Paradox Game Engine  v1.0.0 beta06
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Package SiliconStudio.Paradox.Engine

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...
 

Enumerations

enum  AnimationOperationType { AnimationOperationType.Push, AnimationOperationType.Pop, AnimationOperationType.Blend }
 
enum  ShadowMapFilterType { ShadowMapFilterType.Nearest = 0, ShadowMapFilterType.PercentageCloserFiltering = 1, ShadowMapFilterType.Variance = 2 }
 
enum  ParticleEmitterType { ParticleEmitterType.CpuStatic, ParticleEmitterType.CpuDynamic, ParticleEmitterType.GpuStatic, ParticleEmitterType.GpuDynamic }
 

Enumeration Type Documentation

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.