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Namespace Fusee.Engine.Core

Classes

AABBCalculator

Axis-Aligned Bounding Box Calculator. Use instances of this class to calculate axis-aligned bounding boxes on scenes, list of scene nodes or individual scene nodes. Calculations always include any child nodes.

AABBCalculator.AABBState

Contains the model view state while traversing the scene to generate the ABB.

DeviceConnectionArgs

Parameters sent when an InputDevice is connected or disconnected.

ExposedTexture

A texture which reveals an opaque ITextureHandle which holds the pointer to the pixel data one the GPU Use this texture only for special cases. To make this texture known to the RenderContext one has to call RegisterTexture(ExposedTexture) Current use case: Fusse.ImGui.

Face

A container that stores indices for vertices, normals and texture coordinates. The values are used for conversion to different geometry face formats, e.g. Triangles.

FontMap

A FontMap creates an Image containing a subset of rendered glyphs of a given Font. In addition a FontMap provides information about each glyph on the image such as its pixel position on the image. Such an image can be used together with the provided information to create geometry consisting of individual quads with each quad displaying a single character of a text string.

FuseeSsaoHelper

Defines methods for creating the SSAO kernel and the noise texture.

FusSceneConverter

Use ConvertFrom(FusFile, String) and ConvertTo(SceneContainer), to create new high/low level graph from a low/high level graph (made out of scene nodes and components) in order to have each visited element converted and/or split into its high/low level, render-ready/serialization-ready components.

GamePadDevice

Special case of an InputDevice identifying itself as a GameController. Defines convenience methods to access the typical gamepad axes and buttons. Registers the gamepad dpad axes.

Geometry

Stores three dimensional, polygonal geometry and provides methods for manipulation. To actually render the geometry in the engine, convert Geometry to Mesh objects.

GpuMesh

This type of mesh doesn't create a copy of the mesh data in the RAM.

Input

Handles and manages all input devices. Input is a staticton (a singleton with an additional static interface).

InputDevice

Input device instances expose access to underlying physical input devices such as mouse, keyboard, game pads etc. Users can either poll axis values or button state from an Input device or add event listeners reacting on value or state changes, no matter how the underlying physical device provides axis or button data. Additionally users can define their own axes by specifying calculation rules how to generate values from existing axes or buttons.

JometriMesh

Creates a fusee-compatible mesh from a triangulated Jometri geometry

KeyboardDevice

Special case of an InputDevice identifying itself as a Keyboard. Defines convenience methods to access the keyboard buttons.

LightResult

This struct saves a light and all its parameters, as found by a Visitor.

MakeEffect

Provides helper methods for creating ShaderEffects.

MeshReader

This class is used to load 3D Models in .obj format into memory.

ModuleExtensionPoint

Allows the use of Engine specific objects, properties and methods in Modules, e.g. PointCloud.

MouseDevice

Special case of an InputDevice identifying itself as a Mouse. Defines convenience methods to access the typical mouse axes and buttons. Registers the mouse velocity derived axes.

OBBCalculator

Object-Oriented Bounding Box Calculator. Use instances of this class to calculate axis-aligned bounding boxes on scenes, list of scene nodes or individual scene nodes. Calculations always include any child nodes.

OBBCalculator.OBBState

Contains the model view state while traversing the scene to generate the OBB.

ParticleEmitter

Implements a particle emitter

PickResult

This class contains information about the scene of the picked point.

RayCastResult

This class contains information about the scene of the picked point.

RenderCanvas

A render canvas object references the physical output screen space real estate (e.g. the rendering window). A typical Game application will inherit from this class and overwrite methods to implement your user code to to be performed on events like initialization, resize, and display refresh. In the future, it will be likely that this class' functionality will be divided at two different places with one containing the more view oriented aspects and the other containing the more application oriented aspects.

RenderContext

The render context 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 have worked with OpenGL or DirectX before you will find many similarities in this class' methods and properties.

RenderContextDefaultState

After every Render call the values are reset to the ones saved here. This ensures that we do not necessarily need a Camera in the Scene Graph. The viewport width and height is updated with every resize.

RendererState

Saves the current status of the rendered scene a set of CollapsingStateStack<T>

RenderStateSet

Use instances of this class to store a set of render states that need to be applied as a whole. Instances are used in the effects system to set a couple of states before a render pass is performed.

ScenePicker

Implements the scene picker.

ScenePicker.PickerState

The picker state upon scene traversal.

SceneRayCaster

Implements the scene raycaster.

SceneRayCaster.RayCasterState

The raycaster state upon scene traversal.

SceneRendererDeferred

Use a Scene Renderer to traverse a scene hierarchy (made out of scene nodes and components) in order to have each visited element contribute to the result rendered against a given render context. This particular SceneRenderer uses deferred rendering.

SceneRendererForward

Use a Scene Renderer to traverse a scene hierarchy (made out of scene nodes and s) in order to have each visited element contribute to the result rendered against a given render context.

SixDOFDevice

Special case of an InputDevice identifying itself as a SixDOF. Defines convenience methods to access the typical gamepad axes and buttons. Registers the gamepad dpad axes.

TangentSpaceCalulator

Static class for tangent space calculation

Texture

Texture implements IImageData and is used inside RenderContext to render bitmaps in fusee.

Texture1D

Time

The Time class provides all time information. Time is a staticton (a singleton with an additional static interface).

TouchDevice

Special case of an InputDevice identifying itself as a Touch. Defines convenience methods to access the touch buttons and axes.

VideoManager

Implements the video manager.

VideoStream

Implements the video stream.

WritableArrayTexture

The engines abstraction for OpenGL's Array Texture.

WritableCubeMap

Special type of WritableTexture. If this type is used a cube map with six faces is created on the gpu.

WritableMultisampleTexture

Use writable textures if you want to render into a texture. Does NOT offer access to the pixel data.

WritableTexture

Use writable textures if you want to render into a texture. Does NOT offer access to the pixel data.

Structs

GlyphOnMap

Used in conjunction with a FontMap containing information about a rendered character (glyph) on a font map texture.

Interfaces

IRendererModule

Implement this to extend the SceneRenderer with visit methods for modules that contain SceneComponents.

Enums

RenderPasses

Contains all types of render passes. Is used to control behavior in the SceneRenderer, based on the current type of pass.

TwoPointAction

Symbolic value describing the double-touchpoint action with the highest intensity performed by a user with the first two touchpoints.

Delegates

CreateGpuMesh

Delegate that points to a method that is able to create a GpuMesh

CreatorFunc

Creates the input device.

InputDevice.AxisValueCalculator

A delegate for functions that calculate the value of an axis.

MatchFunc

Checks if there is a matching device available.

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