Package-level declarations

Types

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fun interface CameraAwareComponent
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class CameraComponent(gameEntity: GameEntity, componentInfo: ComponentInfo<CameraComponentData> = ComponentInfo(CameraComponentData(CameraTypeData.Perspective()))) : GameEntityDataComponent<CameraComponentData> , SceneNodeComponent
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class CharacterControllerComponent(gameEntity: GameEntity, componentInfo: ComponentInfo<CharacterControllerComponentData> = ComponentInfo(CharacterControllerComponentData())) : PhysicsActorComponent<CharacterControllerComponentData> , OnHitActorListener
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class DiscreteLightComponent(gameEntity: GameEntity, componentInfo: ComponentInfo<DiscreteLightComponentData> = ComponentInfo( DiscreteLightComponentData(LightTypeData.Directional(ColorData(Color.WHITE), 3f)) )) : GameEntityDataComponent<DiscreteLightComponentData> , SceneNodeComponent
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abstract class GameEntityComponent(val gameEntity: GameEntity)
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abstract class GameEntityDataComponent<D : ComponentData>(val gameEntity: GameEntity, val componentInfo: ComponentInfo<D>) : GameEntityComponent
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class JointComponent(gameEntity: GameEntity, componentInfo: ComponentInfo<JointComponentData> = ComponentInfo(JointComponentData())) : GameEntityDataComponent<JointComponentData> , PhysicsComponent
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class MaterialReferenceComponent(gameEntity: GameEntity, componentInfo: ComponentInfo<MaterialReferenceComponentData> = ComponentInfo(MaterialReferenceComponentData(EntityId.NULL))) : GameEntityDataComponent<MaterialReferenceComponentData>
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data class PbrArmTexNames(val ao: String, val roughness: String, val metallic: String, val aoIndex: Int, val roughnessIndex: Int, val metallicIndex: Int)
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class PhysicsMaterial(val id: EntityId, var name: String, val material: Material)
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class PhysicsWorldComponent(gameEntity: GameEntity, componentInfo: ComponentInfo<PhysicsWorldComponentData> = ComponentInfo(PhysicsWorldComponentData())) : GameEntityDataComponent<PhysicsWorldComponentData>
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class ShadowMapComponent(gameEntity: GameEntity, componentInfo: ComponentInfo<ShadowMapComponentData> = ComponentInfo( ShadowMapComponentData(ShadowMapTypeData.Single(ShadowMapInfo())) )) : GameEntityDataComponent<ShadowMapComponentData> , CameraAwareComponent
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class SsaoComponent(gameEntity: GameEntity, componentInfo: ComponentInfo<SsaoComponentData> = ComponentInfo(SsaoComponentData())) : GameEntityDataComponent<SsaoComponentData> , CameraAwareComponent
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class TransformComponent(gameEntity: GameEntity, componentInfo: ComponentInfo<TransformComponentData> = ComponentInfo(TransformComponentData())) : GameEntityDataComponent<TransformComponentData>

Properties

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Functions

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suspend fun PbrShaderData.createPbrShader(meshLayoutInfo: MeshLayoutInfo, modelMats: List<ModelMatrixComposition>, sceneShaderData: SceneShaderData): KslPbrShader
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suspend fun PbrSplatShaderData.createPbrSplatShader(meshLayoutInfo: MeshLayoutInfo, modelMats: List<ModelMatrixComposition>, sceneShaderData: SceneShaderData): KslPbrSplatShader
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suspend fun MaterialComponentData.createShader(meshLayoutInfo: MeshLayoutInfo, modelMats: List<ModelMatrixComposition>, sceneShaderData: SceneShaderData): DrawShader
suspend fun MaterialShaderData.createShader(meshLayoutInfo: MeshLayoutInfo, modelMats: List<ModelMatrixComposition>, sceneShaderData: SceneShaderData): DrawShader
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fun PbrShaderData.matchesPbrShaderConfig(shader: DrawShader?): Boolean
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fun MaterialComponentData.matchesShader(shader: DrawShader?): Boolean
fun MaterialShaderData.matchesShader(shader: DrawShader?): Boolean
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fun SceneBackgroundComponent(gameEntity: GameEntity, color: Color, isLinear: Boolean = true): SceneBackgroundComponent
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fun GameEntity.toGlobalCoords(vec: MutableVec3d, w: Double = 1.0): MutableVec3d
fun GameEntity.toGlobalCoords(vec: MutableVec3f, w: Float = 1.0f): MutableVec3f
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fun GameEntity.toLocalCoords(vec: MutableVec3d, w: Double = 1.0): MutableVec3d
fun GameEntity.toLocalCoords(vec: MutableVec3f, w: Float = 1.0f): MutableVec3f
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suspend fun PbrShaderData.updatePbrShader(shader: KslPbrShader, sceneShaderData: SceneShaderData): Boolean
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suspend fun PbrSplatShaderData.updatePbrSplatShader(shader: KslPbrSplatShader, sceneShaderData: SceneShaderData): Boolean
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suspend fun MaterialComponentData.updateShader(shader: DrawShader?, sceneShaderData: SceneShaderData): Boolean
suspend fun MaterialShaderData.updateShader(shader: DrawShader?, sceneShaderData: SceneShaderData): Boolean