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.