Kemena3D
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include Directory Reference
Directory dependency graph for include:
Source/include

Files

 
kanimation.h
 Non-skeletal (object-transform) animation clip.
 
kanimator.h
 Drives playback of skeletal (bone) animation, and reserves a hook for future non-skeletal (object-transform) animation.
 
kassetmanager.h
 Loads and manages textures, meshes, shaders, materials, and animations.
 
kaudio.h
 Single audio clip — 2D or 3D positional playback.
 
kaudiomanager.h
 Audio subsystem manager — initialises the audio engine and owns audio clips.
 
kaudiosource.h
 Audio emitter and listener component descriptors for scene objects.
 
kbone.h
 Single skeletal bone with position, rotation, and scale keyframe channels.
 
kcamera.h
 Perspective camera node (free-look or look-at).
 
kcharactercontroller.h
 Capsule character controller built on Jolt's JPH::Character.
 
kconfig.h
 Compile-time configuration switches for the Kemena3D engine.
 
kdatatype.h
 Core type aliases, enumerations, structs, and utility functions used throughout the engine.
 
kdriver.h
 Abstract graphics driver interface used by the engine.
 
kemena.h
 
kexport.h
 Symbol visibility / linkage macro for the Kemena3D library.
 
kguimanager.h
 Thin wrapper around Dear ImGui for building in-engine UI.
 
klight.h
 Light source scene-graph node (point, directional, spotlight).
 
kmaterial.h
 Surface material combining a shader, textures, and PBR/Phong properties.
 
kmd5.h
 
kmesh.h
 Polygonal mesh node with skeletal animation support.
 
kmeshgenerator.h
 
knavagent.h
 Navigation crowd agent driven by Detour Crowd.
 
knavmanager.h
 High-level navigation manager: crowd agents, obstacles, tile cache updates.
 
knavmesh.h
 Navigation mesh baking and pathfinding.
 
knavobstacle.h
 Dynamic navigation obstacle (cylinder) backed by dtTileCache.
 
kobject.h
 Base class for all scene-graph nodes in the Kemena3D engine.
 
koctree.h
 Frustum class and loose octree for scene-level mesh culling.
 
koffscreenrenderer.h
 Offscreen FBO renderer for thumbnails, previews, and image export.
 
kopengldriver.h
 OpenGL 3.3 Core Profile implementation of the kDriver interface.
 
kparticle.h
 Particle system component and manager.
 
kphysicsmanager.h
 Physics subsystem manager — owns the simulation world and acts as a factory for kPhysicsObject.
 
kphysicsobject.h
 A single physics body — shape, type (dynamic / static / kinematic / trigger), and runtime controls.
 
kprefab.h
 Serialized object subtree saved as a .prefab JSON asset.
 
krenderer.h
 High-level renderer that orchestrates the render pipeline.
 
kscene.h
 Container for a self-contained scene (objects, lights, skybox).
 
kscriptbindings.h
 Registers the engine's host API with an AngelScript engine.
 
kscriptgraph.h
 Visual-scripting node graph: data model, JSON serialisation, and AngelScript code generation.
 
kscriptmanager.h
 AngelScript engine wrapper: script-asset registry, text/bytecode compilation, and per-object script instances.
 
kshader.h
 GLSL shader program wrapper.
 
kshadernode.h
 
kskelanimation.h
 Skeletal animation clip — bone keyframes + node hierarchy.
 
ktexture.h
 Base class for GPU texture objects.
 
ktexture2d.h
 2D texture with pixel data access.
 
ktexturecube.h
 Cube-map texture used for skyboxes and environment maps.
 
ktimer.h
 High-resolution per-frame delta-time timer.
 
kwindow.h
 Application window management backed by SDL3.
 
kworld.h
 Top-level container holding scenes and cameras.