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Fusee.Engine.Common Namespace

Types in this module are used within FUSEE's 3D rendering functionality. Contained interfaces, classes, structs and enums are mostly declarative. Most of these types do not contain methods or other implementation code.

Many data types found in this module are used to glue platform independent code within Fusee.Engine.Core to underlying platform-specific implementations.

Classes
  ClassDescription
Public classAxisValueChangedArgs
Event arguments sent with value changing events for input axes.
Public classButtonValueChangedArgs
Event arguments sent with state changing events for input buttons.
Public classDeviceImpDisconnectedArgs
Parameters sent with a DeviceDisconnected event.
Public classFuseeApplicationAttribute
Use the FuseeApplication attribute to mark RenderCanvas derivatives as applications that can be collected by Application browsers.
Public classHelper
This Object is used by the OpenTK Graphics implementation in order to handle parameter passing between Fusee and OpenTK. Do not modify this object.
Public classInitEventArgs
The Init event argument container. This is mainly used in IRenderCanvasImp.
Public classKeyEventArgs
Provides data for the KeyDown or KeyUp event.
Public classMouseEventArgs
Provides data for the MouseUp, MouseDown, and MouseMove events.
Public classNetConfigValues
Network configuration object.
Public classNetStatusValues
Connection status object.
Public classNewDeviceImpConnectedArgs
Parameters sent with a NewDeviceConnected event.
Public classRenderEventArgs
Render arguments for IRenderCanvasImp events.
Public classResizeEventArgs
Argument Container for Resize event of IRenderCanvasImp.
Structures
  StructureDescription
Public structureAxisDescription
A structure describing an input device's axis.
Public structureAxisImpDescription
Implementation specific information about an axis exhibited by a device.
Public structureButtonDescription
Information about a button exhibited by a device. Contains the Name of the button and the Id that can be used to access the button state.
Public structureButtonImpDescription
Implementation specific information about a button exhibited by a device.
Public structureCharInfoStruct
A struct for saving character information needed for proccesing a font.
Public structureIPEndpointData
Struct holding all data necessary to describe an IP connection.
Public structureLight
This container holds all informations which are required for shader light calculation.
Public structureNetworkMsgType
Message type container struct. (= Packet container)
Public structurePoint
Sets a point in 3D space.
Public structureRectangle
Sets the bounding box of a rectangle.
Public structureShaderParamInfo
Contains information about a shader parameter (uniform parameter).
Interfaces
  InterfaceDescription
Public interfaceIAttribImp
Interface for implementing handles on attribute arrays stored on GPU memory such as vertices, normals, uvs etc. This interface does not require any particular public impmlementation. It is meant as a markup-Interace to identify types.
Public interfaceIAudioImp
Interface for the Audio implementation. The implementation of this interface is responsible for management of all IAudioStreamImp instances. This is used as a container for all the IAudioStreamImp and handles Sound functions globally.
Public interfaceIAudioStreamImp
Loaded files with Audio class can be controlled via this IAudioStreamImp interface.
Public interfaceIBoxShapeImp
Interface to abstract a box shape
Public interfaceICapsuleShapeImp
IMplementation agnostic representation for a capsule-shaped collision object.
Public interfaceICollisionShapeImp
Implementation agnostic representation of a collision shape.
Public interfaceICompoundShapeImp
Implementation agnostic interface for a collision shape made up of one or more other shapes.
Public interfaceIConeShapeImp
Implementation agnostic representation of a cone-shaped collision shape
Public interfaceIConeTwistConstraintImp
Implementation agnostic representation of a cone twist constraint (a shoulder joint with arbitrary arm roll).
Public interfaceIConstraintImp
Implementation agnostic Base representation of a constraint. A constraint defines how motion and rotation is constrained, typically by a connection between two bodies A and B.
Public interfaceIConvexHullShapeImp
Implementation agnostic representation of a convex hull shape.
Public interfaceICylinderShapeImp
Implementation agnostic representation of a cylinder shape.
Public interfaceIDynamicWorldImp
Implementation agnostic representation of a dynamic worl. The dynamic world is the root object of any physics simulation. It keeps track of all objects moving and rotating within the world.
Public interfaceIEmptyShapeImp
Implementation agnostic representation of an empty shape.
Public interfaceIFont
Interface for a font object to save informationen needed for proccesing a font.
Public interfaceIGearConstraintImp
Implementation agnostic representation of a gear constraint.
Public interfaceIGeneric6DofConstraintImp
Implementation agnostic representation of a six degrees of freedom constraint.
Public interfaceIGImpactMeshShapeImp
Implementation agnostic representation of a G impact mesh shape.
Public interfaceIHingeConstraintImp
Implementation agnostic representation of a hinge constraint.
Public interfaceIInputDeviceImp
Implementors represent a physical input device.
Public interfaceIInputDeviceImpOld
Abstracts the platform/device dependent implementation of an input device.
Public interfaceIInputDriverImp
Implementations of this interface represent a piece of software capabable of connecting to one or more input devices (IInputDeviceImp. Members of this interface allow access to the devices.
Public interfaceIMeshImp
Interface for Mesh implementations. The implementation should handle typical mesh informations like: vertices, triangles, normals, colors, UV's. It is also required to implement a connection to the current Rendercontext in order to apply the Mesh for rendering. The Mesh should preferable use handles for its informations in order to communicate with a rendercontext. The handles are refering to so called BufferObjects.
Public interfaceIMultiSphereShapeImp
Implementation agnostic representation of a collision shape consisting of multiple spheres.
Public interfaceINetworkConnection
Interface for a network connection object.
Public interfaceINetworkImp
The core network connection and sending object interface.
Public interfaceINetworkMsg
The Network message interface.
Public interfaceIPoint2PointConstraintImp
Implmentation agnostic representation of a point-to-point constraint.
Public interfaceIRenderCanvasImp
Implementation agnostic representation of a render canvas.
Public interfaceIRenderContextImp
The render context interface contains all functions necessary to manipulate the underlying rendering hardware. Use this class' elements to render geometry to the RenderCanvas associated with this context. If you are worked with OpenGL or DirectX before you will find many similarities in this class' methods and properties.
Public interfaceIRigidBodyImp
Implementation agnostic representation of the base class of all rigid body implementations. Contains members common to all rigid bodies.
Public interfaceIShaderParam
This is a markup-only for different types of handling shader parameters. The implementation is render-platform specific and differs among platforms like OpenGL, DirectX, or WebGL
Public interfaceIShaderProgramImp
The Shaderprogram interface. It is currently in prototype state.
Public interfaceISliderConstraintImp
Implementation agnostic representation of a slider constraint (linear joint).
Public interfaceISphereShapeImp
Implementation agnostic representation of a spherical collision shape.
Public interfaceIStaticPlaneShapeImp
Implementation agnostic representation of a plane shaped collision shape.
Public interfaceITexture
This is a markup-only for different types of Texture-handles. The implementation is render-platform specific: e.g. int in OpenGL, ISurface in DirectX, TextureObject in WebGL, ...
Public interfaceIVideoManagerImp
The interface for VideoManager implementations. This interface should contain all functions to load a video.
Public interfaceIVideoStreamImp
The interface for all VideoStream implementations. This interface should contain all functions to control the playback of a video.
Delegates
  DelegateDescription
Public delegateConnectionUpdateEvent
Event that gets triggered on connection change, establishing or disconnection.
Enumerations
  EnumerationDescription
Public enumerationAxisBoundedType
Symbolic value describing if and how the values produced by this axis are bound.
Public enumerationAxisDirection
Symbolic value describing the logical direction of an input axis.
Public enumerationAxisNature
Symbolic value describing the nature of the axis (the typical usage of this axis in applications). Use this value to query unkown devices/axes.
Public enumerationBlend
Used to define the source and destination blending factors. Together, these specify the blend operation to be used when writing a pixel color value onto the render canvas.
Public enumerationBlendOperation
Specifies the per-pixel blend-operation to perform when alpha blending is enabled.
Public enumerationClearFlags
Specifies the buffer to use when calling the Clear method.
Public enumerationCompare
Specifies the comparison tests to perform in Z-Buffer and in Stencil tests
Public enumerationConnectionStatus
Connection status enums.
Public enumerationControllerButton
Game controller button Ids.
Public enumerationCull
Specifies if and how triangle culling should be performed. If no culling is specified, triangles are rendered, no matter how they are oriented. Clockwise and Counterclockwise culling refers to in which order a triangle's vertices appear on the screen. If either is specified, triangles in the respective order are culled.
Public enumerationCursorType
The different cursor types directly supported by render canvas implementations Standard pointer and link-hand cursor are currently supported.
Public enumerationDeviceCategory
Symbolic value describing the general nature of an input device.
Public enumerationFillMode
Specifies the fill mode to use by the rasterizer. Options are Point (renders vertices as single pixels), Wireframe (renders only triangles' edges as lines), or Solid (fills all pixels covered by triangles).
Public enumerationGBufferHandle
This enum is used to switch between the different handles of an ITexture instance created by/for a GBuffer
Public enumerationHardwareCapability
Checks if the hardware is capable of the following entries. If a numeric value is expected, this will be returned as a uint from the GetHardwareCapabilities(HardwareCapability)GetHardwareCapabilites
Public enumerationHingeFlags
Flags describing hinge detail.
Public enumerationKeyCodes
Specifies the possible key values on a keyboard.
Public enumerationMessageDelivery
Message delivery type enums.
Public enumerationMessageType
Network transfer message type enums.
Public enumerationMouseAxes
Specifies the axis types for mouse devices.
Public enumerationMouseButtons
Which mouse button was pressed.
Public enumerationMsgDataTypes
Data type of the message data. Data is always received as Byte[] and will be casted to appropriate enum type.
Public enumerationPointToPointFlags
Flags specifing point-to-point constraint details.
Public enumerationRenderState
The render state enumeration. This is used in render context implementations to identify the render state to set. Keep this binary compatible with DirectX version 9.
Public enumerationSysType
Type of the system enums.
Public enumerationTouchAxes
Axis types for Touch devices. Use
(int) (Touchpoint_0_X/Y + 2*i)
if not enough axes are handled by enum values.
Public enumerationTouchPoints
Button Ids for Touch devices. Use
(int) (Touchpoint_0 + i)
if not enough axes are handled by enum values.
Public enumerationWritableTextureFormat
This enum is used to specify the type of writable texture