i6engine  1.0
Components
Collaboration diagram for Components:

Namespaces

 i6e
 
 i6e::api
 
 i6e::api::graphics
 
 i6e::math
 
 i6e::modules
 
 i6e::api::ResponseType
 
 i6e::api::components
 

Classes

class  i6e::api::AnimatedDirectionalLightComponent
 Tells the engine that this GameObject is emitting light. For creating a AnimatedDirectionalLightComponent, these keys are possible:

Name Required Type Description Public
directionDuration no int duration of one direction interpolation cycle yes
directionKey_<timePoint> no Vec3 direction at timePoint encoded in name (timePoint between 0 and 1) yes
More...
 
class  i6e::api::AnimatedLuminousAppearanceComponent
 interpolates light colours and attenuation (e.g. range) For creating a AnimatedLuminousAppearanceComponent, these keys are possible:

Name Required Type Description Public
diffuseDuration no int duration of one diffuse interpolation cycle yes
diffuseKey_<timePoint> no Vec3 diffuse colour at timePoint encoded in name (timePoint between 0 and 1) yes
specularDuration no int duration of one specular interpolation cycle yes
specularKey_<timePoint> no Vec3 specular colour at timePoint encoded in name (timePoint between 0 and 1) yes
attenuationDuration no int duration of one attenuation interpolation cycle yes
attenuationKey_<timePoint> no Vec4 attenuation at timePoint encoded in name (timePoint between 0 and 1) yes
More...
 
class  i6e::api::AnimatedSpotLightComponent
 Tells the engine that this GameObject is emitting light. For creating a AnimatedSpotLightComponent, these keys are possible:

Name Required Type Description Public
directionDuration no int duration of one direction interpolation cycle yes
directionKey_<timePoint> no Vec3 direction at timePoint encoded in name (timePoint between 0 and 1) yes
innerRangeDuration no int duration of one inner range interpolation cycle yes
innerRangeKey_<timePoint> no double inner range at timePoint encoded in name (timePoint between 0 and 1) yes
outerRangeDuration no int duration of one outer range interpolation cycle yes
outerRangeKey_<timePoint> no double outer range at timePoint encoded in name (timePoint between 0 and 1) yes
More...
 
class  i6e::api::AnimationControllerComponent
 Stores different animation events for animations and registers them again when starting an animation. More...
 
class  i6e::api::BillboardComponent
 Tells the engine what billboard to show For creating a BillboardComponent, these keys are possible:

Name Required Type Description Public
material yes std::string Material used for the Billboard yes
width yes double relative width yes
height yes double relative height yes
origin yes int one of BillboardOrigin's int values yes
More...
 
class  i6e::api::CameraComponent
 Attaches a camera to an object. The Camera will follow the object For creating a CameraComponent, these keys are possible:

Name Required Type Description Public
pos yes Vec3 relative position of camera to SceneNode yes
lookAt yes Vec3 absolute look at position in the world yes
nearclip yes double near clipping distance yes
aspect no double aspect ration of the camera yes
viewport no bool defines whether this camera has a viewport or not yes
zOrder *) int relative position on the screen depending on other viewports (has to be unique), *) required when viewport true yes
vp_left *) double left startpoint of the viewport, value between 0 and 1, *) required when viewport true yes
vp_top *) double uppper startpoint of the viewport, value between 0 and 1, *) required when viewport true yes
vp_width *) double width of the viewport, value between 0 and 1, *) required when viewport true yes
vp_height *) double height of the viewport, value between 0 and 1, *) required when viewport true yes
vp_red *) double red part of the viewports background colour, *) required when viewport true yes
vp_green *) double green part of the viewports background colour, *) required when viewport true yes
vp_blue *) double blue part of the viewports background colour, *) required when viewport true yes
vp_alpha *) double alpha part of the viewports background colour, *) required when viewport true yes
More...
 
class  i6e::api::Component
 Component Base Class. All Components must derive from Component. More...
 
class  i6e::api::FollowComponent
 Component for objects following another one (e.g. projectiles) For creating a FollowComponent, these keys are possible:

Name Required Type Description Public
targetID yes int64_t id of the GameObject that should be followed yes
speed yes double speed in meters / second yes
More...
 
class  i6e::api::LifetimeComponent
 destroys the owning game object after given lifetime For creating a LifetimeComponent, these keys are possible:

Name Required Type Description Public
lifetime yes uint64_t time until this GameObject will be destroyed yes
More...
 
class  i6e::api::LineComponent
 creates a line in a given colour For creating a LineComponent, these keys are possible:

Name Required Type Description Public
startPos yes Vec3 start position of the line yes
endPos yes Vec3 end position of the line yes
colour yes Vec3 colour of the line yes
More...
 
class  i6e::api::LuminousAppearanceComponent
 Tells the engine that this GameObject is emitting light. For creating a LuminousAppearanceComponent, these keys are possible:

Name Required Type Description Public
lightType yes int one of the LightTypes yes
diffuseColor yes Vec3 diffuse colour of the light yes
specularColor yes Vec3 specular colour of the light yes
attenuation yes Vec4 attenuation of the light, W = range (range in world units), X = constant (1.0 never attenuate, 0.0 complete attenuation), Y = linear (linear attenuation depending on distance), Z = quadratic factor yes
pos no Vec3 relative position to SceneNode yes
direction *) Vec3 direction of the light shaft, *) required if lightType is DIRECTIONAL or SPOT yes
spotLightRangeInner *) double range of the inner cone of a spot light in degree, *) required if lightType is SPOT yes
spotLightRangeOuter *) double range of the outer cone of a spot light in degree, *) required if lightType is SPOT yes
More...
 
class  i6e::api::MeshAppearanceComponent
 Tells the engine what model/mesh to use when rendering the GameObject. For creating a MeshAppearanceComponent, these keys are possible:

Name Required Type Description Public
mesh yes std::string mesh file yes
visibility no bool is this mesh visible or not, default is true yes
pos yes Vec3 relative position to SceneNode yes
rot yes Vec3 relative rotation to SceneNode yes
scale yes Vec3 relative scale to SceneNode yes
material no std::string optional change of the material on the mesh yes
shadowCasting no bool defines whether a mesh casts shadows or not, default is true yes
More...
 
class  i6e::api::MovableTextComponent
 shows a text above a mesh For creating a MovableTextComponent, these keys are possible:

Name Required Type Description Public
font yes std::string font used for this Text yes
text yes std::string the text shown above the GameObject yes
size yes double font size yes
colour yes Vec3 colour of the text yes
More...
 
class  i6e::api::MoveComponent
 Component used for moving through the world requires both, a MovementComponent and a NavigationComponent to know how to move and get the route. More...
 
class  i6e::api::MovementComponent
 base class for Movement components More...
 
class  i6e::api::MoverCircleComponent
 moves an object around a point in a circular way For creating a MoverCircleComponent, these keys are possible:

Name Required Type Description Public
pos yes Vec3 center of the circle yes
axis yes Vec3 axis around which the mover should circle yes
radius yes double radius of the circle yes
realCenterPos no Vec3 the real start pos of the circle no
More...
 
class  i6e::api::MoverComponent
 This component let's the Object move through the world automatically on fixed paths Use addKeyFrame() to add new keyframes (specific positions in the world) Than call start to start the moving. This component will move the object during each tick. You can control the behaviour by defining a mode, a way and the way of positioning. Consult the enum definitions for a detailed description This Component will soon be split into several subclasses for different Ways. For creating a MoverComponent, these keys are possible:

Name Required Type Description Public
duration yes uint64_t Duration of one movement cycle yes
positioning yes short Absolute or relative positioning yes
continue no "true" continues movement instead of starting no
startTime *) uint64_t *) required when continue set to synchronize time no
lastPos no Vec3 the last position of the circle no
linkable no bool should colliding objects (with correct flags) be linked to this mover and moved with it yes
started yes bool should this mover start directly yes
More...
 
class  i6e::api::MoverInterpolateComponent
 moving an object interpolating in some way For creating a MoverInterpolateComponent, these keys are possible:

Name Required Type Description Public
way yes short How are the frames interpolated, one of enum entries of Way yes
mode yes short In which order the frames will be processed yes
direction yes bool Direction of this mover, true is forward, false is backward yes
openTime *) uint64_t time mover stays at end position before moving backwards, *) required when mode is TWOSTATE_OPENTIME yes
keyframes yes int number of keyframes to follow yes
keyframe__pos *) vector position of i-th keyframe, *) required for all keyframes yes
keyframe__rot *) quaternion rotation of i-th keyframe, *) required for all keyframes yes
More...
 
class  i6e::api::MovingCameraComponent
 Attaches a moving camera to an object. This camera will follow the object in a more sophisticated way. More...
 
class  i6e::api::NavigationComponent
 Used for navigation between points. More...
 
class  i6e::api::NetworkSenderComponent
 defines that this gameobject shall be synchronised over network More...
 
class  i6e::api::ParticleEmitterComponent
 Emits Particles For creating a ParticleEmitterComponent, these keys are possible:

Name Required Type Description Public
particleEmitter yes std::string The emitter for the particle yes
pos no Vec3 relative position to SceneNode yes
fadeOut no bool if set to true, the particle isn't removed immediately but emitters are stopped and so the particle fades out yes
fadeOutCooldown *) uint64_t time after stopping emitters until particle will be destroyed, *) required if fadeOut is set yes
More...
 
struct  i6e::api::CollisionGroup
 struct containing the collision info for an object More...
 
struct  i6e::api::RayTestResult
 struct containing information from raytest objID: id of GO hit first by the ray sourceID: id of the soure GO collisionPoint: hit point More...
 
class  i6e::api::PhysicalStateComponent
 Represents an object's physical state and synchronizes with the Physics subsystem. For creating a PhysicalStateComponent, these keys are possible:

Name Required Type Description Public
syncPrio no int priority from which upwards updates should be sent through network yes
gravity no Vec3 gravity for this object. Replaces default yes
pos yes Vec3 position of the SceneNode yes
rot yes Quaternion rotation of the SceneNode yes
scale yes Vec3 scale of the SceneNode yes
collisionGroup yes int int int ResponseType CrashType CrashMask yes
shapeType yes int one of the shapeTypes from ShapeType enum yes
shatterInterest yes int one of the shatterInterests from ShatterInterest enum yes
compound yes bool should this PSC be used as a compound shape together with other ones of this GameObject yes
More...
 
class  i6e::api::Point2PointConstraintComponent
 Connects two PhysicalStateComponents in a point RELATIVE to their origin For creating a Point2PointConstraintComponent, these keys are possible:

Name Required Type Description Public
selfIdentifier yes std::string identifier for this constraint component, must be unique over the complete game yes
targetIdentifier yes std::string identifier of the constraint this component is connected to yes
selfOffset yes Vec3 offset on which this constraint is connected relative to origin yes
targetOffset yes Vec3 offset on which target constraint is connected relative to its origin yes
breakingImpulse no double impulse that is necessary to break connection, not breakable if not set yes
More...
 
class  i6e::api::ShatterComponent
 This class is needed on every GameObject with: TRIGGER The shatter() method is called for detected collisions. More...
 
class  i6e::api::SoundComponent
 Attaches a sound node to an object. The Sound will follow the object For creating a SoundComponent, these keys are possible:

Name Required Type Description Public
offset yes Vec3 offset to the position of the PhysicalStateComponent this Component is connected to yes
direction yes Vec3 direction of the sound yes
file yes std::string sound file for this sound, currently only wav is supported yes
looping yes bool is this sound looping or only played once yes
maxDist yes double maxmimum distance this sound should be hearable, volume is interpolated yes
cache yes bool if set to true, this sound is cached in memory and mustn't be loaded from harddisk every time it is played yes
category no std::string specifies the category this sound belongs to, e.g. music, effect, dialog, default value is empty string yes
More...
 
class  i6e::api::SoundListenerComponent
 Attaches a sound listener to an object. The Listener will follow the object. More...
 
class  i6e::api::SpawnpointComponent
 Only defines this object as a spawnpoint For creating a SpawnpointComponent, these keys are possible:

Name Required Type Description Public
spawntypes yes std::string GameObject types being spawnable at this Spawnpoint, separated by delimitter ; yes
More...
 
class  i6e::api::StaticStateComponent
 Makes it possible to place a static GameObject For creating a StaticStateComponent, these keys are possible:

Name Required Type Description Public
pos yes Vec3 position of the SceneNode yes
rot yes Quaternion rotation of the SceneNode yes
scale yes Vec3 scale of the SceneNode yes
More...
 
class  i6e::api::TerrainAppearanceComponent
 Tells the engine what heightmap and texture to use when rendering the GameObject. For creating a TerrainAppearanceComponent, these keys are possible:

Name Required Type Description Public
heightmap yes std::string heightmap used for this terrain, either this or heightdata required, if both are provided, heightdata is used yes
heightdata yes std::vector<std::vector<double>> heightdata used for this terrain, either this or heightmap required, if both are provided, heightdata is used yes
size yes double expansion of the terrain yes
inputScale yes double scale factor for the terrain heights, highest point of heightmap gets this height yes
vertices yes uint32_t vertices along an edge, must be 2^n + 1 yes
layers yes uint32_t amount of layers on the terrain yes
minX yes int64_t minimum X for duplicates of the terrain yes
maxX yes int64_t maximum X for duplicates of the terrain yes
minY yes int64_t maximum Y for duplicates of the terrain yes
maxY yes int64_t maximum Y for duplicates of the terrain yes
layer__size yes double size of the texture units for every layer yes
layer__diffusespecular yes std::string diffuse and specular map for every layer yes
layer__normal yes std::string normal and displacement map for every layer yes
layer__minHeight yes double minimum height where this layer shall appear, for every layer except the first yes
layer__fadeDist yes double defines how fast the layers are blend over, for every layer except the first yes
More...
 
class  i6e::api::ToggleWaynetComponent
 Component used to show the waynet. More...
 
class  i6e::api::VelocityComponent
 Component for objects with more complex velocity handling than just setting an impulse, e.g. a car For creating a VelocityComponent, these keys are possible:

Name Required Type Description Public
acceleration yes double acceleration of this GameObject, in m / sē yes
deceleration no double breaking acceleration of this GameObject, in m / sē yes
maxSpeed yes double maximum speed this GameObject can reach, in m / s yes
resistanceCoefficient no double resistance coefficient, default: 0.6 yes
windage no double windage of this GameObject, default: 0.8 mē yes
handling no int handling for reaching maximum speed, keep maximum speed or stop acceleration to roll out, default: 0 (= KeepSpeed) yes
More...
 
class  i6e::api::WaynetNavigationComponent
 Use for navigation by waypoints. More...
 
class  i6e::api::WaypointComponent
 Represents a Waypoint in the world, containing an identifier and a list of connections For creating a WaypointComponent, these keys are possible:

Name Required Type Description Public
name yes std::string name of this waypoint yes
connections yes std::string names of the waypoints this one is connected to, seperated by delimitter ; yes
More...
 
struct  i6e::api::components::Component_Create_Create
 creates a Component on Object with id goid and Component id coid with registered template name tpl and attributes of params More...
 
struct  i6e::api::components::Component_CreateCallback_Create
 creates a Component on Object with id goid and Component id coid with registered template name tpl and attributes of params and calls callback afterwards More...
 
struct  i6e::api::components::Component_Create_Delete
 deletes Component with familyID famID on GameObject with id goid More...
 
struct  i6e::api::components::Component_Spawnpoint_Update
 reactivates a Spawnpoint More...
 
struct  i6e::api::components::Component_Shatter_Update
 calls shatter method of given object with id of the other object detected during collision More...
 
struct  i6e::api::components::Component_MoverResync_Update
 used to resynchronize MoverComponents More...
 
struct  i6e::api::components::Component_EnableTicking_Update
 enables or disables ticking of a Component More...
 

Typedefs

typedef i6e::math::i6eVector4 Vec4
 

Enumerations

enum  i6e::api::AddStrategy { i6e::api::AddStrategy::ADD, i6e::api::AddStrategy::REPLACE, i6e::api::AddStrategy::REPLACE_DIS, i6e::api::AddStrategy::REJECT }
 defines how new components should be handled More...
 
enum  i6e::api::AccessState { i6e::api::AccessState::READONLY, i6e::api::AccessState::READWRITE }
 defines the access state of the components objects More...
 
enum  i6e::api::ComponentOptionsParameter {
  i6e::api::ACCESSSTATE, i6e::api::NAME, i6e::api::READFUNC, i6e::api::WRITEFUNC,
  i6e::api::WIDGETTYPE
}
 enum for easy access of the parameters in the std::tuple More...
 
enum  i6e::api::LuminousAppearanceComponent::LightType { i6e::api::LuminousAppearanceComponent::LightType::POINT, i6e::api::LuminousAppearanceComponent::LightType::DIRECTIONAL, i6e::api::LuminousAppearanceComponent::LightType::SPOT }
 type of the light emitted More...
 
enum  i6e::api::MoverComponent::Positioning : uint16_t { i6e::api::MoverComponent::Positioning::POSITIONING_ABSOLUTE, i6e::api::MoverComponent::Positioning::POSITIONING_RELATIVE }
 
enum  i6e::api::MoverInterpolateComponent::Mode : uint16_t { i6e::api::MoverInterpolateComponent::Mode::TWOSTATE_TOGGLE, i6e::api::MoverInterpolateComponent::Mode::TWOSTATE_OPENTIME, i6e::api::MoverInterpolateComponent::Mode::NSTATE_LOOP, i6e::api::MoverInterpolateComponent::Mode::ONCE }
 
enum  i6e::api::MoverInterpolateComponent::Way : uint16_t { i6e::api::MoverInterpolateComponent::Way::LINEAR, i6e::api::MoverInterpolateComponent::Way::BEZIER }
 
enum  i6e::api::ResponseType::ResponseType { i6e::api::ResponseType::NONE, i6e::api::ResponseType::STATIC, i6e::api::ResponseType::GHOST, i6e::api::ResponseType::TRIGGER }
 
enum  i6e::api::ShatterInterest : uint16_t { i6e::api::NONE, i6e::api::START, i6e::api::END, i6e::api::ALWAYS }
 Different flags for collision interest. More...
 
enum  i6e::api::PhysicalStateComponent::ShapeType : uint16_t { i6e::api::PhysicalStateComponent::ShapeType::PLANE, i6e::api::PhysicalStateComponent::ShapeType::BOX, i6e::api::PhysicalStateComponent::ShapeType::SPHERE, i6e::api::PhysicalStateComponent::ShapeType::FILE }
 Different shape types supported by i6engine. More...
 
enum  i6e::api::PhysicalStateComponent::RayTestRepetition : uint16_t { i6e::api::PhysicalStateComponent::RayTestRepetition::STOP, i6e::api::PhysicalStateComponent::RayTestRepetition::ONCE, i6e::api::PhysicalStateComponent::RayTestRepetition::PERIODIC }
 Different flags for kind of raytest repetition. More...
 
enum  i6e::api::PhysicalStateComponent::RayTestNotify : uint16_t {
  i6e::api::PhysicalStateComponent::RayTestNotify::ALWAYS, i6e::api::PhysicalStateComponent::RayTestNotify::CHANGE, i6e::api::PhysicalStateComponent::RayTestNotify::FOUND, i6e::api::PhysicalStateComponent::RayTestNotify::NOTFOUND,
  i6e::api::PhysicalStateComponent::RayTestNotify::OBJECTCHANGE
}
 Different flags for the kind of notify mechanism of raytest. More...
 
enum  i6e::api::VelocityComponent::MaxSpeedHandling { i6e::api::VelocityComponent::MaxSpeedHandling::KeepSpeed, i6e::api::VelocityComponent::MaxSpeedHandling::StopAcceleration }
 
enum  i6e::api::VelocityComponent::DecelerationHandling { i6e::api::VelocityComponent::DecelerationHandling::Backward, i6e::api::VelocityComponent::DecelerationHandling::StopDeceleration }
 
enum  i6e::api::components::ComponentMessageTypes {
  i6e::api::components::ComReset, i6e::api::components::ComCreate, i6e::api::components::ComCreateCallback, i6e::api::components::ComSpawnpoint,
  i6e::api::components::ComShatter, i6e::api::components::ComMoverResync, i6e::api::components::ComEnableTicking, i6e::api::components::COUNT
}
 
enum  i6e::api::components::ComponentTypes {
  i6e::api::components::CameraComponent, i6e::api::components::LifetimeComponent, i6e::api::components::LuminousAppearanceComponent, i6e::api::components::MeshAppearanceComponent,
  i6e::api::components::MoverCircleComponent, i6e::api::components::MoverComponent, i6e::api::components::MoverInterpolateComponent, i6e::api::components::MovingCameraComponent,
  i6e::api::components::NetworkSenderComponent, i6e::api::components::ParticleEmitterComponent, i6e::api::components::PhysicalStateComponent, i6e::api::components::ShatterComponent,
  i6e::api::components::SpawnpointComponent, i6e::api::components::StaticStateComponent, i6e::api::components::TerrainAppearanceComponent, i6e::api::components::SoundComponent,
  i6e::api::components::SoundListenerComponent, i6e::api::components::BillboardComponent, i6e::api::components::FollowComponent, i6e::api::components::MovableTextComponent,
  i6e::api::components::WaypointComponent, i6e::api::components::NavigationComponent, i6e::api::components::WaynetNavigationComponent, i6e::api::components::MoveComponent,
  i6e::api::components::MovementComponent, i6e::api::components::ToggleWaynetComponent, i6e::api::components::Point2PointConstraintComponent, i6e::api::components::VelocityComponent,
  i6e::api::components::LineComponent, i6e::api::components::AnimatedLuminousAppearanceComponent, i6e::api::components::AnimatedDirectionalLightComponent, i6e::api::components::AnimatedPointLightComponent,
  i6e::api::components::AnimatedSpotLightComponent, i6e::api::components::AnimationControllerComponent, i6e::api::components::ComponentTypesCount
}
 

Detailed Description

Typedef Documentation

Definition at line 41 of file MeshAppearanceComponent.h.

Enumeration Type Documentation

enum i6e::api::AccessState
strong

defines the access state of the components objects

Enumerator
READONLY 
READWRITE 

Definition at line 75 of file Component.h.

enum i6e::api::AddStrategy
strong

defines how new components should be handled

Note
REPLACE(-1) and REPLACE_DIS both replace the dispatcher component: use REPLACE_DIS if you only want to allow a single component. REPLACE(-1) assumes there can be some subcomponents in will handle this correctly
Enumerator
ADD 
REPLACE 
REPLACE_DIS 
REJECT 

Definition at line 65 of file Component.h.

Enumerator
ComReset 
ComCreate 
ComCreateCallback 

Creates a new Component.

ComSpawnpoint 

Creates a new Component and calls callback afterwards.

ComShatter 

Reactivates a spawnpoint.

ComMoverResync 

Indicates, that the Object shattered.

ComEnableTicking 

Mover Component needs to be resynced.

COUNT 

Enables or disables ticking of a Component.

Definition at line 45 of file ComponentConfig.h.

enum for easy access of the parameters in the std::tuple

Enumerator
ACCESSSTATE 
NAME 
READFUNC 
WRITEFUNC 
WIDGETTYPE 

Definition at line 83 of file Component.h.

Enumerator
CameraComponent 
LifetimeComponent 
LuminousAppearanceComponent 
MeshAppearanceComponent 
MoverCircleComponent 
MoverComponent 
MoverInterpolateComponent 
MovingCameraComponent 
NetworkSenderComponent 
ParticleEmitterComponent 
PhysicalStateComponent 
ShatterComponent 
SpawnpointComponent 
StaticStateComponent 
TerrainAppearanceComponent 
SoundComponent 
SoundListenerComponent 
BillboardComponent 
FollowComponent 
MovableTextComponent 
WaypointComponent 
NavigationComponent 
WaynetNavigationComponent 
MoveComponent 
MovementComponent 
ToggleWaynetComponent 
Point2PointConstraintComponent 
VelocityComponent 
LineComponent 
AnimatedLuminousAppearanceComponent 
AnimatedDirectionalLightComponent 
AnimatedPointLightComponent 
AnimatedSpotLightComponent 
AnimationControllerComponent 
ComponentTypesCount 

Definition at line 55 of file ComponentConfig.h.

Enumerator
Backward 
StopDeceleration 

Definition at line 51 of file VelocityComponent.h.

type of the light emitted

Enumerator
POINT 

Point light (e.g. a light bulb or torch)

DIRECTIONAL 

Directional Light (e.g. the sun)

SPOT 

Spot light (e.g. a flashlight)

Definition at line 56 of file LuminousAppearanceComponent.h.

Enumerator
KeepSpeed 
StopAcceleration 

Definition at line 47 of file VelocityComponent.h.

Enumerator
TWOSTATE_TOGGLE 
TWOSTATE_OPENTIME 
NSTATE_LOOP 
ONCE 

Definition at line 51 of file MoverInterpolateComponent.h.

enum i6e::api::MoverComponent::Positioning : uint16_t
strong
Enumerator
POSITIONING_ABSOLUTE 
POSITIONING_RELATIVE 

Definition at line 63 of file MoverComponent.h.

Different flags for the kind of notify mechanism of raytest.

Enumerator
ALWAYS 
CHANGE 
FOUND 
NOTFOUND 
OBJECTCHANGE 

Definition at line 214 of file PhysicalStateComponent.h.

Different flags for kind of raytest repetition.

Enumerator
STOP 
ONCE 
PERIODIC 

Definition at line 205 of file PhysicalStateComponent.h.

Enumerator
NONE 
STATIC 
GHOST 
TRIGGER 

Definition at line 76 of file PhysicalStateComponent.h.

Different shape types supported by i6engine.

Enumerator
PLANE 
BOX 
SPHERE 
FILE 

Definition at line 195 of file PhysicalStateComponent.h.

enum i6e::api::ShatterInterest : uint16_t

Different flags for collision interest.

Enumerator
NONE 
START 
END 
ALWAYS 

Definition at line 167 of file PhysicalStateComponent.h.

Enumerator
LINEAR 
BEZIER 

Definition at line 58 of file MoverInterpolateComponent.h.