[This is preliminary documentation and is subject to change.]

Core Icarus Scene Engine classes

Classes

  ClassDescription
Public classAsset
Public classAssetCollection
Base class for the generic Asset collection classes
Public classAssetCollectionBase<(Of <(T>)>)
Public classAssetManager
This is the main Asset Manager class. From here, an attached "list of lists" is used to store each of the asset types Assets are grouped by type to make searching faster On initialisation, a new Asset type must register itself with the asset manager
Public classAudio
Public classBBox
Public classBitmap
Public classBitmapGlyph
Public classBody
Public classBodyBox
Public classBodyLauncher
Public classBodySphere
Public classBSPtree
Public classCamera
Public classCollider
Public classControlConfig
Public classDefaultColours
Public classEditable
this is the very base class here designed to be editable in the property editor it is not designed to allow the inline editing, just simply hierarchial editing
Public classEngine
Public classFace
Public classFaceGroup
Public classFaceGroupCollection
Public classFileAnywhere
Public classFolder
A Designer-only Folder object, used by the end user to group collections of objects together This is for quick referencing only, rather than having to traverse the entire hierarchy. Attached objects will not participate in the simulation.
Public classFont
Public classFontVector
Public classFrameCollection
Public classFrameElement<(Of <(T>)>)
Public classFreeType
Public classFTFont
Public classGeneralTypeConverter
Public classGeneric
Public classGeom
Public classGeomBox
Public classGeomPlane
Public classGeomSphere
Public classGlobal
Public classGlyph
Public classGlyphClass
Public classGlyphRec
Public classGPS
A GPS class for holding GPS data, and translating into Cartesian coordinates.
Public classIcarusApplication
An Application represents the main application that runs on top of Icarus. Typically as an external Script or as an external Assembly This is the base class from which to derive all applications. This application class is more about high level scene coordination. If custom rendering is required, then these should be instantiated as new SceneObject descendents.
Public classIConsole
Public classInitThread
Public classIntCollection
Public classLabel3D
Public classLatitudeClass
Public classLayout
Public classLight
Public classListFocus<(Of <(T>)>)
Public classListRec
Public classLoaderCollection
Public classLoaderManager
Public classLODCollection
Public classLongditudeClass
Public classMaterial
Public classMesh
Public classMeshFrame
Create the mesh in a Vertex Buffer Object-compatible array
Public classMips
Public classMipsCollection
Public classModel
Public classMusic
Public classObject2D
Public classObject3D
Public classObjectList<(Of <(T>)>)
Public classOpenGL
Wrapper functions for OpenGL
Public classProject
Public classRectangle
Public classRenderStruct
Used to quickly pass all render information to child objects, without having to pass tons of parameters
Public classRenderUtils
Public classScene
Public classSceneControl
Public classSceneObject
A SceneObject is the parent object of all objects for use in a Scene. As such it contains base functions expected from all scene objects.
Public classScript
Public classSerial
Public classSound
Public classSpace
For now, a simple space, not including the hash space etc.. at this time
Public classTexture
Public classTrack<(Of <(T>)>)
Public classTrackBool
Public classTrackCamera
Public classTrackColor
Public classTrackDouble
Public classTrackScene
Public classTrackTrajectory
Public classTrackVector
Public classViewport
Public classWindow
Public classWinFont3D
Public classWinFontBitmap
Public classWorld

Structures

  StructureDescription
Public structureColor
Public structureMatrix
Matrix structure
Public structureTextureMap
A structural representation of an OpenGL texture map coordinates
Public structureTrajectory
Public structureTriangle
A Triangle represents a 3D triangle with each corner represented by a Vertex
Public structureVector
Public structureVertex
A Vertex represents a Vector representing Position, a Normal and Texture Mapping coordinates

Delegates

Enumerations

  EnumerationDescription
Public enumerationAlignment
Public enumerationCameraType
Public enumerationClassify
Used to report on where the vector is in relation to a plane.
Public enumerationClipState
Public enumerationFT_LOAD_TYPES
Public enumerationFT_RENDER_MODES
Public enumerationLocalAxis
Public enumerationProjectState
Public enumerationSplitState
Public enumerationStickyControl