Nebula
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Class Hierarchy
This inheritance list is sorted roughly, but not completely, alphabetically:
 CCoreGraphics::__Mesh
 CResources::ResourceLoader::_CallbacksCallback functions to run when an associated resource is loaded (can be stacked)
 CResources::ResourceLoader::_LoadMetaData
 CResources::ResourceLoader::_PendingResourceLoadStruct for pending resources which are about to be loaded
 CResources::ResourceLoader::_PendingResourceUnload
 CResources::ResourceLoader::_PendingStreamLodStruct for pending stream
 CVulkan::VkShaderServer::_PendingView
 CVulkan::VkShaderServer::_PendingViewDelete
 CResources::ResourceLoader::_PlaceholderResource
 CUtil::_smallvector< TYPE, STACK_SIZE >
 CUtil::_smallvector< TYPE, 0 >
 CResources::ResourceLoader::_StreamData
 CCoreGraphics::AccelerationStructureBarrierInfo
 CAccessMode
 CPhysics::Actor
 CPhysics::ActorContext
 CPhysics::ActorId
 CPhysics::ActorInfo
 CPhysics::ActorResourceId
 CCoreGraphics::AdapterDisplay adapter enum
 CCoreGraphics::AdapterInfoContains information about a given display adapter
 CGame::World::AddStagedComponentCommand
 CNavigation::AgentContext
 CPhysics::Aggregate
 CPhysics::AggregateContext
 CPhysics::AggregateId
 CPhysics::AggregateInfo
 CPhysics::AggregateResourceId
 CCoreGraphics::Alloc
 CGame::World::AllocateInstanceCommand
 CUtil::AllocatorLock< T >
 CCoreGraphics::AllocRange
 CMath::AngularPFeedbackLoopA proportional feedback loop with correct angular interpolation
 CCoreAnimation::AnimationCreateInfo
 CCoreAnimation::AnimationId
 CCoreAnimation::AnimationResourceId
 CCharacters::CharacterContext::AnimationRuntime
 CCharacters::CharacterContext::AnimationTracks
 CCoreAnimation::AnimClipAn animation clip is a collection of related animation curves (for instance all curves required to animate a character)
 CCoreAnimation::AnimCurveAn animation curve describes a set of animation keys in an AnimKeyBuffer
 CCoreAnimation::AnimEventAn animation event associates a name with a point in time
 CCoreAnimation::AnimEventEmitterThe AnimEventEmitter collects all animevents which are active in the given time range
 CAnimation::AnimEventInfoThe AnimEventInfo has extra information of the animevent, like the animjob from which it is initiated
 CAnimation::AnimJobEnqueueModeDescribes the behaviour when enqueueing a new animation job into an anim sequencer
 CAnimResourceA AnimResource is a collection of related animation clips (for instance all animation clips of a character)
 CCoreAnimation::AnimSampleBufferStores 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)
 CCoreAnimation::AnimSampleMask
 CCoreAnimation::AnimSampleMixInfoA data structure for providing sample/mixing attributes to asynchronous jobs in the CoreAnimation subsystem
 CAnimation::AnimSequencerAn AnimSequencer object arranges AnimJobs along the time line to produce a single, priority-blended result
 CCoreAnimation::AnimUtilA class which contains utility methods for animation sampling and mixing
 CCoreGraphics::AntiAliasQualityAnti-alias quality levels
 CIm3d::AppData
 CNebulaEngine.AppEntry
 CAppLauncherLaunch an external application
 CApp::ApplicationProvides a simple application model for Nebula apps
 CApp::ConsoleApplicationBase class for Nebula console applications
 CApp::GameApplicationNebula's default game application
 CApp::RenderApplicationRender application class with multithreaded rendering
 CApp::ViewerApplicationDerived from RenderApplication, adds support for Stages, Views and GraphicsEntities to the asynchronous render app
 CArchiveWrapper class for a platform-specific file archive
 CArchiveFileSystemTop-level platform wrapper class of archive file systems
 CArchiveFileSystemBaseBase class for archive file system wrappers
 CLighting::LightContext::AreaLightSetupInfo
 CMemory::ArenaAllocator< ChunkSize >Allocates memory in chunks
 CUtil::Array< TYPE, SMALL_VECTOR_SIZE >Nebula's dynamic array class
 CUtil::PinnedArray< MAX_ALLOCS, TYPE >
 CUtil::TrivialArray< TYPE >Array class based on Util::Array for trivial and POD types that avoids any per element copying and constructor/destructor calls
 CUtil::Array< const MaterialTemplatesGPULang::Entry * >
 CUtil::PinnedArray< 0xFFFF, const MaterialTemplatesGPULang::Entry * >
 CUtil::Array< CoreGraphics::MeshId >
 CUtil::PinnedArray< 0xFFFF, CoreGraphics::MeshId >
 CUtil::Array< CoreGraphics::PrimitiveGroup >
 CUtil::PinnedArray< 0xFFFF, CoreGraphics::PrimitiveGroup >
 CUtil::Array< float >
 CUtil::PinnedArray< 0xFFFF, float >
 CUtil::Array< IndexT >
 CUtil::PinnedArray< 0xFFFF, IndexT >
 CUtil::Array< INTERFACE_TYPE >
 CUtil::PinnedArray< 0xFFFF, INTERFACE_TYPE >
 CUtil::Array< Materials::MaterialId >
 CUtil::PinnedArray< 0xFFFF, Materials::MaterialId >
 CUtil::Array< Math::bbox >
 CUtil::PinnedArray< 0xFFFF, Math::bbox >
 CUtil::Array< Math::mat4 >
 CUtil::PinnedArray< 0xFFFF, Math::mat4 >
 CUtil::Array< Models::ModelContext::NodeInstanceState >
 CUtil::PinnedArray< 0xFFFF, Models::ModelContext::NodeInstanceState >
 CUtil::Array< Models::ModelNode * >
 CUtil::PinnedArray< 0xFFFF, Models::ModelNode * >
 CUtil::Array< Models::NodeType >
 CUtil::PinnedArray< 0xFFFF, Models::NodeType >
 CUtil::Array< NodeInstanceFlags >
 CUtil::PinnedArray< 0xFFFF, NodeInstanceFlags >
 CUtil::Array< Threading::ThreadId >
 CUtil::PinnedArray< MAX_ALLOCS, Threading::ThreadId >
 CUtil::PinnedArray< 0xFFFF, Threading::ThreadId >
 CUtil::Array< uint32_t >
 CUtil::PinnedArray< 0xFFFF, uint32_t >
 CUtil::Array< uint64_t >
 CUtil::PinnedArray< 0xFFFF, uint64_t >
 CUtil::Array< Util::Tuple< float, float > >
 CUtil::PinnedArray< 0xFFFF, Util::Tuple< float, float > >
 CUtil::Array< Util::Tuple< uint32_t, uint32_t > >
 CUtil::PinnedArray< 0xFFFF, Util::Tuple< uint32_t, uint32_t > >
 CUtil::Array< void * >
 CUtil::PinnedArray< 0xFFFF, void * >
 CUtil::ArrayAllocator< TYPES >The 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
 CUtil::ArrayAllocator< TYPES... >
 CIds::IdAllocator< CrowdAgentId, int, NavMeshId, Math::point >
 CIds::IdAllocator< Util::StringAtom, Util::FixedArray< Ptr< JobThread > >, uint >
 CIds::IdAllocator< CreateJobInfo, std::function< void()>, PrivateMemory >
 CIds::IdAllocator< std::function< void()>, Threading::Event *, std::atomic_uint *, bool >
 CIds::IdAllocator< SkeletonId, CoreAnimation::AnimationId, LoadState, AnimationTracks, Timing::Time, Util::FixedArray< Math::mat4 >, Util::FixedArray< Math::mat4 >, Util::FixedArray< Math::mat4 >, Util::FixedArray< SkeletonJobJoint >, CoreAnimation::AnimSampleBuffer, bool, Graphics::GraphicsEntityId, IndexT >
 CIds::IdAllocator< Util::FixedArray< CharacterJoint >, Util::FixedArray< Math::mat4 >, Util::HashTable< Util::StringAtom, IndexT >, Util::FixedArray< Math::vec4 > >
 CIds::IdAllocator< Util::FixedArray< SkeletonId > >
 CIds::IdAllocator< Util::FixedArray< AnimClip >, Util::FixedArray< AnimCurve >, Util::FixedArray< AnimEvent >, Util::HashTable< Util::StringAtom, IndexT, 32 >, Ptr< AnimKeyBuffer > >
 CIds::IdAllocator< Util::FixedArray< AnimationId > >
 CIds::IdAllocator< GLFWwindow *, CoreGraphics::DisplayMode, IndexT, WindowCreateInfo, ResizeInfo, SwapchainId, void * >
 CIds::IdAllocator< ImageLoadInfo >
 CIds::IdAllocator< Util::FixedArray< MeshId >, CoreGraphics::VertexAlloc, CoreGraphics::VertexAlloc >
 CIds::IdAllocator< VkBarrierInfo, Util::Array< CoreGraphics::TextureId > >
 CIds::IdAllocator< VkDevice, VkCommandPool >
 CIds::IdAllocator< VkDevice, VkEventInfo >
 CIds::IdAllocator< VkDevice, VkFenceInfo >
 CIds::IdAllocator< VkPassLoadInfo, VkPassRuntimeInfo, VkRenderPassBeginInfo, Util::Array< uint32_t > >
 CIds::IdAllocator< Util::FixedArray< VkRenderingAttachmentInfo >, VkRenderingAttachmentInfo, VkRenderingInfo, VkPipelineRenderingCreateInfo, VkPipelineViewportStateCreateInfo, Util::FixedArray< VkFormat >, RenderPassShaderInterface, SizeT >
 CIds::IdAllocator< VkDevice, VkDescriptorSet, IndexT, Threading::Spinlock, CoreGraphics::ResourceTableLayoutId, Util::HashTable< uint64_t, WriteInfo >, Util::Array< VkCopyDescriptorSet, 4 > >
 CIds::IdAllocator< VkDevice, VkDescriptorSetLayout, Util::Array< VkDescriptorPoolSize >, Util::Array< Util::Pair< CoreGraphics::SamplerId, uint32_t > >, Util::HashTable< uint32_t, bool >, Util::Array< VkDescriptorPool >, Util::Array< uint > >
 CIds::IdAllocator< VkDevice, VkPipelineLayout >
 CIds::IdAllocator< VkDevice, VkSampler, uint32_t >
 CIds::IdAllocator< VkDevice, VkSemaphore, CoreGraphics::SemaphoreType, uint64_t >
 CIds::IdAllocator< VkReflectionInfo, VkShaderSetupInfo, VkShaderRuntimeInfo, Util::Array< CoreGraphics::ShaderProgramId > >
 CIds::IdAllocator< VkShaderProgramSetupInfo, VkProgramReflectionInfo, VkShaderProgramRuntimeInfo >
 CIds::IdAllocator< VkDevice, VkSurfaceKHR, VkSwapchainKHR, uint, Util::FixedArray< CoreGraphics::SemaphoreId >, Util::FixedArray< CoreGraphics::SemaphoreId >, CoreGraphics::DisplayMode, Util::Array< VkImage >, Util::Array< VkImageView >, VkQueue, CoreGraphics::QueueType, CoreGraphics::CmdBufferPoolId >
 CIds::IdAllocator< VkTextureViewLoadInfo, VkTextureViewRuntimeInfo >
 CIds::IdAllocator< Util::HashTable< uint64_t, DerivativeLayout >, VkPipelineVertexInputStateCreateInfo, BindInfo, CoreGraphics::VertexLayoutInfo, Util::Array< SizeT >, VertexLayoutVkBindInfo >
 CIds::IdAllocator< Math::mat4, DecalType, Ids::Id32, Graphics::StageMask >
 CIds::IdAllocator< Resources::ResourceId, Resources::ResourceId, Resources::ResourceId >
 CIds::IdAllocator< Resources::ResourceId >
 CIds::IdAllocator< FogVolumeType, Ids::Id32, float, Math::vec3, Graphics::StageMask >
 CIds::IdAllocator< Math::mat4 >
 CIds::IdAllocator< Math::vec3, float >
 CIds::IdAllocator< Volume >
 CIds::IdAllocator< Graphics::CameraSettings, Math::mat4, Math::mat4, Math::mat4, Graphics::StageMask >
 CIds::IdAllocator< Shared::ViewConstants::STRUCT, Shared::ShadowViewConstants::STRUCT, CoreGraphics::TextureId, Math::rectangle< int >, Graphics::StageMask, bool(*)(const Math::rectangle< int > &viewport, IndexT frameIndex, IndexT bufferIndex), GraphicsEntityId, bool >
 CIds::IdAllocator< Graphics::GraphicsEntityId, LightType, Math::vec3, float, bool, float, Ids::Id32, Graphics::StageMask >
 CIds::IdAllocator< Math::transform44, CoreGraphics::TextureId, std::array< Graphics::GraphicsEntityId, 6 >, std::array< Math::rectangle< int >, 6 >, std::array< Math::mat4, 6 > >
 CIds::IdAllocator< Math::transform44, std::array< float, 2 >, CoreGraphics::TextureId, Math::mat4, Math::mat4, Math::rectangle< int >, Graphics::GraphicsEntityId >
 CIds::IdAllocator< Math::transform44, AreaLightShape, bool, std::array< Graphics::GraphicsEntityId, 2 >, std::array< Math::mat4, 2 >, std::array< Math::rectangle< int >, 2 >, bool >
 CIds::IdAllocator< Graphics::ViewId, Math::vector, Math::mat4, Util::FixedArray< Graphics::GraphicsEntityId >, Util::FixedArray< Math::rectangle< int > >, Util::FixedArray< float >, Util::FixedArray< Math::mat4 > >
 CIds::IdAllocator< Math::mat4, Math::mat4 >
 CIds::IdAllocator< Util::StringAtom, float, Util::Array< Resources::ResourceId >, Util::FixedArray< CoreGraphics::ResourceTableId >, CoreGraphics::BufferId, Util::FixedArray< Util::FixedArray< CoreGraphics::ResourceTableId > >, Util::FixedArray< Util::Tuple< IndexT, SizeT > >, Util::FixedArray< Util::Array< MaterialTexture > >, Util::FixedArray< Util::Array< MaterialConstant > >, IndexT, const MaterialTemplatesGPULang::Entry * >
 CIds::IdAllocator< uint >
 CIds::IdAllocator< Math::bbox, Util::Array< Models::ModelNode * > >
 CIds::IdAllocator< Resources::ResourceId, Util::Array< uint32_t >, NodeInstanceRange, NodeInstanceRange, Util::Dictionary< Util::StringAtom, IndexT >, Math::mat4, Graphics::StageMask, bool >
 CIds::IdAllocator< Particles::ParticleResourceId, Util::Array< ParticleSystemRuntime >, Graphics::ContextEntityId, ParticleRuntime, Graphics::GraphicsEntityId >
 CIds::IdAllocator< Memory::RangeAllocation, Raytracing::UpdateType, uint, Util::FixedArray< CoreGraphics::BlasId > >
 CIds::IdAllocator< TerrainLoadInfo, TerrainRuntimeInfo, TerrainInstanceInfo >
 CIds::IdAllocator< BiomeSettings >
 CIds::IdAllocator< CoreGraphics::TextureId, CoreGraphics::TextureId, CoreGraphics::TextureId, CoreGraphics::TextureId, CoreGraphics::MeshId, uint, IndexT, float, float, VegetationType >
 CIds::IdAllocator< bool, Graphics::GraphicsEntityId, VisibilityEntityType, Graphics::StageMask, VisibilityResultArray, VisibilityDrawList, Memory::ArenaAllocator< 1024 >, Util::FixedArray< uint64_t >, Util::FixedArray< Math::ClipStatus::Type > >
 CIds::IdAllocator< Graphics::GraphicsEntityId, uint32_t >
 CIds::IdAllocator< Audio::ClipId, Math::point, Math::vector, float, float, float, float, bool, float >
 CIds::IdAllocator< SoLoud::Wav, uint >
 CIds::IdAllocator< TYPES >An ID allocator associates an id with a slice in an N number of arrays
 CUtil::ArrayAllocatorSafe< MAX_ALLOCS, TYPES >The 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
 CUtil::ArrayAllocatorSafe< MAX_ALLOCS, TYPES... >
 CIds::IdAllocatorSafe< 0xFFFF, Resources::ResourceName, __Mesh >
 CIds::IdAllocatorSafe< 0xFFF, VkDevice, VkAccelerationStructureKHR, CoreGraphics::BufferId, CoreGraphics::BufferId, GeometrySetup, VkDeviceAddress >
 CIds::IdAllocatorSafe< 0xFFFF, VkAccelerationStructureInstanceKHR, Math::mat4, uint >
 CIds::IdAllocatorSafe< 0xFFF, VkDevice, SceneSetup, VkAccelerationStructureKHR, CoreGraphics::BufferId, CoreGraphics::BufferId, CoreGraphics::BufferId, VkDeviceAddress, VkDeviceAddress >
 CIds::IdAllocatorSafe< 0xFFFF, VkBufferLoadInfo, VkBufferRuntimeInfo, VkBufferMapInfo >
 CIds::IdAllocatorSafe< 0xFF, BufferSparsePageTable, Util::Array< VkSparseMemoryBind > >
 CIds::IdAllocatorSafe< 0x1000, VkDevice, VkCommandBuffer, VkCommandPool, CoreGraphics::CmdPipelineBuildBits, VkPipelineBundle, ViewportBundle, ScissorBundle, CoreGraphics::QueueType >
 CIds::IdAllocatorSafe< 0xFFFF, VkTextureRuntimeInfo, VkTextureLoadInfo, VkTextureMappingInfo >
 CIds::IdAllocatorSafe< 0xFFFF, CoreGraphics::TextureViewId, IndexT >
 CIds::IdAllocatorSafe< 0xFF, VkTextureSwapInfo >
 CIds::IdAllocatorSafe< 0xFF, TextureSparsePageTable, VkSparseImageMemoryRequirements, Util::Array< VkSparseMemoryBind >, Util::Array< VkSparseImageMemoryBind >, Util::Array< CoreGraphics::Alloc > >
 CIds::IdAllocatorSafe< 0xFFFF, ParticleEmitters >
 CIds::IdAllocatorSafe< 0xff, Util::StringAtom, dtNavMesh *, dtNavMeshQuery *, NavMeshT >
 CIds::IdAllocatorSafe< 0xFFFF, Physics::ActorInfo >
 CIds::IdAllocatorSafe< 0xFFFF, Physics::ConstraintInfo >
 CIds::IdAllocatorSafe< 0xFFFF, Physics::AggregateInfo >
 CIds::IdAllocatorSafe< 0xFFFF, PhysicsResource::PhysicsResourceUnion, Ids::Id32 >
 CIds::IdAllocatorSafe< MAX_ALLOCS, TYPES >
 CUtil::ArrayQueue< TYPE >
 CUtil::ArrayStack< TYPE, STACK_SIZE >Nebula's small vector optimized array
 CScripting::NSharpServer::Assembly
 CScripting::AssemblyId
 CThreading::AssertingMutex
 CThreading::AssertingScope
 CThreading::Interlocked::AtomicInt
 CThreading::Interlocked::AtomicInt64
 CThreading::Interlocked::AtomicPointer
 CMemDb::Attribute
 CGame::ComponentInterfaceThese are registered to the attribute registry so that we can add more functionality to attributes
 CAttr::AttributeContainerA simple container for attributes
 CAttr::AttributeDefinitionBaseImplements a universal attribute definition, consisting of an attribute name, attribute fourcc code, value type and access type
 CAttr::AttributeDefinition< VALUETYPE, TYPE >This extends the typeless AttributeDefinitionBase class by a typed template class, which adds compiletime-type-safety to attribute definitions
 CMemDb::AttributeId
 CMemDb::AttributeRegistry
 CAttr::AttrIdAn attribute ID is used to carry attribute types (no values) around
 CAttr::BlobAttrIdTyped attribute id for blob type
 CAttr::BoolAttrIdTyped attribute id for bool type
 CAttr::FloatAttrIdTyped attribute id for float type
 CAttr::GuidAttrIdTyped attribute id for guid type
 CAttr::Int64AttrId
 CAttr::IntAttrIdTyped attribute id for integer type
 CAttr::Mat4AttrIdTyped attribute id for mat4 type
 CAttr::StringAttrIdTyped attribute id for string type
 CAttr::UIntAttrIdTyped attribute id for unsigned integer type
 CAttr::Vec4AttrIdTyped attribute id for vec4 type
 CAudio::AudioEmitterId
 CBarrierImplements the 2 macros ReadWriteBarrier and MemoryBarrier
 CCoreGraphics::BarrierContext
 CCoreGraphics::BarrierCreateInfo
 CCoreGraphics::BarrierId
 CCoreGraphics::BarrierScope
 CCoreGraphics::BarrierStackEntry
 CMultiplayer::BaseMultiplayerClient
 CMultiplayer::StandardMultiplayerClient
 CMultiplayer::BaseMultiplayerServer
 CMultiplayer::StandardMultiplayerServer
 CVulkan::VkPipelineDatabase::BaseNode
 CVulkan::VkPipelineDatabase::Tier1Node
 CVulkan::VkPipelineDatabase::Tier2Node
 CVulkan::VkPipelineDatabase::Tier3Node
 CVulkan::VkPipelineDatabase::Tier4Node
 CCoreGraphics::BaseVertex
 CGame::FrameEvent::BatchA batch of frame callbacks
 CMath::bboxNebula's bounding box class
 CMath::BezierCubic< POINT >
 CVulkan::BindInfo
 CBindlessRegistryHandles binding of bindless resources
 CGraphics::BindlessRegistryCreateInfo
 CMemory::RangeAllocator::BinIndex
 CTerrain::BiomeMaterial
 CTerrain::BiomeMaterialBuilder
 CTerrain::BiomeParameters
 CTerrain::BiomeSettings
 CTerrain::BiomeSettingsBuilder
 CUtil::BitField< NUMBITS >Implements large bit field
 CUtil::BitField< NUMBITS >::BitType< S >
 CUtil::BitField< NUMBITS >::BitType< 16 >
 CUtil::BitField< NUMBITS >::BitType< 32 >
 CUtil::BitField< NUMBITS >::BitType< 64 >
 CCoreGraphics::BlasCreateInfo
 CCoreGraphics::BlasId
 CCoreGraphics::BlasInstanceCreateInfo
 CCoreGraphics::BlasInstanceId
 CUtil::BlobThe Util::Blob class encapsulates a chunk of raw memory into a C++ object which can be copied, compared and hashed
 CAttr::BlobArrayTypeClass
 CAttr::BlobTypeClass
 CGame::BlueprintManager::BlueprintEntity blueprint
 CGame::BlueprintId
 CPhysics::BodyInfo
 CAttr::BoolArrayTypeClass
 CParticles::EmitterAttrs::BoolAttributes
 CAttr::BoolTypeClass
 CPhysics::CharacterCreateInfo::BoxInfo
 CVisibility::BoxSystemLoadInfo
 CVisibility::BruteforceSystemLoadInfo
 CCoreGraphics::BufferBarrier
 CCoreGraphics::BufferBarrierInfo
 CCoreGraphics::BufferCopy
 CCoreGraphics::BufferCreateInfo
 CFrame::FrameOp::BufferDependency
 CCoreGraphics::BufferId
 CVulkan::BufferMapping
 CCoreGraphics::BufferSetSet of buffers which creates a buffer per each buffered frame
 CBufferSetupTypes used for buffers, how they are created and their intended usage
 CCoreGraphics::BufferSparsePage
 CVulkan::BufferSparsePageTable
 CFrame::FrameOp::BufferSubresourceDep
 CCoreGraphics::BufferSubresourceInfo
 CCoreGraphics::BufferWithStaging
 CFrame::FrameOp::BuildContext
 CBase::GamePadBase::ButtonState
 CBase::MouseBase::ButtonState
 CBvhA generic bounding volume (AABB) hierarchy
 CUtil::Bvh
 CIO::BXMLFileAttr
 CIO::BXMLFileHeader
 CIO::BXMLFileNode
 CIO::BXmlLoaderUtilHelper class for loading binary xml files created with N3's binaryxmlconverter3 tool
 CMath::byte4
 CMath::byte4u
 CByteOrder(C) 2007 Radon Labs GmbH (C) 2013-2018 Individual contributors, see AUTHORS file
 CSystem::ByteOrderProvides information and methods to help with byte ordering issues
 CAttr::ByteTypeClass
 CIO::StreamCache::CacheEntry
 CTerrain::TextureTileCache::CacheResult
 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
 CBase::CalendarTimeBaseAllows 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
 CPosix::PosixCalendarTimePosix implementation of CalendarTime
 CWin32::Win32CalendarTimeWin implementation of CalendarTime
 CJobs2::CallableStub< ARGS >
 CJobs2::CallableStub< ARGS... >
 CJobs2::Callable< LAMBDA, ARGS >
 CGraphics::CameraSettings
 CCameraSettingsHelper class for handling camera projection and related settings
 CIm3d::Capsule
 CPhysics::CharacterCreateInfo::CapsuleInfo
 CPhysics::Character
 CPhysics::CharacterContext
 CPhysics::CharacterCreateInfo
 CPhysics::CharacterId
 CCharacters::CharacterJobContext
 CCharacters::CharacterJoint
 CCharacterMaterialSkinNodeA model node that handles materials for characters
 CCharacterNodeWraps a Character object into a ModelNode for rendering
 CMultiplayer::ClientConnection
 CMultiplayer::ClientProcessorContext
 CAudio::ClipId
 CAudio::ClipInstanceId
 CMath::ClipStatusThe result of a clip check (Inside, Outside or Clipped)
 CCoreGraphics::CmdBufferBeginInfo
 CCoreGraphics::CmdBufferClearInfo
 CCoreGraphics::CmdBufferCreateInfo
 CCoreGraphics::CmdBufferId
 CCoreGraphics::CmdBufferMarkerBundle
 CCoreGraphics::CmdBufferPoolCreateInfo
 CCoreGraphics::CmdBufferPoolId
 CIm3d::Color
 CDb::ColumnDescribes a column in a database table
 CMemDb::ColumnIndexColumn id
 CAttr::AttributeTable::ColumnInfo
 CVegetation::CombinedMeshVertex
 CCoreGraphics::DrawThread::Command
 CCoreGraphics::DrawThread::CommandBuffer
 CVulkan::CommandBufferPools
 CUtil::CommandLineArgsA universal cmd line argument parser
 CFrame::FrameOp::Compiled
 CFrame::FrameBarrier::CompiledImpl
 CFrame::FrameBlit::CompiledImpl
 CFrame::FrameCode::CompiledImpl
 CFrame::FrameCompute::CompiledImpl
 CFrame::FrameCopy::CompiledImpl
 CFrame::FrameMipmap::CompiledImpl
 CFrame::FramePass::CompiledImpl
 CFrame::FramePlugin::CompiledImpl
 CFrame::FrameResolve::CompiledImpl
 CFrame::FrameSubgraph::CompiledImpl
 CFrame::FrameSubmission::CompiledImpl
 CFrame::FrameSubpass::CompiledImpl
 CFrame::FrameSubpassBatch::CompiledImpl
 CFrame::FrameSubpassFullscreenEffect::CompiledImpl
 CFrame::FrameSubpassOrderedBatch::CompiledImpl
 CFrame::FrameSubpassPlugin::CompiledImpl
 CFrame::FrameSwap::CompiledImpl
 Ccompletion_t
 CGame::ComponentDecayBufferContains data for components flagged with COMPONENTFLAG_DECAY, that has been deleted this frame
 CGame::BlueprintManager::ComponentEntry
 CGame::ComponentInspectionComponent inspection functions
 CNebula.Game.ComponentManager
 CGame::ComponentRegisterInfo< COMPONENT_TYPE >Used for registering component types to the game world
 CGame::FilterBuilder::ComponentRequest
 CGame::ComponentSerializationComponent serialization functions
 CIm3d::internal::CompositeT
 CIm3d::internal::MatT
 CIm3d::internal::VecT
 CHttp::HttpClientRegistry::Connection
 CConsoleHook.ConsoleEvents
 CLighting::LightContext::ConstantBufferSet
 CVulkan::GraphicsDeviceState::ConstantsRingBuffer
 CPhysics::Constraint
 CPhysics::ConstraintId
 CPhysics::ConstraintInfo
 CPhysics::ConstraintResourceId
 CPhysics::ContactEvent
 CIm3d::Context
 CGraphics::ContextEntityId
 CcoreBasic type definitions for Nebula
 CSystem::CpuProvides information about the system's CPU(s)
 CUtil::CrcCompute CRC checksums over a range of memory
 CJobs::CreateJobInfo
 CJobs::CreateJobPortInfo
 CJobs::CreateJobSyncInfo
 CThreading::CriticalScope
 CCriticalSectionCritical section objects are used to protect a portion of code from parallel execution
 CNavigation::CrowdAgentId
 CCoreAnimation::CurveTypeDescribes the general data type of the keys stored in an animation curve
 CCore::CVarA console variable
 CCore::CVarCreateInfoUsed to create a Core::CVar
 CCore::CVarValue
 CDarwinBarrierImplements the 2 macros ReadWriteBarrier and MemoryBarrier
 CDarwin::DarwinTimerDarwin implementation of the Time::Timer class
 CGame::DatasetA dataset that contains views into category tables
 CMemDb::Dataset
 CGI::DDGIOptions
 CGame::World::DeallocInstanceCommand
 CNebula.Debug
 CPhysics::DebugDrawInterface
 CDebug::DebugFloatThis class is supposed to make it easier, to restore the exact value of floating- point-based types, like vector, mat4, float etc
 CUtil::GlobalStringAtomTable::DebugInfoDebug functionality: DebugInfo struct
 CNet::DebugMessageEncapsulates a stream and a port number for debug communication
 CNet::DebugPacketEncapsulates a data packet for debug communication
 CPhysics::DebugState
 CUtil::Delegate< T >Nebula delegate class, allows to store a function, method or lambda call into a C++ object for later execution
 CVulkan::VkDeferredCommand::Delegate
 CUtil::Delegate< RETTYPE(ARGTYPES...)>
 CMessaging::DelegateTableAssociates message ids with handler delegates
 CCoreGraphics::DepthStencilClear
 CBase::DepthStencilTargetBase
 CVulkan::VkDepthStencilTarget
 CVulkan::DerivativeLayout
 CCoreGraphics::DerivativeStateId
 CVulkan::DescriptorSetBinding
 Cnanobind::detail::dict_caster
 Cnanobind::detail::type_caster< Util::Dictionary< Key, Value > >
 CUtil::Dictionary< KEYTYPE, VALUETYPE >A collection of key/value pairs with quick value retrieval by key at roughly O(log n)
 CLighting::LightContext::DirectionalLightSetupInfo
 CDisplayDeviceA DisplayDevice object represents the display where the RenderDevice presents the rendered frame
 CCoreGraphics::DisplayEventDisplay events are sent by the display device to registered display event handlers
 CCoreGraphics::DisplayModeDescribe a fullscreen display mode or window dimensions
 CScripting::DotNET_API
 CAttr::DoubleTypeClass
 CRenderUtil::DrawFullScreenQuadActually draws one big triangle which covers the entire screen, which is more efficient than drawing a quad using two triangles
 CIm3d::DrawList
 CModels::ShaderStateNode::DrawPacket
 CCoreGraphics::DrawThreadResult
 CduDebugDraw
 CNavigation::DebugDraw
 CGame::EditorState
 CUtil::PriorityArray< TYPE >::ElementElement class
 CParticles::EmitterAttrsA container for particle emitter attributes
 CParticles::EmitterMeshAn emitter mesh holds positions and normals for particle emission
 CParticles::EmitterMesh::EmitterPoint
 CGame::EntityAn entity is essentially just an Id with some utility functions attached
 CNebula.Game.EntityRepresents a game object that resides in a game world
 CTiXmlBase::Entity
 CVisibility::VisibilitySystem::Entity
 CGame::EntityCreateInfo
 CGame::PackedLevel::EntityGroup
 CNebula.Game.EntityId
 CGame::EntityMappingMaps an entity to a table and instance id
 CGame::EntityPoolGeneration pool
 CGame::EntityTableCreateInfo
 CNebula.Game.EntityTemplate
 CCoreGraphics::RayDispatchTable::Entry
 CMaterialTemplates::Entry
 CMaterialTemplatesGPULang::Entry
 CTerrain::TileCacheEntry::Entry
 CParticles::EnvelopeCurveAn Attack/Sustain/Release envelope curve class with optional sine/cosine modulation
 CParticles::EnvelopeSampleBufferA lookup table for pre-sampled envelope curves
 CEnvironmentProvides read-access to environment variables
 CEvent
 CThreading::EventWithManualReset
 CEventArgs
 CConsoleHook.ConsoleWriterEventArgs
 CCoreGraphics::EventCreateInfo
 CIO::EventHandlerData
 CCoreGraphics::EventId
 CCore::ExitHandlerExitHandlers 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
 CApp::GameApplication::GameAppExitHandler
 CAttr::AttrExitHandlerExit handler for the Attr subsystem, cleans up dynamic attribute definitions before shutdown
 CMath::Extrapolator< TYPE >Extrapolator maintains state about updates for remote entities, and will generate smooth guesses about where those entities will be based on previously received data
 CCore::FactoryProvides the central object factory mechanism for Nebula
 CCoreGraphics::GraphicsDeviceCreateInfo::Features
 CCoreGraphics::FenceCreateInfo
 CFenceCreateInfoA fence is a CPU-GPU sync object, used to let the CPU wait for the GPU to finish some work
 CCoreGraphics::FenceId
 CFibers::Fiber
 CFibers::fiber_ctx_t
 CFibers::fiber_t
 CFibers::FiberContext
 CFibers::FiberQueue
 CFibers::FiberQueueCreateInfo
 CFibers::FiberWaitContext
 CFileDialogWrapper around NFD for showing file dialogs
 CFileTimeDefines a file-access timestamp
 CFileWatcherLinux implementation of filewatcher
 CFileWatcherWin32 implementation of filewatcher
 CIO::FileWatcherImpl
 CIO::FileWatcherPlatform
 CGame::FilterBuilder
 CGame::FilterBuilder::FilterCreateInfo
 CMemDb::FilterSet
 CFiltersetUsed to query a database
 CCoreGraphics::MeshLoader::FinishedMesh
 CUtil::FixedArray< TYPE, StackAlloc >Implements a fixed size one-dimensional array
 CUtil::FixedPool< TYPE >Implements a fixed size pool, from which objects of a specific type can be allocated and freed for reuse
 CUtil::FixedTable< TYPE >A fixed-size 2-dimensional array
 CFlat::FlatbufferInterface
 CMath::half::Float
 CMath::float2
 CAttr::Float2ArrayTypeClass
 CAttr::Float2TypeClass
 CMath::float3
 CMath::float4
 CAttr::Float4ArrayTypeClass
 CAttr::Float4TypeClass
 CAttr::FloatArrayTypeClass
 CAttr::FloatTypeClass
 CVulkan::GraphicsDeviceState::ConstantsRingBuffer::FlushedRanges
 CUtil::FourCCA four-character-code is a quasi-human-readable 32-bit-id
 CModels::CharacterSkinNode::FragmentSkin fragment
 CFrame::FrameBatchTypeFrame batch type hints for the render device and render targets
 CFrameBuilder
 CGraphics::FrameContext
 CGame::FrameEvent
 CFrame::FrameOp
 CFrame::FrameBarrier
 CFrame::FrameBlit
 CFrame::FrameCode
 CFrame::FrameCompute
 CFrame::FrameCopy
 CFrame::FrameEvent
 CFrame::FrameMipmap
 CFrame::FramePass
 CFrame::FramePlugin
 CFrame::FrameResolve
 CFrame::FrameSubgraph
 CFrame::FrameSubmission
 CFrame::FrameSubpass
 CFrame::FrameSubpassBatch
 CFrame::FrameSubpassFullscreenEffect
 CFrame::FrameSubpassOrderedBatch
 CFrame::FrameSubpassPlugin
 CFrame::FrameSwap
 CGame::FramePipeline
 CDebug::FrameScriptInspector
 CFrame::FrameScriptLoader
 CRenderUtil::FreeCameraUtilImplements a free camera
 CMath::frustumDefines a clipping frustum made of 6 planes
 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
 CGcc::GccInterlockedProvides simple atomic operations on shared variables using gcc compiler builtins
 CBase::GenericMemoryPoolA simple thread-safe memory pool
 CRenderUtil::Geometry
 CStaticUI::UltralightRenderer::GeometryHandle
 CRenderUtil::GeometryHelpers
 CVulkan::GeometrySetup
 CUtil::get_template_type< C >
 CUtil::get_template_type< C< I, T > & >Get inner type of two types
 CUtil::get_template_type< C< I, T > >Get inner type of two types
 CUtil::get_template_type< C< T > >Get inner type of two types
 CUtil::get_template_type< C< T, I > & >Get inner type of two types
 CUtil::get_template_type< C< T, I > >Get inner type of two types
 CUtil::get_template_type< const C< T > & >Get inner type of a constant ref outer type
 CGLFWDisplayDeviceGLFW based OpenGL implementation of DisplayDevice class
 CGLFWInputServerGlfw-specific InputServer (provides a default Keyboard and Mouse)
 CCoreGraphics::Gliml
 CGlobalConstantsManagement place for global constants, such as those in the tick/frame groups
 CGraphics::GlobalConstantsCreateInfo
 Cultralight::GPUDriver
 CStaticUI::UltralightRenderer
 CCoreGraphics::GPULangShaderCreateInfo
 CDynui::GraphTime Graph with predefined amount of entries
 CGraphics::GraphicsContext
 CCharacters::CharacterContextAssumes control over the character animation functionalities of a model if it contains a character definition and an animation set
 CClustering::ClusterContext
 CDecals::DecalContext
 CDynui::ImguiContext
 CFog::VolumetricFogContext
 CGI::DDGIContext
 CGraphics::CameraContextHandles cameras
 CGraphics::EnvironmentContextThe environment context deals with anything related to the sky and atmosphere effects
 CGraphics::LightProbeContextAdds a light probe component to graphics entities
 CIm3d::Im3dContext
 CLighting::LightContext
 CModels::ModelContext
 CParticles::ParticleContext
 CPostEffects::BloomContext
 CPostEffects::DownsamplingContext
 CPostEffects::HistogramContext
 CPostEffects::SSAOContext
 CPostEffects::SSRContext
 CRaytracing::RaytracingContext
 CStaticUI::StaticUIContext
 CTBUI::TBUIContext
 CTerrain::TerrainContext
 CVegetation::VegetationContext
 CVisibility::ObservableContext
 CVisibility::ObserverContext
 CGraphics::GraphicsContextFunctionBundle
 CGraphics::GraphicsContextStateA graphics context is a resource which holds a contextual representation for a graphics entity
 CCoreGraphics::GraphicsDeviceCreateInfo
 CCoreGraphics::GraphicsDeviceState
 CVulkan::GraphicsDeviceState
 CCoreGraphics::GraphicsDeviceThreadState
 CGraphics::GraphicsEntityIdThe graphics entity is only an Id, to which we can attach GraphicsContexts
 CVegetation::GrassVertex
 CGuidImplements a GUID
 CAttr::GuidArrayTypeClass
 CAttr::GuidTypeClass
 CMath::half
 CHashGeneric hash function class based on murmurhash3
 CUtil::HashTable< KEYTYPE, VALUETYPE, TABLE_SIZE, STACK_SIZE >Organizes key/value pairs by a hash code
 CHeapImplements a private heap
 CHttp::HtmlElementHTML markup elements
 CHttpClientUse a HTTP client to send HTTP requests to a HTTP server, and receive and decode HTTP responses
 CHttp::HttpMethodHttp methods enumeration (GET, PUT, etc...)
 CHttp::HttpStatusHTTP status code enumeration (e.g
 CICustomMarshaler
 CUtil.StringMarshaler
 CIds::IdThis 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
 CMessaging::IdA message identifier
 CIds::IdGenerationPoolProvides a system for creating array friendly id numbers with reuse and generations
 CIds::IdPool
 CIEquatable
 CMathf.BoundingBox
 CMathf.BoundingFrustumDefines a viewing frustum for intersection operations
 CMathf.BoundingSphereDescribes a sphere in 3D-space for bounding operations
 CMathf.ColorDescribes a 32-bit packed color
 CMathf.MatrixRepresents the right-handed 4x4 floating point matrix, which can store translation, scale and rotation information
 CMathf.Plane
 CMathf.PointDescribes a 2D-point
 CMathf.QuaternionAn efficient mathematical representation for three dimensional rotations
 CMathf.Ray
 CMathf.RectangleDescribes a 2D-rectangle
 CMathf.Vector2Describes a 2D-vector
 CMathf.Vector3Describes a 3D-vector
 CMathf.Vector4Describes a 4D-vector
 CIm3dContextNebula renderer for Im3d gizmos
 CIm3d::Im3dState
 CCoreGraphics::ImageCreateInfoData
 CCoreGraphics::ImageCreateInfoFile
 CCoreGraphics::ImageLoadInfo::ImageData
 CCoreGraphics::ImageDimensions
 CCoreGraphics::ImageFileFormatImage file formats supported by StreamTextureSaver
 CCoreGraphics::ImageId
 CCoreGraphics::ImageLoadInfo
 CImguiRendererNebula renderer for the IMGUI dynamic UI library
 CImguiRTPluginUse this class to integrate Imgui with the Nebula rendering loop
 CDynui::ImGuiSecondaryWindowData
 CDynui::ImguiState
 CDynui::ImguiTextureId
 CDynui::ImGuiWindowHandle
 CVulkan::VkShapeRenderer::IndexedDraws
 CCoreGraphics::IndexTypeData type of vertex indices (16 bit or 32 bit)
 CTerrain::IndirectionEntry
 CNebula.Game.INebulaApi
 CNebula.Game.NebulaApiV1
 CCoreAnimation::InfinityTypeDescribes how time position outsides of an animation curve's scope are handled
 CCoreGraphics::InputAssemblyKey
 CInput::InputEventThe input events of the Input subsystems
 CInput::InputPriorityInput priorities for input handlers
 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
 CVulkan::InstanceSetup
 CMath::int2
 CMath::int3
 CMath::int4
 CAttr::Int64TypeClass
 CAttr::IntArrayTypeClass
 CParticles::EmitterAttrs::IntAttributes
 CInterfaceImplements the asynchronous interface to the IO subsystem
 CInterlockedProvide simple atomic operations on memory variables
 CCoreAnimation::AnimKeyBuffer::Interval
 CMemory::RingAllocator< SYNCPOINTS >::Interval
 CAttr::IntTypeClass
 CIO::IOStat
 CIpAddressRepresents an IP address, consisting of a IPv4 host address and a port number
 CUtil::HashTable< KEYTYPE, VALUETYPE, TABLE_SIZE, STACK_SIZE >::Iterator
 CUtil::List< TYPE >::IteratorList iterator
 CFibers::FiberQueue::Job
 CJobs2::JobContext
 CJobs::JobContext
 CJobs::JobFuncContextThis class describes the size of a workload for a single thread (can be multiple items)
 CJobs::JobId
 CJobs::JobIOData
 CJobs2::JobNode
 CJobs::JobPortId
 CJobs2::Jobs2Context
 CJobs::JobSyncId
 CJobs2::JobSystemInitInfo
 CJobs::JobThread::JobThreadCommand
 CJobs::JobUniformData
 CInput::KeyDefine standard key codes
 CKeyboardAn input handler which represents a keyboard for polling
 CBase::KeyboardBase::KeyState
 CUtil::KeyValuePair< KEYTYPE, VALUETYPE >Key/Value pair objects are used by most assiociative container classes, like Dictionary or HashTable
 CUtil::KeyValuePair< AttrId, Util::Variant >
 CAttr::AttributeA compiletime-typesafe key/value pair
 CUtil::KeyValuePair< Util::String, Util::String >
 CIO::AssignAn assign associates an intuitive name with a real-world filesystem path
 CJobs2::Lambda
 CBase::LibraryBase class for loading and handling dynamic libraries
 CWin32::Win32LibraryLoad and handle an external DLL
 CLibraryUse to load dynamic libraries and their addresses
 CIm3d::Line
 CMath::lineA line in 3d space
 CIm3d::LineSegment
 CLinux::LinuxCompletionCounterBlock a thread until count reaches 0
 CLinux::LinuxEventLinux implementation of Event
 CLinux::LinuxRendezvousA thread barrier for 2 threads using semaphores
 CLinuxThreadIdA thread id uniquely identifies a thread within the process
 CLinux::LinuxThreadLocalDataThread local data storage class for platforms which don't have a proper __thread implementation but a pthread implementation
 CLinux::LinuxThreadLocalPtrA thread-local pointer class for platforms which don't have proper support for the __thread keyword
 CUtil::List< TYPE >Implements a doubly linked list
 CUtil::List< RefCounted * >
 CCore::RefCountedListImplements a static list which keeps track of all refcounted objects to detect refcounting leaks at application shutdown
 Clist_caster
 Cnanobind::detail::type_caster< Util::Array< Type > >
 CAudio::AudioDevice::Listener
 CListExt
 CModels::PrimitiveNode::LoadContext
 CResources::ResourceLoader::LoadState
 CThreading::LockFreeQueue< TYPE >
 CDynui::ImguiConsole::LogEntry
 Cultralight::Logger
 CStaticUI::Logger
 CIm3d::Mat3
 CIm3d::Mat4
 CMath::mat4A 4x4 single point precision float matrix
 CPhysics::Material
 CMaterials::MaterialBuffer< INTERFACE_TYPE >
 CMaterials::MaterialConstant
 CMaterials::MaterialId
 CModels::ModelContext::MaterialInstanceContext
 CMaterials::MaterialInstanceId
 CMaterialTemplates::MaterialTemplateTexture
 CMaterialTemplatesGPULang::MaterialTemplateTexture
 CMaterialTemplates::MaterialTemplateValue
 CMaterialTemplatesGPULang::MaterialTemplateValue
 CMaterials::MaterialTexture
 CMaterials::MaterialVariant
 CMathf.MathHelperContains commonly used precalculated values and mathematical operations
 CAttr::Matrix44ArrayTypeClass
 CAttr::Matrix44TypeClass
 CRenderUtil::MayaCameraUtilHelper class to implement a "Maya camera" with pan/zoom/orbit
 CIO::MediaTypeEncapsulates a MIME conformant media type description (text/plain, image/jpg, etc...)
 CCoreGraphics::MemoryHeap
 CCoreGraphics::MemoryPool
 CMemoryPoolA simple thread-safe memory pool
 CCoreGraphics::MeshCreateInfo
 CCoreGraphics::MeshLoader::MeshesToSubmit
 CCoreGraphics::MeshId
 CCoreGraphics::MeshResource
 CCoreGraphics::MeshResourceId
 CCoreGraphics::MeshLoader::MeshStreamData
 CGame::Message< MSG, TYPES >
 CMessaging::MessageCallbackHandlerHandles asynchronous message callbacks
 CGame::MessageListener
 CGame::MessageListenerId
 CGame::Message< MSG, TYPES >::MessageQueueId
 CMiniDumpSupport for generating mini dumps
 CCoreGraphics::TextureLoader::MipHandoverLoaderThread
 CCoreGraphics::TextureLoader::MipLoadMainThread
 CModels::ModelCreateInfo
 CModels::ModelId
 CModels::ModelContext::ModelInstance
 CModels::ModelNode
 CModels::TransformNode
 CModels::CharacterNode
 CModels::ShaderStateNode
 CModels::ParticleSystemNode
 CModels::PrimitiveNode
 CModels::CharacterSkinNode
 CModels::ModelStreamingData
 CCoreGraphics::Monitor
 CInput::MouseButtonMouse button codes and conversion from/to string
 CRenderUtil::MouseRayUtilHelper class to compute a world-space ray from mouse coords
 CNebula.Game.Msg
 CNebula.Game.MsgDispatcher
 CNebula.Game.MsgDispatcher.MsgEvent
 CNebula.Game.NativeComponentAll structs that inherit from this class will automatically be registered and searchable as native components
 CNavigation::NavMeshId
 CCoreAnimation::Nax2Curve
 CCoreAnimation::Nax2Group
 CCoreAnimation::Nax2HeaderLegacy NAX2 file format structs
 CCoreAnimation::Nax3Anim
 CCoreAnimation::Nax3AnimEvent
 CCoreAnimation::Nax3Clip
 CCoreAnimation::Nax3Curve
 CCoreAnimation::Nax3HeaderNAX3 file format structs
 CCoreAnimation::Nax3Interval
 CNebula.Game.NebulaApp
 CNebulaSettingsPlatform independent way for storing persistent settings Will use registry in windows and config files on other platforms
 CTerrain::OccupancyQuadTree::Node
 CTerrain::TextureTileCache::Node
 CThreading::LockFreeQueue< TYPE >::Node
 CUtil::Bvh::Node
 CUtil::List< TYPE >::NodeNode in the list
 CUtil::OccupancyQuadTree::Node
 CUtil::QuadTree< TYPE >::NodeNode in quad tree
 CUtil::SimpleTree< VALUETYPE >::NodePublic node class
 CModels::NodeInstanceRange
 CModels::ModelContext::NodeInstanceState
 CRenderUtil::NodeLookupUtilHelper class to find specific nodes and nodeinstances inside a graphicsentity
 CMath::noisePerlin noise class
 CCoreGraphics::NormalVertex
 CCoreGraphics::ColorVertex
 CCoreGraphics::SecondUVVertex
 CCoreGraphics::SkinVertex
 CCharacters::Nsk3HeaderNSK3 file format structs
 CCharacters::Nsk3Joint
 CCharacters::Nsk3Skeleton
 Cstd::numeric_limits< Math::half >
 CCoreGraphics::Nvx2Group
 CCoreGraphics::Nvx2HeaderNVX2 file format structs
 CNvx2StreamReaderA stream reader which reads legacy nvx2 binary mesh files
 CCoreGraphics::Nvx3Elements
 CCoreGraphics::Nvx3Group
 CCoreGraphics::Nvx3HeaderNVX3 file format structs
 CCoreGraphics::Nvx3Meshlet
 CNvx3StreamReaderA stream reader which reads legacy nvx3 binary mesh files
 CCoreGraphics::Nvx3VertexRange
 CVisibility::VisibilitySystem::Observer
 CTerrain::OccupancyQuadTree
 CUtil::OccupancyQuadTree
 CVisibility::OctreeSystemLoadInfo
 COSX::OSXCpuCPU related definitions for the MacOSX platform
 COSX::OSXCriticalSectionOn OSX, pthread mutexes are used for critical sections
 COSX::OSXFileTimeWraps file-system related timestamps on OSX
 COSX::OSXFSWrapperInternal filesystem wrapper for the OSX
 COSX::OSXGuidOSX implementation of the Util::Guid class
 COSX::OSXHeapOSX implementation of Memory::Heap
 COSX::OSXMemoryPoolFIXME: IMPLEMENT ME!
 COSXThreadIdA thread id uniquely identifies a thread within the process
 COSX::OSXThreadLocalPtr< TYPE >GCC doesn't implement the __thread modifier on OSX
 CGame::PackedLevelRepresents a level that can be instantiated into a world
 CWin32::ParentWindow
 CParticles::ParticleThe particle structure holds the current state of a single particle and common data for particle-job and nebula3 particle system
 CParticles::ParticleEmitters
 CParticles::ParticleJobContext
 CParticles::ParticleContext::ParticleJobOutput
 CParticles::ParticleJobSliceOutputData
 CParticles::ParticleJobUniformData
 CParticleRenderInfoParticleRenderInfo objects are returned by the ParticleRenderer singleton when a visible particle system is attached
 CParticles::ParticleResourceId
 CParticles::ParticleContext::ParticleRuntime
 CParticleSystemMaterialNodeThe ParticleSystemNode wraps a ParticleSystem object into a ModelNode for rendering using materials
 CParticles::ParticleContext::ParticleSystemRuntime
 CMemDb::Table::PartitionRepresents a partition within a Table in MemDb
 CPassA pass describe a set of textures used for rendering
 CMaterialTemplates::Entry::Pass
 CMaterialTemplatesGPULang::Entry::Pass
 CCoreGraphics::PassCreateInfo
 CCoreGraphics::PassId
 CVulkan::GraphicsDeviceState::PendingDeletes
 CVulkan::GraphicsDeviceState::PendingMarkers
 CHttp::HttpServer::PendingRequest
 CMath::PFeedbackLoop< TYPE >A 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
 CTerrain::PhysicalTileUpdate
 CPhysicsInterface
 CPhysics::PhysicsResourceId
 CMath::PIDFeedbackLoopA PID feedback loop (proportional integral derivative feedback loop)
 CNavigationFeature::NavigationManager::Pids
 CCoreGraphics::PinnedBuffer< STORAGE >
 CVulkan::Pipeline
 CCoreGraphics::PipelineCreateInfo
 CCoreGraphics::PipelineId
 CCoreGraphics::PipelineRayTracingTable
 CCoreGraphics::PixelFormatPixel format enumeration
 CIm3d::Plane
 CMath::planeA mathematical plane represented by a normal and a distance from origin
 CMathf.PlaneHelper
 CMath::pointRepresents a 3D point in space
 CLighting::LightContext::PointLightSetupInfo
 CMath::polarA polar coordinate inline class, consisting of 2 angles theta (latitude) and rho (longitude)
 CMemory::PoolArrayAllocatorAllocates small memory blocks from an array of fixed-size memory pools
 CVisibility::PortalSystemLoadInfo
 CPosixAppLauncherLaunch an external application using fork/execve
 CPosixBarrierImplements the 2 macros ReadWriteBarrier and MemoryBarrier
 CPosix::PosixCpuCPU related definitions for the Posix platform
 CPosix::PosixCriticalSectionPosix-implementation of critical section
 CPosix::PosixEnvironmentProvides read-access to environment variables
 CPosix::PosixEventPosix implmentation of an event synchronization object
 CPosix::PosixFileTimeImplements a Posix-specific file-access time stamp
 CPosix::PosixFSWrapperInternal filesystem wrapper for Posix
 CPosix::PosixGuidPosix implementation of the Util::Guid class
 CPosix::PosixHeapPosix implementation of the class Memory::Heap using the Posix-Heap functions
 CPosix::PosixIpAddressRepresents an IP address, consisting of a IPv4 host address and a port number
 CPosix::PosixMemoryPoolFIXME: IMPLEMENT ME!
 CPosix::PosixReadWriteLock
 CPosix::PosixSettingsA simple wrapper class to store config files in the users home directory Uses Boosts Property_tree library for the time being
 CPosix::PosixSystemInfoProvide information about the system we're running on
 CPosix::PosixThreadBarrierBlock until all thread have arrived at the barrier
 CPosixThreadIdA thread id uniquely identifies a thread within the process
 CPosix::PosixTimerPosix implementation of the Time::Timer class
 CPQuatFeedbackLoopA specialized proportional feedback loop for rotations, using a quaternion representation
 CCoreGraphics::PrimitiveGroupDefines a group of primitives as a subset of a vertex buffer and index buffer plus the primitive topology (triangle list, etc...)
 CCoreGraphics::PrimitiveTopologyThe primitive topology for a draw call
 CPriorityArrayA fixed size priority array
 CUtil::PriorityArray< TYPE >
 CJobs::PrivateMemory
 CBase::ProcessBase class for launching an external application
 CPosix::PosixProcess
 CWin32::Win32Process
 CGame::Processor
 CGame::ProcessorBuilder
 CGame::ProcessorJobContext
 CGame::ProcessorJobInput
 CProfiling::ProfilingContextThread context of profiling
 CProfiling::ProfilingScope
 CProfiling::ProfilingScopeLockConvenience class used to automatically push and pop scopes
 CNebula.Game.Property
 CNebula.Game.TemplateManager.Template.PropertyData
 CNebula.Game.PropertyManager
 CPtr< TYPE >Nebula's smart pointer class which manages the life time of RefCounted objects
 CSystem::ByteOrder::PunDoubleULL
 CSystem::ByteOrder::PunFloatUL
 Cphysx::PxAllocatorCallback
 CPhysics::Allocator
 Cphysx::PxErrorCallback
 CPhysics::ErrorCallback
 Cphysx::PxSimulationEventCallback
 CPhysics::PhysxState
 CQuadTreeA simple quad tree
 CUtil::QuadTree< TYPE >
 CVisibility::QuadtreeSystemLoadInfo
 CMath::quatA quaternion is usually used to represent an orientation in 3D space
 CGame::OrientationA component that stores the orientation of an entity
 CAttr::QuaternionTypeClass
 CQuatX
 CVulkan::GraphicsDeviceState::Queries
 CVulkan::QueryBundle
 CVulkan::QueryBundle::QueryChunk
 CVulkan::QueryBundle::QueryState
 CUtil::Queue< TYPE >Nebula's queue class (a FIFO container)
 CUtil::Queue< Util::KeyValuePair< PRITYPE, TYPE > >
 CThreading::SafePriorityQueue< PRITYPE, TYPE >A thread-safe priority-sorted queue which protects itself with critical sections
 CUtil::RandomNumberTableA table-based random-number generator
 CUtil::RandomUnion
 CMath::randxorstateFast random generator based on xorshift+
 CMemory::RangeAllocationDescribes a range allocated by the Memory::RangeAllocator
 CMemory::RangeAllocatorAllocates memory ranges using the TLSF method, with extended handling of padding to better suit GPUs
 CMemory::RangeAllocator::RangeAllocatorNode
 CIm3d::Ray
 CCoreGraphics::RayDispatchTable
 CCoreGraphics::RayTracingBitsGet shader program raytracing bits
 CRaytracing::RaytracingSetupSettings
 CMath::rectangle< TYPE >A 2d rectangle class
 CCore::RefCountedThe common base class of Nebula
 CAnimation::AnimJobDescibes a single animation sampling job in the AnimController
 CAnimation::PlayClipJobAn AnimJob which simply plays an animation clip
 CAttr::AttributeTableA table of attributes with a compact memory footprint and fast random access
 CDb::ValueTableA table of database values
 CAudio::AudioDeviceCentral class of the core audio subsystem
 CAudio::AudioServerFront-end of the Audio subsystem
 CBase::DisplayDeviceBaseA DisplayDevice object represents the display where the RenderDevice presents the rendered frame
 CGLFW::GLFWDisplayDevice
 CVulkan::VkDisplayDevice
 CWin32::Win32DisplayDeviceWin32 implementation of DisplayDevice class
 CBase::GameContentServerBaseThe game content server initializes access to game content on console platforms
 CBase::InputServerBaseThe InputServer is the central object of the Input subsystem
 CGLFW::GLFWInputServer
 CInput::InputServerThe InputServer is the central object of the Input subsystem
 CBase::InstanceRendererBase
 CVulkan::VkInstanceRenderer
 CBase::InstanceServerBase
 CVulkan::VkInstanceServer
 CBase::ShaderServerBaseThe ShaderServer loads all shaders when created, meaning all shaders in the project must be valid and hardware compatible when starting
 CVulkan::VkShaderServer
 CBase::ShapeRendererBaseBase class of ShapeRenderer, can render a number of shapes, mainly for debug visualization
 CVulkan::VkShapeRenderer
 CBase::TextRendererBaseBase class for text rendering (don't use this for high-quality text rendering)
 CVulkan::VkTextRenderer
 CBaseGameFeature::LevelParserBase class for level parsing
 CCore::CoreServerThe central core server object initializes a minimal Nebula runtime environment necessary to boot up the rest of Nebula
 CCoreAnimation::AnimKeyBufferA simple buffer of vec4 animation keys
 CCoreGraphics::DisplayEventHandlerA 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
 CCoreGraphics::ThreadSafeDisplayEventHandlerA thread-safe subclass of DisplayEventHandler
 CDynui::ImguiDisplayEventHandlerHandles display events such that ImGui is made aware of them
 CGraphics::GraphicsDisplayEventHandlerHandles DisplayEvents that are relevant for the graphics system
 CInput::InputDisplayEventHandlerTranslates DisplayEvents that are relevant for the input system into InputEvents
 CCoreGraphics::RenderEventHandlerA render event handler object is notified by the RenderDevice about noteworthy events
 CCoreGraphics::ThreadSafeRenderEventHandlerA thread-safe subclass of RenderEventHandler
 CDb::CommandWraps a general SQL command
 CDb::Sqlite3CommandSQLite3 implementation of Db::Command
 CDb::DatabaseWraps an entire database into a C++ object
 CDb::Sqlite3DatabaseSQLite3 implementation of Db::Database
 CDb::DatasetA dataset is an efficient in-memory-cache for rlational database data
 CDb::Sqlite3DatasetSQLite implemention of Dataset
 CDb::DbFactoryDbFactory object for the Db subsystem
 CDb::Sqlite3FactoryCreates Db objects derived for the Sqlite3 Db wrapper
 CDb::DbServerProvides highlevel access to the world database
 CDb::FilterSetImplements a filter for datatbase data using a condition tree
 CDb::Sqlite3FilterSet
 CDb::ReaderWrapper to bulk-read the contents of a database table
 CDb::RelationA Relation object describes a relation between 2 tables which are linked through a common attribute
 CDb::TableDescribes a table in a database, or more abstract, a set of typed columns grouped under a common name
 CDb::Sqlite3Table
 CDb::WriterA wrapper class to bulk-write data to the database in a simple way
 CDebug::DebugCounterA debug counter for counting events
 CDebug::DebugServerThe debug server singleton is visible from all threads and keeps track of debug timer and debug counters
 CDebug::DebugTimerA debug timer for measuring time spent in code blocks
 CDynui::ImguiAddon(C) 2012-2016 Individual contributors, see AUTHORS file
 CDynui::ImguiConsoleThe ImGui console uses ImGui to produce a live interactive console
 CDynui::ImguiProfiler
 CFrame::FrameScriptA FrameScript describes render operations being done to produce a single frame
 CFrame::FrameServer
 CFrameSync::FrameSyncTimerA thread-local time source object which is synchronized with the sync point in the FrameSyncHandlerThread
 CGame::FeatureUnitA FeatureUnit is an encapsulated feature which can be added to an application
 CAudioFeature::AudioFeatureUnitSets up and interfaces with the audio subsystem
 CBaseGameFeature::BaseGameFeatureUnitThe BaseGameFeatureUnit creates everything to allow load and run a game level
 CGraphicsFeature::GraphicsFeatureUnitSets up the core rendering system and provides properties and managers for default usage, such as rendering models, animations, particles, etc
 CMultiplayer::MultiplayerFeatureUnit
 CNavigationFeature::NavigationFeatureUnit
 CPhysicsFeature::PhysicsFeatureUnitSets up and interfaces with the physics subsystem
 CScripting::ScriptFeatureUnit
 CGame::GameServerThe game server setups and runs the game world
 CGame::ManagerManagers are objects which care about some specific functionality of a feature
 CAudioFeature::AudioManager
 CGame::BlueprintManagerLoads the 'data:tables/blueprint.json' file and subsequently sets up categories based on the blueprints in the entity manager
 CGame::TimeManagerSingleton object which manages all Game::TimeSource objects
 CGraphicsFeature::CameraManagerHandles camera related properties
 CGraphicsFeature::GraphicsManagerHandles logic for connecting the game layer with the render layer
 CNavigationFeature::NavigationManager
 CPhysicsFeature::CharacterManager
 CPhysicsFeature::PhysicsManager
 CGraphics::GraphicsServerThe graphics server is the main singleton for the Graphics subsystem
 CHttp::HttpClientRegistryThe HttpClientRegistry provides a way to re-use existing connections to HTTP servers instead of setting up a HTTP connection for every single HTTP request
 CHttp::HttpRequestHandlerHttpRequestHandlers are attached to the HttpServer and process incoming HTTP requests
 CDebug::ConsolePageHandlerPrint console output to HTML page
 CDebug::CorePageHandlerProvide information about Core subsystem to debug http server
 CDebug::DebugPageHandlerHttp request handler for the Debug subsystem
 CNavigation::NavigationPageHandlerProvide information about the navigation system
 CDebug::DisplayPageHandlerProvide information about the display to the debug http server
 CDebug::HelloWorldRequestHandlerMost simple HttpRequestHandler possible
 CDebug::IoPageHandlerProvide information about IO subsystem to debug http server
 CDebug::MemoryPageHandlerProvide information about memory allocations to debug http server
 CDebug::MeshPageHandlerProvide an HTML debug page with information about shared mesh resources
 CDebug::ShaderPageHandlerProvide a HTML debug page for shaders
 CDebug::StringAtomPageHandler
 CDebug::SvgTestPageHandlerA HTTP test page handler to test SVG rendering functionality
 CDebug::TexturePageHandlerProvide a HTML debug page with information about all shared texture resources
 CDebug::ThreadPageHandlerDisplays info about currently running Nebula threads
 CHttp::DefaultHttpRequestHandlerThis implements the "Home Page" of the Nebula application
 CHttp::HttpServerImplements an extremly simple standalone HTTP server with attached HttpRequestHandlers
 CHttp::HttpServerProxyClient-side proxy of the HttpServer
 CHttp::NebulaHttpClient
 CHttp::HttpClientUse a HTTP client to send HTTP requests to a HTTP server, and receive and decode HTTP responses
 CIO::ArchiveBaseBase class of file archives
 CIO::ZipArchivePrivate helper class for ZipFileSystem to hold per-Zip-archive data
 CIO::ArchiveFileSystemBase
 CIO::ZipFileSystemAn archive filesystem wrapper for ZIP files
 CIO::AssignRegistryCentral registry for path assigns
 CIO::ConsoleNebula's console, this is the central place for command- line-style communication with the user
 CIO::ConsoleHandlerBase class for all console handlers
 CDynui::ImguiConsoleHandlerConsolehandler that prints its output to the imgui console
 CIO::HistoryConsoleHandlerA console handler which stores the last N log messages in a Util::RingBuffer<String>
 CIO::LogFileConsoleHandlerA console handler which writes all console output to a log file
 COSX::OSXConsoleHandlerThe default console handler for OSX, puts messages to stdout and stderr, reads from stdin
 CPosix::PosixConsoleHandlerThe default console handler for Posix, puts normal messages to the debug output channel, and error messages into a message box
 CWin32::Win32ConsoleHandlerThe default console handler for Win32, puts normal messages to the debug output channel, and error messages into a message box
 CIO::IoServerThe central server object of the IO subsystem offers the following services:
 CIO::SchemeRegistryCentral registry for URI schemes, associates an URI scheme (e.g
 CIO::StreamOffers an abstract interface for read/write access to a sequence of bytes
 CIO::CachedStreamWraps an underlying mappable stream object to avoid reopening it more than once (e
 CIO::CachedHttpStream
 CIO::FileStreamA stream to which offers read/write access to filesystem files
 CIO::SafeFileStreamWrapper around FileStream that will save to a temporary file and swap when closed
 CIO::MemoryStreamImplements a stream class which writes to and reads from system RAM
 CHttp::HttpNzStreamA version of HttpStream which reads .nz compressed files as created by the Nebula archiver tool
 CHttp::HttpStreamWraps client HTTP requests to a HTTP server into an IO::Stream
 CIO::EmbeddedMemoryStreamImplements a stream class which reads from an embedded resource
 CIO::ZipFileStreamWraps a file in a zip archive into a stream
 CIO::StreamCacheExplicit cache for reusing read-only streams that are already opened
 CIO::StreamReaderStream reader classes provide a specialized read-interface for a stream
 CCoreGraphics::Nvx3StreamReader
 CHttp::HttpRequestReaderA stream reader which cracks a HTTP request into its components
 CHttp::HttpResponseReaderDecodes a response header from a HTTP server and optionally writes received content data to a provided stream
 CIO::BXmlReaderStream reader for binary XML files
 CIO::BinaryReaderA friendly interface to read binary data from a stream
 CIO::ExcelXmlReaderA stream reader class which reads Excel XML files
 CIO::JsonReaderReads json formatted data with random access from a stream using pjson as backend
 CIO::TextReaderA friendly interface for reading text data from a stream
 CIO::XmlReaderReads XML formatted data with random access from a stream using TinyXML as backend
 CMessaging::MessageReaderImplements a binary stream protocol for decoding messages from a stream
 CIO::StreamWriterStream writer classes provide a specialized write-interface for a stream
 CHttp::HtmlPageWriterA stream writer which supports writing a HTML-formatted page into a stream
 CHttp::HttpRequestWriterWrites a valid HTTP request header to a stream
 CHttp::HttpResponseWriterStream writer which writes a correct HTTP response to a stream
 CHttp::SvgPageWriterA stream writer to generate simple SVG pages
 CHttp::SvgLineChartWriterSpecialized SVG page writer which draws a line chart diagrams
 CIO::BinaryWriterA friendly interface for writing binary data to a stream
 CIO::JsonWriterWrite Json-formatted data to a stream
 CIO::TextWriterA friendly interface for writing text data to a stream
 CIO::XmlWriterWrite XML-formatted data to a stream
 CMessaging::MessageWriterImplements a binary stream protocol for encoding messages into streams
 CInput::InputHandlerInput handlers receive and process input events
 CBase::GamePadBaseAn input handler which represents one of at most 4 game pads
 CBase::KeyboardBaseAn input handler which represents a keyboard for polling
 CBase::MouseBaseAn input handler which represents a mouse for polling
 CInput::MouseAn input handler which represents a mouse for polling
 CDynui::ImguiInputHandlerThis input handler passes input events to Imgui
 CTBUI::TBUIInputHandlerThis input handler passes input events to Turbobadger
 CLinux::LinuxThreadLinux implementation of Threading::Thread
 CMemDb::Database
 CMessaging::AsyncPortRuns its handlers in a separate thread, so that message processing happens in a separate thread and doesn't block the main thread
 CInterface::InterfaceBaseBase class for interfaces
 CDebug::DebugInterfaceInterface object of the Debug subsystem
 CHttp::HttpInterfaceThe HttpInterface launches the HttpServer thread and is the communication interface with the HttpServer thread
 CIO::IoInterface
 CMessaging::HandlerMessage handlers are used to process a message
 CAnimation::AnimEventHandlerBaseThis is the base class for handling animation events
 CAnimation::AnimEventServerThis is the server, which is triggered if a animation event is emitted
 CInterface::InterfaceHandlerBaseBase class for message handlers attached to Interface objects
 CDebug::DebugHandlerThe message handler for the debug interface
 CHttp::HttpMessageHandlerRuns the HttpServer thread, and owns the central http server
 CIO::IoInterfaceHandlerHandler class for io interfaces
 CMessaging::MessageMessages are packets of data which can be sent to a message port
 CHttp::AttachRequestHandler
 CHttp::HttpRequestEncapsulates a complete Http request into a message
 CHttp::RemoveRequestHandler
 CIO::CopyFile
 CIO::IOMessage
 CIO::CreateDirectory
 CIO::DeleteDirectory
 CIO::DeleteFile
 CIO::MountArchive
 CIO::ReadStream
 CIO::WriteStream
 CMessaging::BatchMessageA batch of messages which is itself a message
 CMessaging::PortA message port is a receiving point for messages
 CMessaging::DispatcherA message Dispatcher is a specialization of a message Port
 CNet::StdTcpClientA TcpClient object is used to communicate with a TcpServer
 CNet::StdTcpClientConnectionA TcpClientConnection represents a connected TcpClient on the server side
 CNet::StdTcpServerA TcpServer opens a socket and listens for connecting TcpClients
 COSX::OSXThreadOSX implementation of Threading::Thread
 CPicking::PickingServerServer responsible to handle id-based rendering
 CPosix::PosixSocketA lowlevel socket wrapper class
 CPosix::PosixThreadPosix implementation of thread class
 CRenderModules::RTPluginStandard interface to add new functionality to the render thread
 CDynui::ImguiRTPlugin
 CRenderModules::RTPluginRegistryThe central registry for render thread plugins
 CRenderModules::RenderModuleA RenderModule wraps a specific, optional, rendering functionality into a simple object which only requires a simple setup
 CResources::ResourceLoader
 CCharacters::SkeletonLoader
 CCoreAnimation::AnimationLoader
 CCoreGraphics::GPULangShaderLoaderResource loader to load a GPULang shader object from a stream
 CCoreGraphics::MeshLoader
 CCoreGraphics::ShaderLoader
 CCoreGraphics::TextureLoader
 CMaterials::MaterialLoader
 CModels::ModelLoader
 CNavigation::StreamNavMeshCache
 CParticles::ParticleLoader
 CPhysics::StreamActorPool
 CResources::ResourceSaver
 CResources::ResourceServer
 CScripting::NSharpServerC# backend for the Nebula scripting subsystem
 CScripting::ScriptServerServer class of the scripting subsystem
 CScripting::PythonServerPython backend for the Nebula scripting subsystem
 CThreading::ObjectRefA thread-safe reference to a shared object
 CVisibility::VisibilityContainer
 CWin32::Win32SocketA lowlevel socket wrapper class
 CWin32::Win32ThreadWin32 implementation of thread class
 CGame::World::RemoveComponentCommand
 CModels::ModelContext::ModelInstance::RenderableThe bounding boxes are used by visibility and the states by rendering
 CStaticUI::UltralightRenderer::RenderBufferHandle
 CCoreGraphics::RenderEventRender events are sent by the RenderDevice to registered render event handlers
 CCoreGraphics::RenderPassCreateInfo
 CCoreGraphics::RenderPassId
 CVulkan::RenderPassShaderInterface
 CCoreGraphics::RenderShapeDescribes a shape which is rendered through the ShapeRenderer singleton
 CCoreGraphics::RenderShape::RenderShapeVertex
 CTiXmlString::Rep
 CCoreGraphics::ResizeInfo
 CResources::Resource
 CNebula.Game.ResourceDescriptorRepresents a native descriptor for a resource name
 CResources::ResourceLoader::ResourceInitOutput
 CResources::ResourceLoader::ResourceLoadJob
 CResources::ResourceLoader::ResourceLoadOutput
 CCoreGraphics::ResourcePipelineCreateInfo
 CCoreGraphics::ResourcePipelineId
 CCoreGraphics::ResourcePipelinePushConstantRange
 CResources::ResourceLoader::ResourceStreamOutput
 CCoreGraphics::ResourceTableBuffer
 CCoreGraphics::ResourceTableCreateInfo
 CCoreGraphics::ResourceTableId
 CCoreGraphics::ResourceTableInputAttachment
 CCoreGraphics::ResourceTableLayoutAccelerationStructure
 CCoreGraphics::ResourceTableLayoutConstantBuffer
 CCoreGraphics::ResourceTableLayoutCreateInfo
 CCoreGraphics::ResourceTableLayoutId
 CCoreGraphics::ResourceTableLayoutInputAttachment
 CCoreGraphics::ResourceTableLayoutSampler
 CCoreGraphics::ResourceTableLayoutShaderRWBuffer
 CCoreGraphics::ResourceTableLayoutTexture
 CCoreGraphics::ResourceTableSampler
 CCoreGraphics::ResourceTableSetSet of buffers which creates a resource table per each buffered frame
 CCoreGraphics::ResourceTableTexture
 CCoreGraphics::ResourceTableTextureView
 CCoreGraphics::ResourceTableTlas
 CResources::ResourceUnknownId
 CMemory::RingAlloc
 CMemory::RingAllocator< SYNCPOINTS >Allocates memory up-front, and then allows other systems to grab regions
 CUtil::RingBuffer< TYPE >A ring buffer stores up to a maximum number of elements in a circular fashion
 CRoundHelper class for rounding up integer values to 2^N values
 CUtil::Round
 CMemDb::RowIdRow identifier
 CCore::RttiNebula's runtime type information for one class
 CUtil::RunLengthCodecA simple byte-based runlength encoder/decoder
 CNebula.Runtime
 CNebula.Runtime.RuntimeData
 CThreading::SafeFlagA thread-safe flag variable
 CThreading::SafeQueue< TYPE >Thread-safe version of Util::Queue
 CCoreGraphics::SamplerCreateInfo
 CCoreGraphics::SamplerId
 CCoreAnimation::SampleTypeDescribes how an animation curve should be sampled
 CIm3d::internal::ScalarT
 CIm3d::internal::FloatT
 CIm3d::internal::IntT
 CPhysics::ScenePhysx scene classes, foundation and physics are duplicated here for convenience instead of static getters, might be removed later on
 CVulkan::SceneSetup
 CVulkan::ScissorBundle
 CCoreGraphics::SemaphoreCreateInfo
 CCoreGraphics::SemaphoreId
 CGame::ComponentSerialization::Serializer
 CMultiplayer::ServerProcessorContext
 CUtil::Set< KEYTYPE >A collection of unique values with quick lookup
 CCoreGraphics::GpuBufferTypes::SetupFlags
 CMaterials::ShaderConfigBatchTexture
 CCoreGraphics::ShaderFeatureWrapper class for shader permutations by name
 CCoreGraphics::ShaderId
 CCoreGraphics::ShaderIdentifierThe 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
 CShaderServerThe ShaderServer object loads the available shaders and can instantiate shaders for usage
 CLighting::LightContext::ShadowData
 CPhysics::ShapeHandle
 CShapeRendererRender shapes for debug visualizations
 CAttr::ShortTypeClass
 CUtil::SimpleTree< VALUETYPE >A simple tree class which stores its nodes in Util::Arrays
 CSingletonImplements a system specific Singleton
 CCharacters::SkeletonCreateInfo
 CCharacters::SkeletonId
 CCharacters::SkeletonJobJoint
 CCharacters::SkeletonResourceId
 CSocketPlatform independent wrapper class for the Sockets API
 CVulkan::VkSubContextHandler::SparseBindSubmission
 CVulkan::GraphicsDeviceState::SparseBufferBind
 CCoreGraphics::SparseBufferCreateInfo
 CCoreGraphics::SparseBufferIdSparse buffer type
 CVulkan::GraphicsDeviceState::SparseImageBind
 CUtil::SparseTable< TYPE >A 2D sparse table where many entries may be redundant and support for multiple entries per cell
 CIm3d::Sphere
 CMath::sphereA 3-dimensional sphere
 CThreading::Spinlock
 CThreading::SpinlockScope
 CLighting::LightContext::SpotLightSetupInfo
 CSqlite3FilterSetSQLite3 implement of Db2::FilterSet
 CUtil::Stack< TYPE >Nebula's stack class (a FILO container)
 CStackTraceHelper class for generating stack traces
 CStackWalker
 CStackWalkerToString
 CGame::GameServer::StateInternal state and world management
 CMessaging::StaticMessageHandlerImplements a simple, static message handler helper class
 CUtil::StringAtomTableBase::StaticStringStatic string class for sorting the array
 CStreamAnimationLoaderInitialize a CoreAnimation::AnimResource from the content of a stream
 CCoreGraphics::MeshLoader::StreamMeshLoadMetaData
 CStreamShaderLoaderResource loader to setup a Shader object from a stream
 CStreamTextureCacheResource loader for loading texture data from a Nebula stream
 CUtil.StringNebula's universal string class
 CAttr::StringArrayTypeClass
 CUtil::StringAtomA StringAtom
 CUtil::StringAtomTableBaseThis implements the base class for thread-local and global string atom table classes
 CUtil::GlobalStringAtomTableGlobal string atom table
 CUtil::LocalStringAtomTableImplements a thread-local string atom table which is used as a cache to prevent excessive locking when creating string atoms
 CUtil::StringBufferGlobal string buffer for the StringAtom system
 CTiXmlBase::StringToBuffer
 CAttr::StringTypeClass
 CVulkan::VkSubContextHandler::SubmissionList
 CCoreGraphics::SubmissionWaitEvent
 CCoreGraphics::Subpass
 CCoreGraphics::SubpassInfo
 CTerrain::SubTexture
 CTerrain::SubTextureCompressed
 CTerrain::SubTextureUpdateJobOutput
 CTerrain::SubTextureUpdateJobUniforms
 CCoreGraphics::SwapchainCreateInfo
 CCoreGraphics::SwapchainId
 CCoreGraphics::DrawThread::SyncCommand
 CSysFuncWrap some platform specific low-level functions
 COSX::SysFuncLowest-level functions for OSX platform
 CPosix::SysFuncProvides Posix specific helper functions
 CWin32::SysFuncProvides Win32 specific helper functions
 CSystemInfoProvides information about the host system
 CBase::SystemInfoBase
 CDarwin::DarwinSystemInfoProvide information about the system we're running on
 CMemDb::TableA table of columns (attributes) and rows
 CMemDb::TableCreateInfoInformation for creating a table
 CUtil::SparseTable< TYPE >::TableEntryTable entry in the sparse table
 CMemDb::TableIdTable identifier
 CMemDb::TableSignatureBasically a bitfield with packed ComponentIds
 Ctb::TBBitmap
 CTBUI::TBUIBitmap
 Ctb::TBClipboardInterface
 CTBUI::TBUIClipboardInterface
 Ctb::TBFile
 CTBUI::TBUIFile
 Ctb::TBFileInterface
 CTBUI::TBUIFileInterface
 Ctb::TBFontRenderer
 CTBUI::TBUISTBFontRendererSTBFontRenderer renders fonts using stb_truetype.h (http://nothings.org/)
 Ctb::TBRendererBatcher
 CTBUI::TBUIRenderer
 Ctb::TBSystemInterface
 CTBUI::TBUISystemInterface
 CTBUI::TBUIBatch
 CTBUI::TBUIContext::TBUIState
 CTBUI::TBUIVertex
 Ctb::TBWidget
 CTBUI::TBUIView
 CTcpClientSee StdTcpClient for details
 CNet::MessageClientWrapper class for the Net::TcpClient that sends data in special message container
 CTcpClientConnectionSee StdTcpClientConnection for details!
 CNet::MessageClientConnectionA wrapper class for the Net::TcpClientConnection
 CNet::TcpMessageCodecHelperclass that provides function to encode and decode sreams into messages
 CTcpServerFront-end wrapper class for StdTcpServer, see StdTcpServer for details!
 CNebula.Game.TemplateManager.Template
 CGame::TemplateId
 CNebula.Game.TemplateManager
 CTerrain::TerrainBiomeId
 CTerrain::TerrainCreateInfo
 CTerrain::TerrainContext::TerrainInstanceInfo
 CTerrain::TerrainContext::TerrainLoadInfo
 CTerrain::TerrainQuad
 CTerrain::TerrainContext::TerrainRuntimeInfo
 CTerrain::TerrainSetupSettings
 CTerrain::TerrainTri
 CTerrain::TerrainVert
 CIm3d::TextData
 CIm3d::TextDrawList
 CCoreGraphics::TextElementDescribes a text element for the text renderer
 CVulkan::VkTextRenderer::TextElementVertex
 CTextRendererA simple text renderer for drawing text on screen
 CCoreGraphics::TextureBarrier
 CCoreGraphics::TextureBarrierInfo
 CCoreGraphics::TextureCopyStruct for texture copies
 CCoreGraphics::TextureCreateInfo
 CCoreGraphics::TextureCreateInfoAdjusted
 CVulkan::VkTextureLoadInfo
 CFrame::FrameOp::TextureDependency
 CCoreGraphics::TextureDimensions
 CFrame::TextureExport
 CStaticUI::UltralightRenderer::TextureHandle
 CCoreGraphics::TextureIdTexture type
 CFrame::TextureImport
 CCoreGraphics::TextureRelativeDimensions
 CCoreGraphics::TextureSparsePage
 CCoreGraphics::TextureSparsePageOffset
 CCoreGraphics::TextureSparsePageSize
 CVulkan::TextureSparsePageTable
 CCoreGraphics::TextureStreamData
 CFrame::FrameOp::TextureSubresourceDep
 CCoreGraphics::TextureSubresourceInfo
 CCoreGraphics::TextureSwizzle
 CTerrain::TextureTileCache
 CCoreGraphics::TextureViewCreateInfo
 CCoreGraphics::TextureViewId
 CTextWriter
 CConsoleHook.ConsoleWriter
 CThread
 CCoreGraphics::DrawThreadA CoreGraphics thread meant to only record draw commands to command buffers
 CVulkan::VkCommandBufferThread
 CFibers::FiberThread
 CIO::FileWatcherFor registering callbacks for file modification events
 CJobs2::JobThread
 CJobs::JobThread
 CMessaging::HandlerThreadBaseBase class for AsyncPort message handler thread classes
 CMessaging::BlockingHandlerThreadMessage handler thread class which blocks until messages arrive (or optionally, a time-out occurs)
 CMessaging::RunThroughHandlerThreadA simple handler thread class which "runs thru", and doesn't wait for messages
 CNet::StdTcpServer::ListenerThreadPrivate listener thread class
 CResources::ResourceLoaderThread
 CThreadBarrierBlock until all thread have arrived at the barrier
 CThreadLocalMiniHeap
 CTerrain::TileCacheEntry
 CPhysics::VisualDebugger::TimedDrawDataBase class for draw-calls that should be done over a number of steps
 CVulkan::VkSubContextHandler::TimelineSubmission
 CVulkan::VkSubContextHandler::TimelineSubmission2
 CTimerA timer object is the most basic object for time measurement
 CGame::TimeSourceAn object that keeps track of running time and frame time (delta time)
 CGame::TimeSourceCreateInfoUsed to create a timesource
 CIO::XmlReader::TinyXmlInitHelperStatic helper object for TinyXml-Initialization at application startup
 CTiXmlAttributeSet
 CTiXmlBaseTiXmlBase is a base class for every class in TinyXml
 CTiXmlAttributeAn attribute is a name-value pair
 CTiXmlNodeThe parent class for everything in the Document Object Model
 CTiXmlCommentAn XML comment
 CTiXmlDeclarationIn correct XML the declaration is the first entry in the file
 CTiXmlDocumentAlways the top level node
 CTiXmlElementThe element is a container class
 CTiXmlTextXML text
 CTiXmlUnknownAny tag that tinyXml doesn't recognize is saved as an unknown
 CTiXmlCursor
 CTiXmlHandleA TiXmlHandle is a class that wraps a node pointer with null checks; this is an incredibly useful thing
 CTiXmlParsingData
 CTiXmlString
 CTiXmlOutStream
 CCoreGraphics::TlasCreateInfo
 CCoreGraphics::TlasId
 CDb::FilterSet::Token
 CMemory::TotalMemoryStatusGet the system's total current memory, this does not only include Nebula's memory allocations but the memory usage of the entire system
 CHttp::SvgLineChartWriter::Track
 CGame::AngularVelocity::Traits
 CGame::Entity::Traits
 CGame::Orientation::Traits
 CGame::Position::Traits
 CGame::Scale::Traits
 CGame::Velocity::Traits
 CMath::transformSimple transform using position, quaternion, and scale
 CMath::transform44A 4x4 matrix which is described by translation, rotation and scale
 CAttr::Transform44TypeClass
 CModels::ModelContext::ModelInstance::TransformableTransforms are only used by the model context to traverse and propagate the transform hierarchy
 Cnanobind::detail::type_caster< Util::String >
 CIm3d::internal::TypeTraits< T >
 CIm3d::internal::TypeTraits< float >
 CIm3d::internal::TypeTraits< int >
 CIm3d::internal::TypeTraits< Mat4 >
 CIm3d::internal::TypeTraits< Vec2 >
 CIm3d::internal::TypeTraits< Vec3 >
 CIm3d::internal::TypeTraits< Vec4 >
 CMath::uint2
 CMath::uint3
 CMath::uint4
 CAttr::UIntTypeClass
 CVulkan::VkReflectionInfo::UniformBuffer
 CVulkan::VkShapeRenderer::UnindexedDraws
 CIO::URIAn URI object can split a Uniform Resource Identifier string into its components or build a string from URI components
 CIO::URNA URN (Uniform Resource Name) is a URI (Uniform Resource Identifier) that uses the "urn" scheme
 CAttr::UShortTypeClass
 CVulkan::VkReflectionInfo::Variable
 CUtil::VariantAn "any type" variable
 CIm3d::Vec2
 CMath::vec2A 2-component float vector class
 CIm3d::Vec3
 CMath::vec3A 3D vector
 CGame::AngularVelocity
 CGame::PositionA component that stores the position of an entity in world space coordinates
 CGame::ScaleA component that stores the scale of an entity
 CGame::VelocityA component that stores the linear velocity of an entity
 CIm3d::Vec4
 CMath::vec4A 4D vector
 CUtil::ColorRepresents colors by four single point (32-bit) floating point numbers
 CIm3d::Vector< T >
 CMath::vectorA vector is a 3D direction in space
 CVegetation::VegetationBiomeId
 CVegetation::VegetationGrassSetup
 CVegetation::VegetationMeshSetup
 CVegetation::VegetationSetupSettings
 CCoreGraphics::VertexAlloc
 CCoreGraphics::VertexComponentDescribes a single vertex component in a vertex layout description
 CBase::VertexComponentBase
 CIm3d::VertexData
 CVertexLayoutBaseBase class for platform-specific vertex component subclasses
 CCoreGraphics::VertexLayoutCreateInfo
 CCoreGraphics::VertexLayoutId
 CCoreGraphics::VertexLayoutInfo
 CVulkan::VertexLayoutVkBindInfo
 CCoreGraphics::VertexStream
 CGame::Dataset::ViewThis represents a "view" into an entity table
 CViewA view describes a camera which can observe a Stage
 CMemDb::Dataset::ViewA view into a category table
 CGraphics::ViewCreateInfo
 CGraphicsFeature::CameraManager::ViewData
 CPostEffects::ViewData
 CGraphics::ViewId
 CVulkan::ViewportBundle
 CVisibility::ObserverContext::VisibilityBatchCommand
 CVisibility::ObserverContext::VisibilityDrawCommand
 CVisibility::ObserverContext::VisibilityDrawList
 CVisibility::ObserverContext::VisibilityModelCommand
 CVisibility::VisibilitySystem
 CVisibility::BoxSystem
 CVisibility::BruteforceSystem
 CVisibility::OctreeSystem
 CVisibility::PortalSystem
 CVisibility::QuadtreeSystem
 CPhysics::VisualDebuggerClass that communicates with the physics visual debugger program
 CVulkan::VkCommandBufferThread::VkBarrierCommand
 CVulkan::VkBarrierInfo
 CVulkan::VkCommandBufferThread::VkBeginMarkerCommand
 CVulkan::VkCommandBufferThread::VkBeginQueryCommand
 CVulkan::VkTypes::VkBlockDimensions
 CVulkan::VkBufferLoadInfo
 CVulkan::VkBufferMapInfo
 CVulkan::VkBufferRuntimeInfo
 CVulkan::VkCommandBufferThread::VkCommandBufferBeginCommand
 CVulkan::VkCommandBufferThread::VkCommandBufferEndCommand
 CVulkan::VkCommandBufferThread::VkCommandBufferResetCommand
 CVulkan::VkCommandBufferThread::VkComputePipelineBindCommand
 CVulkan::VkDeferredCommand
 CVulkan::VkCommandBufferThread::VkDescriptorsCommand
 CVulkan::VkCommandBufferThread::VkDispatchCommand
 CVulkan::VkCommandBufferThread::VkDrawCommand
 CVulkan::VkCommandBufferThread::VkEndMarkerCommand
 CVulkan::VkCommandBufferThread::VkEndQueryCommand
 CVulkan::VkEventInfo
 CVulkan::VkFenceInfo
 CVulkan::VkCommandBufferThread::VkGfxPipelineBindCommand
 CVulkan::VkCommandBufferThread::VkIndexBufferCommand
 CVulkan::VkCommandBufferThread::VkIndirectDrawCommand
 CVulkan::VkCommandBufferThread::VkIndirectIndexedDrawCommand
 CVulkan::VkCommandBufferThread::VkInsertMarkerCommand
 CVulkan::VkPassLoadInfo
 CVulkan::VkPassRuntimeInfo
 CVulkan::VkPipelineBundle
 CVulkan::VkPipelineDatabase
 CVulkan::VkProgramReflectionInfo
 CVulkan::VkCommandBufferThread::VkPushConstantsCommand
 CVulkan::VkReflectionInfo
 CVulkan::VkCommandBufferThread::VkResetEventCommand
 CVulkan::VkScheduler
 CVulkan::VkCommandBufferThread::VkScissorRectArrayCommand
 CVulkan::VkCommandBufferThread::VkScissorRectCommand
 CVulkan::VkCommandBufferThread::VkSetEventCommand
 CVulkan::VkShaderProgramRuntimeInfo
 CVulkan::VkShaderProgramSetupInfo
 CVulkan::VkShaderRuntimeInfo
 CVulkan::VkShaderSetupInfo
 CVulkan::VkCommandBufferThread::VkStencilReadMaskCommand
 CVulkan::VkCommandBufferThread::VkStencilRefCommand
 CVulkan::VkCommandBufferThread::VkStencilWriteMaskCommand
 CVulkan::VkSubContextHandler
 CVulkan::VkTextureMappingInfo
 CVulkan::VkTextureRuntimeInfo
 CVulkan::VkTextureSwapInfo
 CVulkan::VkTextureViewLoadInfo
 CVulkan::VkTextureViewRuntimeInfo
 CVulkan::VkTypes
 CVulkan::VkCommandBufferThread::VkUpdateBufferCommand
 CVulkan::VkCommandBufferThread::VkVertexBufferCommand
 CVulkan::VkCommandBufferThread::VkViewportArrayCommand
 CVulkan::VkCommandBufferThread::VkViewportCommand
 CVulkan::VkCommandBufferThread::VkWaitForEventCommand
 CVulkan::VkCommandBufferThread::VkWriteTimestampCommand
 CAttr::VoidPtrTypeClass
 CGI::DDGIContext::Volume
 CGI::DDGIContext::VolumeSetup
 CIO::WatchEvent
 CWeakPtr< TYPE >A smart pointer which does not change the reference count of the target object
 CWin32BarrierImplements the 2 macros ReadWriteBarrier and MemoryBarrier
 CWin32::Win32CpuCPU related definitions for the Win32 platform
 CWin32::Win32CriticalSectionWin32-implementation of critical section
 CWin32::Win32EnvironmentProvides read-access to environment variables
 CWin32::Win32EventWin32 implementation of an event synchronization object
 CWin32::Win32FileTimeImplements a Win32-specific file-access time stamp
 CWin32::Win32FSWrapperInternal filesystem wrapper for Win32
 CWin32::Win32GuidWin32 implementation of the Util::Guid class
 CWin32::Win32HeapWin32 implementation of the class Memory::Heap
 CWin32InterlockedProvides simple atomic operations on shared variables
 CWin32::Win32IpAddressRepresents an IP address, consisting of a IPv4 host address and a port number
 CWin32::Win32MemoryPoolA simple thread-safe memory pool
 CWin32::Win32MiniDumpWin32 implementation of MiniDump
 CWin32ProcessLaunch an external Win32 application
 CWin32::Win32ReadWriteLock
 CWin32::Win32RegistryA simple wrapper class to access the Win32 registry
 CWin32::Win32StackTrace
 CWin32StacktraceWin32 implementation of stacktrace
 CWin32::Win32StringConverterConvert between UTF-8 and 16-bit wide strings
 CWin32::Win32SystemInfoProvide information about the system we're running on
 CWin32::Win32ThreadBarrierBlock until all thread have arrived at the barrier
 CWin32::Win32TimerWin32 implementation of the Time::Timer class
 CCoreGraphics::WindowCreateInfo
 CCoreGraphics::WindowId
 CWinThreadIdA thread id uniquely identifies a thread within the process
 CGame::WorldA container of entities, their components, and processors
 CNebula.Game.World
 CGame::WorldHash
 CVulkan::WriteInfo
 CIO::ZipDirEntryA directory entry in a zip arcive
 CIO::ZipFileEntryA file entry in a zip archive