Index
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$#!
 (1)BitFlags32, BitFlags32
 (2)BitFlags32, BitFlags32
 <vec3>position, WorldTracedObject
A
 AbsModule
 AddModule
 Angle, GLM
 angularVelocity, EventBodyData
 AnimatedGraphicsComponent
 AnimationCallbackListener
 AnimationGraphCallbackListener
 AnimationInstance
 AverageModule
B
 BackVector, BaseCamera
 BaseCamera
 BEGIN_RESERVED, PhysicsCollisionLayersEnum
 BEGIN_USER, PhysicsCollisionLayersEnum
 BiomeModule
 BiomeSettings
 BitFlags32
 BLACK, NKColors
 BlendByGraph
 BlendInfo
 BlendModule
 BlendNode
 BlendSlot
 blockCoords, WorldTracedObject
 BLUE, NKColors
 body, TracedObject
 bodyA
 bodyB
 Bounds
 BoxCollider
 BROWN, NKColors
C
 CapsuleCollider
 Ceil, GLM
 CHARACTER, PhysicsCollisionLayersEnum
 CharacterController
 ClampModule
 closingVelocity, ContactData
 COLLIDER_PAWN, PhysicsCollisionLayersEnum
 ColliderElement
 CommandService
 component, WorldTracedObject
 Component, GameObject
 ConeCollider
 ConstantModule
 Constructors
 contact, ContactEventData
 ContactData
 ContactEventData
 cross, vec3
 Cross3, GLM
 CrossVec3, GLM
 cSetLocation, BaseCamera
 CurveModule
 CylinderCollider
D
 DEBRIS, PhysicsStandardMaterialsEnum
 DebugOutput
 DEFAULT
 direction, TracerInput
 DIRT, PhysicsStandardMaterialsEnum
 DisableFlying, CharacterController
 distance
 distnace, TracedObject
 div, vec3
 div_scalar, vec3
 dot, vec3
 DownVector, BaseCamera
E
 eDebugChannelBillboard, DebugOutput
 eDebugChannelContent, DebugOutput
 eDebugChannelCraftSystem, DebugOutput
 eDebugChannelD3D, DebugOutput
 eDebugChannelGameObjects, DebugOutput
 eDebugChannelGeneration, DebugOutput
 eDebugChannelInputSystem, DebugOutput
 eDebugChannelInvalid, DebugOutput
 eDebugChannelLua, DebugOutput
 eDebugChannelMaterialSystem, DebugOutput
 eDebugChannelMax, DebugOutput
 eDebugChannelNetworkClient, DebugOutput
 eDebugChannelNetworkServer, DebugOutput
 eDebugChannelOctree, DebugOutput
 eDebugChannelParsing, DebugOutput
 eDebugChannelParticleSystem, DebugOutput
 eDebugChannelPhysics, DebugOutput
 eDebugChannelPlayer, DebugOutput
 eDebugChannelRendering, DebugOutput
 EDebugChannels, DebugOutput
 eDebugChannelSoundSystem, DebugOutput
 eDebugChannelSystem, DebugOutput
 eDebugChannelTerrain, DebugOutput
 eDebugChannelUISystem, DebugOutput
 Elements
 EnableFlying, CharacterController
 END_RESERVED, PhysicsCollisionLayersEnum
 END_USER, PhysicsCollisionLayersEnum
 enginePosition, WorldTracedObject
 EntityFramework
 Enumerations, DebugOutput
 ePriorityCritical, DebugOutput
 ePriorityError, DebugOutput
 ePriorityInfo, DebugOutput
 EPriorityLevel, DebugOutput
 ePriorityNone, DebugOutput
 ePrioritySevere, DebugOutput
 ePriorityWarning, DebugOutput
 EquipableComponent
 EternusKeycodes
 EventBodyData
 EventSystem
 extra
Takes a Raw storage type (Lua Number)
Takes a BitFlags32 and copies Stored flags to this object
The traced position in world space.
Module that calculates the absolute value of the source input
Module that adds the two source inputs
static quat Angle(const vec3 &v1,
const vec3 &v2)
Helper to find the rotation between two vectors.
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
Returns the Back vector of this camera.
Base, abstract class for camera functionality.
The first ID of the reserved layers
The first ID of the user layers
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.
0 0 0
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
0 0 255
struct TriggerEventData { TriggerEventData() { } EventBodyData bodyA; EventBodyData bodyB; ContactData contact; GameObject* m_rootObject; GameObject* m_leafObject; GameObject* m_hitRootObject; GameObject* m_hitLeafObject; void Flip() { EventBodyData t = bodyA; bodyA = bodyB; bodyB = t; contact.Flip(); } }
An object representing the extents of the game object’s model
A Physics Element that represents a primitive box collision
139 69 19
A Physics Element that represents a primitive cylinder collision
static vec3 Ceil(const vec3 &v)
Returns a value equal to the nearest integer that is greater than or equal to x.
Special layer that holds anything that uses a controller (AI, Other Players)
Component representing a physics capsule and implementing standard character motion.
Module that clamps the source input between a min and max value
Special layer that holds the Collider Pawn of a connected Client (Server view)
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
struct ContactEventData { ContactEventData() { } EventBodyData bodyA; EventBodyData bodyB; ContactData contact; void Flip() { EventBodyData t = bodyA; bodyA = bodyB; bodyB = t; } }
Structure holding basic contact information between two objects.
Contact Event data between 2 bodies and their shared contact.
Computes the cross product of two vectors.
static vec3 Cross3(float x1,
float y1,
float z1,
float x2,
float y2,
float z2)
Computes the cross product of two vec3s, represented by 6 floats.
static vec3 CrossVec3(vec3 v1,
vec3 v2)
Computes the cross product of two vectors.
Sets the camera to the specified location.
Module that maps the source input onto a cubic spline
A Physics Element that represents a primitive cylinder collision
Marks collisions to have lower than average mass and temporarily disables collisions of any new interpenetrated contacts (prevents ‘explosions’ when spawning a lot of debris in roughly the same spot)
Manages debug output.
Special layer that is the default for all objects with physics.
Friction
A rough surface.
Turns off fly mode for the controller.
Divides two vectors element-wise.
Divides a vector by a scalar.
Dot product of two vectors.
Returns the down vector of this camera.
Billboard debug channel.
Content debug channel.
CraftSystem debug channel.
D3D debug channel.
GameObjects debug channel.
Generation debug channel.
InputSystem debug channel.
Invalid debug channel.
Lua debug channel.
MaterialSystem debug channel.
Number of debug channels.
NetworkClient debug channel.
NetworkServer debug channel.
Octree debug channel.
Parsing debug channel.
ParticleSystem debug channel.
Physics debug channel.
Player debug channel.
Rendering debug channel
SoundSystem debug channel.
System debug channel.
Terrain debug channel.
UISystem debug channel.
Turns on fly mode for the controller.
The last ID of the reserved layers
The last ID of the user layers
Manager class for registering script classes.
Critical error.
Error.
Information setting.
No priority setting.
Severe error.
Warning.
Component representing equippable items.
Static class that holds keycode enumerations
Structure that holds event data of a given object.
Manages the broadcasting of events.
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