Nebula
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Class List
Here are the classes, structs, unions and interfaces with brief descriptions:
 NAnimation
  CAnimEventHandlerBaseThis is the base class for handling animation events
  CAnimEventInfoThe AnimEventInfo has extra information of the animevent, like the animjob from which it is initiated
  CAnimEventServerThis is the server, which is triggered if a animation event is emitted
  CAnimJobDescibes a single animation sampling job in the AnimController
  CAnimJobEnqueueModeDescribes the behaviour when enqueueing a new animation job into an anim sequencer
  CAnimSequencerAn AnimSequencer object arranges AnimJobs along the time line to produce a single, priority-blended result
  CPlayClipJobAn AnimJob which simply plays an animation clip
 NApp
  CApplicationProvides a simple application model for Nebula apps
  CConsoleApplicationBase class for Nebula console applications
  CGameApplicationNebula's default game application
   CGameAppExitHandler
  CRenderApplicationRender application class with multithreaded rendering
  CViewerApplicationDerived from RenderApplication, adds support for Stages, Views and GraphicsEntities to the asynchronous render app
 NAttr
  CAttrExitHandlerExit handler for the Attr subsystem, cleans up dynamic attribute definitions before shutdown
  CAttributeA compiletime-typesafe key/value pair
  CAttributeContainerA simple container for attributes
  CAttributeDefinitionThis extends the typeless AttributeDefinitionBase class by a typed template class, which adds compiletime-type-safety to attribute definitions
  CAttributeDefinitionBaseImplements a universal attribute definition, consisting of an attribute name, attribute fourcc code, value type and access type
  CAttributeTableA table of attributes with a compact memory footprint and fast random access
   CColumnInfo
  CAttrIdAn attribute ID is used to carry attribute types (no values) around
  CBlobArrayTypeClass
  CBlobAttrIdTyped attribute id for blob type
  CBlobTypeClass
  CBoolArrayTypeClass
  CBoolAttrIdTyped attribute id for bool type
  CBoolTypeClass
  CByteTypeClass
  CDoubleTypeClass
  CFloat2ArrayTypeClass
  CFloat2TypeClass
  CFloat4ArrayTypeClass
  CFloat4TypeClass
  CFloatArrayTypeClass
  CFloatAttrIdTyped attribute id for float type
  CFloatTypeClass
  CGuidArrayTypeClass
  CGuidAttrIdTyped attribute id for guid type
  CGuidTypeClass
  CInt64AttrId
  CInt64TypeClass
  CIntArrayTypeClass
  CIntAttrIdTyped attribute id for integer type
  CIntTypeClass
  CMat4AttrIdTyped attribute id for mat4 type
  CMatrix44ArrayTypeClass
  CMatrix44TypeClass
  CQuaternionTypeClass
  CShortTypeClass
  CStringArrayTypeClass
  CStringAttrIdTyped attribute id for string type
  CStringTypeClass
  CTransform44TypeClass
  CUIntAttrIdTyped attribute id for unsigned integer type
  CUIntTypeClass
  CUShortTypeClass
  CVec4AttrIdTyped attribute id for vec4 type
  CVoidPtrTypeClass
 NAudio
  CAudioDeviceCentral class of the core audio subsystem
   CListener
  CAudioEmitterId
  CAudioServerFront-end of the Audio subsystem
  CClipId
  CClipInstanceId
 NAudioFeature
  CAudioFeatureUnitSets up and interfaces with the audio subsystem
  CAudioManager
 NBase
  CCalendarTimeBaseAllows to obtain the current point in time as year, month, day, etc... down to milliseconds, convert between filetime and CalendarTime, and format the time to a human readable string
  CDisplayDeviceBaseA DisplayDevice object represents the display where the RenderDevice presents the rendered frame
  CGameContentServerBaseThe game content server initializes access to game content on console platforms
  CGamePadBaseAn input handler which represents one of at most 4 game pads
   CButtonState
  CGenericMemoryPoolA simple thread-safe memory pool
  CInputServerBaseThe InputServer is the central object of the Input subsystem
  CInstanceRendererBase
  CInstanceServerBase
  CKeyboardBaseAn input handler which represents a keyboard for polling
   CKeyState
  CLibraryBase class for loading and handling dynamic libraries
  CMouseBaseAn input handler which represents a mouse for polling
   CButtonState
  CShaderServerBaseThe ShaderServer loads all shaders when created, meaning all shaders in the project must be valid and hardware compatible when starting
  CShapeRendererBaseBase class of ShapeRenderer, can render a number of shapes, mainly for debug visualization
  CTextRendererBaseBase class for text rendering (don't use this for high-quality text rendering)
  CVertexComponentBase
 NBaseGameFeature
  CBaseGameFeatureUnitThe BaseGameFeatureUnit creates everything to allow load and run a game level
  CLevelParserBase class for level parsing
 NCharactersA character encapsulates a skeleton resource, an animation resource, and the ability to instantiate such and drive animations
  CCharacterContextAssumes control over the character animation functionalities of a model if it contains a character definition and an animation set
   CAnimationRuntime
   CAnimationTracks
  CCharacterJobContext
  CCharacterJoint
  CNsk3HeaderNSK3 file format structs
  CNsk3Joint
  CNsk3Skeleton
  CSkeletonCreateInfo
  CSkeletonId
  CSkeletonJobJoint
  CSkeletonLoader
  CSkeletonResourceId
 NClusteringContext handling GPU cluster culling
  C[struct].state
  CClusterContext
 NConsoleHook
  CConsoleEvents
  CConsoleWriterEventArgs
  CConsoleWriter
 NCore
  CCoreServerThe central core server object initializes a minimal Nebula runtime environment necessary to boot up the rest of Nebula
  CCVarA console variable
  CCVarCreateInfoUsed to create a Core::CVar
  CCVarValue
   C[union].__unnamed0__
  CExitHandlerExitHandlers are static objects which register themselves automatically once at startup and are called back from the Core::SysFunc::Exit() static method which is called right before a Nebula application exists
  CFactoryProvides the central object factory mechanism for Nebula
  CRefCountedThe common base class of Nebula
  CRefCountedListImplements a static list which keeps track of all refcounted objects to detect refcounting leaks at application shutdown
  CRttiNebula's runtime type information for one class
 NCoreAnimationAn animation resource holds a set of animations from a loaded NAX file
  CAnimationCreateInfo
  CAnimationId
  CAnimationLoader
  CAnimationResourceId
  CAnimClipAn animation clip is a collection of related animation curves (for instance all curves required to animate a character)
  CAnimCurveAn animation curve describes a set of animation keys in an AnimKeyBuffer
  CAnimEventAn animation event associates a name with a point in time
  CAnimEventEmitterThe AnimEventEmitter collects all animevents which are active in the given time range
  CAnimKeyBufferA simple buffer of vec4 animation keys
   CInterval
  CAnimSampleBufferStores the result of an animation sampling operation, stores samples key values and sample-counts which keep track of the number of samples which contributed to a mixing result (this is necessary for correct mixing of partial animations)
  CAnimSampleMask
  CAnimSampleMixInfoA data structure for providing sample/mixing attributes to asynchronous jobs in the CoreAnimation subsystem
  CAnimUtilA class which contains utility methods for animation sampling and mixing
  CCurveTypeDescribes the general data type of the keys stored in an animation curve
  CInfinityTypeDescribes how time position outsides of an animation curve's scope are handled
  CNax2Curve
  CNax2Group
  CNax2HeaderLegacy NAX2 file format structs
  CNax3Anim
  CNax3AnimEvent
  CNax3Clip
  CNax3Curve
  CNax3HeaderNAX3 file format structs
  CNax3Interval
  CSampleTypeDescribes how an animation curve should be sampled
 NCoreGraphicsAcceleration structures are used to enable ray tracing on the GPU by dividing the scene into a BVH
  NGpuBufferTypes
   CSetupFlags
  C__Mesh
  CAccelerationStructureBarrierInfo
  CAdapterDisplay adapter enum
  CAdapterInfoContains information about a given display adapter
  CAlloc
  CAllocRange
  CAntiAliasQualityAnti-alias quality levels
  CBarrierContext
  CBarrierCreateInfo
  CBarrierId
  CBarrierScope
  CBarrierStackEntry
  CBaseVertex
  CBlasCreateInfo
  CBlasId
  CBlasInstanceCreateInfo
  CBlasInstanceId
  CBlasInstanceInfo
  CBufferBarrier
  CBufferBarrierInfo
  CBufferCopy
  CBufferCreateInfo
  CBufferId
  CBufferSetSet of buffers which creates a buffer per each buffered frame
  CBufferSparsePage
  CBufferSubresourceInfo
  CBufferWithStaging
  CCmdBufferBeginInfo
  CCmdBufferClearInfo
  CCmdBufferCreateInfo
  CCmdBufferId
  CCmdBufferMarkerBundle
  CCmdBufferPoolCreateInfo
  CCmdBufferPoolId
  CColorVertex
  CDepthStencilClear
  CDerivativeStateId
  CDisplayEventDisplay events are sent by the display device to registered display event handlers
  CDisplayEventHandlerA display event handler object is notified by the DisplayDevice about noteworthy window events, for instance when the mouse is moved, the window is minimized, and so on
  CDisplayModeDescribe a fullscreen display mode or window dimensions
  CDrawThreadA CoreGraphics thread meant to only record draw commands to command buffers
   CCommand
   CSyncCommand
   CCommandBuffer
  CDrawThreadResult
  CEventCreateInfo
  CEventId
  CFenceCreateInfo
  CFenceId
  CGliml
  CGPULangShaderCreateInfo
  CGPULangShaderLoaderResource loader to load a GPULang shader object from a stream
  CGraphicsDeviceCreateInfo
   CFeatures
  CGraphicsDeviceState
  CGraphicsDeviceThreadState
  CImageCreateInfoData
  CImageCreateInfoFile
  CImageDimensions
  CImageFileFormatImage file formats supported by StreamTextureSaver
  CImageId
  CImageLoadInfo
   CImageData
  CIndexTypeData type of vertex indices (16 bit or 32 bit)
  CInputAssemblyKey
   C[struct].__unnamed0__
  CMemoryHeap
  CMemoryPool
  CMeshCreateInfo
  CMeshId
  CMeshLoader
   CStreamMeshLoadMetaData
   CMeshStreamData
   CMeshesToSubmit
   CFinishedMesh
  CMeshResource
  CMeshResourceId
  CMonitor
  CNormalVertex
  CNvx2Group
  CNvx2HeaderNVX2 file format structs
  CNvx3BBox
  CNvx3Elements
  CNvx3Group
  CNvx3HeaderNVX3 file format structs
  CNvx3Meshlet
  CNvx3StreamReader
  CNvx3VertexRange
  CPassCreateInfo
  CPassId
  CPinnedBuffer
  CPipelineCreateInfo
  CPipelineId
  CPipelineRayTracingTable
  CPixelFormatPixel format enumeration
  CPrimitiveGroupDefines a group of primitives as a subset of a vertex buffer and index buffer plus the primitive topology (triangle list, etc...)
  CPrimitiveTopologyThe primitive topology for a draw call
  CRayDispatchTable
   CEntry
  CRayTracingBitsGet shader program raytracing bits
   C[struct].bitField
  CRenderEventRender events are sent by the RenderDevice to registered render event handlers
  CRenderEventHandlerA render event handler object is notified by the RenderDevice about noteworthy events
  CRenderPassCreateInfo
  CRenderPassId
  CRenderShapeDescribes a shape which is rendered through the ShapeRenderer singleton
   CRenderShapeVertex
  CResizeInfo
  CResourcePipelineCreateInfo
  CResourcePipelineId
  CResourcePipelinePushConstantRange
  CResourceTableBuffer
  CResourceTableCreateInfo
  CResourceTableId
  CResourceTableInputAttachment
  CResourceTableLayoutAccelerationStructure
  CResourceTableLayoutConstantBuffer
  CResourceTableLayoutCreateInfo
  CResourceTableLayoutId
  CResourceTableLayoutInputAttachment
  CResourceTableLayoutSampler
  CResourceTableLayoutShaderRWBuffer
  CResourceTableLayoutTexture
  CResourceTableSampler
  CResourceTableSetSet of buffers which creates a resource table per each buffered frame
  CResourceTableTexture
  CResourceTableTextureView
  CResourceTableTlas
  CSamplerCreateInfo
  CSamplerId
  CSecondUVVertex
  CSemaphoreCreateInfo
  CSemaphoreId
  CShaderFeatureWrapper class for shader permutations by name
  CShaderId
  CShaderIdentifierThe ShaderIdentifier is a zero-indexed registry which is used to identify shaders in a constant time (instead of using dictionaries) which can be used to select variables and whatnot using a FixedArray, which is guaranteed to retain the same index during the execution of the application
  CShaderLoader
  CSkinVertex
  CSparseBufferCreateInfo
  CSparseBufferIdSparse buffer type
  CSubmissionWaitEvent
  CSubpass
  CSubpassInfo
  CSwapchainCreateInfo
  CSwapchainId
  CTextElementDescribes a text element for the text renderer
  CTextureBarrier
  CTextureBarrierInfo
  CTextureCopyStruct for texture copies
  CTextureCreateInfo
   C[union].__unnamed0__
  CTextureCreateInfoAdjusted
  CTextureDimensions
  CTextureIdTexture type
  CTextureLoader
   CMipLoadMainThread
   CMipHandoverLoaderThread
  CTextureRelativeDimensions
  CTextureSparsePage
  CTextureSparsePageOffset
  CTextureSparsePageSize
  CTextureStreamData
  CTextureSubresourceInfo
  CTextureSwizzle
  CTextureViewCreateInfo
  CTextureViewId
  CThreadSafeDisplayEventHandlerA thread-safe subclass of DisplayEventHandler
  CThreadSafeRenderEventHandlerA thread-safe subclass of RenderEventHandler
  CTlasCreateInfo
  CTlasId
  CVertexAlloc
  CVertexComponentDescribes a single vertex component in a vertex layout description
  CVertexLayoutCreateInfo
  CVertexLayoutId
  CVertexLayoutInfo
  CVertexStream
  CWindowCreateInfo
  CWindowId
 NDarwin
  CDarwinSystemInfoProvide information about the system we're running on
  CDarwinTimerDarwin implementation of the Time::Timer class
 NDb
  CColumnDescribes a column in a database table
  CCommandWraps a general SQL command
  CDatabaseWraps an entire database into a C++ object
  CDatasetA dataset is an efficient in-memory-cache for rlational database data
  CDbFactoryDbFactory object for the Db subsystem
  CDbServerProvides highlevel access to the world database
  CFilterSetImplements a filter for datatbase data using a condition tree
   CToken
  CReaderWrapper to bulk-read the contents of a database table
  CRelationA Relation object describes a relation between 2 tables which are linked through a common attribute
  CSqlite3CommandSQLite3 implementation of Db::Command
  CSqlite3DatabaseSQLite3 implementation of Db::Database
  CSqlite3DatasetSQLite implemention of Dataset
  CSqlite3FactoryCreates Db objects derived for the Sqlite3 Db wrapper
  CSqlite3FilterSet
  CSqlite3Table
  CTableDescribes a table in a database, or more abstract, a set of typed columns grouped under a common name
  CValueTableA table of database values
  CWriterA wrapper class to bulk-write data to the database in a simple way
 NDebug
  C[struct].state
  CConsolePageHandlerPrint console output to HTML page
  CCorePageHandlerProvide information about Core subsystem to debug http server
  CDebugCounterA debug counter for counting events
  CDebugFloatThis class is supposed to make it easier, to restore the exact value of floating- point-based types, like vector, mat4, float etc
  CDebugHandlerThe message handler for the debug interface
  CDebugInterfaceInterface object of the Debug subsystem
  CDebugPageHandlerHttp request handler for the Debug subsystem
  CDebugServerThe debug server singleton is visible from all threads and keeps track of debug timer and debug counters
  CDebugTimerA debug timer for measuring time spent in code blocks
  CDisplayPageHandlerProvide information about the display to the debug http server
  CFrameScriptInspector
  CHelloWorldRequestHandlerMost simple HttpRequestHandler possible
  CIoPageHandlerProvide information about IO subsystem to debug http server
  CMemoryPageHandlerProvide information about memory allocations to debug http server
  CMeshPageHandlerProvide an HTML debug page with information about shared mesh resources
  CShaderPageHandlerProvide a HTML debug page for shaders
  CStringAtomPageHandler
  CSvgTestPageHandlerA HTTP test page handler to test SVG rendering functionality
  CTexturePageHandlerProvide a HTML debug page with information about all shared texture resources
  CThreadPageHandlerDisplays info about currently running Nebula threads
 NDecalsThe Decal context manages the decal system and entities and rendering
  C[struct].decalState
  CDecalContext
 NDynuiImgui Profiler UI
  CGraphTime Graph with predefined amount of entries
  CImguiAddon(C) 2012-2016 Individual contributors, see AUTHORS file
  CImguiConsoleThe ImGui console uses ImGui to produce a live interactive console
   CLogEntry
  CImguiConsoleHandlerConsolehandler that prints its output to the imgui console
  CImguiContext
  CImguiDisplayEventHandlerHandles display events such that ImGui is made aware of them
  CImguiInputHandlerThis input handler passes input events to Imgui
  CImguiProfiler
  CImguiRTPlugin
  CImGuiSecondaryWindowData
  CImguiState
  CImguiTextureId
  CImGuiWindowHandle
 NFibersFiber implementation header
  CFiber
  Cfiber_ctx_t
  Cfiber_t
  CFiberContext
  CFiberQueue
   CJob
  CFiberQueueCreateInfo
  CFiberThread
  CFiberWaitContext
 NFlatFlatbuffer to Nebula type conversion functions
  CFlatbufferInterface
 NFog
  C[struct].blurState
  C[struct].fogState
  CVolumetricFogContext
 NFrameImGUI debug interface for inspecting frame scripts
  CFrameBarrier
   CCompiledImpl
  CFrameBatchTypeFrame batch type hints for the render device and render targets
  CFrameBlit
   CCompiledImpl
  CFrameCode
   CCompiledImpl
  CFrameCompute
   CCompiledImpl
  CFrameCopy
   CCompiledImpl
  CFrameEvent
  CFrameMipmap
   CCompiledImpl
  CFrameOp
   CBufferSubresourceDep
   CTextureSubresourceDep
   CCompiled
   CTextureDependency
   CBufferDependency
   CBuildContext
  CFramePass
   CCompiledImpl
  CFramePlugin
   CCompiledImpl
  CFrameResolve
   CCompiledImpl
  CFrameScriptA FrameScript describes render operations being done to produce a single frame
  CFrameScriptLoader
  CFrameServer
  CFrameSubgraph
   CCompiledImpl
  CFrameSubmission
   CCompiledImpl
  CFrameSubpass
   CCompiledImpl
  CFrameSubpassBatch
   CCompiledImpl
  CFrameSubpassFullscreenEffect
   CCompiledImpl
  CFrameSubpassOrderedBatch
   CCompiledImpl
  CFrameSubpassPlugin
   CCompiledImpl
  CFrameSwap
   CCompiledImpl
  CTextureExport
  CTextureImport
 NFrameSync
  CFrameSyncTimerA thread-local time source object which is synchronized with the sync point in the FrameSyncHandlerThread
 NGameResolves local hierarchical transforms into the mandatory world transform components
  CAngularVelocity
   CTraits
  CComponentDecayBufferContains data for components flagged with COMPONENTFLAG_DECAY, that has been deleted this frame
  CComponentInspectionComponent inspection functions
  CComponentInterfaceThese are registered to the attribute registry so that we can add more functionality to attributes
  CComponentRegisterInfoUsed for registering component types to the game world
  CComponentSerializationComponent serialization functions
   CSerializer
  CDatasetA dataset that contains views into category tables
   CViewThis represents a "view" into an entity table
  CEditorState
  CEntityAn entity is essentially just an Id with some utility functions attached
   CTraits
  CEntityMappingMaps an entity to a table and instance id
  CEntityPoolGeneration pool
  CEntityTableCreateInfo
  CFeatureUnitA FeatureUnit is an encapsulated feature which can be added to an application
  CFilterBuilder
   CComponentRequest
   CFilterCreateInfo
  CFrameEvent
   CBatchA batch of frame callbacks
  CFramePipeline
  CGameServerThe game server setups and runs the game world
   CStateInternal state and world management
  CHierarchyManager
  CManagerManagers are objects which care about some specific functionality of a feature
  CMessage
   CMessageQueueId
  CMessageListener
  CMessageListenerId
  COrientationA component that stores the orientation of an entity
   CTraits
  CPackedLevelRepresents a level that can be instantiated into a world
   CEntityGroup
  CPositionA component that stores the position of an entity in world space coordinates
   CTraits
  CProcessor
  CProcessorBuilder
  CProcessorJobContext
  CProcessorJobInput
  CScaleA component that stores the scale of an entity
   CTraits
  CTimeManagerSingleton object which manages all Game::TimeSource objects
  CTimeSourceAn object that keeps track of running time and frame time (delta time)
  CTimeSourceCreateInfoUsed to create a timesource
  CVelocityA component that stores the linear velocity of an entity
   CTraits
  CWorldA container of entities, their components, and processors
   CAllocateInstanceCommand
   CDeallocInstanceCommand
   CAddStagedComponentCommand
   CRemoveComponentCommand
  CWorldHash
 NGcc
  CGccInterlockedProvides simple atomic operations on shared variables using gcc compiler builtins
 NGIThe DDGI context is responsible for managing the GI volumes used to apply indirect light in the scene
  C[struct].state
  CDDGIContext
   CVolumeSetup
   CVolume
  CDDGIOptions
   C[struct].flags
 NGLFW
  CGLFWDisplayDevice
  CGLFWInputServer
 NGraphicsImplements the shader server used by Vulkan
  C[struct].envState
  C[struct].globalConstantState
   C[union]DirtySet.globalConstantState.__unnamed0__
  C[struct].state
  CBindlessRegistryCreateInfo
  CCameraContextHandles cameras
  CCameraSettings
  CContextEntityId
  CDepthOfField
  CEnvironmentContextThe environment context deals with anything related to the sky and atmosphere effects
  CFrameContext
  CGlobalConstantsCreateInfo
  CGraphicsContext
  CGraphicsContextFunctionBundle
  CGraphicsContextStateA graphics context is a resource which holds a contextual representation for a graphics entity
  CGraphicsDisplayEventHandlerHandles DisplayEvents that are relevant for the graphics system
  CGraphicsEntityIdThe graphics entity is only an Id, to which we can attach GraphicsContexts
  CGraphicsServerThe graphics server is the main singleton for the Graphics subsystem
  CLightProbeContextAdds a light probe component to graphics entities
  CViewCreateInfo
  CViewId
 NGraphicsFeature
  CCameraManagerHandles camera related properties
   CViewData
  CGraphicsFeatureUnitSets up the core rendering system and provides properties and managers for default usage, such as rendering models, animations, particles, etc
  CGraphicsManagerHandles logic for connecting the game layer with the render layer
 NHttpThis file was generated with Nebula Trifid's idlc compiler tool
  CAttachRequestHandler
  CDefaultHttpRequestHandlerThis implements the "Home Page" of the Nebula application
  CHtmlElementHTML markup elements
  CHtmlPageWriterA stream writer which supports writing a HTML-formatted page into a stream
  CHttpClientUse a HTTP client to send HTTP requests to a HTTP server, and receive and decode HTTP responses
  CHttpClientRegistryThe HttpClientRegistry provides a way to re-use existing connections to HTTP servers instead of setting up a HTTP connection for every single HTTP request
   CConnection
  CHttpInterfaceThe HttpInterface launches the HttpServer thread and is the communication interface with the HttpServer thread
  CHttpMessageHandlerRuns the HttpServer thread, and owns the central http server
  CHttpMethodHttp methods enumeration (GET, PUT, etc...)
  CHttpNzStreamA version of HttpStream which reads .nz compressed files as created by the Nebula archiver tool
  CHttpRequestEncapsulates a complete Http request into a message
  CHttpRequestHandlerHttpRequestHandlers are attached to the HttpServer and process incoming HTTP requests
  CHttpRequestReaderA stream reader which cracks a HTTP request into its components
  CHttpRequestWriterWrites a valid HTTP request header to a stream
  CHttpResponseReaderDecodes a response header from a HTTP server and optionally writes received content data to a provided stream
  CHttpResponseWriterStream writer which writes a correct HTTP response to a stream
  CHttpServerImplements an extremly simple standalone HTTP server with attached HttpRequestHandlers
   CPendingRequest
  CHttpServerProxyClient-side proxy of the HttpServer
  CHttpStatusHTTP status code enumeration (e.g
  CHttpStreamWraps client HTTP requests to a HTTP server into an IO::Stream
  CNebulaHttpClient
  CRemoveRequestHandler
  CSvgLineChartWriterSpecialized SVG page writer which draws a line chart diagrams
   CTrack
  CSvgPageWriterA stream writer to generate simple SVG pages
 NIdsThis simple Id pool implements a set of free and used consecutive integers
  CIdThis class implements some static helper functions to set high and low 32-bit integers, as well as a function to create a complete id from two of them
  CIdAllocatorAn ID allocator associates an id with a slice in an N number of arrays
  CIdAllocatorSafe
  CIdGenerationPoolProvides a system for creating array friendly id numbers with reuse and generations
  CIdPool
 NIm3d
  Ninternal
   CScalarT
   CFloatT
   CIntT
   CCompositeT
   CVecT
   CMatT
   CTypeTraits
   CTypeTraits< int >
   CTypeTraits< float >
   CTypeTraits< Vec2 >
   CTypeTraits< Vec3 >
   CTypeTraits< Vec4 >
   CTypeTraits< Mat4 >
  CAppData
  CCapsule
  CColor
  CContext
  CDrawList
  CIm3dContext
  CIm3dState
  CLine
  CLineSegment
  CMat3
  CMat4
  CPlane
  CRay
  CSphere
  CTextData
  CTextDrawList
  CVec2
  CVec3
  CVec4
  CVector
  CVertexData
 NInputFIXME!
  CInputDisplayEventHandlerTranslates DisplayEvents that are relevant for the input system into InputEvents
  CInputEventThe input events of the Input subsystems
  CInputHandlerInput handlers receive and process input events
  CInputPriorityInput priorities for input handlers
  CInputServerThe InputServer is the central object of the Input subsystem
  CKeyDefine standard key codes
  CMouseAn input handler which represents a mouse for polling
  CMouseButtonMouse button codes and conversion from/to string
 NInterface
  CInterfaceBaseBase class for interfaces
  CInterfaceHandlerBaseBase class for message handlers attached to Interface objects
 NIOInstances of wrapped stream classes
  CArchiveBaseBase class of file archives
  CArchiveFileSystemBase
  CAssignAn assign associates an intuitive name with a real-world filesystem path
  CAssignRegistryCentral registry for path assigns
  CBinaryReaderA friendly interface to read binary data from a stream
  CBinaryWriterA friendly interface for writing binary data to a stream
  CBXMLFileAttr
  CBXMLFileHeader
  CBXMLFileNode
  CBXmlLoaderUtilHelper class for loading binary xml files created with N3's binaryxmlconverter3 tool
  CBXmlReaderStream reader for binary XML files
  CCachedHttpStream
  CCachedStreamWraps an underlying mappable stream object to avoid reopening it more than once (e
  CConsoleNebula's console, this is the central place for command- line-style communication with the user
  CConsoleHandlerBase class for all console handlers
  CEmbeddedMemoryStreamImplements a stream class which reads from an embedded resource
  CEventHandlerData
  CExcelXmlReaderA stream reader class which reads Excel XML files
  CFileStreamA stream to which offers read/write access to filesystem files
  CFileWatcherFor registering callbacks for file modification events
  CFileWatcherImpl
  CFileWatcherPlatform
  CHistoryConsoleHandlerA console handler which stores the last N log messages in a Util::RingBuffer<String>
  CIoInterface
  CIoServerThe central server object of the IO subsystem offers the following services:
  CIOStat
  CJsonReaderReads json formatted data with random access from a stream using pjson as backend
  CJsonWriterWrite Json-formatted data to a stream
  CLogFileConsoleHandlerA console handler which writes all console output to a log file
  CMediaTypeEncapsulates a MIME conformant media type description (text/plain, image/jpg, etc...)
  CMemoryStreamImplements a stream class which writes to and reads from system RAM
  CPathA path is an abstraction around file paths
  CSafeFileStreamWrapper around FileStream that will save to a temporary file and swap when closed
  CSchemeRegistryCentral registry for URI schemes, associates an URI scheme (e.g
  CStreamOffers an abstract interface for read/write access to a sequence of bytes
  CStreamCacheExplicit cache for reusing read-only streams that are already opened
   CCacheEntry
  CStreamReaderStream reader classes provide a specialized read-interface for a stream
  CStreamWriterStream writer classes provide a specialized write-interface for a stream
  CTextReaderA friendly interface for reading text data from a stream
  CTextWriterA friendly interface for writing text data to a stream
  CURIAn URI object can split a Uniform Resource Identifier string into its components or build a string from URI components
  CURNA URN (Uniform Resource Name) is a URI (Uniform Resource Identifier) that uses the "urn" scheme
  CWatchEvent
  CXmlReaderReads XML formatted data with random access from a stream using TinyXML as backend
   CTinyXmlInitHelperStatic helper object for TinyXml-Initialization at application startup
  CXmlWriterWrite XML-formatted data to a stream
  CZipArchivePrivate helper class for ZipFileSystem to hold per-Zip-archive data
  CZipDirEntryA directory entry in a zip arcive
  CZipFileEntryA file entry in a zip archive
  CZipFileStreamWraps a file in a zip archive into a stream
  CZipFileSystemAn archive filesystem wrapper for ZIP files
 NJobsJob system allows for scheduling and execution of a parallel task
  CJobFuncContextThis class describes the size of a workload for a single thread (can be multiple items)
  CJobIOData
  CJobUniformData
  CJobContext
  CJobThread
   CJobThreadCommand
    C[union].__unnamed0__
     C[struct].__unnamed0__.run
     C[struct].__unnamed0__.sync
  CJobId
  CJobPortId
  CJobSyncId
  CCreateJobPortInfo
  CCreateJobInfo
  CPrivateMemory
  CCreateJobSyncInfo
 NJobs2
  CCallableStub
  CCallable
  CLambda
  CJobContext
  CJobNode
  CJobs2Context
  CJobThread
  CJobSystemInitInfo
 NLightingThe lighting subsystem allows for attaching light source functionality to a GraphicsEntityId
  C[struct].clusterState
  C[struct].combineState
  C[struct].lightServerState
  C[struct].textureState
  CLightContext
   CDirectionalLightSetupInfo
   CPointLightSetupInfo
   CSpotLightSetupInfo
   CAreaLightSetupInfo
   CConstantBufferSet
   CShadowData
 NLinux
  CLinuxCompletionCounterBlock a thread until count reaches 0
  CLinuxEventLinux implementation of Event
  CLinuxRendezvousA thread barrier for 2 threads using semaphores
  CLinuxThreadLinux implementation of Threading::Thread
  CLinuxThreadLocalDataThread local data storage class for platforms which don't have a proper __thread implementation but a pthread implementation
  CLinuxThreadLocalPtrA thread-local pointer class for platforms which don't have proper support for the __thread keyword
 NMaterialsMaterial special version of variant
  C[struct].materialLoaderState
   C[union]DirtySet.materialLoaderState.dirtySet
  CMaterialBuffer
  CMaterialConstant
  CMaterialId
  CMaterialInstanceId
  CMaterialLoader
  CMaterialTexture
  CMaterialVariant
  CShaderConfigBatchTexture
 NMaterialTemplatesMaterials represent a set of settings and a correlated shader configuration, which tells the engine which shader to use and how to apply the constants and textures on each respective shader
  CMaterialTemplateValue
   C[union].data
  CMaterialTemplateTexture
  CEntry
   CPass
 NMaterialTemplatesGPULang
  CMaterialTemplateValue
   C[union].data
  CMaterialTemplateTexture
  CEntry
   CPass
 NMathDifferent curves
  CAngularPFeedbackLoopA proportional feedback loop with correct angular interpolation
  CbboxNebula's bounding box class
  CBezierCubic
  Cbyte4
   C[union].__unnamed0__
    C[struct].__unnamed0__.__unnamed0__
  Cbyte4u
   C[union].__unnamed0__
    C[struct].__unnamed0__.__unnamed0__
  CClipStatusThe result of a clip check (Inside, Outside or Clipped)
  CExtrapolatorExtrapolator maintains state about updates for remote entities, and will generate smooth guesses about where those entities will be based on previously received data
  Cfloat2
   C[union].__unnamed0__
    C[struct].__unnamed0__.__unnamed0__
  Cfloat3
   C[union].__unnamed0__
    C[struct].__unnamed0__.__unnamed0__
  Cfloat4
   C[union].__unnamed0__
    C[struct].__unnamed0__.__unnamed0__
  CfrustumDefines a clipping frustum made of 6 planes
  Chalf
   CFloat
    C[struct].ieee
  Cint2
   C[union].__unnamed0__
    C[struct].__unnamed0__.__unnamed0__
  Cint3
   C[union].__unnamed0__
    C[struct].__unnamed0__.__unnamed0__
  Cint4
   C[union].__unnamed0__
    C[struct].__unnamed0__.__unnamed0__
  ClineA line in 3d space
  Cmat4A 4x4 single point precision float matrix
   C[union].__unnamed0__We use aliasing to represent the matrix in may different ways
    C[struct].__unnamed0__.__unnamed0__
    C[struct].__unnamed0__.__unnamed1__Float accessors
    C[struct].__unnamed0__.__unnamed2__Array accessible rows
  CnoisePerlin noise class
  CPFeedbackLoopA P feedback loop (proportional feedback loop) is a simple object which moves a system's current state towards a goal, using the resulting error (difference between goal and state as feedback on the next run
  CPIDFeedbackLoopA PID feedback loop (proportional integral derivative feedback loop)
  CplaneA mathematical plane represented by a normal and a distance from origin
   C[union].__unnamed0__
    C[struct].__unnamed0__.__unnamed0__
    C[struct].__unnamed0__.__unnamed1__
  CpointRepresents a 3D point in space
   C[union].__unnamed0__
    C[struct].__unnamed0__.__unnamed0__
  CpolarA polar coordinate inline class, consisting of 2 angles theta (latitude) and rho (longitude)
  CquatA quaternion is usually used to represent an orientation in 3D space
   C[union].__unnamed0__
    C[struct].__unnamed0__.__unnamed0__
  CrandxorstateFast random generator based on xorshift+
  CrectangleA 2d rectangle class
  CsphereA 3-dimensional sphere
  CtransformSimple transform using position, quaternion, and scale
  Ctransform44A 4x4 matrix which is described by translation, rotation and scale
  Cuint2
   C[union].__unnamed0__
    C[struct].__unnamed0__.__unnamed0__
  Cuint3
   C[union].__unnamed0__
    C[struct].__unnamed0__.__unnamed0__
  Cuint4
   C[union].__unnamed0__
    C[struct].__unnamed0__.__unnamed0__
  Cvec2A 2-component float vector class
  Cvec3A 3D vector
   C[union].__unnamed0__
    C[struct].__unnamed0__.__unnamed0__
  Cvec4A 4D vector
   C[union].__unnamed0__
    C[struct].__unnamed0__.__unnamed0__
  CvectorA vector is a 3D direction in space
   C[union].__unnamed0__
    C[struct].__unnamed0__.__unnamed0__
 NMemDbAttribute
  CAttribute
  CAttributeId
  CAttributeRegistry
  CColumnIndexColumn id
  CDatabase
  CDataset
   CViewA view into a category table
  CFilterSet
  CRowIdRow identifier
  CTableA table of columns (attributes) and rows
   CPartitionRepresents a partition within a Table in MemDb
  CTableCreateInfoInformation for creating a table
  CTableIdTable identifier
  CTableSignatureBasically a bitfield with packed ComponentIds
 NMemory
  CArenaAllocatorAllocates memory in chunks
  CPoolArrayAllocatorAllocates small memory blocks from an array of fixed-size memory pools
  CRangeAllocationDescribes a range allocated by the Memory::RangeAllocator
  CRangeAllocatorAllocates memory ranges using the TLSF method, with extended handling of padding to better suit GPUs
   CRangeAllocatorNode
   CBinIndex
  CRingAlloc
  CRingAllocatorAllocates memory up-front, and then allows other systems to grab regions
   CInterval
  CTotalMemoryStatusGet the system's total current memory, this does not only include Nebula's memory allocations but the memory usage of the entire system
 NMessaging
  CAsyncPortRuns its handlers in a separate thread, so that message processing happens in a separate thread and doesn't block the main thread
  CBatchMessageA batch of messages which is itself a message
  CBlockingHandlerThreadMessage handler thread class which blocks until messages arrive (or optionally, a time-out occurs)
  CDelegateTableAssociates message ids with handler delegates
  CDispatcherA message Dispatcher is a specialization of a message Port
  CHandlerMessage handlers are used to process a message
  CHandlerThreadBaseBase class for AsyncPort message handler thread classes
  CIdA message identifier
  CMessageMessages are packets of data which can be sent to a message port
  CMessageCallbackHandlerHandles asynchronous message callbacks
  CMessageReaderImplements a binary stream protocol for decoding messages from a stream
  CMessageWriterImplements a binary stream protocol for encoding messages into streams
  CPortA message port is a receiving point for messages
  CRunThroughHandlerThreadA simple handler thread class which "runs thru", and doesn't wait for messages
  CStaticMessageHandlerImplements a simple, static message handler helper class
 NModelsA model resource consists of nodes, each of which inhibit some information read from an .n3 file
  CCharacterNode
  CCharacterSkinNode
   CFragmentSkin fragment
  CJointMask
  CModelContext
   CNodeInstanceState
   CModelInstance
    CTransformableTransforms are only used by the model context to traverse and propagate the transform hierarchy
    CRenderableThe bounding boxes are used by visibility and the states by rendering
   CMaterialInstanceContext
  CModelCreateInfo
  CModelId
  CModelLoader
  CModelNode
  CModelStreamingData
  CNodeInstanceRange
  CParticleSystemNode
  CPrimitiveNode
   CLoadContext
  CShaderStateNode
   CDrawPacket
  CTake
   CClip
    CEvent
  CTransformNode
 NMultiplayer
  CBaseMultiplayerClient
  CBaseMultiplayerServer
  CClientConnection
  CClientProcessorContext
  CMultiplayerFeatureUnit
  CServerProcessorContext
  CStandardMultiplayerClient
  CStandardMultiplayerServer
 NNavigationNavigation::Recast
  CAgentContext
  CCrowdAgentId
  CDebugDraw
  CNavigationPageHandlerProvide information about the navigation system
  CNavMeshId
  CStreamNavMeshCache
 NNavigationFeature
  CNavigationFeatureUnit
  CNavigationManager
   CPids
 NNebula
  NGame
   CComponentManager
   CEntityRepresents a game object that resides in a game world
   CEntityId
   CIMessageHandler< T >
   CINebulaApi
   CMsg
   CMsgDispatcher
    CIMessageChannel
    CMessageChannel< T >
   CNativeComponentAll structs that inherit from this class will automatically be registered and searchable as native components
   CNebulaApiV1
   CNebulaApp
   CProperty
   CPropertyManager
   CResourceDescriptorRepresents a native descriptor for a resource name
   CWorld
  CBoundingBox
  CBoundingFrustumDefines a viewing frustum for intersection operations
  CBoundingSphereDescribes a sphere in 3D-space for bounding operations
  CColorDescribes a 32-bit packed color
  CDebug
  CMathfContains commonly used precalculated values and mathematical operations
  CMatrixRepresents the right-handed 4x4 floating point matrix, which can store translation, scale and rotation information
  CPlane
  CPlaneHelper
  CPointDescribes a 2D-point
  CQuaternionAn efficient mathematical representation for three dimensional rotations
  CRay
  CRectangleDescribes a 2D-rectangle
  CRuntime
   CRuntimeData
  CVector2Describes a 2D-vector
  CVector3Describes a 3D-vector
  CVector4Describes a 4D-vector
 NNebulaEngine
  CAppEntry
 NNet
  CDebugMessageEncapsulates a stream and a port number for debug communication
  CDebugPacketEncapsulates a data packet for debug communication
  CMessageClientWrapper class for the Net::TcpClient that sends data in special message container
  CMessageClientConnectionA wrapper class for the Net::TcpClientConnection
  CStdTcpClientA TcpClient object is used to communicate with a TcpServer
  CStdTcpClientConnectionA TcpClientConnection represents a connected TcpClient on the server side
  CStdTcpServerA TcpServer opens a socket and listens for connecting TcpClients
   CListenerThreadPrivate listener thread class
  CTcpMessageCodecHelperclass that provides function to encode and decode sreams into messages
 NOSX
  COSXConsoleHandlerThe default console handler for OSX, puts messages to stdout and stderr, reads from stdin
  COSXCpuCPU related definitions for the MacOSX platform
  COSXCriticalSectionOn OSX, pthread mutexes are used for critical sections
  COSXFileTimeWraps file-system related timestamps on OSX
  COSXFSWrapperInternal filesystem wrapper for the OSX
  COSXGuidOSX implementation of the Util::Guid class
  COSXHeapOSX implementation of Memory::Heap
  COSXMemoryPoolFIXME: IMPLEMENT ME!
  COSXThreadOSX implementation of Threading::Thread
  COSXThreadLocalPtrGCC doesn't implement the __thread modifier on OSX
  CSysFuncLowest-level functions for OSX platform
 NParticlesParticle context controls playing and enabling/disabling of particle attrs inside a model
  C[struct].state
  CEmitterAttrsA container for particle emitter attributes
   CIntAttributes
   CBoolAttributes
  CEmitterMeshAn emitter mesh holds positions and normals for particle emission
   CEmitterPoint
  CEnvelopeCurveAn Attack/Sustain/Release envelope curve class with optional sine/cosine modulation
  CEnvelopeSampleBufferA lookup table for pre-sampled envelope curves
  CParticleThe particle structure holds the current state of a single particle and common data for particle-job and nebula3 particle system
  CParticleContext
   CParticleRuntime
   CParticleJobOutput
   CParticleSystemRuntime
  CParticleEmitters
  CParticleJobContext
  CParticleJobSliceOutputData
  CParticleJobUniformData
  CParticleLoader
  CParticleResourceId
 NPhysicsDiverse functions for manipulating physics actors
  CActor
  CActorContext
  CActorId
  CActorInfo
  CActorResourceId
  CAggregate
  CAggregateContext
  CAggregateId
  CAggregateInfo
  CAggregateResourceId
  CAllocator
  CBodyInfo
  CCharacter
  CCharacterContext
  CCharacterCreateInfo
   CCapsuleInfo
   CBoxInfo
   C[union].__unnamed0__
  CCharacterId
  CConstraint
  CConstraintId
  CConstraintInfo
  CConstraintResourceId
  CContactEvent
  CDebugDrawInterface
  CDebugState
  CErrorCallback
  CMaterial
  CPhysicsResourceId
  CPhysxState
  CScenePhysx scene classes, foundation and physics are duplicated here for convenience instead of static getters, might be removed later on
  CShapeHandle
  CStreamActorPool
  CVisualDebuggerClass that communicates with the physics visual debugger program
   CTimedDrawDataBase class for draw-calls that should be done over a number of steps
 NPhysicsFeature
  CCharacterManager
  CPhysicsFeatureUnitSets up and interfaces with the physics subsystem
  CPhysicsManager
 NPicking
  CPickingServerServer responsible to handle id-based rendering
 NPosixPosix implemention of a read-many write-few lock
  CPosixCalendarTimePosix implementation of CalendarTime
  CPosixConsoleHandlerThe default console handler for Posix, puts normal messages to the debug output channel, and error messages into a message box
  CPosixCpuCPU related definitions for the Posix platform
  CPosixCriticalSectionPosix-implementation of critical section
  CPosixEnvironmentProvides read-access to environment variables
  CPosixEventPosix implmentation of an event synchronization object
  CPosixFileTimeImplements a Posix-specific file-access time stamp
  CPosixFSWrapperInternal filesystem wrapper for Posix
  CPosixGuidPosix implementation of the Util::Guid class
  CPosixHeapPosix implementation of the class Memory::Heap using the Posix-Heap functions
  CPosixIpAddressRepresents an IP address, consisting of a IPv4 host address and a port number
  CPosixLibraryLoad and handle an external shared library on POSIX platforms
  CPosixMemoryPoolFIXME: IMPLEMENT ME!
  CPosixProcess
  CPosixReadWriteLock
  CPosixSettingsA simple wrapper class to store config files in the users home directory Uses Boosts Property_tree library for the time being
  CPosixSocketA lowlevel socket wrapper class
  CPosixSystemInfoProvide information about the system we're running on
  CPosixThreadPosix implementation of thread class
  CPosixThreadBarrierBlock until all thread have arrived at the barrier
  CPosixTimerPosix implementation of the Time::Timer class
  CSysFuncProvides Posix specific helper functions
 NPostEffectsBloom post effect
  C[struct].bloomState
  C[struct].dofState
  C[struct].histogramState
  C[struct].ssaoState
   C[struct]AOVariables.ssaoState.vars
  C[struct].ssrState
  C[struct].state
  CBloomContext
  CDofContext
  CDownsamplingContext
  CHistogramContext
  CSSAOContext
  CSSRContext
  CViewData
 NProfiling
  CProfilingScope
  CProfilingScopeLockConvenience class used to automatically push and pop scopes
  CProfilingContextThread context of profiling
 NRaytracingContext dealing with scene management for ray tracing
  C[struct].state
  CRaytracingContext
  CRaytracingSetupSettings
 NRenderModules
  CRenderModuleA RenderModule wraps a specific, optional, rendering functionality into a simple object which only requires a simple setup
  CRTPluginStandard interface to add new functionality to the render thread
  CRTPluginRegistryThe central registry for render thread plugins
 NRenderUtilHelpers to create geometry
  CDrawFullScreenQuadActually draws one big triangle which covers the entire screen, which is more efficient than drawing a quad using two triangles
  CFreeCameraUtilImplements a free camera
  CGeometry
  CGeometryHelpers
  CMayaCameraUtilHelper class to implement a "Maya camera" with pan/zoom/orbit
  CMouseRayUtilHelper class to compute a world-space ray from mouse coords
  CNodeLookupUtilHelper class to find specific nodes and nodeinstances inside a graphicsentity
 NResourcesA resource is a container for some type of file which is loaded
  CResource
  CResourceLoader
   C_PendingResourceLoadStruct for pending resources which are about to be loaded
   C_LoadMetaData
   C_StreamData
   CResourceInitOutput
   CResourceStreamOutput
   CLoadState
   CResourceLoadJob
   CResourceLoadOutput
   C_PendingStreamLodStruct for pending stream
   C_PendingResourceUnload
   C_CallbacksCallback functions to run when an associated resource is loaded (can be stacked)
   C_PlaceholderResource
  CResourceLoaderThread
  CResourceSaver
  CResourceServer
  CResourceUnknownId
 NScripting
  CAssemblyId
  CDotNET_API
  CNSharpServerC# backend for the Nebula scripting subsystem
   CAssembly
  CScriptFeatureUnit
 NStaticUIStatic UI Context
  C[struct].state
  C[struct].ultralightState
  CLogger
  CStaticUIContext
  CUltralightRenderer
   CTextureHandle
   CRenderBufferHandle
   CGeometryHandle
 Nstd
  Cnumeric_limits< Math::half >
 NSystem
  CByteOrderProvides information and methods to help with byte ordering issues
   CPunFloatUL
   CPunDoubleULL
  CCpuProvides information about the system's CPU(s)
  CProcessId
  CProcessStartInfo
 NTBUITurbobadger UI Batch
  CTBUIBatch
  CTBUIBitmap
  CTBUIClipboardInterface
  CTBUIContext
   CTBUIState
  CTBUIFile
  CTBUIFileInterface
  CTBUIInputHandlerThis input handler passes input events to Turbobadger
  CTBUIRenderer
  CTBUISTBFontRendererSTBFontRenderer renders fonts using stb_truetype.h (http://nothings.org/)
  CTBUISystemInterface
  CTBUIVertex
  CTBUIView
 NTerrainA quad tree designed to return regions of free 2D space
  C[struct].raytracingState
  C[struct].terrainState
  C[struct].terrainVirtualTileState
  CBiomeMaterial
  CBiomeMaterialBuilder
  CBiomeParameters
  CBiomeSettings
  CBiomeSettingsBuilder
  CIndirectionEntry
  COccupancyQuadTree
   CNode
  CPhysicalTileUpdate
  CSubTexture
  CSubTextureCompressed
  CSubTextureUpdateJobOutput
  CSubTextureUpdateJobUniforms
  CTerrainBiomeId
  CTerrainContext
   CTerrainLoadInfo
   CTerrainRuntimeInfo
   CTerrainInstanceInfo
  CTerrainCreateInfo
  CTerrainQuad
  CTerrainSetupSettings
  CTerrainTri
  CTerrainVert
  CTextureTileCache
   CCacheResult
   CNode
  CTileCacheEntry
   CEntry
   C[union].__unnamed0__
 NThreadingThe Jobs2 system provides a set of threads and a pool of jobs from which threads can pickup work
  NInterlocked
   CAtomicInt
   CAtomicInt64
   CAtomicPointer
   CAtomicCounterAtomic value only used to decrement, increment and read a 32 bit value
   CAtomicCounter64Atomic value only used to decrement, increment and read a 64 bit value
  CAssertingMutex
  CAssertingScope
  CCriticalScope
  CEventWithManualReset
  CLockFreeQueue
   CNode
  CObjectRefA thread-safe reference to a shared object
  CSafeFlagA thread-safe flag variable
  CSafePriorityQueueA thread-safe priority-sorted queue which protects itself with critical sections
  CSafeQueueThread-safe version of Util::Queue
  CSpinlock
  CSpinlockScope
 NUtilA quad tree designed to return regions of free 2D space
  C_smallvector
  C_smallvector< TYPE, 0 >
  CAllocatorLock
  CArrayNebula's dynamic array class
  CArrayAllocatorThe ArrayAllocator provides a variadic list of types which is to be contained in the allocator and fetching each value by providing the index into the list of types, which means the members are nameless
  CArrayAllocatorSafeThe ArrayAllocatorSafe provides a thread safe variadic list of types which is to be contained in the allocator and fetching each value by providing the index into the list of types, which means the members are nameless
  CArrayQueue
  CArrayStackNebula's small vector optimized array
  CBitFieldImplements large bit field
   CBitType
   CBitType< 16 >
   CBitType< 32 >
   CBitType< 64 >
  CBlobThe Util::Blob class encapsulates a chunk of raw memory into a C++ object which can be copied, compared and hashed
  CBvh
   CNode
  CColorRepresents colors by four single point (32-bit) floating point numbers
  CCommandLineArgsA universal cmd line argument parser
  CCrcCompute CRC checksums over a range of memory
  CDelegateNebula delegate class, allows to store a function, method or lambda call into a C++ object for later execution
  CDelegate< RETTYPE(ARGTYPES...)>
  CDictionaryA collection of key/value pairs with quick value retrieval by key at roughly O(log n)
  CFixedArrayImplements a fixed size one-dimensional array
  CFixedPoolImplements a fixed size pool, from which objects of a specific type can be allocated and freed for reuse
  CFixedTableA fixed-size 2-dimensional array
  CFourCCA four-character-code is a quasi-human-readable 32-bit-id
  Cget_template_type
  Cget_template_type< C< I, T > & >Get inner type of two types
  Cget_template_type< C< I, T > >Get inner type of two types
  Cget_template_type< C< T > >Get inner type of two types
  Cget_template_type< C< T, I > & >Get inner type of two types
  Cget_template_type< C< T, I > >Get inner type of two types
  Cget_template_type< const C< T > & >Get inner type of a constant ref outer type
  CGlobalStringAtomTableGlobal string atom table
   CDebugInfoDebug functionality: DebugInfo struct
  CHashTableOrganizes key/value pairs by a hash code
   CIterator
  CKeyValuePairKey/Value pair objects are used by most assiociative container classes, like Dictionary or HashTable
  CListImplements a doubly linked list
   CIteratorList iterator
   CNodeNode in the list
  CLocalStringAtomTableImplements a thread-local string atom table which is used as a cache to prevent excessive locking when creating string atoms
  COccupancyQuadTree
   CNode
  CPinnedArray
  CPriorityArray
   CElementElement class
  CQuadTree
   CNodeNode in quad tree
  CQueueNebula's queue class (a FIFO container)
  CRandom
  CRandomNumberTableA table-based random-number generator
  CRandomUnion
  CRingBufferA ring buffer stores up to a maximum number of elements in a circular fashion
  CRound
  CRunLengthCodecA simple byte-based runlength encoder/decoder
  CSetA collection of unique values with quick lookup
  CSimpleTreeA simple tree class which stores its nodes in Util::Arrays
   CNodePublic node class
  CSparseTableA 2D sparse table where many entries may be redundant and support for multiple entries per cell
   CTableEntryTable entry in the sparse table
  CStackNebula's stack class (a FILO container)
  CStringNebula's universal string class
  CStringAtomA StringAtom
  CStringAtomTableBaseThis implements the base class for thread-local and global string atom table classes
   CStaticStringStatic string class for sorting the array
  CStringBufferGlobal string buffer for the StringAtom system
  CStringInterop
  CTrivialArrayArray class based on Util::Array for trivial and POD types that avoids any per element copying and constructor/destructor calls
  CVariantAn "any type" variable
 NVegetationThe vegetation context handles rendering of grass, trees and other types of vegetation
  C[struct].vegetationState
  CCombinedMeshVertex
  CGrassVertex
  CVegetationBiomeId
  CVegetationContext
  CVegetationGrassSetup
  CVegetationMeshSetup
  CVegetationSetupSettings
 NVisibilityImplements a resource loader for models
  CBoxSystem
  CBoxSystemLoadInfo
  CBruteforceSystem
  CBruteforceSystemLoadInfo
  CObservableContext
  CObserverContext
   CVisibilityModelCommand
   CVisibilityDrawCommand
   CVisibilityBatchCommand
   CVisibilityDrawList
  COctreeSystem
  COctreeSystemLoadInfo
  CPortalSystem
  CPortalSystemLoadInfo
  CQuadtreeSystem
  CQuadtreeSystemLoadInfo
  CVisibilityContainer
  CVisibilitySystem
   CObserver
   CEntity
 NVulkanVulkan implementation of GPU acceleration structure
  CBindInfo
  CBufferMapping
  CBufferSparsePageTable
  CCommandBufferPools
  CDerivativeLayout
  CDescriptorSetBinding
  CGeometrySetup
  CGraphicsDeviceState
   CConstantsRingBuffer
    CFlushedRanges
   CSparseImageBind
   CSparseBufferBind
   CPendingDeletes
   CPendingMarkers
   CQueries
  CInstanceSetup
  CPipeline
  CQueryBundle
   CQueryChunk
   CQueryState
  CRenderPassShaderInterface
  CSceneSetup
  CScissorBundle
  CTextureSparsePageTable
  CVertexLayoutVkBindInfo
  CViewportBundle
  CVkBarrierInfo
  CVkBufferLoadInfo
  CVkBufferMapInfo
  CVkBufferRuntimeInfo
  CVkCommandBufferThread
   CVkCommandBufferBeginCommand
   CVkCommandBufferResetCommand
   CVkCommandBufferEndCommand
   CVkGfxPipelineBindCommand
   CVkComputePipelineBindCommand
   CVkVertexBufferCommand
   CVkIndexBufferCommand
   CVkDrawCommand
   CVkIndirectDrawCommand
   CVkIndirectIndexedDrawCommand
   CVkDispatchCommand
   CVkDescriptorsCommand
   CVkPushConstantsCommand
   CVkViewportCommand
   CVkViewportArrayCommand
   CVkScissorRectCommand
   CVkScissorRectArrayCommand
   CVkStencilRefCommand
   CVkStencilReadMaskCommand
   CVkStencilWriteMaskCommand
   CVkUpdateBufferCommand
   CVkSetEventCommand
   CVkResetEventCommand
   CVkWaitForEventCommand
   CVkBarrierCommand
   CVkWriteTimestampCommand
   CVkBeginQueryCommand
   CVkEndQueryCommand
   CVkBeginMarkerCommand
   CVkEndMarkerCommand
   CVkInsertMarkerCommand
  CVkDeferredCommand
   CDelegate
    C[union].__unnamed0__
     C[struct].__unnamed0__.cmdbufferfree
     C[struct].__unnamed0__.memory
     C[struct].__unnamed0__.buffer
     C[struct].__unnamed0__.image
     C[struct].__unnamed0__.bufferUpd
     C[struct].__unnamed0__.imageUpd
     C[struct].__unnamed0__.pipelineDestroy
     C[struct].__unnamed0__.imgBarrier
     C[struct].__unnamed0__.imgColorClear
     C[struct].__unnamed0__.imgDepthStencilClear
     C[struct].__unnamed0__.imgOwnerChange
     C[struct].__unnamed0__.descSetBind
  CVkDepthStencilTarget
  CVkDisplayDevice
  CVkEventInfo
  CVkFenceInfo
  CVkInstanceRenderer
  CVkInstanceServer
  CVkPassLoadInfo
  CVkPassRuntimeInfo
  CVkPipelineBundle
  CVkPipelineDatabase
   CBaseNode
   CTier1Node
   CTier2Node
   CTier3Node
   CTier4Node
  CVkProgramReflectionInfo
  CVkReflectionInfo
   CUniformBuffer
   CVariable
  CVkScheduler
  CVkShaderProgramRuntimeInfo
  CVkShaderProgramSetupInfo
  CVkShaderRuntimeInfo
  CVkShaderServer
   C_PendingView
   C_PendingViewDelete
  CVkShaderSetupInfo
  CVkShapeRenderer
   CIndexedDraws
   CUnindexedDraws
  CVkSubContextHandler
   CTimelineSubmission
   CTimelineSubmission2
   CSubmissionList
   CSparseBindSubmission
  CVkTextRenderer
   CTextElementVertex
  CVkTextureLoadInfo
  CVkTextureMappingInfo
  CVkTextureRuntimeInfo
  CVkTextureSwapInfo
  CVkTextureViewLoadInfo
  CVkTextureViewRuntimeInfo
  CVkTypes
   CVkBlockDimensions
  CWriteInfo
   C[union].__unnamed0__
 NWin32[TODO: Describe Win32 subsystem]
  CParentWindow
  CSysFuncProvides Win32 specific helper functions
  CWin32CalendarTimeWin implementation of CalendarTime
  CWin32ConsoleHandlerThe default console handler for Win32, puts normal messages to the debug output channel, and error messages into a message box
  CWin32CpuCPU related definitions for the Win32 platform
  CWin32CriticalSectionWin32-implementation of critical section
  CWin32DisplayDeviceWin32 implementation of DisplayDevice class
  CWin32EnvironmentProvides read-access to environment variables
  CWin32EventWin32 implementation of an event synchronization object
  CWin32FileTimeImplements a Win32-specific file-access time stamp
  CWin32FSWrapperInternal filesystem wrapper for Win32
  CWin32GuidWin32 implementation of the Util::Guid class
  CWin32HeapWin32 implementation of the class Memory::Heap
  CWin32IpAddressRepresents an IP address, consisting of a IPv4 host address and a port number
  CWin32LibraryLoad and handle an external DLL
  CWin32MemoryPoolA simple thread-safe memory pool
  CWin32MiniDumpWin32 implementation of MiniDump
  CWin32ReadWriteLock
  CWin32RegistryA simple wrapper class to access the Win32 registry
  CWin32SocketA lowlevel socket wrapper class
  CWin32StackTrace
  CWin32StringConverterConvert between UTF-8 and 16-bit wide strings
  CWin32SystemInfoProvide information about the system we're running on
  CWin32ThreadWin32 implementation of thread class
  CWin32ThreadBarrierBlock until all thread have arrived at the barrier
  CWin32TimerWin32 implementation of the Time::Timer class
 CAccessMode
 CAnimResourceA AnimResource is a collection of related animation clips (for instance all animation clips of a character)
 CArchiveWrapper class for a platform-specific file archive
 CArchiveFileSystemTop-level platform wrapper class of archive file systems
 CArchiveFileSystemBaseBase class for archive file system wrappers
 CBarrierImplements the 2 macros ReadWriteBarrier and MemoryBarrier
 CBindlessRegistryHandles binding of bindless resources
 CBufferSetupTypes used for buffers, how they are created and their intended usage
 CBvhA generic bounding volume (AABB) hierarchy
 CByteOrder(C) 2007 Radon Labs GmbH (C) 2013-2018 Individual contributors, see AUTHORS file
 CCalendarTimeAllows to obtain the current point in time as year, month, day, etc... down to milliseconds, convert between filetime and CalendarTime, and format the time to a human readable string
 CCameraSettingsHelper class for handling camera projection and related settings
 CCharacterMaterialSkinNodeA model node that handles materials for characters
 CCharacterNodeWraps a Character object into a ModelNode for rendering
 Ccompletion_t
 CcoreBasic type definitions for Nebula
 CCriticalSectionCritical section objects are used to protect a portion of code from parallel execution
 CDarwinBarrierImplements the 2 macros ReadWriteBarrier and MemoryBarrier
 CDisplayDeviceA DisplayDevice object represents the display where the RenderDevice presents the rendered frame
 CEnvironmentProvides read-access to environment variables
 CEvent
 CFenceCreateInfoA fence is a CPU-GPU sync object, used to let the CPU wait for the GPU to finish some work
 CFileDialogWrapper around NFD for showing file dialogs
 CFileTimeDefines a file-access timestamp
 CFileWatcherLinux implementation of filewatcher
 CFileWatcherWin32 implementation of filewatcher
 CFiltersetUsed to query a database
 CFrameBuilder
 CFSWrapperThis is an internal IO class used to wrap platform specific filesystem access into a generic class
 CGameContentServerThe game content server initializes access to game content on console platforms
 CGamePadAn input handler which represents a game pad
 CGLFWDisplayDeviceGLFW based OpenGL implementation of DisplayDevice class
 CGLFWInputServerGlfw-specific InputServer (provides a default Keyboard and Mouse)
 CGlobalConstantsManagement place for global constants, such as those in the tick/frame groups
 CGuidImplements a GUID
 CHashGeneric hash function class based on murmurhash3
 CHeapImplements a private heap
 CHttpClientUse a HTTP client to send HTTP requests to a HTTP server, and receive and decode HTTP responses
 CIGFD_FileDialog_Config
 CIGFD_Selection
 CIGFD_Selection_Pair
 CIm3dContextNebula renderer for Im3d gizmos
 CImguiRendererNebula renderer for the IMGUI dynamic UI library
 CImguiRTPluginUse this class to integrate Imgui with the Nebula rendering loop
 CInstanceRendererThe instance renderer performs actual rendering and updating of shader variables for transforms
 CInstanceRendererBaseBase class for instance renderers
 CInstanceServerThe instance server collects all instances of a model and render each node instanced, so as to decrease draw calls when rendering huge amounts of identical objects
 CInstanceServerBaseInstancing interface server base
 CInterfaceImplements the asynchronous interface to the IO subsystem
 CInterlockedProvide simple atomic operations on memory variables
 CIpAddressRepresents an IP address, consisting of a IPv4 host address and a port number
 CKeyboardAn input handler which represents a keyboard for polling
 CLibraryUse to load dynamic libraries and their addresses
 CLinuxThreadIdA thread id uniquely identifies a thread within the process
 CListExt
 CMemoryPoolA simple thread-safe memory pool
 CMiniDumpSupport for generating mini dumps
 CNebulaSettingsPlatform independent way for storing persistent settings Will use registry in windows and config files on other platforms
 CNvx2StreamReaderA stream reader which reads legacy nvx2 binary mesh files
 CNvx3StreamReaderA stream reader which reads legacy nvx3 binary mesh files
 COSXThreadIdA thread id uniquely identifies a thread within the process
 CParticleRenderInfoParticleRenderInfo objects are returned by the ParticleRenderer singleton when a visible particle system is attached
 CParticleSystemMaterialNodeThe ParticleSystemNode wraps a ParticleSystem object into a ModelNode for rendering using materials
 CPassA pass describe a set of textures used for rendering
 CPhysicsInterface
 CPosixBarrierImplements the 2 macros ReadWriteBarrier and MemoryBarrier
 CPosixThreadIdA thread id uniquely identifies a thread within the process
 CPQuatFeedbackLoopA specialized proportional feedback loop for rotations, using a quaternion representation
 CPQuatFeedbackLoop
 CPriorityArrayA fixed size priority array
 CProcessLaunch an external application
 CPtrNebula's smart pointer class which manages the life time of RefCounted objects
 CQuadTreeA simple quad tree
 CQuatX
 CRoundHelper class for rounding up integer values to 2^N values
 CShaderServerThe ShaderServer object loads the available shaders and can instantiate shaders for usage
 CShapeRendererRender shapes for debug visualizations
 CSingletonImplements a system specific Singleton
 CSocketPlatform independent wrapper class for the Sockets API
 CSqlite3FilterSetSQLite3 implement of Db2::FilterSet
 CStackTraceHelper class for generating stack traces
 CStackWalkerToString
 CStreamAnimationLoaderInitialize a CoreAnimation::AnimResource from the content of a stream
 CStreamShaderLoaderResource loader to setup a Shader object from a stream
 CStreamTextureCacheResource loader for loading texture data from a Nebula stream
 CSysFuncWrap some platform specific low-level functions
 CSystemInfoProvides information about the host system
 CTcpClientSee StdTcpClient for details
 CTcpClientConnectionSee StdTcpClientConnection for details!
 CTcpServerFront-end wrapper class for StdTcpServer, see StdTcpServer for details!
 CTextRendererA simple text renderer for drawing text on screen
 CThread
 CThreadBarrierBlock until all thread have arrived at the barrier
 CThreadLocalMiniHeap
 CTimerA timer object is the most basic object for time measurement
 CTiXmlAttributeAn attribute is a name-value pair
 CTiXmlAttributeSet
 CTiXmlBaseTiXmlBase is a base class for every class in TinyXml
  CStringToBuffer
  CEntity
 CTiXmlCommentAn XML comment
 CTiXmlCursor
 CTiXmlDeclarationIn correct XML the declaration is the first entry in the file
 CTiXmlDocumentAlways the top level node
 CTiXmlElementThe element is a container class
 CTiXmlHandleA TiXmlHandle is a class that wraps a node pointer with null checks; this is an incredibly useful thing
 CTiXmlNodeThe parent class for everything in the Document Object Model
 CTiXmlOutStream
 CTiXmlParsingData
 CTiXmlString
  CRep
 CTiXmlTextXML text
 CTiXmlUnknownAny tag that tinyXml doesn't recognize is saved as an unknown
 CVertexLayoutBaseBase class for platform-specific vertex component subclasses
 CViewA view describes a camera which can observe a Stage
 CWeakPtrA smart pointer which does not change the reference count of the target object
 CWin32BarrierImplements the 2 macros ReadWriteBarrier and MemoryBarrier
 CWin32InterlockedProvides simple atomic operations on shared variables
 CWin32StacktraceWin32 implementation of stacktrace
 CWinThreadIdA thread id uniquely identifies a thread within the process