Class Index
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A
 AbsModule
 AddModule
 AnimatedGraphicsComponent
 AnimationCallbackListener
 AnimationGraphCallbackListener
 AnimationInstance
 AverageModule
B
 BaseCamera
 BiomeModule
 BiomeSettings
 BitFlags32
 BlendByGraph
 BlendInfo
 BlendModule
 BlendNode
 BlendSlot
 Bounds
 BoxCollider
C
 CapsuleCollider
 CharacterController
 ClampModule
 ColliderElement
 CommandService
 ConeCollider
 ConstantModule
 ContactData
 ContactEventData
 CurveModule
 CylinderCollider
D
 DebugOutput
E
 EntityFramework
 EquipableComponent
 EternusKeycodes
 EventBodyData
 EventSystem
F
 FirstPersonCamera
 FreeCamera
G
 GameConfig
 GameEnvironment
 GameMod
 GameObject
 GameObjectSchematic
 GameObjectSystem
 GameStateMenu
 GenerationTree
 GLM
 Globals
 GraphicsComponent
I
 INoiseHeight
 INoiseMaterial
 INoiseWeight
 InputMappingContext
 InputSystem
 InvertModule
L
 LightComponent
 LuaAnimationCallbackListener
M
 Material
 MaterialModule
 MaterialSystem
 MaxModule
 MeshCollider
 MinModule
 MorphGraphicsComponent
 MorphPalette
 MultiplyModule
N
 NearestModule
 NetComponent
 NetReader
 NetService
 NetStream
 NetWriter
 NKColors
 NoiseModule
 NormalizeModule
P
 ParseSection
 ParticleSystem
 PhysicsCollisionLayersEnum
 PhysicsComponent
 PhysicsObject
 PhysicsStandardMaterialsEnum
 PhysicsWorld
 PlaceableComponent
 PlaceableMaterialComponent
 PlaceableMaterialSchematic
 PlaceableSchematic
 PlayerGPSInfo
 PowerModule
Q
 quat
R
 Random
 RDU
 RigidbodyElement
S
 SelectModule
 SimplexModule
 SkyManager
 SkyObject
 Sound
 SoundComponent
 SoundSystem
 SphereCollider
 StaticGraphicsComponent
 SVoxelModified
 SwitchModule
T
 TerraceModule
 TerrainService
 ThirdPersonCamera
 TracedObject
 TraceResult
 TracerInput
 TransformComponent
 TriggerEventData
V
 vec3
W
 WorldPlayer
 WorldService
 WorldTracedObject
Module that calculates the absolute value of the source input
Module that adds the two source inputs
Component representing an instance of an animated mesh.
Callback object used by the animation system to call a function by the name on the provided table
Listens for changes in a stance graph and fires off callbacks to scripts when those changes occur.
Structure representing a sequence of key-frames to be played on an AnimatedGraphicsComponent.
Module that averages the values of the two source inputs
Base, abstract class for camera functionality.
The root module of a biome or sub-biome
Represents engine level biome settings that can be set from lua.
Object that wraps an unsigned 32bit flag and provides common bit manipulation functionality.
Defines an animation state graph
This class defines the data necessary to drive a blend tree each frame.
Module that LERPs between the first and second height inputs based upon the weight input
A node in the blend tree of an animated graphics component
Blend tree node that allows the scripts to play an animation at a pre-defined point in the blend tree
An object representing the extents of the game object’s model
A Physics Element that represents a primitive box collision
A Physics Element that represents a primitive cylinder collision
Component representing a physics capsule and implementing standard character motion.
Module that clamps the source input between a min and max value
Base class for derived collider element types
Singleton representing chat command manager.
A Physics Element that represents a primitive cone collision
Module that returns a constant height value
Structure holding basic contact information between two objects.
Contact Event data between 2 bodies and their shared contact.
Module that maps the source input onto a cubic spline
A Physics Element that represents a primitive cylinder collision
Manages debug output.
Manager class for registering script classes.
Component representing equippable items.
Static class that holds keycode enumerations
Structure that holds event data of a given object.
Manages the broadcasting of events.
First person camera class.
Free camera class.
Holds configuration data.
Holds information about the game environment.
Mod class
Basic unit of a scene.
Schematic containing data for constructing a GameObject as well as the schematics for its various components.
System facilitating GameObject creation and scene management.
Interactions with the menu game state and all the functionality for starting/ending a game
The root module of all source noise modules
Static math functions.
All functions within this class are global functions, and not actually a part of any namespace or class.
Component representing a GameObject’s graphics
Interface for generation modules that produce height outputs
Interface for generation modules that output materials
Interface for generation module that weigh between source inputs
Represents a mapping of keybinds.
System facilitating input event management and callbacks.
Module that flip the height around the center point between min and max heights
Component representing an instance of a point light.
Listens for animation events and fires off callbacks to scripts when those events are triggered.
A terrain material.
Module that returns a constant material value
System managing terrain materials.
Module that takes the max value of the two source inputs
A Physics Element that represents a collision shape built from a mesh resource
Module that takes the min value of the two source inputs
Component representing an instance of a morph target mesh.
Container holding data for mesh morphing.
Module that multiplies the two source inputs
Selects the nearest control point to the source input
Component representing the networked game object.
Remote Client Only: Used to read values during the deserialization process with the net stream in the scripts.
The overall network service of the engine
Server Only: Used to write values during the serialization process to the net stream from the scripts.
typedef Colors NKColors
Static class that defines colors that can be used to set colors of RDU drawing.
Interface for biome height and material generation
Module that calculates the normalized value between the min and max possible heights
Section of a .txt file
System managing particle emitters and attractors.
Eternus.PhysicsWorld.Layers
The primary Physics class that is added to Gameobjects.
Base class for Physics Component and elements that are added to the Physics Component
Eternus.PhysicsWorld.Materials
Physics simulation API.
Component allowing an object to be placed by generation.
Component representing a voxel material that can appear in the players inventory.
Schematic that specifies the data for a placeable material component.
Schematic containing data for constructing a placeable object.
Structure that holds basic information about the primary player in the world
Module that raises the first source input to the power of the second source input
Quaternion.
Encapsulation class for random number generation.
Static class that holds API for drawing debug lines / shapes.
A Physics Element that allows a gameobject to have rigidbody dynamics.
Module that selects either the first or second input based upon the weight value Ex.
Module that returns the simplex noise value (range -1.0 to +1.0)
Manages the sky state (this includes sun/moon position, cloud rendering/processing, and sky object processing).
Class that allows programmatic control of the engine’s Sky Box rendering.
Struct representing a single sound effect to be played via a SoundComponent or the SoundSystem.
Component handling audio playback.
System managing available Sounds and actively playing audio.
A Physics Element that represents a primitive sphere collision
Component representing an instance of an static mesh.
Helper struct that contains data returned from a voxel that has been modified
Module that switches between the first and second source inputs based on the weight input
Module that maps the source input onto a blended step function
Server interface to the terrain system
Third person camera class.
Structure that represents a traced object and the striking trace’s info.
Structure that holds an array of TracedObject
Structure that holds multiple inputs for a PhysicsWorld.NKTraceWorld() call.
Component that holds a GameObject’s world transformation information.
Trigger Event data between 2 bodies.
Three dimensional vector.
A player in the game.
The service to the game world and the game environment
Structure that represents the global world traced object or surface data.
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