CG-Project2
Loading...
Searching...
No Matches
Class Hierarchy

Go to the graphical class hierarchy

This inheritance list is sorted roughly, but not completely, alphabetically:
[detail level 12]
 CBasicInfoSimple data structure to store mesh information: position, scale, rotation and if it needs to be rendered
 CBasicSceneThis class is used to manage a scene with meshes that will be rendered. It's implemented using Singleton
 CBoundingBoxData structure to store bounding box information for rendering purpose
 Cogl::Buffer
 Cogl::ElementBuffer
 Cogl::FrameBuffer
 Cogl::RenderBuffer
 Cogl::UniformBuffer
 Cogl::VertexArray
 Cogl::VertexBuffer
 Cogl::Camera
 Cogl::CameraInfo
 Cogl::CameraRotation
 Cogl::CameraVectors
 CCollisionPointsData structure to store collision point in the CollisionSolver and in collision detection phase
 CColorSimple data structure to store a RGBA color
 CComponentBase class for every entity component
 CBehaviourComponentThis Component is very similar to TimeAnimation, the only difference is that this "animation" has not an end but it defines a behaviour of a mesh (like an AI)
 CBufferComponentComponent to store ogl::Buffer data
 CCameraComponentComponent to store data of a ogl::Camera
 CColliderComponentComponent to store mesh collider data to solve collision in a PhysicWorld
 CHideTreeComponentThis Component allow to hide some entity while rendering the ImGuiEntityTree panel
 CImportedMeshTexturesComponent to store assimp imported mesh data
 CInputComponentThis Component stores one callback for each input key pressed. When a key is pressed if there are callback linked to that key, the callback will be executed
 CInstancedComponentThis component is used to query the ECS for all primitives that are rendered using instanced rendering
 CLightComponentComponent to store light data. A light is an emitting mesh, rendered or not, that for each ogl::ShaderProgram used in the scene, its data will be sent to the shader
 CMaterialComponentComponent to store the mesh Material data
 CMultiMeshComponent to store multiple mesh data. This can be used to define an anchor and all the meshes linked will transform using anchor transform data
 COutlinedComponent used to query all meshes that needs to be outlined using a simple stencil buffer
 CParentComponentThis Component is used like MultiMesh, but it create a sort of tree structure where each mesh has children. Each child mesh can also have children etc
 CPhysicComponentThis Component stores all the mesh data regarding basic physics like velocity, force, acceleration
 CRenderComponentThis Component is used to render a mesh in the ogl::Window. It stores the render call that will be called by systems
 CShaderComponentComponent to store mesh shader data and some mesh information like light computation and the capability to reflect the skybox texture
 CSkyboxComponentComponent to store SkyBox texture data
 CTextureComponentComponent to store mesh ogl::Texture data
 CTimeAnimationThis Component allow to execute an action at every frame for a specified time
 CTransformComponent to store mesh position, rotation, scale data
 CVertexComponentComponent to store vertices coords data
 CEntityManagerThis class manages all the entities and the components instanced
 Cogl::Event
 Cogl::EventManager
 CFBConfigData structure to create an ogl::FrameBuffer using these parameters
 Cogl::ImGuiPanel
 CImGuiEntityTree
 CImGuiNormalView
 CImportedTextureThis structure stores data from an imported mesh texture
 Cogl::InputManager
 CInstanceDataData structure for instanced mesh rendering. It stores for each primitive its color and model matrix
 CKey
 Cogl::Layer
 CCustomLayer
 CPhysicWorldThe PhysicWorld is a Layer that simulates physic objects in the scene
 Cogl::ImGuiManager
 Cogl::TextManager
 Cogl::Window
 CLightConstraintLights attenuation data structure
 CLightShaderBlock
 CLightVectorsLight vectors for light component
 CMaterialBasic class to store material information for texturing and light computation
 CMeshInfoUtility struct to temporally store mesh vectors
 CPair< T >
 Cogl::Primitive
 CProfiler
 CLinuxProfiler
 CRBConfigData structure to create an ogl::RenderBuffer using these parameters
 Cogl::Renderer
 Cogl::RendererStats
 Cogl::Resource
 Cogl::ResourceManager
 Cogl::Shader
 Cogl::ShaderProgram
 CSolverA Solver defines a generic behaviour in a Physic World
 CCollisionSolverSolves all collision between entities in the given PhysicWorld
 CGravitySolverSimulate gravity force towards the negative y world axis
 CPositionSolverIt calculates all the entities position from the current velocity
 CStateThis class allow to create a state to be attached to the StateManager. A State works like a scene: defines all the meshes that will be rendered or not, defines custom behaviour while updating mesh data or while rendering meshes
 CBootstrapStateThis State allows to load one State in an ImGui window from cached states in the StateManager
 CNormalViewStateThis State render an interactive scene with rendered meshes and lights. The user can modify their internal data, stored in components, thanks to ImGui panels and if the mesh has normals thei can be viewed in a panel using framebuffer for rendering
 CStateManagerThis class manages the current State running in the application and also provides a simple cache system
 Cstbi_io_callbacks
 Cogl::Text
 Cogl::TextHelper
 Cogl::TextSettings
 Cogl::Texture
 CTextureParamsData structure to create an ogl::Texture using these parameters
 Cogl::WindowCallbacks
 Cogl::WindowSettings