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Paradox Game Engine
v1.0.0 beta06
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Namespaces | |
package | Data |
package | Network |
Classes | |
class | AnimationComponent |
Add animation capabilities to an Entity. It will usually apply to ModelComponent.ModelViewHierarchy More... | |
struct | AnimationOperation |
A single animation operation (push or blend). More... | |
class | AnimationProcessor |
class | AudioEmitterComponent |
Component representing an audio emitter. More... | |
class | AudioEmitterProcessor |
Processor in charge of updating the AudioEmitterComponents. More... | |
class | AudioEmitterSoundController |
This class is used to control a SiliconStudio.Paradox.Audio.SoundEffect associated to a AudioEmitterComponent. More... | |
class | AudioEngineInternalExceptions |
The exception that is thrown when an internal error happened in the Audio System. That is an error that is not due to the user behavior. More... | |
class | AudioListenerComponent |
Component representing an audio listener. More... | |
class | AudioListenerProcessor |
Processor in charge of creating and updating the AudioListener data associated to the scene AudioListenerComponents. More... | |
class | AudioSystem |
The Audio System. It creates an underlying instance of AudioEngine. More... | |
class | CameraComponent |
Describes the camera projection and view. More... | |
class | CameraComponentExtensions |
class | ColliderExtensions |
class | CubemapBlendComponent |
Performs a blend at the location of the containing entity. When enabled, takes the up to the MaxBlendCount-most important cubemaps and blends them. More... | |
class | CubemapSourceComponent |
Puts a cubemap at the containing entity location. This could be dynamic (runtime rendered) or static (from a file). More... | |
class | DisplayAttribute |
class | HierarchicalProcessor |
This processor will take care of adding/removing children of every Entity added/removed in the EntitySystem. It will also exposes a list of root entities. More... | |
class | LightComponent |
Add a light to an Entity, that will be used during rendering. More... | |
class | LightProcessor |
class | LightReceiverComponent |
class | LightShaftsComponent |
class | MeshProcessor |
class | ModelComponent |
Add a Model to an Entity, that will be used during rendering. More... | |
class | ModelNodeLinkComponent |
class | ModelNodeLinkProcessor |
class | Module |
class | ParticleEmitterComponent |
class | PlayingAnimation |
class | SceneConverter |
class | SpriteAnimationSystem |
A system in charge of animating the sprites More... | |
class | SpriteComponent |
Add a Sprite to an Entity. It could be an animated sprite. More... | |
class | SpriteProcessor |
The processor in charge of updating and drawing the entities having sprite components. | |
class | TransformationComponent |
Defines Position, Rotation and Scale of its Entity. More... | |
class | TransformationProcessor |
Updates TransformationComponent.WorldMatrix of entities. More... | |
Enumerator | |
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Push | |
Pop | |
Blend |
Definition at line 5 of file AnimationOperationType.cs.
Enumerator | |
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CpuStatic |
Particles data are uploaded/updated by the CPU at each frame. But count is static. |
CpuDynamic |
Particles data are uploaded/updated by the CPU at each frame. Count can changed at each frame. |
GpuStatic |
Particles are managed by the GPU, with a static set of particles (no dynamic emitters). ParticleEmitterComponent.Shader must be non null for GPU particles. |
GpuDynamic |
Particles are managed by the GPU and is a dynamic emitter. ParticleEmitterComponent.Shader must be non null for GPU particles. |
Definition at line 5 of file ParticleEmitterType.cs.
Enumerator | |
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Nearest | |
PercentageCloserFiltering | |
Variance |
Definition at line 16 of file LightComponent.cs.