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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 | |
|---|---|
| Push | |
| Pop | |
| Blend | |
Definition at line 5 of file AnimationOperationType.cs.
| Enumerator | |
|---|---|
| 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 | |
|---|---|
| Nearest | |
| PercentageCloserFiltering | |
| Variance | |
Definition at line 16 of file LightComponent.cs.