, rbp_pXpY, rbp_pXnY, rbp_pXpZ, rbp_pXnZ, rbp_nXpY, rbp_nXnY, rbp_nXpZ, rbp_nXnZ, rbp_pYpZ, rbp_pYnZ, rbp_nYpZ, rbp_nYnZ, rbp_pXpYpZ, rbp_pXpYnZ, rbp_pXnYPz, rbp_pXnYnZ, rbp_nXpYpZ, rbp_nXpYnZ, rbp_nXnYPz, rbp_nXnYnZ } |
enum | DirectionFlag { dir_center = 0x0000, dir_x = 0x0001, dir_nx = 0x0002, dir_z = 0x0004, dir_nz = 0x0008, dir_y = 0x0010, dir_ny = 0x0020, dir_xy = dir_x | dir_y, dir_xny = dir_x | dir_ny, dir_xz = dir_x | dir_z, dir_xnz = dir_x | dir_nz, dir_nxy = dir_nx | dir_y, dir_nxny = dir_nx | dir_ny, dir_nxz = dir_nx | dir_z, dir_nxnz = dir_nx | dir_nz } |
enum | BlockRenderMethod { BLOCK_RENDER_FIXED_FUNCTION = 0, BLOCK_RENDER_FAST_SHADER, BLOCK_RENDER_FANCY_SHADER } |
enum | BlockGroundIDEnum { BLOCK_GROUP_ID_HIGHLIGHT = 0, BLOCK_GROUP_ID_WIREFRAME, BLOCK_GROUP_ID_WIREFRAME1, BLOCK_GROUP_ID_MAX = 10 } |
enum | CadModelPrimitiveType { cmpt_triangleList, cmpt_triangleStrip, cmpt_lineStrip } |
enum | Table_Row_Column_Type { Table_Neutral, Table_Column, Table_Row } |
enum | DATAROW_STATE { DataRow_Detached =1, DataRow_Unchanged =2, DataRow_Added =4, DataRow_Deleted =8, DataRow_Modified =16 } |
enum | ATTRIBUTE_CLASSID_TABLE { ATTRIBUTE_CLASSID_IAttributeFields = 0, ATTRIBUTE_CLASSID_CBaseObject, ATTRIBUTE_CLASSID_CSphereObject, ATTRIBUTE_CLASSID_CBipedObject, ATTRIBUTE_CLASSID_IGameObject, ATTRIBUTE_CLASSID_CRpgCharacter, ATTRIBUTE_CLASSID_CDndCharacterAttribute, ATTRIBUTE_CLASSID_CAttributesManager, ATTRIBUTE_CLASSID_CSkyMesh, ATTRIBUTE_CLASSID_CSceneObject, ATTRIBUTE_CLASSID_CGlobalTerrain, ATTRIBUTE_CLASSID_CTerrainObject, ATTRIBUTE_CLASSID_ParaEngineSetting, ATTRIBUTE_CLASSID_CMeshPhysicsObject, ATTRIBUTE_CLASSID_CMeshObject, ATTRIBUTE_CLASSID_COceanManager, ATTRIBUTE_CLASSID_CBaseCamera, ATTRIBUTE_CLASSID_CAutoCamera, ATTRIBUTE_CLASSID_CSunLight, ATTRIBUTE_CLASSID_CLightObject, ATTRIBUTE_CLASSID_MiniSceneGraph, ATTRIBUTE_CLASSID_IScene, ATTRIBUTE_CLASSID_CPortalNode, ATTRIBUTE_CLASSID_CZoneNode, ATTRIBUTE_CLASSID_CGUIBase, ATTRIBUTE_CLASSID_CGUIRoot, ATTRIBUTE_CLASSID_CGUIContainer, ATTRIBUTE_CLASSID_CGUIButton, ATTRIBUTE_CLASSID_CGUIWebBrowser, ATTRIBUTE_CLASSID_CGUIText, ATTRIBUTE_CLASSID_CGUIEditBox, ATTRIBUTE_CLASSID_CGUIIMEEditBox, ATTRIBUTE_CLASSID_CDXUTMesh, ATTRIBUTE_CLASSID_CParaXModel, ATTRIBUTE_CLASSID_CNPLRuntime, ATTRIBUTE_CLASSID_BlockWorldClient, ATTRIBUTE_CLASSID_BlockWorld, ATTRIBUTE_CLASSID_MoviePlatform, ATTRIBUTE_CLASSID_ViewPort, ATTRIBUTE_CLASSID_CParaXStaticModel, ATTRIBUTE_CLASSID_WeatherEffect, ATTRIBUTE_CLASSID_CTerrainTileRoot, ATTRIBUTE_CLASSID_Last } |
enum | SIMPLE_SCHEMA { SCHEMA_RGB = 0, SCHEMA_FILE, SCHEMA_SCRIPT, SCHEMA_INTEGER, SCHEMA_FLOAT, SCHEMA_DIALOG } |
enum | LocalGameLanguage { ENGLISH = 0, ENGLISH = 0, SIMPLIFIEDCHINESE = 1, RESERVED1 = 2 } |
enum | DynamicVBAssetType { DVB_XYZ_TEX1_NORM_DIF = 0, DVB_XYZ_TEX1_NORM, DVB_XYZ_TEX1_DIF, DVB_XYZ_NORM_DIF, DVB_MATRIX, DVB_COUNT } |
ID of dynamic vertex buffer asset. More... | |
enum | Event_Mapping { EM_NONE, EM_PL_FORWARD, EM_PL_BACKWARD, EM_PL_LEFT, EM_PL_RIGHT, EM_PL_SHIFTLEFT, EM_PL_SHIFTRIGHT, EM_PL_JUMP, EM_PL_CROUCH, EM_PL_TOGGLE_ALWAYS_RUN, EM_PL_TOGGLE_RUN_WALK, EM_PL_MOUNT_ON, EM_PL_ACTION1, EM_PL_ACTION2, EM_PL_ACTION3, EM_PL_ACTION4, EM_GM_PAUSE, EM_GM_NEXTANIM, EM_GM_PRIORANIM, EM_GM_NEXTOBJ, EM_CAM_LOCK, EM_CAM_RESET, EM_CAM_MODE_FOLLOW, EM_CAM_MODE_FREE, EM_CAM_FOCUS_POS_UP, EM_CAM_FOCUS_POS_DOWN, EM_CAM_FORWARD, EM_CAM_BACKWARD, EM_CAM_LEFT, EM_CAM_RIGHT, EM_CAM_SHIFTLEFT, EM_CAM_SHIFTRIGHT, EM_CAM_LEFTDOWN, EM_CAM_LEFTUP, EM_CAM_RIGHTDOWN, EM_CAM_RIGHTUP, EM_CAM_ZOOM, EM_CAM_ZOOM_IN, EM_CAM_ZOOM_OUT, EM_CTRL_CHANGE, EM_CTRL_MODIFY, EM_CTRL_CHAR, EM_CTRL_KEYDOWN, EM_CTRL_KEYUP, EM_CTRL_HOLDKEY, EM_CTRL_SELECT, EM_CTRL_FOCUSIN, EM_CTRL_FOCUSOUT, EM_CTRL_FRAMEMOVE, EM_CTRL_UPDATEKEY, EM_CTRL_CAPTUREMOUSE, EM_CTRL_RELEASEMOUSE, EM_CTRL_NEXTKEYFOCUS, EM_BTN_DOWN, EM_BTN_UP, EM_BTN_CLICK, EM_SB_ACTIONEND, EM_SB_ACTIONBEGIN, EM_SB_PAGEDOWN, EM_SB_PAGEUP, EM_SB_STEPDOWN, EM_SB_STEPUP, EM_SB_SCROLL, EM_EB_SELECTSTART, EM_EB_SELECTEND, EM_EB_SELECTALL, EM_IME_SELECT, EM_LB_ACTIONEND, EM_LB_ACTIONBEGIN, EM_SL_ACTIONBEGIN, EM_SL_ACTIONEND, EM_SL_CHANGEVALUE, EM_CV_ROTATEBEGIN, EM_CV_ROTATEEND, EM_CV_PANBEGIN, EM_CV_PANEND, EM_KEY_BEGIN, EM_KEY_BACKSPACE =EM_KEY_BEGIN, EM_KEY_TAB, EM_KEY_RETURN, EM_KEY_SHIFT, EM_KEY_CONTROL, EM_KEY_ALT, EM_KEY_PAUSE, EM_KEY_CAPSLOCK, EM_KEY_ESCAPE, EM_KEY_SPACE, EM_KEY_PAGE_DOWN, EM_KEY_PAGE_UP, EM_KEY_END, EM_KEY_HOME, EM_KEY_LEFT, EM_KEY_UP, EM_KEY_RIGHT, EM_KEY_DOWN, EM_KEY_PRINT, EM_KEY_INSERT, EM_KEY_DELETE, EM_KEY_HELP, EM_KEY_WIN_WINDOW, EM_KEY_WIN_LWINDOW, EM_KEY_WIN_RWINDOW, EM_KEY_WIN_APPS, EM_KEY_NUMPAD_BEGIN, EM_KEY_NUMPAD0 =EM_KEY_NUMPAD_BEGIN, EM_KEY_UPNUMPAD0, EM_KEY_NUMPAD1, EM_KEY_UPNUMPAD1, EM_KEY_NUMPAD2, EM_KEY_UPNUMPAD2, EM_KEY_NUMPAD3, EM_KEY_UPNUMPAD3, EM_KEY_NUMPAD4, EM_KEY_UPNUMPAD4, EM_KEY_NUMPAD5, EM_KEY_UPNUMPAD5, EM_KEY_NUMPAD6, EM_KEY_UPNUMPAD6, EM_KEY_NUMPAD7, EM_KEY_UPNUMPAD7, EM_KEY_NUMPAD8, EM_KEY_UPNUMPAD8, EM_KEY_NUMPAD9, EM_KEY_UPNUMPAD9, EM_KEY_MULTIPLY, EM_KEY_ADD, EM_KEY_SEPARATOR, EM_KEY_SUBTRACT, EM_KEY_DECIMAL, EM_KEY_UPDECIMAL, EM_KEY_DIVIDE, EM_KEY_NUMPADENTER, EM_KEY_NUMPADEQUALS, EM_KEY_NUMPAD_END =EM_KEY_NUMPADEQUALS, EM_KEY_F1, EM_KEY_F2, EM_KEY_F3, EM_KEY_F4, EM_KEY_F5, EM_KEY_F6, EM_KEY_F7, EM_KEY_F8, EM_KEY_F9, EM_KEY_F10, EM_KEY_F11, EM_KEY_F12, EM_KEY_F13, EM_KEY_F14, EM_KEY_F15, EM_KEY_NUMLOCK, EM_KEY_SCROLLLOCK, EM_KEY_LSHIFT, EM_KEY_RSHIFT, EM_KEY_LCONTROL, EM_KEY_RCONTROL, EM_KEY_LALT, EM_KEY_RALT, EM_KEY_TEXT_BEGIN, EM_KEY_TILDE =EM_KEY_TEXT_BEGIN, EM_KEY_UPTILDE, EM_KEY_MINUS, EM_KEY_UPMINUS, EM_KEY_EQUALS, EM_KEY_UPEQUALS, EM_KEY_LBRACKET, EM_KEY_UPLBRACKET, EM_KEY_RBRACKET, EM_KEY_UPRBRACKET, EM_KEY_BACKSLASH, EM_KEY_UPBACKSLASH, EM_KEY_SEMICOLON, EM_KEY_UPSEMICOLON, EM_KEY_APOSTROPHE, EM_KEY_UPAPOSTROPHE, EM_KEY_GRAVE, EM_KEY_UPGRAVE, EM_KEY_COMMA, EM_KEY_UPCOMMA, EM_KEY_PERIOD, EM_KEY_UPPERIOD, EM_KEY_SLASH, EM_KEY_UPSLASH, EM_KEY_0, EM_KEY_UP0, EM_KEY_1, EM_KEY_UP1, EM_KEY_2, EM_KEY_UP2, EM_KEY_3, EM_KEY_UP3, EM_KEY_4, EM_KEY_UP4, EM_KEY_5, EM_KEY_UP5, EM_KEY_6, EM_KEY_UP6, EM_KEY_7, EM_KEY_UP7, EM_KEY_8, EM_KEY_UP8, EM_KEY_9, EM_KEY_UP9, EM_KEY_Z, EM_KEY_UPZ, EM_KEY_Y, EM_KEY_UPY, EM_KEY_X, EM_KEY_UPX, EM_KEY_W, EM_KEY_UPW, EM_KEY_V, EM_KEY_UPV, EM_KEY_U, EM_KEY_UPU, EM_KEY_T, EM_KEY_UPT, EM_KEY_S, EM_KEY_UPS, EM_KEY_R, EM_KEY_UPR, EM_KEY_Q, EM_KEY_UPQ, EM_KEY_P, EM_KEY_UPP, EM_KEY_O, EM_KEY_UPO, EM_KEY_N, EM_KEY_UPN, EM_KEY_M, EM_KEY_UPM, EM_KEY_L, EM_KEY_UPL, EM_KEY_K, EM_KEY_UPK, EM_KEY_J, EM_KEY_UPJ, EM_KEY_I, EM_KEY_UPI, EM_KEY_H, EM_KEY_UPH, EM_KEY_G, EM_KEY_UPG, EM_KEY_F, EM_KEY_UPF, EM_KEY_E, EM_KEY_UPE, EM_KEY_D, EM_KEY_UPD, EM_KEY_C, EM_KEY_UPC, EM_KEY_B, EM_KEY_UPB, EM_KEY_A, EM_KEY_UPA, EM_KEY_TEXT_END =EM_KEY_UPA, EM_KEY, EM_MOUSE_BEGIN, EM_MOUSE_LEFTDOWN =EM_MOUSE_BEGIN, EM_MOUSE_LEFTUP, EM_MOUSE_LEFTCLICK, EM_MOUSE_LEFTDBCLICK, EM_MOUSE_RIGHTDOWN, EM_MOUSE_RIGHTUP, EM_MOUSE_RIGHTCLICK, EM_MOUSE_RIGHTDBCLICK, EM_MOUSE_MIDDLEDOWN, EM_MOUSE_MIDDLEUP, EM_MOUSE_MIDDLECLICK, EM_MOUSE_MIDDLEDBCLICK, EM_MOUSE_LEFTDRAGBEGIN, EM_MOUSE_LEFTDRAGEND, EM_MOUSE_RIGHTDRAGBEGIN, EM_MOUSE_RIGHTDRAGEND, EM_MOUSE_MIDDLEDRAGBEGIN, EM_MOUSE_MIDDLEDRAGEND, EM_MOUSE_DRAGBEGIN, EM_MOUSE_DRAGOVER, EM_MOUSE_DRAGEND, EM_MOUSE_MOVE, EM_MOUSE_HOVER, EM_MOUSE_WHEEL, EM_MOUSE_ENTER, EM_MOUSE_LEAVE, EM_MOUSE_DOWN, EM_MOUSE_UP, EM_MOUSE_CLICK, EM_MOUSE_DBCLICK, EM_MOUSE_LEFT, EM_MOUSE_RIGHT, EM_MOUSE_MIDDLE, EM_MOUSE, EM_WM_SIZE, EM_WM_SHOWWINDOW, EM_WM_CLOSE, EM_WM_DESTROY, EM_WM_ACTIVATE, EM_ONRENDER, EM_TOUCH, EM_TOUCH_ENTER, EM_TOUCH_DOWN, EM_TOUCH_UPDATE, EM_TOUCH_UP, EM_TOUCH_LEAVE, EM_WM_OWNER_DRAW, EM_WM_INPUT_METHOD, EM_UNKNOWN =0xffff } |
Used in event binding. More... | |
enum | Editor_events { ED_SELECTION_CHANGED = 0, ED_OBJECT_DELETED, ED_OBJECT_CREATED, ED_OBJECT_MODIFIED, ED_SCENE_LOADED, ED_SCENE_UNLOADED, ED_SCENE_SAVING, ED_SCENE_SAVED } |
enum | GLOBAL_STRING_ID { G_STR_EMPTY = 0, G_STR_OK, G_STR_ERROR } |
a table of global strings. More... | |
enum | FRCType { FRC_RENDER = 0, FRC_SIM, FRC_IO, FRC_GAME, FRC_LAST } |
frame rate controller type | |
enum | Interpolations { INTERPOLATION_NONE, INTERPOLATION_LINEAR, INTERPOLATION_HERMITE, INTERPOLATION_LINEAR_CROSSFRAME } |
enum | CollisionPairType { _A_runinto_B, _B_runinto_A, _AB_runinto_eachother } |
Type of the collision. More... | |
enum | MOVIE_CAPTURE_MODE { MOVIE_CAPTURE_MODE_NORMAL = 0, MOVIE_CAPTURE_MODE_STEREO_LINE_INTERLACED, MOVIE_CAPTURE_MODE_STEREO_LEFT_RIGHT, MOVIE_CAPTURE_MODE_STEREO_ABOVE_BELOW, MOVIE_CAPTURE_MODE_STEREO_FRAME_INTERLACED, MOVIE_CAPTURE_MODE_STEREO_RED_BLUE } |
Video capture mode. | |
enum | PeAppMsgEnum { PEAPP_SetParentWindow = 0, PEAPP_Start, PEAPP_Stop, PEAPP_OnSizeChange, PEAPP_FocusIn, PEAPP_FocusOut, PEAPP_Log, PEAPP_Error, PEAPP_SetWorkingDir, PEAPP_NPL_Activate, PEAPP_LoadingProgress_LoadingLibs = 100, PEAPP_LoadingProgress_CreatingApp, PEAPP_LoadingProgress_StartingApp, PEAPP_LoadingProgress_CreatingDevice, PEAPP_LoadingProgress_GameLoopStarted, PEAPP_BeginCoreUpdate = 200, PEAPP_UpdateProgress_Started, PEAPP_UpdateProgress_Progress, PEAPP_UpdateProgress_Error, PEAPP_UpdateProgress_UnknownVersion, PEAPP_UpdateProgress_BrokenFile, PEAPP_UpdateProgress_Completed, PEAPP_UpdateProgress_NoChangeDetected } |
interprocess application messages between app client process to host app process The host app process create the app client process from command line. More... | |
enum | IPQueueUsageEnum { IPQU_create_only = 0, IPQU_open_only, IPQU_open_or_create, IPQU_open_read_only, IPQU_open_copy_on_write } |
how the message queue is used. More... | |
enum | IPQueueReturnCodeEnum { IPRC_OK = 0, IPRC_FAILED, IPRC_QUEUE_IS_FULL, IPRC_QUEUE_IS_EMPTY, IPRC_QUEUE_NOT_FOUND, IPRC_TIMEDOUT } |
possible return code. More... | |
enum | ParaAudioFormats { EAF_8BIT_MONO, EAF_8BIT_STEREO, EAF_16BIT_MONO, EAF_16BIT_STEREO } |
Enumeration of audio formats supported by the engine. More... | |
enum | ParaAudioFlagsEnum { AUDIO_FLAG_Uninitialized = 0, AUDIO_FLAG_STOP_RELEASE, AUDIO_FLAG_STOP_IMMEDIATE } |
Audio flags. | |
enum | ParaAudioDistanceModelEnum { Audio_DistModel_NONE = 0, Audio_DistModel_INVERSE_DISTANCE, Audio_DistModel_INVERSE_DISTANCE_CLAMPED, Audio_DistModel_LINEAR_DISTANCE, Audio_DistModel_LINEAR_DISTANCE_CLAMPED, Audio_DistModel_EXPONENT_DISTANCE, Audio_DistModel_EXPONENT_DISTANCE_CLAMPED } |
Audio flags. | |
enum | PEAppState { PEAppState_None = 0, PEAppState_Started, PEAppState_Device_Created, PEAppState_Device_Error, PEAppState_Ready, PEAppState_SwitchedOut, PEAppState_Stopped, PEAppState_Exiting, PEAppState_Exited, PEAppState_Unknown } |
ParaEngine application state. | |
enum | PE_USAGE { PE_USAGE_STANDALONE = 1, PE_USAGE_WEB_BROWSER = 2, PE_USAGE_SERVICE = 4, PE_USAGE_OWN_D3D = 16, PE_USAGE_OWN_WINDOW = 32 } |
how ParaEngine core is used. More... | |
enum | PhysicsDebugDrawModes { PDDM_NoDebug =0, PDDM_DrawWireframe = 1, PDDM_DrawAabb =2, PDDM_DrawFeaturesText =4, PDDM_DrawContactPoints =8, PDDM_NoDeactivation =16, PDDM_NoHelpText = 32, PDDM_DrawText =64, PDDM_ProfileTimings = 128, PDDM_EnableSatComparison = 256, PDDM_DisableBulletLCP = 512, PDDM_EnableCCD = 1024, PDDM_DrawConstraints = (1 << 11), PDDM_DrawConstraintLimits = (1 << 12), PDDM_FastWireframe = (1<<13), PDDM_MAX_DEBUG_DRAW_MODE } |
enum | JABBERLISTENER_TYPE { Jabber_OnPresence = 0, Jabber_OnError, Jabber_OnRegistered, Jabber_OnRegisterInfo, Jabber_OnIQ, Jabber_OnMessage, Jabber_OnAuthError, Jabber_OnLoginRequired, Jabber_OnConnect, Jabber_OnAuthenticate, Jabber_OnDisconnect, Jabber_OnRosterEnd, Jabber_OnRosterBegin, Jabber_OnRosterItem, Jabber_OnSubscription, Jabber_OnUnsubscription, NPL_OnNPLMessage } |
JABBERLISTENER_TYPE. | |
enum | EventType { EVENT_MOUSE =0, EVENT_KEY, EVENT_EDITOR, EVENT_SYSTEM, EVENT_NETWORK, EVENT_MOUSE_MOVE, EVENT_MOUSE_DOWN, EVENT_MOUSE_UP, EVENT_KEY_UP, EVENT_MOUSE_WHEEL, EVENT_TOUCH, EVENT_ACCELEROMETER, EVENT_LAST } |
event type | |
enum | EventHandler_type { EH_MOUSE = 0x1, EH_KEY = 0x1<<1, EH_EDITOR = 0x1<<2, EH_SYSTEM = 0x1<<3, EH_NETWORK = 0x1<<4, EH_MOUSE_MOVE = 0x1<<5, EH_MOUSE_DOWN = 0x1<<6, EH_MOUSE_UP = 0x1<<7, EH_KEY_UP = 0x1<<8, EH_MOUSE_WHEEL = 0x1<<9, EH_TOUCH = 0x1 << 10, EH_ACCELEROMETER = 0x1 << 11, EH_ALL = 0xffff } |
bit fields | |
enum | PluginActivationType { PluginActType_NONE = 0, PluginActType_SCODE, PluginActType_STATE } |
activation file type in the plug-in's Activate() function. More... | |
enum | EnumForceInit { ForceInit, ForceInitToZero } |
enum | EnumNoInit { NoInit } |
enum | ATTRIBUTE_FIELDTYPE { FieldType_unknown, FieldType_void, FieldType_Int, FieldType_Bool, FieldType_Float, FieldType_Float_Float, FieldType_Float_Float_Float, FieldType_Enum, FieldType_Double, FieldType_Vector2, FieldType_Vector3, FieldType_Vector4, FieldType_Quaternion, FieldType_String, FieldType_DWORD, FieldType_DVector3, FieldType_Float_Float_Float_Float, FieldType_Matrix4, FieldType_Double_Double, FieldType_Double_Double_Double, FieldType_Animated, FieldType_AnimatedInt, FieldType_AnimatedFloat, FieldType_AnimatedDouble, FieldType_AnimatedVector2, FieldType_AnimatedVector3, FieldType_AnimatedDVector3, FieldType_AnimatedVector4, FieldType_AnimatedQuaternion, FieldType_void_pointer, FieldType_Deprecated = 0xffffffff } |
a list of all attribute type this is also used for all variable type supported. | |
enum | MOVIE_CLIP_TYPES { movieclip_base =0, movieclip_screen_capture } |
movie clip types | |
enum | PathPointType { PathPointTypeStart = 0, PathPointTypeLine = 1, PathPointTypeBezier = 3, PathPointTypeRectangle = 4, PathPointTypePathTypeMask = 0x7, PathPointTypePathDashMode = 0x10, PathPointTypePathMarker = 0x20, PathPointTypeCloseSubpath = 0x80, PathPointTypeOperationClear = 0x81, PathPointTypeBezier3 = 3 } |
This enumeration is used in the CGDIGraphicsPath class. More... | |
enum | BrushType { BrushTypeSolidColor = 0, BrushTypeHatchFill = 1, BrushTypeTextureFill = 2, BrushTypePathGradient = 3, BrushTypeLinearGradient = 4 } |
This enumeration is used in the CGDIBrush class. More... | |
enum | PenType { PenTypeSolidColor = BrushTypeSolidColor, PenTypeHatchFill = BrushTypeHatchFill, PenTypeTextureFill = BrushTypeTextureFill, PenTypePathGradient = BrushTypePathGradient, PenTypeLinearGradient = BrushTypeLinearGradient, PenTypeUnknown = -1 } |
This enumeration is used in the CGDIPen class. More... | |
enum | Status { Ok = 0, GenericError = 1, InvalidParameter = 2, OutOfMemory = 3, ObjectBusy = 4, InsufficientBuffer = 5, NotImplemented = 6, Win32Error = 7, WrongState = 8, Aborted = 9, FileNotFound = 10, ValueOverflow = 11, AccessDenied = 12, UnknownImageFormat = 13, FontFamilyNotFound = 14, FontStyleNotFound = 15, NotTrueTypeFont = 16, UnsupportedGdiplusVersion = 17, GdiplusNotInitialized = 18, PropertyNotFound = 19, PropertyNotSupported = 20, ProfileNotFound = 21, IncorrectShape =22 } |
This enumeration is used in all GDI classes. | |
enum | VerticesMergeOption { VerticesMergeReplace =0, VerticesMergeAppend =1 } |
This enumeration is used in CGDIGraphicsPath. More... | |
enum | LineCap { LineCapFlat = 0, LineCapSquare = 1, LineCapRound = 2, LineCapTriangle = 3, LineCapNoAnchor = 0x10, LineCapSquareAnchor = 0x11, LineCapRoundAnchor = 0x12, LineCapDiamondAnchor = 0x13, LineCapArrowAnchor = 0x14, LineCapCustom = 0xff } |
This enumeration is used when drawing lines. | |
enum | PenScale { PenScaleNone =0, PenScaleFitRect =1, PenScaleFitHeight =2, PenScaleFitWidth =3 } |
This enumeration is used in CGDIPen. | |
enum | RegionShape { RegionShapeNone =0, RegionShapeRectangle =1, RegionShapeFree =0 } |
This enumeration is used internally in CGDIRegion. | |
enum | ResourceRequestType { ResourceRequestType_Local, ResourceRequestType_Asset, ResourceRequestType_Web, ResourceRequestType_Quit } |
resource request type. More... | |
enum | ResourceRequestID { ResourceRequestID_Local = 0, ResourceRequestID_Asset, ResourceRequestID_Web, ResourceRequestID_Asset_BigFile, ResourceRequestID_AudioFile } |
predefined resource request id. More... | |
enum | FileLocation { FILE_NOT_FOUND = 0, FILE_ON_DISK = 1, FILE_ON_ZIP_ARCHIVE = 2, FILE_ON_SEARCH_PATH = 4, FILE_ON_EXECUTABLE = 8 } |
where to search the file and where the file is found | |
enum | JabberEvents { JE_NONE, JE_OnPresence = 0, JE_OnError, JE_OnRegistered, JE_OnRegisterInfo, JE_OnIQ, JE_OnAuthError, JE_OnLoginRequired, JE_OnConnect, JE_OnAuthenticate, JE_OnDisconnect, JE_OnTLSConnect, JE_OnRoster, JE_OnRosterBegin, JE_OnRosterItem, JE_OnRosterEnd, JE_OnRosterError, JE_OnRosterPresence, JE_OnSelfPresence, JE_OnMessage, JE_OnStanzaMessageChat, JE_OnStanzaMessageGroupChat, JE_OnStanzaMessageHeadline, JE_OnStanzaMessageNormal, JE_OnChatState, JE_OnMessageEvent, JE_OnResourceBindError, JE_OnSessionCreateError, JE_OnItemSubscribed, JE_OnItemAdded, JE_OnItemUnsubscribed, JE_OnItemRemoved, JE_OnItemUpdated, JE_OnSubscriptionRequest, JE_OnUnsubscriptionRequest, JE_OnNonrosterPresence, JE_LAST, JE_UNKNOWN =0xffff } |
Jabber events that a JC client can bind to. More... | |
enum | CollisionFlag { OPC_FIRST_CONTACT = (1<<0), OPC_TEMPORAL_COHERENCE = (1<<1), OPC_CONTACT = (1<<2), OPC_TEMPORAL_HIT = (1<<3), OPC_NO_PRIMITIVE_TESTS = (1<<4), OPC_CONTACT_FOUND = OPC_FIRST_CONTACT | OPC_CONTACT, OPC_TEMPORAL_CONTACT = OPC_TEMPORAL_HIT | OPC_CONTACT, OPC_FORCE_DWORD = 0x7fffffff } |
enum | Axis { XAxis, YAxis, ZAxis } |
enum | Orientation { Horizontal = 0x1, Vertical = 0x2 } |
enum | SizeMode { AbsoluteSize, RelativeSize } |
enum | Initialization { Uninitialized } |
enum | FillRule { OddEvenFill, WindingFill } |
enum | ClipOperation { NoClip, ReplaceClip, IntersectClip } |
enum | ItemSelectionMode { ContainsItemShape = 0x0, IntersectsItemShape = 0x1, ContainsItemBoundingRect = 0x2, IntersectsItemBoundingRect = 0x3 } |
enum | TransformationMode { FastTransformation, SmoothTransformation } |
enum | PenStyle { NoPen, SolidLine, DashLine, DotLine, DashDotLine, DashDotDotLine, CustomDashLine } |
enum | PenCapStyle { FlatCap = 0x00, SquareCap = 0x10, RoundCap = 0x20, MPenCapStyle = 0x30 } |
enum | PenJoinStyle { MiterJoin = 0x00, BevelJoin = 0x40, RoundJoin = 0x80, SvgMiterJoin = 0x100, MPenJoinStyle = 0x1c0 } |
enum | BrushStyle { NoBrush, SolidPattern, Dense1Pattern, Dense2Pattern, Dense3Pattern, Dense4Pattern, Dense5Pattern, Dense6Pattern, Dense7Pattern, HorPattern, VerPattern, CrossPattern, BDiagPattern, FDiagPattern, DiagCrossPattern, LinearGradientPattern, RadialGradientPattern, ConicalGradientPattern, TexturePattern = 24 } |
enum | LineType { NOT_INTERP =0, LINEAR, HERMITE, BEZIER } |
enum | AnimationID { ANIM_STAND =0, ANIM_DEATH =1, ANIM_SPELL =2, ANIM_STOP =3, ANIM_WALK =4, ANIM_RUN =5, ANIM_DEAD =6, ANIM_RISE =7, ANIM_STANDWOUND =8, ANIM_COMBATWOUND =9, ANIM_COMBATCRITICAL =10, ANIM_SHUFFLELEFT =11, ANIM_SHUFFLERIGHT =12, ANIM_WALKBACKWARDS =13, ANIM_STUN =14, ANIM_HANDSCLOSED =15, ANIM_ATTACKUNARMED =16, ANIM_ATTACK1H =17, ANIM_ATTACK2H =18, ANIM_ATTACK2HL =19, ANIM_PARRYUNARMED =20, ANIM_PARRY1H =21, ANIM_PARRY2H =22, ANIM_PARRY2HL =23, ANIM_SHIELDBLOCK =24, ANIM_READYUNARMED =25, ANIM_READY1H =26, ANIM_READY2H =27, ANIM_READY2HL =28, ANIM_READYBOW =29, ANIM_DODGE =30, ANIM_SPELLPRECAST =31, ANIM_SPELLCAST =32, ANIM_SPELLCASTAREA =33, ANIM_NPCWELCOME =34, ANIM_NPCGOODBYE =35, ANIM_BLOCK =36, ANIM_JUMPSTART =37, ANIM_JUMP =38, ANIM_JUMPEND =39, ANIM_FALL =40, ANIM_SWIMIDLE =41, ANIM_SWIM =42, ANIM_SWIMLEFT =43, ANIM_SWIMRIGHT =44, ANIM_SWIMBACKWARDS =45, ANIM_ATTACKBOW =46, ANIM_FIREBOW =47, ANIM_READYRIFLE =48, ANIM_ATTACKRIFLE =49, ANIM_LOOT =50, ANIM_READYSPELLDIRECTED =51, ANIM_READYSPELLOMNI =52, ANIM_SPELLCASTDIRECTED =53, ANIM_SPELLCASTOMNI =54, ANIM_BATTLEROAR =55, ANIM_READYABILITY =56, ANIM_SPECIAL1H =57, ANIM_SPECIAL2H =58, ANIM_SHIELDBASH =59, ANIM_EMOTETALK =60, ANIM_EMOTEEAT =61, ANIM_EMOTEWORK =62, ANIM_EMOTEUSESTANDING =63, ANIM_EMOTETALKEXCLAMATION =64, ANIM_EMOTETALKQUESTION =65, ANIM_EMOTEBOW =66, ANIM_EMOTEWAVE =67, ANIM_EMOTECHEER =68, ANIM_EMOTEDANCE =69, ANIM_EMOTELAUGH =70, ANIM_EMOTESLEEP =71, ANIM_EMOTESITGROUND =72, ANIM_EMOTERUDE =73, ANIM_EMOTEROAR =74, ANIM_EMOTEKNEEL =75, ANIM_EMOTEKISS =76, ANIM_EMOTECRY =77, ANIM_EMOTECHICKEN =78, ANIM_EMOTEBEG =79, ANIM_EMOTEAPPLAUD =80, ANIM_EMOTESHOUT =81, ANIM_EMOTEFLEX =82, ANIM_EMOTESHY =83, ANIM_EMOTEPOINT =84, ANIM_ATTACK1HPIERCE =85, ANIM_ATTACK2HLOOSEPIERCE =86, ANIM_ATTACKOFF =87, ANIM_ATTACKOFFPIERCE =88, ANIM_SHEATH =89, ANIM_HIPSHEATH =90, ANIM_MOUNT =91, ANIM_RUNRIGHT =92, ANIM_RUNLEFT =93, ANIM_MOUNTSPECIAL =94, ANIM_KICK =95, ANIM_SITGROUNDDOWN =96, ANIM_SITGROUND =97, ANIM_SITGROUNDUP =98, ANIM_SLEEPDOWN =99, ANIM_SLEEP =100, ANIM_SLEEPUP =101, ANIM_SITCHAIRLOW =102, ANIM_SITCHAIRMED =103, ANIM_SITCHAIRHIGH =104, ANIM_LOADBOW =105, ANIM_LOADRIFLE =106, ANIM_ATTACKTHROWN =107, ANIM_READYTHROWN =108, ANIM_HOLDBOW =109, ANIM_HOLDRIFLE =110, ANIM_HOLDTHROWN =111, ANIM_LOADTHROWN =112, ANIM_EMOTESALUTE =113, ANIM_KNEELSTART =114, ANIM_KNEELLOOP =115, ANIM_KNEELEND =116, ANIM_ATTACKUNARMEDOFF =117, ANIM_SPECIALUNARMED =118, ANIM_STEALTHWALK =119, ANIM_STEALTHSTAND =120, ANIM_KNOCKDOWN =121, ANIM_EATINGLOOP =122, ANIM_USESTANDINGLOOP =123, ANIM_CHANNELCASTDIRECTED =124, ANIM_CHANNELCASTOMNI =125, ANIM_WHIRLWIND =126, ANIM_BIRTH =127, ANIM_USESTANDINGSTART =128, ANIM_USESTANDINGEND =129, ANIM_CREATURESPECIAL =130, ANIM_DROWN =131, ANIM_DROWNED =132, ANIM_FISHINGCAST =133, ANIM_FISHINGLOOP =134, ANIM_FLY =135, ANIM_EMOTEWORKNOSHEATHE =136, ANIM_EMOTESTUNNOSHEATHE =137, ANIM_EMOTEUSESTANDINGNOSHEATHE =138, ANIM_SPELLSLEEPDOWN =139, ANIM_SPELLKNEELSTART =140, ANIM_SPELLKNEELLOOP =141, ANIM_SPELLKNEELEND =142, ANIM_SPRINT =143, ANIM_INFLIGHT =144, ANIM_SPAWN =145, ANIM_CLOSE =146, ANIM_CLOSED =147, ANIM_OPEN =148, ANIM_OPENED =149, ANIM_DESTROY =150, ANIM_DESTROYED =151, ANIM_REBUILD =152, ANIM_CUSTOM0 =153, ANIM_CUSTOM1 =154, ANIM_CUSTOM2 =155, ANIM_CUSTOM3 =156, ANIM_DESPAWN =157, ANIM_HOLD =158, ANIM_DECAY =159, ANIM_BOWPULL =160, ANIM_BOWRELEASE =161, ANIM_SHIPSTART =162, ANIM_SHIPMOVING =163, ANIM_SHIPSTOP =164, ANIM_GROUPARROW =165, ANIM_ARROW =166, ANIM_CORPSEARROW =167, ANIM_GUIDEARROW =168, ANIM_SWAY =169, ANIM_DRUIDCATPOUNCE =170, ANIM_DRUIDCATRIP =171, ANIM_DRUIDCATRAKE =172, ANIM_DRUIDCATRAVAGE =173, ANIM_DRUIDCATCLAW =174, ANIM_DRUIDCATCOWER =175, ANIM_DRUIDBEARSWIPE =176, ANIM_DRUIDBEARBITE =177, ANIM_DRUIDBEARMAUL =178, ANIM_DRUIDBEARBASH =179, ANIM_DRAGONTAIL =180, ANIM_DRAGONSTOMP =181, ANIM_DRAGONSPIT =182, ANIM_DRAGONSPITHOVER =183, ANIM_DRAGONSPITFLY =184, ANIM_EMOTEYES =185, ANIM_EMOTENO =186, ANIM_JUMPLANDRUN =187, ANIM_LOOTHOLD =188, ANIM_LOOTUP =189, ANIM_STANDHIGH =190, ANIM_IMPACT =191, ANIM_LIFTOFF =192, ANIM_HOVER =193, ANIM_SUCCUBUSENTICE =194, ANIM_EMOTETRAIN =195, ANIM_EMOTEDEAD =196, ANIM_EMOTEDANCEONCE =197, ANIM_DEFLECT =198, ANIM_EMOTEEATNOSHEATHE =199, ANIM_LAND =200, ANIM_SUBMERGE =201, ANIM_SUBMERGED =202, ANIM_CANNIBALIZE =203, ANIM_ARROWBIRTH =204, ANIM_GROUPARROWBIRTH =205, ANIM_CORPSEARROWBIRTH =206, ANIM_GUIDEARROWBIRTH =207, ANIM_LASTONE } |
this is just an ad hoc mapping from animation ID to its function | |
enum | ParaXModelType { PARAX_MODEL_ANIMATED =0, PARAX_MODEL_STATIC, PARAX_MODEL_DX_STATIC, PARAX_MODEL_INVALID, PARAX_MODEL_BMAX, PARAX_MODEL_UNKNOWN } |
enum | ParaXModelFormat { PARAX_FORMAT_USEFORMAT = 1, PARAX_FORMAT_NORMAL = 2, PARAX_FORMAT_UV2 = 4 } |
enum | KNOWN_BONE_NODES { Bone_Unknown = 0, Bone_Root, Bone_Pelvis, Bone_Spine, Bone_L_Thigh, Bone_L_Calf, Bone_L_Foot, Bone_R_Thigh, Bone_R_Calf, Bone_R_Foot, Bone_L_Clavicle, Bone_L_UpperArm, Bone_L_Forearm, Bone_L_Hand, Bone_R_Clavicle, Bone_R_UpperArm, Bone_R_Forearm, Bone_R_Hand, Bone_Head, Bone_Neck, Bone_L_Toe0, Bone_R_Toe0, Bone_R_Finger0, Bone_L_Finger0, Bone_Spine1, Bone_Spine2, Bone_Spine3, Bone_forehand, Bone_L_eyelid, Bone_R_eyelid, Bone_L_eye, Bone_R_eye, Bone_B_eyelid, Bone_upper_lip, Bone_L_lip, Bone_R_lip, Bone_B_lip, Bone_chin, Bone_R_Finger01, Bone_L_Finger01, Bone_R_Finger1, Bone_L_Finger1, Bone_R_Finger11, Bone_L_Finger11, Bone_R_Finger2, Bone_L_Finger2, Bone_R_Finger21, Bone_L_Finger21, MAX_KNOWN_BONE_NODE } |
all known bones | |
enum | BlendModes { BM_OPAQUE, BM_TRANSPARENT, BM_ALPHA_BLEND, BM_ADDITIVE, BM_ADDITIVE_ALPHA, BM_MODULATE, BM_TEMP_FORCEALPHABLEND = 0X8000 } |
enum | TIMER_COMMAND { TIMER_RESET, TIMER_START, TIMER_STOP, TIMER_ADVANCE, TIMER_GETABSOLUTETIME, TIMER_GETAPPTIME, TIMER_GETELAPSEDTIME } |
enum | TextVAlignment { TOP, CENTER, BOTTOM } |
enum | TextHAlignment { LEFT, CENTER, RIGHT } |
enum | GlyphCollection { DYNAMIC, NEHE, ASCII, CUSTOM } |
enum | DIMOFS_ENUM { DIMOFS_X = FIELD_OFFSET(DIMOUSESTATE, lX), DIMOFS_Y = FIELD_OFFSET(DIMOUSESTATE, lY), DIMOFS_Z = FIELD_OFFSET(DIMOUSESTATE, lZ), DIMOFS_BUTTON0 = (FIELD_OFFSET(DIMOUSESTATE, rgbButtons) + 0), DIMOFS_BUTTON1 = (FIELD_OFFSET(DIMOUSESTATE, rgbButtons) + 1), DIMOFS_BUTTON2 = (FIELD_OFFSET(DIMOUSESTATE, rgbButtons) + 2), DIMOFS_BUTTON3 = (FIELD_OFFSET(DIMOUSESTATE, rgbButtons) + 3) } |
enum | _D3DLIGHTTYPE { D3DLIGHT_POINT = 1, D3DLIGHT_SPOT = 2, D3DLIGHT_DIRECTIONAL = 3, D3DLIGHT_FORCE_DWORD = 0x7fffffff } |
enum | _D3DCULL { D3DCULL_NONE = 1, D3DCULL_CW = 2, D3DCULL_CCW = 3, D3DCULL_FORCE_DWORD = 0x7fffffff } |
enum | _D3DFORMAT { D3DFMT_UNKNOWN = 0, D3DFMT_R8G8B8 = 20, D3DFMT_A8R8G8B8 = 21, D3DFMT_X8R8G8B8 = 22, D3DFMT_A8 = 28, D3DFMT_A8B8G8R8 = 32, D3DFMT_X8B8G8R8 = 33, D3DFMT_DXT1 = MAKEFOURCC('D', 'X', 'T', '1'), D3DFMT_DXT2 = MAKEFOURCC('D', 'X', 'T', '2'), D3DFMT_DXT3 = MAKEFOURCC('D', 'X', 'T', '3'), D3DFMT_DXT4 = MAKEFOURCC('D', 'X', 'T', '4'), D3DFMT_DXT5 = MAKEFOURCC('D', 'X', 'T', '5'), D3DFMT_D32 = 71, D3DFMT_D15S1 = 73, D3DFMT_D24S8 = 75, D3DFMT_D24X8 = 77, D3DFMT_D24X4S4 = 79, D3DFMT_D16 = 80, D3DFMT_VERTEXDATA = 100, D3DFMT_INDEX16 = 101, D3DFMT_INDEX32 = 102 } |
enum | _D3DPRIMITIVETYPE { D3DPT_POINTLIST = 1, D3DPT_LINELIST = 2, D3DPT_LINESTRIP = 3, D3DPT_TRIANGLELIST = 4, D3DPT_TRIANGLESTRIP = 5, D3DPT_TRIANGLEFAN = 6, D3DPT_FORCE_DWORD = 0x7fffffff } |
enum | _D3DTEXTUREADDRESS { D3DTADDRESS_WRAP = 1, D3DTADDRESS_MIRROR = 2, D3DTADDRESS_CLAMP = 3, D3DTADDRESS_BORDER = 4, D3DTADDRESS_MIRRORONCE = 5, D3DTADDRESS_FORCE_DWORD = 0x7fffffff } |
enum | _D3DTEXTUREFILTERTYPE { D3DTEXF_NONE = 0, D3DTEXF_POINT = 1, D3DTEXF_LINEAR = 2, D3DTEXF_ANISOTROPIC = 3, D3DTEXF_PYRAMIDALQUAD = 6, D3DTEXF_GAUSSIANQUAD = 7, D3DTEXF_FORCE_DWORD = 0x7fffffff } |
enum | _D3DTEXTURESTAGESTATETYPE { D3DTSS_COLOROP = 1, D3DTSS_COLORARG1 = 2, D3DTSS_COLORARG2 = 3, D3DTSS_ALPHAOP = 4, D3DTSS_ALPHAARG1 = 5, D3DTSS_ALPHAARG2 = 6, D3DTSS_BUMPENVMAT00 = 7, D3DTSS_BUMPENVMAT01 = 8, D3DTSS_BUMPENVMAT10 = 9, D3DTSS_BUMPENVMAT11 = 10, D3DTSS_TEXCOORDINDEX = 11, D3DTSS_BUMPENVLSCALE = 22, D3DTSS_BUMPENVLOFFSET = 23, D3DTSS_TEXTURETRANSFORMFLAGS = 24, D3DTSS_COLORARG0 = 26, D3DTSS_ALPHAARG0 = 27, D3DTSS_RESULTARG = 28, D3DTSS_CONSTANT = 32, D3DTSS_FORCE_DWORD = 0x7fffffff } |
enum | _D3DCMPFUNC { D3DCMP_NEVER = 1, D3DCMP_LESS = 2, D3DCMP_EQUAL = 3, D3DCMP_LESSEQUAL = 4, D3DCMP_GREATER = 5, D3DCMP_NOTEQUAL = 6, D3DCMP_GREATEREQUAL = 7, D3DCMP_ALWAYS = 8, D3DCMP_FORCE_DWORD = 0x7fffffff } |
enum | _D3DSTENCILOP { D3DSTENCILOP_KEEP = 1, D3DSTENCILOP_ZERO = 2, D3DSTENCILOP_REPLACE = 3, D3DSTENCILOP_INCRSAT = 4, D3DSTENCILOP_DECRSAT = 5, D3DSTENCILOP_INVERT = 6, D3DSTENCILOP_INCR = 7, D3DSTENCILOP_DECR = 8, D3DSTENCILOP_FORCE_DWORD = 0x7fffffff } |
enum | _D3DTEXTUREOP { D3DTOP_DISABLE = 1, D3DTOP_SELECTARG1 = 2, D3DTOP_SELECTARG2 = 3, D3DTOP_MODULATE = 4, D3DTOP_MODULATE2X = 5, D3DTOP_MODULATE4X = 6, D3DTOP_ADD = 7, D3DTOP_ADDSIGNED = 8, D3DTOP_ADDSIGNED2X = 9, D3DTOP_SUBTRACT = 10, D3DTOP_ADDSMOOTH = 11, D3DTOP_BLENDDIFFUSEALPHA = 12, D3DTOP_BLENDTEXTUREALPHA = 13, D3DTOP_BLENDFACTORALPHA = 14, D3DTOP_BLENDTEXTUREALPHAPM = 15, D3DTOP_BLENDCURRENTALPHA = 16, D3DTOP_PREMODULATE = 17, D3DTOP_MODULATEALPHA_ADDCOLOR = 18, D3DTOP_MODULATECOLOR_ADDALPHA = 19, D3DTOP_MODULATEINVALPHA_ADDCOLOR = 20, D3DTOP_MODULATEINVCOLOR_ADDALPHA = 21, D3DTOP_BUMPENVMAP = 22, D3DTOP_BUMPENVMAPLUMINANCE = 23, D3DTOP_DOTPRODUCT3 = 24, D3DTOP_MULTIPLYADD = 25, D3DTOP_LERP = 26, D3DTOP_FORCE_DWORD = 0x7fffffff } |
enum | _D3DTRANSFORMSTATETYPE { D3DTS_VIEW = 2, D3DTS_PROJECTION = 3, D3DTS_TEXTURE0 = 16, D3DTS_TEXTURE1 = 17, D3DTS_TEXTURE2 = 18, D3DTS_TEXTURE3 = 19, D3DTS_TEXTURE4 = 20, D3DTS_TEXTURE5 = 21, D3DTS_TEXTURE6 = 22, D3DTS_TEXTURE7 = 23, D3DTS_FORCE_DWORD = 0x7fffffff } |
enum | _D3DDECLTYPE { D3DDECLTYPE_FLOAT1 = 0, D3DDECLTYPE_FLOAT2 = 1, D3DDECLTYPE_FLOAT3 = 2, D3DDECLTYPE_FLOAT4 = 3, D3DDECLTYPE_D3DCOLOR = 4, D3DDECLTYPE_UBYTE4 = 5, D3DDECLTYPE_SHORT2 = 6, D3DDECLTYPE_SHORT4 = 7, D3DDECLTYPE_UBYTE4N = 8, D3DDECLTYPE_SHORT2N = 9, D3DDECLTYPE_SHORT4N = 10, D3DDECLTYPE_USHORT2N = 11, D3DDECLTYPE_USHORT4N = 12, D3DDECLTYPE_UDEC3 = 13, D3DDECLTYPE_DEC3N = 14, D3DDECLTYPE_FLOAT16_2 = 15, D3DDECLTYPE_FLOAT16_4 = 16, D3DDECLTYPE_UNUSED = 17 } |
enum | _D3DDECLUSAGE { D3DDECLUSAGE_POSITION = 0, D3DDECLUSAGE_BLENDWEIGHT, D3DDECLUSAGE_BLENDINDICES, D3DDECLUSAGE_NORMAL, D3DDECLUSAGE_PSIZE, D3DDECLUSAGE_TEXCOORD, D3DDECLUSAGE_TANGENT, D3DDECLUSAGE_BINORMAL, D3DDECLUSAGE_TESSFACTOR, D3DDECLUSAGE_POSITIONT, D3DDECLUSAGE_COLOR, D3DDECLUSAGE_FOG, D3DDECLUSAGE_DEPTH, D3DDECLUSAGE_SAMPLE } |
enum | _D3DBLEND { D3DBLEND_ZERO = 1, D3DBLEND_ONE = 2, D3DBLEND_SRCCOLOR = 3, D3DBLEND_INVSRCCOLOR = 4, D3DBLEND_SRCALPHA = 5, D3DBLEND_INVSRCALPHA = 6, D3DBLEND_DESTALPHA = 7, D3DBLEND_INVDESTALPHA = 8, D3DBLEND_DESTCOLOR = 9, D3DBLEND_INVDESTCOLOR = 10, D3DBLEND_SRCALPHASAT = 11, D3DBLEND_BOTHSRCALPHA = 12, D3DBLEND_BOTHINVSRCALPHA = 13, D3DBLEND_BLENDFACTOR = 14, D3DBLEND_INVBLENDFACTOR = 15, D3DBLEND_FORCE_DWORD = 0x7fffffff } |
enum | _D3DRENDERSTATETYPE { D3DRS_ZENABLE = 7, D3DRS_FILLMODE = 8, D3DRS_SHADEMODE = 9, D3DRS_ZWRITEENABLE = 14, D3DRS_ALPHATESTENABLE = 15, D3DRS_LASTPIXEL = 16, D3DRS_SRCBLEND = 19, D3DRS_DESTBLEND = 20, D3DRS_CULLMODE = 22, D3DRS_ZFUNC = 23, D3DRS_ALPHAREF = 24, D3DRS_ALPHAFUNC = 25, D3DRS_DITHERENABLE = 26, D3DRS_ALPHABLENDENABLE = 27, D3DRS_FOGENABLE = 28, D3DRS_SPECULARENABLE = 29, D3DRS_FOGCOLOR = 34, D3DRS_FOGTABLEMODE = 35, D3DRS_FOGSTART = 36, D3DRS_FOGEND = 37, D3DRS_FOGDENSITY = 38, D3DRS_RANGEFOGENABLE = 48, D3DRS_STENCILENABLE = 52, D3DRS_STENCILFAIL = 53, D3DRS_STENCILZFAIL = 54, D3DRS_STENCILPASS = 55, D3DRS_STENCILFUNC = 56, D3DRS_STENCILREF = 57, D3DRS_STENCILMASK = 58, D3DRS_STENCILWRITEMASK = 59, D3DRS_TEXTUREFACTOR = 60, D3DRS_WRAP0 = 128, D3DRS_WRAP1 = 129, D3DRS_WRAP2 = 130, D3DRS_WRAP3 = 131, D3DRS_WRAP4 = 132, D3DRS_WRAP5 = 133, D3DRS_WRAP6 = 134, D3DRS_WRAP7 = 135, D3DRS_CLIPPING = 136, D3DRS_LIGHTING = 137, D3DRS_AMBIENT = 139, D3DRS_FOGVERTEXMODE = 140, D3DRS_COLORVERTEX = 141, D3DRS_LOCALVIEWER = 142, D3DRS_NORMALIZENORMALS = 143, D3DRS_DIFFUSEMATERIALSOURCE = 145, D3DRS_SPECULARMATERIALSOURCE = 146, D3DRS_AMBIENTMATERIALSOURCE = 147, D3DRS_EMISSIVEMATERIALSOURCE = 148, D3DRS_VERTEXBLEND = 151, D3DRS_CLIPPLANEENABLE = 152, D3DRS_POINTSIZE = 154, D3DRS_POINTSIZE_MIN = 155, D3DRS_POINTSPRITEENABLE = 156, D3DRS_POINTSCALEENABLE = 157, D3DRS_POINTSCALE_A = 158, D3DRS_POINTSCALE_B = 159, D3DRS_POINTSCALE_C = 160, D3DRS_MULTISAMPLEANTIALIAS = 161, D3DRS_MULTISAMPLEMASK = 162, D3DRS_PATCHEDGESTYLE = 163, D3DRS_DEBUGMONITORTOKEN = 165, D3DRS_POINTSIZE_MAX = 166, D3DRS_INDEXEDVERTEXBLENDENABLE = 167, D3DRS_COLORWRITEENABLE = 168, D3DRS_TWEENFACTOR = 170, D3DRS_BLENDOP = 171, D3DRS_POSITIONDEGREE = 172, D3DRS_NORMALDEGREE = 173, D3DRS_SCISSORTESTENABLE = 174, D3DRS_SLOPESCALEDEPTHBIAS = 175, D3DRS_ANTIALIASEDLINEENABLE = 176, D3DRS_MINTESSELLATIONLEVEL = 178, D3DRS_MAXTESSELLATIONLEVEL = 179, D3DRS_ADAPTIVETESS_X = 180, D3DRS_ADAPTIVETESS_Y = 181, D3DRS_ADAPTIVETESS_Z = 182, D3DRS_ADAPTIVETESS_W = 183, D3DRS_ENABLEADAPTIVETESSELLATION = 184, D3DRS_TWOSIDEDSTENCILMODE = 185, D3DRS_CCW_STENCILFAIL = 186, D3DRS_CCW_STENCILZFAIL = 187, D3DRS_CCW_STENCILPASS = 188, D3DRS_CCW_STENCILFUNC = 189, D3DRS_COLORWRITEENABLE1 = 190, D3DRS_COLORWRITEENABLE2 = 191, D3DRS_COLORWRITEENABLE3 = 192, D3DRS_BLENDFACTOR = 193, D3DRS_SRGBWRITEENABLE = 194, D3DRS_DEPTHBIAS = 195, D3DRS_WRAP8 = 198, D3DRS_WRAP9 = 199, D3DRS_WRAP10 = 200, D3DRS_WRAP11 = 201, D3DRS_WRAP12 = 202, D3DRS_WRAP13 = 203, D3DRS_WRAP14 = 204, D3DRS_WRAP15 = 205, D3DRS_SEPARATEALPHABLENDENABLE = 206, D3DRS_SRCBLENDALPHA = 207, D3DRS_DESTBLENDALPHA = 208, D3DRS_BLENDOPALPHA = 209, D3DRS_FORCE_DWORD = 0x7fffffff } |
enum | _D3DSAMPLERSTATETYPE { D3DSAMP_ADDRESSU = 1, D3DSAMP_ADDRESSV = 2, D3DSAMP_ADDRESSW = 3, D3DSAMP_BORDERCOLOR = 4, D3DSAMP_MAGFILTER = 5, D3DSAMP_MINFILTER = 6, D3DSAMP_MIPFILTER = 7, D3DSAMP_MIPMAPLODBIAS = 8, D3DSAMP_MAXMIPLEVEL = 9, D3DSAMP_MAXANISOTROPY = 10, D3DSAMP_SRGBTEXTURE = 11, D3DSAMP_ELEMENTINDEX = 12, D3DSAMP_DMAPOFFSET = 13, D3DSAMP_FORCE_DWORD = 0x7fffffff } |
enum | _D3DDECLMETHOD { D3DDECLMETHOD_DEFAULT = 0, D3DDECLMETHOD_PARTIALU, D3DDECLMETHOD_PARTIALV, D3DDECLMETHOD_CROSSUV, D3DDECLMETHOD_UV, D3DDECLMETHOD_LOOKUP, D3DDECLMETHOD_LOOKUPPRESAMPLED } |
enum | _D3DPOOL { D3DPOOL_DEFAULT = 0, D3DPOOL_MANAGED = 1, D3DPOOL_SYSTEMMEM = 2, D3DPOOL_SCRATCH = 3, D3DPOOL_FORCE_DWORD = 0x7fffffff } |
enum | TYPE_ENUMERATION { Type_void, Type_Int, Type_Bool, Type_Float, Type_Enum, Type_Double, Type_Vector2, Type_Vector3, Type_Vector4, Type_String, Type_GUIRoot, Type_GUIText, Type_GUIVideo, Type_GUIButton, Type_GUIEditBox, Type_GUIIMEEditBox, Type_GUIScrollBar, Type_GUIListBox, Type_GUIToolTip, Type_GUIPainter, Type_GUISlider, Type_GUIGrid, Type_GUICanvas, Type_GUIContainer, Type_GUIWebBrowser } |
enum | ITYPE_VERIFY_RESULT { Verify_Success =0, Verify_Overflow =1, Verify_Underflow =2, Verify_OutOfRange =3, Verify_Unknown =4, Verify_Failed =0xffffffff } |
Functions | |
int | GenerateUIObj_ID () |
generate a unique id for ui object | |
void | DeleteGUIObject (CGUIBase *pObj) |
template<class T > | |
bool | CompareXZ (const T &a, const T &b) |
return true if equal. More... | |
float | frand () |
bool | PickingAll (CBaseObject *obj) |
bool | PickingFilterMesh (CBaseObject *obj) |
bool | PickingFilterBiped (CBaseObject *obj) |
bool | PickingFilterNotPlayer (CBaseObject *obj) |
bool | PickingFilterLights (CBaseObject *obj) |
bool | PickingFilterAnyObject (CBaseObject *obj) |
bool | PickingFilterGlobal (CBaseObject *obj) |
bool | PickingActionMesh (CBaseObject *obj) |
bool | PickingByObjectTypes (CBaseObject *obj) |
bool | PickingByPhysicsGroup (CBaseObject *obj) |
void | SetPickingFilter (DWORD filter) |
Set the picking filter to be used with PickingByObjectTypes function filter. More... | |
void | SetPickingPhysicsFilter (DWORD filter) |
Set the picking filter to be used with PickingByPhysicsGroup function filter. More... | |
bool | RayRectIntersect (Vector3 &vPickRayOrig, Vector3 &vPickRayDir, Vector3 &vPos, FLOAT fX, FLOAT fZ, Vector3 *vIntersectPos) |
Desc: Check the ray intersection with a rect in the y=0 plane, specified by the rect origin and width 2*fX, depth 2*fZ. More... | |
bool | RaySphereIntersect (Vector3 &vPickRayOrig, Vector3 &vPickRayDir, Vector3 &vPos, FLOAT fR, Vector3 *vIntersectPos) |
Desc: Check the ray intersection with a Sphere specified by its origin and radius fR. | |
bool | Pick (int mouseX, int mouseY, float &pickedX, float &pickedY, float &pickedZ) |
template<class T > | |
int | PerformOcclusionTest (T &renderlist, SceneState &sceneState, int nMinEnableCount=25, int nPixelsCount=0) |
performance hardware occlusion test for all objects in the renderlist and set the m_bOccluded property. More... | |
template<class T > | |
int | RenderList (T &renderlist, SceneState &sceneState) |
Render object in the given list, using batch rendering, but not using hardware occlusion testing. More... | |
template<class T > | |
int | RenderShadowList (T &renderlist, SceneState &sceneState) |
Render object, using batch rendering, but not using hardware occlusion testing. More... | |
uint16 | PackChunkIndex (uint16 rx, uint16 ry, uint16 rz) |
void | UnpackChunkIndex (uint16 index, uint16 &ox, uint16 &oy, uint16 &oz) |
uint16 | CalcPackedBlockID (uint16 rx, uint16 ry, uint16 rz) |
uint16 | CalcPackedBlockID (Uint16x3 &blockID_r) |
uint16 | PackBlockId (uint16 cx, uint16 cy, uint16 cz) |
uint16_t | PackBlockIndex (uint16_t cx, uint16_t cy, uint16_t cz) |
void | UnpackBlockIndex (uint16 index, uint16 &cx, uint16 &cy, uint16 &cz) |
uint16 | CalcPackedChunkID (uint16 blockRX, uint16 blockRY, uint16 blockRZ) |
uint16 | CalcPackedChunkID (Uint16x3 &blockId_r) |
uint16 | PackChunkIndex (Uint16x3 &chunkId_r) |
uint16 | PackChunkColumnIndex (uint16 x, uint16 z) |
int | CountBits (uint32 v) |
int64_t | GetBlockSparseIndex (int64_t bx, int64_t by, int64_t bz) |
template<typename first_type , typename second_type > | |
inv_pair< first_type, second_type > | make_inv_pair (const first_type &first, const second_type &second) |
template<typename first_type , typename second_type > | |
bool | operator== (const inv_pair< first_type, second_type > &x, const inv_pair< first_type, second_type > &y) |
template<typename first_type , typename second_type > | |
bool | operator== (const inv_pair< first_type, second_type > &x, const std::pair< first_type, second_type > &y) |
template<typename first_type , typename second_type > | |
bool | operator== (const std::pair< first_type, second_type > &x, const inv_pair< first_type, second_type > &y) |
template<typename first_type , typename second_type > | |
bool | operator!= (const inv_pair< first_type, second_type > &x, const inv_pair< first_type, second_type > &y) |
template<typename first_type , typename second_type > | |
bool | operator!= (const inv_pair< first_type, second_type > &x, const std::pair< first_type, second_type > &y) |
template<typename first_type , typename second_type > | |
bool | operator!= (const std::pair< first_type, second_type > &x, const inv_pair< first_type, second_type > &y) |
template<typename first_type , typename second_type > | |
bool | operator< (const inv_pair< first_type, second_type > &x, const inv_pair< first_type, second_type > &y) |
template<typename first_type , typename second_type > | |
bool | operator< (const inv_pair< first_type, second_type > &x, const std::pair< first_type, second_type > &y) |
template<typename first_type , typename second_type > | |
bool | operator< (const std::pair< first_type, second_type > &x, const inv_pair< first_type, second_type > &y) |
template<typename first_type , typename second_type > | |
bool | operator> (const inv_pair< first_type, second_type > &x, const inv_pair< first_type, second_type > &y) |
template<typename first_type , typename second_type > | |
bool | operator> (const inv_pair< first_type, second_type > &x, const std::pair< first_type, second_type > &y) |
template<typename first_type , typename second_type > | |
bool | operator> (const std::pair< first_type, second_type > &x, const inv_pair< first_type, second_type > &y) |
template<typename first_type , typename second_type > | |
bool | operator<= (const inv_pair< first_type, second_type > &x, const inv_pair< first_type, second_type > &y) |
template<typename first_type , typename second_type > | |
bool | operator<= (const inv_pair< first_type, second_type > &x, const std::pair< first_type, second_type > &y) |
template<typename first_type , typename second_type > | |
bool | operator<= (const std::pair< first_type, second_type > &x, const inv_pair< first_type, second_type > &y) |
template<typename first_type , typename second_type > | |
bool | operator>= (const inv_pair< first_type, second_type > &x, const inv_pair< first_type, second_type > &y) |
template<typename first_type , typename second_type > | |
bool | operator>= (const inv_pair< first_type, second_type > &x, const std::pair< first_type, second_type > &y) |
template<typename first_type , typename second_type > | |
bool | operator>= (const std::pair< first_type, second_type > &x, const inv_pair< first_type, second_type > &y) |
template<class T > | |
void | heapsink (T *array, int element, int max) |
Sinks an element into the heap. | |
template<class T > | |
void | heapsort (T *array, int size) |
Sorts an array with size 'size' using heapsort. | |
DWORD | AssetEntity_Request_CallBack (int nResult, CUrlProcessor *pRequest, CUrlProcessorUserData *lpUserData) |
string | GenerateOnMouseScript (int MouseState, int X, int Y) |
the string format is given below: mouse_button="{left|middle|right|}";mouse_x=X;mouse_y=Y; More... | |
string | GenerateOnKeyboardScript (int option) |
Not implemented. More... | |
CFrameRateController | g_gameTime (CFrameRateController::FRC_NONE) |
template<class T > | |
T | interpolate (const float r, const T &v1, const T &v2) |
template<class T > | |
T | interpolateHermite (const float r, const T &v1, const T &v2, const T &in, const T &out) |
template<> | |
Quaternion | interpolate< Quaternion > (const float r, const Quaternion &v1, const Quaternion &v2) |
ClassDescriptor * | ParaEngine_GetClassDesc () |
template<class T , class U > | |
bool | operator== (ref_ptr< T > const &a, ref_ptr< U > const &b) |
template<class T , class U > | |
bool | operator!= (ref_ptr< T > const &a, ref_ptr< U > const &b) |
template<class T , class U > | |
bool | operator== (ref_ptr< T > const &a, U const *b) |
template<class T , class U > | |
bool | operator!= (ref_ptr< T > const &a, U const *b) |
int | my_rand (void) |
float | randfloat (float lower, float upper) |
int | randint (int lower, int upper) |
DWORD | GetParaEngineVersion () |
define PE_MODULE_STANDALONE if the plugin does not link to Core lib under win32 More... | |
IParaEngineCore * | GetCOREInterface () |
get IParaEngineCore interface. More... | |
void | RedirectIOToConsole () |
allocate a console with redirected stdin/stdout/stderr, mostly for script debugging. More... | |
bool | SetOutputConsoleTextAttribute (WORD wAttributes) |
Sets the attributes of characters written to the console screen buffer by the WriteFile or WriteConsole function, or echoed by the ReadFile or ReadConsole function. More... | |
void | LoadFRCServerMode () |
void | LoadFRCNormal () |
INT_PTR CALLBACK | DialogProcAbout (HWND hDlg, UINT msg, WPARAM wParam, LPARAM lParam) |
bool | _GetFileInfo_ (const char *filename, CParaFileInfo &fileInfo) |
bool | IsZipData (const char *src, size_t size) |
const SZIPFileHeader * | GetFirstFileInfo (const char *src, std::string *filename=nullptr) |
bool | GetFirstFileData (const char *src, std::string &out) |
void | dosdatetime2filetime (WORD dosdate, WORD dostime, time_t *ft) |
void | standardtime2osfiletime (time_t source_t, time_t *target_t) |
void | filetime2dosdatetime (const time_t &ft, WORD *dosdate, WORD *dostime) |
void | GetFileTime (const std::string &filename, WORD *dosdate, WORD *dostime) |
float | asm_arccos (float r) |
float | asm_arcsin (float r) |
float | asm_arctan (float r) |
float | asm_sin (float r) |
float | asm_cos (float r) |
float | asm_tan (float r) |
float | asm_sqrt (float r) |
float | asm_rsq (float r) |
float | apx_rsq (float r) |
__inline float | asm_rand () |
__inline float | asm_rand_max () |
float | asm_ln (float r) |
Radian | operator* (float a, const Radian &b) |
Radian | operator/ (float a, const Radian &b) |
Degree | operator* (float a, const Degree &b) |
Degree | operator/ (float a, const Degree &b) |
LinearColor | operator* (float Scalar, const LinearColor &Color) |
uint32 | GetTypeHash (const Color &Color) |
void | ComputeAndFixedColorAndIntensity (const LinearColor &InLinearColor, Color &OutColor, float &OutIntensity) |
Computes a brightness and a fixed point color from a floating point color. More... | |
template<class T > | |
const T * | constVectorData (const typename std::vector< T > &data) |
bool | operator== (const QMargins &m1, const QMargins &m2) |
bool | operator!= (const QMargins &m1, const QMargins &m2) |
QMargins | operator+ (const QMargins &m1, const QMargins &m2) |
QMargins | operator- (const QMargins &m1, const QMargins &m2) |
QMargins | operator+ (const QMargins &lhs, int rhs) |
QMargins | operator+ (int lhs, const QMargins &rhs) |
QMargins | operator- (const QMargins &lhs, int rhs) |
QMargins | operator* (const QMargins &margins, int factor) |
QMargins | operator* (int factor, const QMargins &margins) |
QMargins | operator* (const QMargins &margins, float factor) |
QMargins | operator* (float factor, const QMargins &margins) |
QMargins | operator/ (const QMargins &margins, int divisor) |
QMargins | operator/ (const QMargins &margins, float divisor) |
QMargins | operator+ (const QMargins &margins) |
QMargins | operator- (const QMargins &margins) |
bool | operator== (const QMarginsF &lhs, const QMarginsF &rhs) |
bool | operator!= (const QMarginsF &lhs, const QMarginsF &rhs) |
QMarginsF | operator+ (const QMarginsF &lhs, const QMarginsF &rhs) |
QMarginsF | operator- (const QMarginsF &lhs, const QMarginsF &rhs) |
QMarginsF | operator+ (const QMarginsF &lhs, float rhs) |
QMarginsF | operator+ (float lhs, const QMarginsF &rhs) |
QMarginsF | operator- (const QMarginsF &lhs, float rhs) |
QMarginsF | operator* (const QMarginsF &lhs, float rhs) |
QMarginsF | operator* (float lhs, const QMarginsF &rhs) |
QMarginsF | operator/ (const QMarginsF &lhs, float divisor) |
QMarginsF | operator+ (const QMarginsF &margins) |
QMarginsF | operator- (const QMarginsF &margins) |
Matrix4 * | ParaMatrixRotationX (Matrix4 *pMat, float Angle) |
Matrix4 * | ParaMatrixRotationY (Matrix4 *pMat, float Angle) |
Matrix4 * | ParaMatrixRotationZ (Matrix4 *pMat, float Angle) |
Matrix4 * | ParaMatrixScaling (Matrix4 *pMat, float ScaleX, float ScaleY, float ScaleZ) |
Matrix4 * | ParaMatrixRotationNormal (Matrix4 *pOut, const Vector3 &NormalAxis, float Angle) |
Matrix4 * | ParaMatrixRotationAxis (Matrix4 *pMat, const Vector3 &Axis, float Angle) |
Matrix4 * | ParaMatrixMultiply (Matrix4 *Result, const Matrix4 *Matrix1, const Matrix4 *Matrix2) |
Multiplies two 4x4 matrices. More... | |
Vector3 * | ParaVec3TransformCoord (Vector3 *pOut, const Vector3 *pIn, const Matrix4 *Matrix1) |
transform matrix. More... | |
Vector3 * | ParaVec3TransformCoordArray (Vector3 *out, uint32 outstride, const Vector3 *in, uint32 instride, const Matrix4 *matrix, uint32 elements) |
Vector3 * | ParaVec3Normalize (Vector3 *pOut, const Vector3 *pIn) |
normalize | |
void | ParaMatrixRotationRollPitchYaw (Matrix4 *Result, float roll, float pitch, float yaw) |
left handed, clockwise, roll, then pitch, and then yaw. More... | |
Matrix4 * | ParaMatrixOrthoOffCenterLH (Matrix4 *pout, float l, float r, float b, float t, float zn, float zf) |
Matrix4 * | ParaMatrixOrthoOffCenterOpenGL (Matrix4 *pout, float l, float r, float b, float t, float zn, float zf) |
void | ParaMatrixLookAtLH (Matrix4 *Result, const Vector3 *peye, const Vector3 *pat, const Vector3 *pup) |
LookAtLH creates a View transformation matrix for left-handed coordinate system. More... | |
void | ParaMatrixLookAtLH (Matrix4 *Result, const DVector3 &peye, const DVector3 &pat, const DVector3 &pup) |
Matrix4 * | ParaMatrixPerspectiveLH (Matrix4 *pout, float w, float h, float zn, float zf) |
Matrix4 * | ParaMatrixOrthoLH (Matrix4 *pout, float w, float h, float zn, float zf) |
void | ParaMatrixTransformation2D (Matrix4 *Result, const Vector2 *ScalingOrigin, float ScalingOrientation, const Vector2 *Scaling, const Vector2 *RotationOrigin, float Rotation, const Vector2 *Translation) |
build transform matrix | |
void | ParaMatrixPerspectiveFovLH (Matrix4 *Result, float FovAngleY, float AspectHByW, float NearZ, float FarZ) |
perspective matrix | |
bool | ParaMatrixDecompose (Vector3 *poutscale, Quaternion *poutrotation, Vector3 *pouttranslation, const Matrix4 *pm) |
decompose matrix | |
Matrix4 * | ParaMatrixAffineTransformation (Matrix4 *out, float scaling, const Vector3 *rotationcenter, const Quaternion *rotation, const Vector3 *translation) |
Vector3 * | ParaVec3Project (Vector3 *pout, const Vector3 *pv, const ParaViewport *pviewport, const Matrix4 *pprojection, const Matrix4 *pview, const Matrix4 *pworld) |
void | ParaScalarSinCos (float *pSin, float *pCos, float Value) |
Vector4 | ParaVectorSplatX (const Vector4 &V) |
Vector4 | ParaVectorSplatY (const Vector4 &V) |
Vector4 | ParaVectorSplatZ (const Vector4 &V) |
Vector4 | ParaVectorSwizzle (const Vector4 &V, uint32 E0, uint32 E1, uint32 E2, uint32 E3) |
Vector3 | ParaVector3Normalize (const Vector3 &v) |
bool | ParaComputeBoundingBox (const Vector3 *pfirstposition, uint32 numvertices, uint32 dwstride, Vector3 *pmin, Vector3 *pmax) |
Vector3 | operator* (const Vector3 &rkPoint, const Matrix3 &rkMatrix) |
Matrix3 | operator* (float fScalar, const Matrix3 &rkMatrix) |
std::ostream & | operator<< (std::ostream &o, const Plane &p) |
bool | operator== (const QPoint &p1, const QPoint &p2) |
bool | operator!= (const QPoint &p1, const QPoint &p2) |
const QPoint | operator+ (const QPoint &p1, const QPoint &p2) |
const QPoint | operator- (const QPoint &p1, const QPoint &p2) |
const QPoint | operator* (const QPoint &p, float factor) |
const QPoint | operator* (const QPoint &p, double factor) |
const QPoint | operator* (const QPoint &p, int factor) |
const QPoint | operator* (float factor, const QPoint &p) |
const QPoint | operator* (double factor, const QPoint &p) |
const QPoint | operator* (int factor, const QPoint &p) |
const QPoint | operator+ (const QPoint &p) |
const QPoint | operator- (const QPoint &p) |
const QPoint | operator/ (const QPoint &p, float c) |
bool | operator== (const QPointF &p1, const QPointF &p2) |
bool | operator!= (const QPointF &p1, const QPointF &p2) |
const QPointF | operator+ (const QPointF &p1, const QPointF &p2) |
const QPointF | operator- (const QPointF &p1, const QPointF &p2) |
const QPointF | operator* (const QPointF &p, float c) |
const QPointF | operator* (float c, const QPointF &p) |
const QPointF | operator+ (const QPointF &p) |
const QPointF | operator- (const QPointF &p) |
const QPointF | operator/ (const QPointF &p, float divisor) |
Quaternion | operator* (float fScalar, const Quaternion &rkQ) |
bool | operator== (const QRect &, const QRect &) |
bool | operator!= (const QRect &, const QRect &) |
QRect | operator+ (const QRect &rectangle, const QMargins &margins) |
QRect | operator+ (const QMargins &margins, const QRect &rectangle) |
QRect | operator- (const QRect &lhs, const QMargins &rhs) |
bool | operator== (const QRectF &, const QRectF &) |
bool | operator!= (const QRectF &, const QRectF &) |
QRectF | operator+ (const QRectF &lhs, const QMarginsF &rhs) |
QRectF | operator+ (const QMarginsF &lhs, const QRectF &rhs) |
QRectF | operator- (const QRectF &lhs, const QMarginsF &rhs) |
bool | operator== (const QSize &s1, const QSize &s2) |
bool | operator!= (const QSize &s1, const QSize &s2) |
const QSize | operator+ (const QSize &s1, const QSize &s2) |
const QSize | operator- (const QSize &s1, const QSize &s2) |
const QSize | operator* (const QSize &s, float c) |
const QSize | operator* (float c, const QSize &s) |
const QSize | operator/ (const QSize &s, float c) |
bool | operator== (const QSizeF &s1, const QSizeF &s2) |
bool | operator!= (const QSizeF &s1, const QSizeF &s2) |
const QSizeF | operator+ (const QSizeF &s1, const QSizeF &s2) |
const QSizeF | operator- (const QSizeF &s1, const QSizeF &s2) |
const QSizeF | operator* (const QSizeF &s, float c) |
const QSizeF | operator* (float c, const QSizeF &s) |
const QSizeF | operator/ (const QSizeF &s, float c) |
LPDIRECT3DTEXTURE9 | LoadBLP (char *blpdata, DWORD blpsize) |
some replaceable ID is implemented here. More... | |
D3DXVECTOR3 * | D3DXVec3Bezier (D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV1, CONST D3DXVECTOR3 *pT1, CONST D3DXVECTOR3 *pV2, CONST D3DXVECTOR3 *pT2, FLOAT step) |
bool | MatrixResolve (const D3DXMATRIX *mat, D3DXVECTOR3 *t, D3DXVECTOR3 *r, D3DXVECTOR3 *s) |
void * | malloc_func (const size_t size) |
void | free_func (void *ptr) |
DWORD | FromMPQ1 (char *szFichier, char *&buffer) |
DWORD | FromMPQ (char *szFichier, char *&buffer) |
DECLARE_GUID (TID_XSkinMeshHeader, 0x3cf169ce, 0xff7c, 0x44ab, 0x93, 0xc0, 0xf7, 0x8f, 0x62, 0xd1, 0x72, 0xe2) | |
DECLARE_GUID (TID_VertexDuplicationIndices, 0xb8d65549, 0xd7c9, 0x4995, 0x89, 0xcf, 0x53, 0xa9, 0xa8, 0xb0, 0x31, 0xe3) | |
DECLARE_GUID (TID_SkinWeights, 0x6f0d123b, 0xbad2, 0x4167, 0xa0, 0xd0, 0x80, 0x22, 0x4f, 0x25, 0xfa, 0xbb) | |
DECLARE_GUID (TID_ParaEngine, 0x00000000, 0x0000, 0x0000, 0x00, 0x00, 0x12, 0x34, 0x56, 0x78, 0x90, 0x00) | |
ParaX model. | |
DECLARE_GUID (TID_Sequences, 0x00000001, 0x0000, 0x0000, 0x00, 0x00, 0x12, 0x34, 0x56, 0x78, 0x90, 0x00) | |
DECLARE_GUID (TID_Anim, 0x00000002, 0x0000, 0x0000, 0x00, 0x00, 0x12, 0x34, 0x56, 0x78, 0x90, 0x00) | |
DECLARE_GUID (TID_AlphaSet, 0x00000010, 0x0000, 0x0000, 0x00, 0x00, 0x12, 0x34, 0x56, 0x78, 0x90, 0x00) | |
DECLARE_GUID (TID_Alpha, 0x00000011, 0x0000, 0x0000, 0x00, 0x00, 0x12, 0x34, 0x56, 0x78, 0x90, 0x00) | |
DECLARE_GUID (TID_AlphaKey, 0x00000012, 0x0000, 0x0000, 0x00, 0x00, 0x12, 0x34, 0x56, 0x78, 0x90, 0x00) | |
DECLARE_GUID (TID_ParaXHeader, 0x10000000, 0x0000, 0x0000, 0x00, 0x00, 0x12, 0x34, 0x56, 0x78, 0x90, 0x00) | |
new model | |
DECLARE_GUID (TID_ParaXRefObject, 0x10000000, 0x1234, 0x0000, 0x00, 0x00, 0x12, 0x34, 0x56, 0x78, 0x90, 0x00) | |
DECLARE_GUID (TID_ParaXRefSection, 0x10000000, 0x1234, 0x0001, 0x00, 0x00, 0x12, 0x34, 0x56, 0x78, 0x90, 0x00) | |
DECLARE_GUID (TID_ModelAnimation, 0x10000002, 0x0000, 0x0000, 0x00, 0x00, 0x12, 0x34, 0x56, 0x78, 0x90, 0x00) | |
DECLARE_GUID (TID_AnimationBlock, 0x10000003, 0x0000, 0x0000, 0x00, 0x00, 0x12, 0x34, 0x56, 0x78, 0x90, 0x00) | |
DECLARE_GUID (TID_ModelBoneDef, 0x10000004, 0x0000, 0x0000, 0x00, 0x00, 0x12, 0x34, 0x56, 0x78, 0x90, 0x00) | |
DECLARE_GUID (TID_ModelTexAnimDef, 0x10000005, 0x0000, 0x0000, 0x00, 0x00, 0x12, 0x34, 0x56, 0x78, 0x90, 0x00) | |
DECLARE_GUID (TID_ModelVertex, 0x10000006, 0x0000, 0x0000, 0x00, 0x00, 0x12, 0x34, 0x56, 0x78, 0x90, 0x00) | |
DECLARE_GUID (TID_ModelView, 0x10000007, 0x0000, 0x0000, 0x00, 0x00, 0x12, 0x34, 0x56, 0x78, 0x90, 0x00) | |
DECLARE_GUID (TID_ModelGeoset, 0x10000008, 0x0000, 0x0000, 0x00, 0x00, 0x12, 0x34, 0x56, 0x78, 0x90, 0x00) | |
DECLARE_GUID (TID_ModelTexUnit, 0x10000009, 0x0000, 0x0000, 0x00, 0x00, 0x12, 0x34, 0x56, 0x78, 0x90, 0x00) | |
DECLARE_GUID (TID_ModelRenderFlags, 0x1000000a, 0x0000, 0x0000, 0x00, 0x00, 0x12, 0x34, 0x56, 0x78, 0x90, 0x00) | |
DECLARE_GUID (TID_ModelColorDef, 0x1000000b, 0x0000, 0x0000, 0x00, 0x00, 0x12, 0x34, 0x56, 0x78, 0x90, 0x00) | |
DECLARE_GUID (TID_ModelTransDef, 0x1000000c, 0x0000, 0x0000, 0x00, 0x00, 0x12, 0x34, 0x56, 0x78, 0x90, 0x00) | |
DECLARE_GUID (TID_ModelTextureDef, 0x1000000d, 0x0000, 0x0000, 0x00, 0x00, 0x12, 0x34, 0x56, 0x78, 0x90, 0x00) | |
DECLARE_GUID (TID_ModelLightDef, 0x1000000e, 0x0000, 0x0000, 0x00, 0x00, 0x12, 0x34, 0x56, 0x78, 0x90, 0x00) | |
DECLARE_GUID (TID_ModelCameraDef, 0x1000000f, 0x0000, 0x0000, 0x00, 0x00, 0x12, 0x34, 0x56, 0x78, 0x90, 0x00) | |
DECLARE_GUID (TID_ModelParticleParams, 0x10000010, 0x0000, 0x0000, 0x00, 0x00, 0x12, 0x34, 0x56, 0x78, 0x90, 0x00) | |
DECLARE_GUID (TID_ModelParticleEmitterDef, 0x10000011, 0x0000, 0x0000, 0x00, 0x00, 0x12, 0x34, 0x56, 0x78, 0x90, 0x00) | |
DECLARE_GUID (TID_ModelRibbonEmitterDef, 0x10000012, 0x0000, 0x0000, 0x00, 0x00, 0x12, 0x34, 0x56, 0x78, 0x90, 0x00) | |
DECLARE_GUID (TID_ModelBlockQ, 0x10000013, 0x0000, 0x0000, 0x00, 0x00, 0x12, 0x34, 0x56, 0x78, 0x90, 0x00) | |
DECLARE_GUID (TID_ModelAttachmentDef, 0x10000014, 0x0000, 0x0000, 0x00, 0x00, 0x12, 0x34, 0x56, 0x78, 0x90, 0x00) | |
DECLARE_GUID (TID_ParaXBody, 0x20000000, 0x0000, 0x0000, 0x00, 0x00, 0x12, 0x34, 0x56, 0x78, 0x90, 0x00) | |
DECLARE_GUID (TID_XVertices, 0x20000001, 0x0000, 0x0000, 0x00, 0x00, 0x12, 0x34, 0x56, 0x78, 0x90, 0x00) | |
DECLARE_GUID (TID_XTextures, 0x20000002, 0x0000, 0x0000, 0x00, 0x00, 0x12, 0x34, 0x56, 0x78, 0x90, 0x00) | |
DECLARE_GUID (TID_XAttachments, 0x20000003, 0x0000, 0x0000, 0x00, 0x00, 0x12, 0x34, 0x56, 0x78, 0x90, 0x00) | |
DECLARE_GUID (TID_XColors, 0x20000004, 0x0000, 0x0000, 0x00, 0x00, 0x12, 0x34, 0x56, 0x78, 0x90, 0x00) | |
DECLARE_GUID (TID_XViews, 0x20000005, 0x0000, 0x0000, 0x00, 0x00, 0x12, 0x34, 0x56, 0x78, 0x90, 0x00) | |
DECLARE_GUID (TID_XIndices0, 0x20000006, 0x0000, 0x0000, 0x00, 0x00, 0x12, 0x34, 0x56, 0x78, 0x90, 0x00) | |
DECLARE_GUID (TID_XGeosets, 0x20000007, 0x0000, 0x0000, 0x00, 0x00, 0x12, 0x34, 0x56, 0x78, 0x90, 0x00) | |
DECLARE_GUID (TID_XRenderPass, 0x20000008, 0x0000, 0x0000, 0x00, 0x00, 0x12, 0x34, 0x56, 0x78, 0x90, 0x00) | |
DECLARE_GUID (TID_XBones, 0x20000009, 0x0000, 0x0000, 0x00, 0x00, 0x12, 0x34, 0x56, 0x78, 0x90, 0x00) | |
DECLARE_GUID (TID_XTexAnims, 0x2000000a, 0x0000, 0x0000, 0x00, 0x00, 0x12, 0x34, 0x56, 0x78, 0x90, 0x00) | |
DECLARE_GUID (TID_XParticleEmitters, 0x2000000b, 0x0000, 0x0000, 0x00, 0x00, 0x12, 0x34, 0x56, 0x78, 0x90, 0x00) | |
DECLARE_GUID (TID_XRibbonEmitters, 0x2000000c, 0x0000, 0x0000, 0x00, 0x00, 0x12, 0x34, 0x56, 0x78, 0x90, 0x00) | |
DECLARE_GUID (TID_XCameras, 0x2000000d, 0x0000, 0x0000, 0x00, 0x00, 0x12, 0x34, 0x56, 0x78, 0x90, 0x00) | |
DECLARE_GUID (TID_XLights, 0x2000000e, 0x0000, 0x0000, 0x00, 0x00, 0x12, 0x34, 0x56, 0x78, 0x90, 0x00) | |
DECLARE_GUID (TID_XAnimations, 0x2000000f, 0x0000, 0x0000, 0x00, 0x00, 0x12, 0x34, 0x56, 0x78, 0x90, 0x00) | |
DECLARE_GUID (TID_XDWORDArray, 0x20000010, 0x0000, 0x0000, 0x00, 0x00, 0x12, 0x34, 0x56, 0x78, 0x90, 0x00) | |
DECLARE_GUID (TID_XTransparency, 0x20000011, 0x0000, 0x0000, 0x00, 0x00, 0x12, 0x34, 0x56, 0x78, 0x90, 0x00) | |
void | LoadSFMpq () |
void | FreeSFMpq () |
QPoint | operator* (const QPoint &p, const QMatrix &m) |
QPointF | operator* (const QPointF &p, const QMatrix &m) |
QLineF | operator* (const QLineF &l, const QMatrix &m) |
QLine | operator* (const QLine &l, const QMatrix &m) |
bool | FuzzyCompare (const QMatrix &m1, const QMatrix &m2) |
bool | FuzzyCompare (const QTransform &t1, const QTransform &t2) |
QPoint | operator* (const QPoint &p, const QTransform &m) |
QPointF | operator* (const QPointF &p, const QTransform &m) |
QLineF | operator* (const QLineF &l, const QTransform &m) |
QLine | operator* (const QLine &l, const QTransform &m) |
QRegion | operator* (const QRegion &r, const QTransform &m) |
QTransform | operator* (const QTransform &a, float n) |
QTransform | operator/ (const QTransform &a, float n) |
QTransform | operator+ (const QTransform &a, float n) |
QTransform | operator- (const QTransform &a, float n) |
const QVectorPath & | qtVectorPathForPath (const QPainterPath &path) |
DECLARE_UUID (UUID_ParaXHeader, 0x10000000, 0x0000, 0x0000, 0x00, 0x00, 0x12, 0x34, 0x56, 0x78, 0x90, 0x00) | |
DECLARE_UUID (UUID_ParaXBody, 0x20000000, 0x0000, 0x0000, 0x00, 0x00, 0x12, 0x34, 0x56, 0x78, 0x90, 0x00) | |
DECLARE_UUID (UUID_ModelView, 0x10000007, 0x0000, 0x0000, 0x00, 0x00, 0x12, 0x34, 0x56, 0x78, 0x90, 0x00) | |
DECLARE_UUID (UUID_XViews, 0x20000005, 0x0000, 0x0000, 0x00, 0x00, 0x12, 0x34, 0x56, 0x78, 0x90, 0x00) | |
DECLARE_UUID (UUID_ModelTextureDef, 0x1000000d, 0x0000, 0x0000, 0x00, 0x00, 0x12, 0x34, 0x56, 0x78, 0x90, 0x00) | |
DECLARE_UUID (UUID_XTextures, 0x20000002, 0x0000, 0x0000, 0x00, 0x00, 0x12, 0x34, 0x56, 0x78, 0x90, 0x00) | |
DECLARE_UUID (UUID_AnimationBlock, 0x10000003, 0x0000, 0x0000, 0x00, 0x00, 0x12, 0x34, 0x56, 0x78, 0x90, 0x00) | |
DECLARE_UUID (UUID_ModelAttachmentDef, 0x10000014, 0x0000, 0x0000, 0x00, 0x00, 0x12, 0x34, 0x56, 0x78, 0x90, 0x00) | |
DECLARE_UUID (UUID_XAttachments, 0x20000003, 0x0000, 0x0000, 0x00, 0x00, 0x12, 0x34, 0x56, 0x78, 0x90, 0x00) | |
DECLARE_UUID (UUID_XVertices, 0x20000001, 0x0000, 0x0000, 0x00, 0x00, 0x12, 0x34, 0x56, 0x78, 0x90, 0x00) | |
DECLARE_UUID (UUID_XIndices0, 0x20000006, 0x0000, 0x0000, 0x00, 0x00, 0x12, 0x34, 0x56, 0x78, 0x90, 0x00) | |
DECLARE_UUID (UUID_ModelGeoset, 0x10000008, 0x0000, 0x0000, 0x00, 0x00, 0x12, 0x34, 0x56, 0x78, 0x90, 0x00) | |
DECLARE_UUID (UUID_XGeosets, 0x20000007, 0x0000, 0x0000, 0x00, 0x00, 0x12, 0x34, 0x56, 0x78, 0x90, 0x00) | |
DECLARE_UUID (UUID_XRenderPass, 0x20000008, 0x0000, 0x0000, 0x00, 0x00, 0x12, 0x34, 0x56, 0x78, 0x90, 0x00) | |
DECLARE_UUID (UUID_ModelBoneDef, 0x10000004, 0x0000, 0x0000, 0x00, 0x00, 0x12, 0x34, 0x56, 0x78, 0x90, 0x00) | |
DECLARE_UUID (UUID_XBones, 0x20000009, 0x0000, 0x0000, 0x00, 0x00, 0x12, 0x34, 0x56, 0x78, 0x90, 0x00) | |
DECLARE_UUID (UUID_ModelAnimation, 0x10000002, 0x0000, 0x0000, 0x00, 0x00, 0x12, 0x34, 0x56, 0x78, 0x90, 0x00) | |
DECLARE_UUID (UUID_XAnimations, 0x2000000f, 0x0000, 0x0000, 0x00, 0x00, 0x12, 0x34, 0x56, 0x78, 0x90, 0x00) | |
DECLARE_UUID (UUID_XDWORDArray, 0x20000010, 0x0000, 0x0000, 0x00, 0x00, 0x12, 0x34, 0x56, 0x78, 0x90, 0x00) | |
HKEY | GetHKeyByName (const string &root_key) |
DWORD | FtoDW (FLOAT f) |
unsigned int | strtoul10 (const char *in, const char **out=0) |
unsigned int | strtoul8 (const char *in, const char **out=0) |
unsigned int | strtoul16 (const char *in, const char **out=0) |
unsigned int | HexDigitToDecimal (char in) |
uint8_t | HexOctetToDecimal (const char *in) |
int | strtol10 (const char *in, const char **out=0) |
unsigned int | strtoul_cppstyle (const char *in, const char **out=0) |
uint64_t | strtoul10_64 (const char *in, const char **out=0, unsigned int *max_inout=0) |
template<typename Real > | |
const char * | fast_atoreal_move (const char *c, Real &out, bool check_comma=true) |
Provides a fast function for converting a string into a float, about 6 times faster than atof in win32. More... | |
float | fast_atof (const char *c) |
float | fast_atof (const char *c, const char **cout) |
float | fast_atof (const char **inout) |
double | fast_atod (const char *c) |
double | fast_atod (const char *c, const char **cout) |
double | fast_atod (const char **inout) |
PE_CORE_DECL void * | LoadLibrary (const char *pcDllname, int iMode=2) |
PE_CORE_DECL void * | GetProcAddress (void *Lib, const char *Fnname) |
PE_CORE_DECL bool | FreeLibrary (void *hDLL) |
PE_CORE_DECL bool | GetLastFileWriteTime (const char *filename, time_t &ftWrite) |
PE_CORE_DECL int | GetThisThreadID () |
get the id of the calling thread. More... | |
PE_CORE_DECL int | GetProcessID () |
get the process id | |
PE_CORE_DECL size_t | GetPeakMemoryUse () |
Returns the peak (maximum so far) resident set size (physical memory use) measured in bytes, or zero if the value cannot be determined on this OS. | |
PE_CORE_DECL size_t | GetCurrentMemoryUse () |
Returns the current resident set size (physical memory use) measured in bytes, or zero if the value cannot be determined on this OS. | |
PE_CORE_DECL std::string | GetExecutablePath () |
get current executable path. | |
PE_CORE_DECL bool | stdin_is_tty () |
whether stdin is tty | |
PE_CORE_DECL bool | ReadLine (std::string &output, const char *prmt) |
read line from stdin in interactive mode. More... | |
void * | mainthread_malloc (size_t bytes) |
void | mainthread_free (void *mem) |
int64 | GetTimeUS (void) |
get time in nano seconds. More... | |
int64 | GetTimeMS (void) |
std::string | GetDateFormat (const char *sFormat) |
get the date in string [thread safe] More... | |
std::string | GetTimeFormat (const char *sFormat) |
get the time in string [thread safe] More... | |
std::string | GenerateUniqueIDByTime () |
generate a unique id using current universal time. More... | |
double | GetSysDateTime () |
Get the system date and time in seconds. More... | |
template<class Char , class FloatType > | |
void | FloatToString (FloatType f, Char *sz) |
Variables | |
int | globalTime = 0 |
OBJECT_FILTER_CALLBACK | g_fncPickingAll = PickingAll |
any object in the scene except. More... | |
const float | face_pixel_scale = (float)CCharCustomizeSysSetting::FaceTexSize / 256.f |
CFrameRateController | g_gameTime |
bool | g_bForceExportMeshPhysics = false |
whether force export mesh physics | |
bool | g_bShaderVersion3 = false |
OBJECT_FILTER_CALLBACK | g_fncPickingMesh = PickingFilterMesh |
any mesh object in the scene. More... | |
OBJECT_FILTER_CALLBACK | g_fncPickingNPCMesh = PickingFilterMesh |
mesh object that is clickable (associated with scripts). More... | |
OBJECT_FILTER_CALLBACK | g_fncPickingBiped = PickingFilterBiped |
biped object. More... | |
OBJECT_FILTER_CALLBACK | g_fncPickingNotPlayer = PickingFilterNotPlayer |
any object in the scene except for the current player. More... | |
OBJECT_FILTER_CALLBACK | g_fncPickingLight = PickingFilterLights |
only light object in the scene except. More... | |
OBJECT_FILTER_CALLBACK | g_fncPickingGlobal = PickingFilterGlobal |
all global objects, such as global character and mesh. More... | |
OBJECT_FILTER_CALLBACK | g_fncPickingAnyObject = PickingFilterAnyObject |
any objects, including mesh and characters. More... | |
OBJECT_FILTER_CALLBACK | g_fncPickingActionMesh = PickingActionMesh |
any mesh or physical mesh that contains action XRef scripts. More... | |
OBJECT_FILTER_CALLBACK | g_fncPickingByObjectTypes = PickingByObjectTypes |
pick objects according to the filter in the last call of SetPickingFilter() function . More... | |
OBJECT_FILTER_CALLBACK | g_fncPickingByPhysicsGroup = PickingByPhysicsGroup |
pick objects according to the physics group in last call of SetPickingPhysicsFilter() function. More... | |
const char | DEFAULT_SUNSET_TEXTURE [] = "Texture/common/Sunset.dds" |
const char | DEFAULT_CLOUD_TEXTURE [] = "Texture/common/cloud.dds" |
uint32 | CubeAmbientMaskMap [] |
const int | SKIP_CUSTOM_BLOCK_COUNT = 4 |
we will not use custom data for blocks that has very few instances(less than this value), since custom data has 64bits overhead. | |
const char * | OCCPlugin_DLL_FILE_PATH = "OCCPlugin.dll" |
CFrameRateController | g_renderFRC (CFrameRateController::FRC_CONSTANT) |
define the frame controller for the rendering, IO and simulation modules. More... | |
CFrameRateController | g_ioFRC (CFrameRateController::FRC_CONSTANT) |
CFrameRateController | g_simFRC (CFrameRateController::FRC_FIRSTORDER) |
bool | g_bIsLoading = false |
CReport | g_report |
TransformStack | g_worldMatrixStack |
TransformStack | g_viewMatrixStack |
TransformStack | g_projectionMatrixStack |
const string | g_paramTypes [CParameter::PARAM_LAST] |
unsigned long | g_holdrand = (unsigned long)time( NULL ) |
ChannelProperty | g_characterNormalUpdateChannelClient = {1, NPL::MEDIUM_PRIORITY, NPL::UNRELIABLE_SEQUENCED} |
ChannelProperty | g_characterNormalUpdateChannelServer = {1, NPL::MEDIUM_PRIORITY, NPL::RELIABLE_SEQUENCED} |
ChannelProperty | g_terrainChannel = {2, NPL::MEDIUM_PRIORITY, NPL::RELIABLE_ORDERED} |
CBipedCallbackHandler | g_BipedCallbackHandler |
float | g_flash = 0.f |
this value changes from 0 to 1, and back to 0 in one second. More... | |
HWND * | g_pHwndHWND = NULL |
the main rendering window. More... | |
Gdiplus::GdiplusStartupInput | g_gdiplusStartupInput |
ULONG_PTR | g_gdiplusToken |
const char | paraengine_app_dir_ [][40] |
ParaEngine::mutex | g_file_mutex |
the global file interface mutex | |
const WORD | ZIP_FILE_ENCRYPTED = 0x0001 |
const WORD | ZIP_INFO_IN_DATA_DESCRITOR = 0x0008 |
const int | ZIP_CONST_ENDHDR = 22 |
Size of end of central record (excluding variable fields) | |
const int | ZIP_CONST_LOCALHEADERSIG = 'P' | ('K' << 8) | (3 << 16) | (4 << 24) |
local file header | |
const int | ZIP_CONST_CENSIG = 'P' | ('K' << 8) | (1 << 16) | (2 << 24) |
Signature for central header. | |
const DWORD | ZIP_CONST_ENDSIG = 'P' | ('K' << 8) | (5 << 16) | (6 << 24) |
End of central directory record signature. | |
const float | pi = 4.0f * atan( 1.0f ) |
const float | half_pi = 0.5f * pi |
int | g_nTimeOffset = 0 |
const char * | PARAENGINE_TEMPLATE |
WCHAR * | g_sWindowClassName = L"ParaWorld" |
main window class name: used to prevent multiple instances of this application from running. More... | |
HINSTANCE | g_hAppInstance = nullptr |
CAutoRelease | g_dummy |
SimpleAudioEngine * | inst = 0 |
WCHAR * | g_sWindowTitle = L"ParaEngine Window" |
const double | fast_atof_table [16] |
different physics engine has different winding order.
NxScene <-----—> m_dynamicsWorld, m_collisionWorld NxTriangleMeshDesc <-----—> btCollisionShape NxActor <-----—> btRigidBody.
—+++ Memory allocation policies in ParaEngine 1.For all persistent objects in any threads, prefer to use the system's default malloc.
define this to ignore all draw calls to find program bottleneck.
author: LiXizhi date: 2009.4.15 company:ParaEngine desc: ParaEngine used to use D3DX math library.
define this macro to save zip header in memory.
The main game engine implementations.
define this macro will make the array class boundary safe.
define this to enable debug performance log output.
The ParaEngine namespace contains the main ParaEngine source code. It includes scene objects, scene management, asset and file management, 2D GUI, AI modules, ParaX file support, frame rate management, etc.
however, when porting to Linux, I need a cross platform GNU LGPL math library. The following one is chosen with some modifications so that they work well with other parts of ParaEngine.
If defined, but FPS is still low, it is CPU bound. define this to draw only one triangle in each draw calls to find program bottleneck. If defined, but FPS is still low, it is CPU-GPU bus bottleneck, just reduce draw call count. define this will enable error check in debug mode. yet breaks parallelism between CPU and GPU. you may notice a significant drop of FPS when issuing many draw calls, such as 500-1000 calls.
1.For frequently allocated temporary objects in multiple threads (e.g. messages in the NPL modules), prefer to use special fixed-sized memory pools for each object type. such as CNPLPool_Char_alloc 1.For general-purpose object allocations that is only used(allocated/deallocated) by a single thread, prefer to use dl_malloc without locks. e.g. NPL scripting state uses npl_mem_dl_alloc; an alternative is to use CNPLStateMemAllocator (but not as fast as former, since realloc() is not supported natively). 1.For variable sized temporary string/buffer in multi-thread environments, use ParaEngine::StringBuilder (which internally use several fixed sized memory pools with fast mutexes). 1.For variable sized temporary objects(queue, vector, string) in the main gaming thread, prefer to use DL_Allocator or Pool_Char_alloc, according to usage 1.For fixed-sized single-threaded temporary objects(list, map), use Pool_Char_alloc. 1.For fixed-sized multi-threaded temporary objects(list, map), use default allocator with a memory pool.
For temporary object that live just a frame in the game engine, I prefer to use DL_Allocator, especially for stl based object. because dl_allocator has its own private heap, keep temporary objects close to each other.
There are several other allocators
typedef boost::signals2::signal<void(const IEvent*, const std::string&)> ParaEngine::EventHandler_Callback_t |
sync file call back function or class.
typedef ClassDescriptor *(* ParaEngine::lpFnLibClassDesc)(int i) |
"LibClassDesc": must be implemented in a plug-in.
typedef const char *(* ParaEngine::lpFnLibDescription)() |
"LibDescription": must be implemented in a plug-in.
typedef int(* ParaEngine::lpFnLibNumberClasses)() |
"LibNumberClasses": must be implemented in a plug-in.
typedef unsigned long(* ParaEngine::lpFnLibVersion)() |
"LibVersion": must be implemented in a plug-in.
typedef std::basic_string<char, std::char_traits<char>, ParaEngine::CNPLPool_Char_alloc<> > ParaEngine::NPLString |
NPL String can be used instead of std::string, for strings which are created and deleted very regularly.
iternally it uses memory pool CNPLPool_Char_alloc for memory allocation. NPL String uses SSO(small string optimization 16 bytes) as std::string; for string smaller or equal to 2048 Bytes, it uses one of its internal memory pools, for even bigger string, standard malloc is used(default to std::string behavior).
typedef bool(* ParaEngine::OBJECT_FILTER_CALLBACK)(CBaseObject *obj) |
call back function type for ray picking.
return true if the obj is accepted, false otherwise.
This enumeration is used in the CGDIBrush class.
Enumerator | |
---|---|
BrushTypeSolidColor | Indicates a brush of type CGDISolidBrush. A solid brush paints a single, constant color that can be opaque or transparent. |
BrushTypeHatchFill | not used |
BrushTypeTextureFill | Indicates a brush of type CGDITextureBrush. A texture brush paints an image. The image or texture is either a portion of a specified image or a scaled version of a specified image. The type of image (metafile or nonmetafile) determines whether the texture is a portion of the image or a scaled version of the image |
BrushTypePathGradient | not used |
BrushTypeLinearGradient | not used |
Enumerator | |
---|---|
CameraFollowFirstPerson | First person view of the Target object. |
CameraFollowThirdPerson | Third person view, allow rotation, character centered. |
CameraFollowEnd | this value is used for the end of Camera follow modes. |
CameraFollowDefault | : Third person view, disable rotation, character restricted to a rectangular, if character is reaches the edge of this rect, camera will be centered on it again. |
CameraCameraFirstPerson | Camera as a first person. |
ID of dynamic vertex buffer asset.
This ID can be used as index in to the m_pDVBuffers array in ParaEngine asset manager.
Used in event binding.
One can also use the configuration manager to alter the default binding. see EventBinding.h
a table of global strings.
possible return code.
how the message queue is used.
Jabber events that a JC client can bind to.
such as jc:AddEventListener("JE_OnMessage", "commonlib.echo(msg)"); in the event handler, one can access data via the msg variable.
object volume bit fields here is some example:
scene root: OBJ_VOLUMN_ISOLATED | OBJ_VOLUMN_FREESPACE floor/terrain: OBJ_VOLUMN_ISOLATED | OBJ_VOLUMN_FREESPACE | OBJ_VOLUMN_CONTAINER biped: OBJ_VOLUMN_SENSOR dummy: [OBJ_VOLUMN_SENSOR] e.g.
Like walls, chairs, gate, monitors/sensors skybox: OBJ_VOLUMN_ISOLATED | OBJ_VOLUMN_FREESPACE house: OBJ_VOLUMN_CONTAINER | OBJ_VOLUMN_FREESPACE houseWalls: see dummy.
View culling principles:
1.draw obj only when it's in the view sphere 2.do not draw child nodes of a container if the container is out of the view 3.When object is in view, we will not draw the _House object itself, if the player is in this _House. However, we will draw the inside content of this _House. If it's not a house container, both this object and its child nodes are drawn. 4.When object is in view, we will draw the container object, but not its child nodes, if the player is not in the container.
Collision detection principles:
type of the scene objects
Enumerator | |
---|---|
_Floor | |
_MeshTerrain | extensions for HAPI creation, main terrain mesh(can be very large) |
_PC_Zone | portal rendering object |
_Tile | above this value must be drawn |
_SolidHouse | extensions for HAPI creation, added 2004-4-30 by LiXizhi |
_SolidLightedHouse | extensions for HAPI creation, added 2004-5-20 by LiXizhi |
_SolidMesh | solid mesh such as simple houses, stone, etc |
_DummyMesh | Dummy mesh that does not collide with any object, such as grass,etc. |
_MiniSceneGraph | mini scene graph |
_Biped | below are types of animation object that at least derived from CBipedObject and is animatable. Currently MDX file is the underlying asset for those anim mesh if can simply test ObjectType > _Biped, to see whether it is animated mesh.below this value are all object derived from CBipedObject it might be static mesh, NPC, OPC, creatures, players,... |
_DummyAnimMesh | animated mesh object that does not collide with any object, such as bird and grass |
_SolidAnimMesh | animated mesh object that DOES collide with other object, such as wall and trees. |
_NPC | below are all Neuron objects static passive NPC object that is distributed in the world |
_GlobalBiped | above this value are all global bipeds, as apposed to regional biped |
_OPC | Controllable only through LLE(commands) from the network. may or may not be in the collision detection list. |
_CameraFollowPerson | CCameraObject. |
Enumeration of audio formats supported by the engine.
This enumeration is used in the CGDIGraphicsPath class.
enum ParaEngine::PE_USAGE |
how ParaEngine core is used.
the first 4 bits are mutually exclusive. 0xfffffff0.
interprocess application messages between app client process to host app process The host app process create the app client process from command line.
command line contains "appid" and "apphost" parameters which specifies the interprocess message queue used between these two processes. e.g. "D:\lxzsrc\ParaEngine\ParaWorld\ParaEngineClient_d.exe" appid="MyApp" apphost="MyWinForm" bootstrapper="script/apps/Taurus/bootstrapper.xml"
Enumerator | |
---|---|
PEAPP_SetParentWindow | set the parent window, param1 = HWND(parent window hwnd) |
PEAPP_Start | start the application, param1=min_resolution_width, param2 = min_resolution_height, |
PEAPP_Stop | stop the application, it will terminate the app. and can not be started again. |
PEAPP_OnSizeChange | Parent Window Size Changed, param1=width, param2=height. |
PEAPP_FocusIn | whenever receives focus, we usually activate the application and render with higher frame rate when has focus. |
PEAPP_FocusOut | whenever loses focus |
PEAPP_Log | send a general log message. m_code contains the log string. |
PEAPP_Error | send a general error message. parm1 contains the error code and m_code contains the error string. |
PEAPP_SetWorkingDir | set working directory. m_code contains the working dir. For security reasons, it is not advised to use this function and may be removed without notice in future |
PEAPP_NPL_Activate | activate an NPL file in the current process. Please note that, the NPL file must be trusted by the client in order to be activated. using NPL.AddPublicFile(). |
PEAPP_LoadingProgress_LoadingLibs | ParaEngine loading progress, those messages are sent back from app client process to host app process. |
PEAPP_BeginCoreUpdate | sent by the host to client to begin core updating, by loading the AutoUpdater.dll under the current working directory. One needs to set current working dir properly before calling this function. |
PEAPP_UpdateProgress_Started | sent by the app client to host to inform core update progress. |
PEAPP_UpdateProgress_Progress | param1 is bytes finished, param2 is total bytes. |
PEAPP_UpdateProgress_Completed | when update complete or no change detected, the host can send PEAPP_SetParentWindow and PEAPP_Start to launch the core game engine. |
enum ParaEngine::PenType |
This enumeration is used in the CGDIPen class.
Enumerator | |
---|---|
PenTypeSolidColor | Indicates that the pen draws with a solid color. |
PenTypeHatchFill | not used |
PenTypeTextureFill | Indicates that the pen draws with a texture that is specified by a CGDITextureBrush object. |
PenTypePathGradient | not used |
PenTypeLinearGradient | not used |
how physics is implemented in this object.
activation file type in the plug-in's Activate() function.
Enumerator | |
---|---|
PluginActType_SCODE | this is obsoleted, use PluginActType_STATE |
PluginActType_STATE | from the NPL activate function call. the second paramter to LibActivate() will be pointer of INPLRuntimeState. Use GetCurrentMsg() and GetCurrentMsgLength() to retrieve the message. |
general render pipeline order.
The order may be changed, however, this is the general order.
predefined resource request id.
resource request type.
which render state the current render pipeline is in.
ParaEngine reserved technique handle: the following technique Handles are reserved for ParaEngine internal usages.
Scene object in brackets are by default assigned the specified value
Enumerator | |
---|---|
TECH_NONE | the object is not renderable, thus having no technique. (CBaseObject) |
TECH_OCCLUSION_TEST | the object is rendered for occlusion testing. Z-write is disabled and pixel shader is simplified. |
TECH_SIMPLE_MESH | vertex declaration is POSITION | TEXCord1, these are usually for static meshes. (CMeshObject) |
TECH_SIMPLE_MESH_NORMAL | vertex declaration is POSITION | NORMAL | TEXCord1, these are usually for static meshes. For (CMeshObject) whose asset ParaX file contains the normal data. |
TECH_SIMPLE_MESH_NORMAL_VEGETATION | it shares the same shader with TECH_SIMPLE_MESH_NORMAL |
TECH_SIMPLE_MESH_NORMAL_INSTANCED | same as TECH_SIMPLE_MESH_NORMAL, except that instancing is used. |
TECH_SIMPLE_MESH_NORMAL_SHADOW | this is the same as TECH_SIMPLE_MESH_NORMAL except that it receive shadows and can not be reflective. |
TECH_SIMPLE_MESH_NORMAL_TRANSPARENT | this is similar to TECH_SIMPLE_MESH_NORMAL |
TECH_SIMPLE_MESH_NORMAL_CTOR | vertex declaration is POSITION | NORMAL | TEXCord1, these are usually for static meshes.It displays an animation in shader when the mesh is being constructed. |
TECH_SIMPLE_MESH_NORMAL_UNLIT | vertex declaration is POSITION | NORMAL | TEXCord1, without any lighting computation. |
TECH_SIMPLE_MESH_NORMAL_SELECTED | vertex declaration is POSITION | NORMAL | TEXCord1, these are usually for selected meshes. |
TECH_SIMPLE_MESH_NORMAL_TEX2 | vertex declaration is POSITION | NORMAL | TEXCord1 | TEXCord2, these are usually for meshes with a second UV set. |
TECH_CHARACTER | vertex declaration is POSITION | NORMAL | TEXCord1| TEXCord2 , usually for animated character model. (CBipedObject, CMissileObject) |
TECH_PARTICLES | vertex declaration is POSITION | NORMAL | TEXCord1 | Color1, usually for animated particle model. |
TECH_WATER_RIPPLE | vertex declaration is POSITION | NORMAL | TEXCord1 | Color1, usually for animated particle model. |
TECH_SPRITE | vertex declaration is POSITION | TEXCord1|COLOR, for sprite object. (CSpriteObject) |
TECH_SKY_MESH | vertex declaration is POSITION | TEXCord1, for sky mesh object. (CSkyObject) |
TECH_SKY_DOME | vertex declaration is POSITION | TEXCord1, for sky mesh object. (CSkyObject) |
TECH_TERRAIN | vertex declaration is POSITION | TEXCord1 | TEXCord2, usually used for terrain surface drawing. |
TECH_OCEAN | default ocean with shader 3.0 |
TECH_OCEAN_SIMPLE | requires just shader 2.0 |
TECH_OCEAN_UNDERWATER | under water effect: currently there is only a fixed function pipeline version |
TECH_FULL_SCREEN_GLOW | full screen glow effect shader. |
TECH_SHADOWMAP_BLUR | full screen shadow map blur effect shader. |
TECH_GUI | GUI rendering. |
TECH_SIMPLE_MESH_NORMAL_BORDER | vertex declaration is POSITION | NORMAL | TEXCord1, |
TECH_SIMPLE_CAD_MODEL | vertex declaration is POSITION | NORMAL | TEXCord1, these are usually for static meshes. For (CMeshObject) whose asset ParaX file contains the normal data. |
TECH_SCREEN_WAVE | screen water wave effect shader |
This enumeration is used in CGDIGraphicsPath.
Enumerator | |
---|---|
VerticesMergeReplace | replace all vertices |
VerticesMergeAppend | append vertices to the current vertices |
|
inline |
return true if equal.
T is a 3D vector, such as Vector3
void ParaEngine::ComputeAndFixedColorAndIntensity | ( | const LinearColor & | InLinearColor, |
Color & | OutColor, | ||
float & | OutIntensity | ||
) |
Computes a brightness and a fixed point color from a floating point color.
|
inline |
Provides a fast function for converting a string into a float, about 6 times faster than atof in win32.
string ParaEngine::GenerateOnKeyboardScript | ( | int | option | ) |
Not implemented.
option |
string ParaEngine::GenerateOnMouseScript | ( | int | MouseState, |
int | X, | ||
int | Y | ||
) |
the string format is given below: mouse_button="{left|middle|right|}";mouse_x=X;mouse_y=Y;
MouseState | |
X | |
Y |
std::string ParaEngine::GenerateUniqueIDByTime | ( | ) |
generate a unique id using current universal time.
[thread safe]
PE_CORE_DECL ParaEngine::IParaEngineCore * ParaEngine::GetCOREInterface | ( | ) |
get IParaEngineCore interface.
IParaEngineCore interface contains everything that a plug-in need to access the game engine.
std::string ParaEngine::GetDateFormat | ( | const char * | sFormat | ) |
get the date in string [thread safe]
sFormat | can be NULL to use default.e.g. "ddd',' MMM dd yy"
|
PE_CORE_DECL DWORD ParaEngine::GetParaEngineVersion | ( | ) |
define PE_MODULE_STANDALONE if the plugin does not link to Core lib under win32
Returns the state of the VERSION_PARAENGINE
void * ParaEngine::GetProcAddress | ( | void * | Lib, |
const char * | Fnname | ||
) |
Lib | this can be CLIB_DEFHANDLE for extern "C" namespace for clib. |
double ParaEngine::GetSysDateTime | ( | ) |
Get the system date and time in seconds.
The system time is expressed in Coordinated Universal Time (UTC). Note: there is some trick to make the returned value a valid number in NPL. Only compare time with time returned by the same function. TODO: in the long run, a true unsigned int64 should be returned. [thread safe]
int ParaEngine::GetThisThreadID | ( | ) |
get the id of the calling thread.
std::string ParaEngine::GetTimeFormat | ( | const char * | sFormat | ) |
get the time in string [thread safe]
sFormat | can be NULL to use default. e.g. "hh':'mm':'ss tt"
|
int64 ParaEngine::GetTimeUS | ( | void | ) |
get time in nano seconds.
this ensures that time is always forward.
LPDIRECT3DTEXTURE9 ParaEngine::LoadBLP | ( | char * | blpdata, |
DWORD | blpsize | ||
) |
some replaceable ID is implemented here.
see also ReplaceIDWithName(); define EXTRACT_MPQ_FILE_TO_DISK to extract BLP to disk
void ParaEngine::ParaMatrixLookAtLH | ( | Matrix4 * | Result, |
const Vector3 * | peye, | ||
const Vector3 * | pat, | ||
const Vector3 * | pup | ||
) |
LookAtLH creates a View transformation matrix for left-handed coordinate system.
The resulting matrix points camera from 'eye' towards 'at' direction, with 'up' specifying the up vector.
Matrix4 * ParaEngine::ParaMatrixMultiply | ( | Matrix4 * | Result, |
const Matrix4 * | Matrix1, | ||
const Matrix4 * | Matrix2 | ||
) |
Multiplies two 4x4 matrices.
Result | Pointer to where the result should be stored |
Matrix1 | Pointer to the first matrix |
Matrix2 | Pointer to the second matrix |
void ParaEngine::ParaMatrixRotationRollPitchYaw | ( | Matrix4 * | Result, |
float | roll, | ||
float | pitch, | ||
float | yaw | ||
) |
left handed, clockwise, roll, then pitch, and then yaw.
Vector3 * ParaEngine::ParaVec3TransformCoord | ( | Vector3 * | pOut, |
const Vector3 * | pIn, | ||
const Matrix4 * | Matrix1 | ||
) |
transform matrix.
int ParaEngine::PerformOcclusionTest | ( | T & | renderlist, |
SceneState & | sceneState, | ||
int | nMinEnableCount = 25 , |
||
int | nPixelsCount = 0 |
||
) |
performance hardware occlusion test for all objects in the renderlist and set the m_bOccluded property.
renderlist | any render list that implement the m_bOccluded property (such as AlphaPostRenderObject). it will set the m_bOccluded property. |
nMinEnableCount | only bother to use hardware occlusion testing if the number of objects is larger than this value. defaults to 25. |
nPixelsCount | pixels under which object will be considered occluded. this must be 0. |
bool ParaEngine::RayRectIntersect | ( | Vector3 & | vPickRayOrig, |
Vector3 & | vPickRayDir, | ||
Vector3 & | vPos, | ||
FLOAT | fX, | ||
FLOAT | fZ, | ||
Vector3 * | vIntersectPos | ||
) |
Desc: Check the ray intersection with a rect in the y=0 plane, specified by the rect origin and width 2*fX, depth 2*fZ.
the rect plane function is Ax + By + Cz + D = 0, where A=0,B=1,C=0,D=0 check if it's parallel by checking A Dx + B Dy + C Dz is near zero
give the intersection point with the plane
check if the intersection point is in the rect
PE_CORE_DECL bool ParaEngine::ReadLine | ( | std::string & | output, |
const char * | prmt | ||
) |
read line from stdin in interactive mode.
output | output string containing the actual line data without . |
prompt | such as ">" or ">>" |
void ParaEngine::RedirectIOToConsole | ( | ) |
allocate a console with redirected stdin/stdout/stderr, mostly for script debugging.
This function can be called many times, but only the first time takes effect.
int ParaEngine::RenderList | ( | T & | renderlist, |
SceneState & | sceneState | ||
) |
Render object in the given list, using batch rendering, but not using hardware occlusion testing.
e.g. nObjCount += RenderList(sceneState.listPRSmallObject, sceneState); return the number of object rendered.
int ParaEngine::RenderShadowList | ( | T & | renderlist, |
SceneState & | sceneState | ||
) |
Render object, using batch rendering, but not using hardware occlusion testing.
e.g. nObjCount += RenderList(sceneState.listPRSmallObject); return the number of object rendered.
only render shadow.
bool ParaEngine::SetOutputConsoleTextAttribute | ( | WORD | wAttributes | ) |
Sets the attributes of characters written to the console screen buffer by the WriteFile or WriteConsole function, or echoed by the ReadFile or ReadConsole function.
This function affects text written after the function call.
wAttributes | BitWise fields. please see SetConsoleTextAttribute for a list of font color and styles. #define FOREGROUND_BLUE 0x0001 // text color contains blue. #define FOREGROUND_GREEN 0x0002 // text color contains green. #define FOREGROUND_RED 0x0004 // text color contains red. #define FOREGROUND_INTENSITY 0x0008 // text color is intensified. #define BACKGROUND_BLUE 0x0010 // background color contains blue. #define BACKGROUND_GREEN 0x0020 // background color contains green. #define BACKGROUND_RED 0x0040 // background color contains red. #define BACKGROUND_INTENSITY 0x0080 // background color is intensified. #define COMMON_LVB_LEADING_BYTE 0x0100 // Leading Byte of DBCS #define COMMON_LVB_TRAILING_BYTE 0x0200 // Trailing Byte of DBCS #define COMMON_LVB_GRID_HORIZONTAL 0x0400 // DBCS: Grid attribute: top horizontal. #define COMMON_LVB_GRID_LVERTICAL 0x0800 // DBCS: Grid attribute: left vertical. #define COMMON_LVB_GRID_RVERTICAL 0x1000 // DBCS: Grid attribute: right vertical. #define COMMON_LVB_REVERSE_VIDEO 0x4000 // DBCS: Reverse fore/back ground attribute. #define COMMON_LVB_UNDERSCORE 0x8000 // DBCS: Underscore. #define COMMON_LVB_SBCSDBCS 0x0300 // SBCS or DBCS flag |
void ParaEngine::SetPickingFilter | ( | DWORD | filter | ) |
Set the picking filter to be used with PickingByObjectTypes function filter.
filter | bitwise fields of _SceneObjectType, such as CBaseObject::ZoneNode | CBaseObject::PortalNode |
void ParaEngine::SetPickingPhysicsFilter | ( | DWORD | filter | ) |
Set the picking filter to be used with PickingByPhysicsGroup function filter.
filter | bitwise fields of group 0-31. so that 0xffffffff means matches any physics group. |
uint32 ParaEngine::CubeAmbientMaskMap[] |
const double ParaEngine::fast_atof_table[16] |
float ParaEngine::g_flash = 0.f |
this value changes from 0 to 1, and back to 0 in one second.
OBJECT_FILTER_CALLBACK ParaEngine::g_fncPickingActionMesh = PickingActionMesh |
any mesh or physical mesh that contains action XRef scripts.
OBJECT_FILTER_CALLBACK ParaEngine::g_fncPickingAll = PickingAll |
any object in the scene except.
Usually for selection during scene editing.
OBJECT_FILTER_CALLBACK ParaEngine::g_fncPickingAnyObject = PickingFilterAnyObject |
any objects, including mesh and characters.
but not including helper objects, such as light.
OBJECT_FILTER_CALLBACK ParaEngine::g_fncPickingBiped = PickingFilterBiped |
biped object.
OBJECT_FILTER_CALLBACK ParaEngine::g_fncPickingByObjectTypes = PickingByObjectTypes |
pick objects according to the filter in the last call of SetPickingFilter() function .
OBJECT_FILTER_CALLBACK ParaEngine::g_fncPickingByPhysicsGroup = PickingByPhysicsGroup |
pick objects according to the physics group in last call of SetPickingPhysicsFilter() function.
OBJECT_FILTER_CALLBACK ParaEngine::g_fncPickingGlobal = PickingFilterGlobal |
all global objects, such as global character and mesh.
This is usually for game mode.
OBJECT_FILTER_CALLBACK ParaEngine::g_fncPickingLight = PickingFilterLights |
only light object in the scene except.
Usually for selection during scene editing.
OBJECT_FILTER_CALLBACK ParaEngine::g_fncPickingMesh = PickingFilterMesh |
any mesh object in the scene.
Usually for selection during scene editing.
OBJECT_FILTER_CALLBACK ParaEngine::g_fncPickingNotPlayer = PickingFilterNotPlayer |
any object in the scene except for the current player.
Usually for selection during scene editing.
OBJECT_FILTER_CALLBACK ParaEngine::g_fncPickingNPCMesh = PickingFilterMesh |
mesh object that is clickable (associated with scripts).
Usually for game playing.
const string ParaEngine::g_paramTypes[CParameter::PARAM_LAST] |
HWND* ParaEngine::g_pHwndHWND = NULL |
the main rendering window.
CFrameRateController ParaEngine::g_renderFRC |
define the frame controller for the rendering, IO and simulation modules.
The best combination after experimentation is below rendering : constant IO : constant simulation : first_order Another acceptable configuration is: rendering : constant IO : first_order simulation : first_order
WCHAR * ParaEngine::g_sWindowClassName = L"ParaWorld" |
main window class name: used to prevent multiple instances of this application from running.
main window class name: used to prevent multiple instances of this application from running.
const char ParaEngine::paraengine_app_dir_[][40] |