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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 |
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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 |
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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 |
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class | i6e::api::AnimationControllerComponent |
| Stores different animation events for animations and registers them again when starting an animation. More...
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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 |
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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 |
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class | i6e::api::Component |
| Component Base Class. All Components must derive from Component. More...
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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...
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class | i6e::api::MovementComponent |
| base class for Movement components More...
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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 |
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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 |
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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 |
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class | i6e::api::MovingCameraComponent |
| Attaches a moving camera to an object. This camera will follow the object in a more sophisticated way. More...
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class | i6e::api::NavigationComponent |
| Used for navigation between points. More...
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class | i6e::api::NetworkSenderComponent |
| defines that this gameobject shall be synchronised over network More...
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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 |
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struct | i6e::api::CollisionGroup |
| struct containing the collision info for an object More...
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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...
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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 |
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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 |
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class | i6e::api::ShatterComponent |
| This class is needed on every GameObject with: TRIGGER The shatter() method is called for detected collisions. More...
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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 |
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class | i6e::api::SoundListenerComponent |
| Attaches a sound listener to an object. The Listener will follow the object. More...
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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 |
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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 |
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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 |
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class | i6e::api::ToggleWaynetComponent |
| Component used to show the waynet. More...
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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 |
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class | i6e::api::WaynetNavigationComponent |
| Use for navigation by waypoints. More...
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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 |
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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...
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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...
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struct | i6e::api::components::Component_Create_Delete |
| deletes Component with familyID famID on GameObject with id goid More...
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struct | i6e::api::components::Component_Spawnpoint_Update |
| reactivates a Spawnpoint More...
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struct | i6e::api::components::Component_Shatter_Update |
| calls shatter method of given object with id of the other object detected during collision More...
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struct | i6e::api::components::Component_MoverResync_Update |
| used to resynchronize MoverComponents More...
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struct | i6e::api::components::Component_EnableTicking_Update |
| enables or disables ticking of a Component More...
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