Kemena3D
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Class List
Here are the classes, structs, unions and interfaces with brief descriptions:
[detail level 12]
 NkemenaTop-level Kemena3D engine namespace
 CkAABBAxis-aligned bounding box (min/max in the same space)
 CkAnimationNon-skeletal animation clip — collection of per-object tracks
 CkAnimatorControls playback of animation clips
 CkAssetManagerCentral asset-loading and cache manager
 CkAudioRepresents a loaded audio clip that can be played, stopped, and positioned
 CkAudioListenerMarks a scene object as the audio listener (typically the main camera)
 CkAudioManagerOwns the miniaudio engine and acts as a factory for kAudio instances
 CkAudioSourceDescribes an audio emitter attached to a scene object
 CkBoneRepresents one bone in a skeletal animation
 CkBoneInfoStores the per-bone offset matrix and its index in the palette
 CkCameraScene-graph camera node
 CkCharacterControllerRuntime wrapper around a Jolt character
 CkCharacterControllerDescEditor-authored description of a character controller
 CkDriverPure-virtual graphics driver interface
 CkFileByteStreamMinimal file-backed asIBinaryStream for bytecode I/O
 CkFontGlyphGlyph metrics for a single character in a bitmap font atlas
 CkFrustumView frustum defined by six planes extracted from a view-projection matrix
 CkGuiManagerWraps Dear ImGui initialisation, event forwarding, and widget calls
 CkKeyPositionA single position keyframe for skeletal animation
 CkKeyRotationA single rotation keyframe for skeletal animation
 CkKeyScaleA single scale keyframe for skeletal animation
 CkLightScene-graph node that emits light
 CkMaterialGroups a shader program with textures and surface parameters
 CkMD5Streaming MD5 message-digest implementation
 CkMeshScene-graph node that holds renderable geometry
 CkMeshGeneratorProcedural mesh generators — no file I/O, no asset manager needed
 CkNavAgentA single crowd agent managed by kNavManager
 CkNavAgentConfigPer-agent parameters passed to dtCrowd on creation
 CkNavBuildConfigAll parameters that control the Recast bake pipeline
 CkNavLinkDefines a traversable shortcut between two navmesh points
 CkNavManagerOwns a dtCrowd and a dtTileCache update loop for a single kNavMesh
 CkNavMeshA baked navigation mesh used for pathfinding and obstacle simulation
 CkNavMeshDescSerialisable settings for a navigation surface attached to an object in the editor
 CkNavObstacleA dynamic cylinder obstacle carved into the navmesh at runtime
 CkNodeDataNode in a skeletal-animation hierarchy (one per scene-graph joint)
 CkObjectBase scene-graph node
 CkObjectAnimTrackA single transform track for one target object inside a clip
 CkOctreeLoose octree that spatially indexes scene meshes for frustum culling
 CkOffscreenRendererRenders to an offscreen FBO for thumbnails, previews, and image export
 CkOpenGLDriverOpenGL 3.3 Core Profile graphics driver
 CkParticleData descriptor for a single particle system attached to a scene object
 CkParticleManagerManages active particle emitters at runtime
 CkPhysicsManagerOwns the Jolt PhysicsSystem and manages the lifecycle of all physics bodies
 CkPhysicsObjectRepresents a single rigid body or trigger volume inside the physics simulation
 CkPhysicsObjectDescAll parameters needed to create a kPhysicsObject
 CkPhysicsRaycastHitResult of a physics raycast query
 CkPhysicsShapeDescParameters that fully describe a collision shape
 CkPrefabA serialized object subtree saved as a .prefab JSON asset
 CkRendererOrchestrates the full render pipeline for a scene
 CkSceneHolds all objects, lights, and rendering settings for one scene
 CkScriptPer-object script component descriptor
 CkScriptAssetA registered script asset: a compilable unit of script source
 CkScriptGraphThe complete editable node graph for one script
 CkScriptGraphLinkA directed wire from an output pin to an input pin
 CkScriptGraphNodeA single graph node with its input/output pins and payload
 CkScriptGraphPinA connection point on a node
 CkScriptGraphResultResult of compiling a graph to AngelScript text
 CkScriptGraphVarA graph-scope variable, emitted as an AngelScript global
 CkScriptInstanceA live, per-object compiled script module
 CkScriptManagerManages the AngelScript engine, a registry of script assets, and the live per-object script module instances
 CkShaderWraps a compiled GLSL shader program
 CkShaderCompilerCompiles a kShaderGraph into combined GLSL source
 CkShaderCompileResultResult of compiling a shader graph into GLSL
 CkShaderGraphA complete node-based shader graph: nodes, links, and identity
 CkShaderLinkA directed edge connecting an output pin to an input pin
 CkShaderNodeA node in the shader graph: a typed operation with input/output pins
 CkShaderPinA single input or output connection point on a shader node
 CkShaderSourceHolds the split stages of a combined shader source
 CkSkeletalAnimationA single skeletal animation clip (bone channels + node hierarchy)
 CkSystemEventWraps an SDL_Event and provides helper accessors for input polling
 CkTextureBase GPU texture abstraction shared by kTexture2D and kTextureCube
 CkTexture2DExtends kTexture with 2D-specific metadata and optional CPU-side pixel data
 CkTextureCubeRepresents a six-face cube-map texture
 CkTimerMeasures elapsed time between consecutive frames
 CkVertexInfoFull per-vertex data layout used internally by the asset manager
 CkWindowCreates and manages an SDL3 application window
 CkWorldRoot container for the entire simulation environment