Class List
Here are the classes, structs, unions and interfaces with brief descriptions:
celAtanActivationFunc< T > | An arc-tangent activation function for the neural network property class |
celClientEventData | The data about a client event |
celCombineParameterBlock | Parameter block implementation to combine two existing parameter blocks |
celCosActivationFunc< T > | A cosine activation function for the neural network property class |
celData | Typed data for CEL |
celElliottActivationFunc< T > | An Elliott activation function for the neural network property class |
celEnvFluid | A class implementing a fluid in a sector |
celEnvGravity | A class implementing gravity in a sector |
celExpActivationFunc< T > | An exponential activation function for the neural network property class |
celGameClientManager | This is an interface you should implement in order to manage the events from the client |
celGameFactoryManager | This is an interface you should implement in order to manage the events from the factory of game sessions |
celGameInfo | General information on a game |
celGameInfoList | A list of general info of games |
celGameServerManager | This is an interface you should implement in order to manage the events from the server |
celGaussActivationFunc< T > | An gaussian activation function for the neural network property class |
celGenericParameterBlock | Generic parameter block implementation |
celInitializer | This class contains static member functions which can help set up an application to use the Crystal Entity Layer |
celInvActivationFunc | A reciprocal activation function for the neural network property class |
celLogActivationFunc< T > | A logarithmic activation function for the neural network property class |
celMessageChannel | Helper class for a message channel |
celNavigationInfo | Navigation result between navigator and target |
celNavigationTools | Helplers for navigation |
celNetworkLinkData | The data about a network link |
celNetworkPlayerStats | The network stats of the connection viewed by the server |
celNetworkPlayerTotalStats | The network stats of the connection of all the players viewed by the server |
celNetworkServerStats | The network stats of the connection viewed by the client |
celNNActivationFunc | Abstract class representing an activation function callback for the neural network property class |
celNopActivationFunc< T > | An identity activation function for the neural network property class |
celOneParameterBlock | Parameter block implementation if only one parameter is desired |
celPcCameraCommon | The representation of a camera |
celPcCommon | This is a common implementation for a property class from which all other property classes can inherit |
celPlayer | General information on a player |
celServerEventData | The data about a server event |
celSigActivationFunc< T > | A sigmoid activation function for the neural network property class |
celSinActivationFunc< T > | A sine activation function for the neural network property class |
celSqrActivationFunc< T > | A squaring activation function for the neural network property class |
celStandardLocalEntitySet | Standard implementation of iCelLocalEntitySet |
celStandardPersistentDataList | Standard implementation of iCelPersistentDataList |
celStepActivationFunc< T > | A threshold activation function for the neural network property class |
celTanhActivationFunc< T > | A hyperbolic-tangent activation function for the neural network property class |
celVariableParameterBlock | Variable parameter block implementation |
iActionQuestRewardFactory | This interface is implemented by the reward that sends an action to some entity or entity class property class with an optional tag |
iBillboard | A billboard (2D image on screen) |
iBillboardEventHandler | An event on some billboard (like being selected or something) |
iBillboardLayer | A layer of billboards |
iBillboardManager | This is a manager to handle billboards |
iCelBehaviour | This is an entity in the CEL layer at the BL (behaviour layer) side |
iCelBlLayer | This is the Behaviour Layer itself |
iCelBlLayerGenerate | This is an interface that behaviour layers can optionally implement |
iCelConsole | Interface for the CEL console |
iCelConsoleCommand | A single command for the CEL console |
iCelDataBuffer | This interface describes persistable data |
iCelEdge | Interface for CEL Edge |
iCelEntity | This is an entity in the CEL layer at the PL (physical layer) side |
iCelEntityIterator | An iterator for entities |
iCelEntityList | A list of entities |
iCelEntityRemoveCallback | Implement this interface if you want to know when entities are removed |
iCelEntityTemplate | This is an entity template |
iCelEntityTracker | This structure maintains a tracker for entities |
iCelExpression | Interface for a single expression |
iCelExpressionParser | Interface to the expression parser plugin (same as the blxml behaviour layer plugin) |
iCelGame | A networked game |
iCelGameClient | The main object to manage the client game logic |
iCelGameFactory | A factory to manage game sessions |
iCelGameServer | The main object to manage the server game logic |
iCelGraph | Interface for the CEL Graph |
iCelInventorySpace | This interface represents a space system for the inventory property class |
iCelInventorySpaceSlot | A slot in the inventory system |
iCelLocalEntitySet | A local entity set define the set of entities that are considered 'local' to the saved file |
iCelMapFile | A representation of a map file for a region |
iCelNewEntityCallback | Implement this interface if you want to know when new entities are added |
iCelNNWeights | Structure which can hold the weightings of all links between the nodes of an iPcNeuralNet property class |
iCelNode | Interface for CEL Node |
iCelParameterBlock | This interface is a parameter block that can be used to pass parameters through SendMessage() in a behaviour |
iCelPath | Interface for CEL Path |
iCelPersistence | This interface describes a module that can persist CEL data |
iCelPersistentDataList | A list of persistent data for all the property classes of an entity |
iCelPlayerList | A list of players |
iCelPlLayer | This is the Physical Layer itself |
iCelPropertyChangeCallback | This is a callback that is called whenever a property changes for some property class |
iCelPropertyClass | This is a property class for an entity |
iCelPropertyClassFactory | This is a factory for property classes |
iCelPropertyClassList | A list of property classes |
iCelPropertyClassTemplate | This is a property class template for an entity |
iCelRegion | A region |
iCelRule | A rule |
iCelRuleBase | Interface for the Rule System |
iCelTimerListener | Generic timing system in CEL |
iCelZone | A zone |
iChangePropertyQuestRewardFactory | This interface is implemented by the reward that changes the value of a property (either on a property from pcproperties or a generic property on any property class) |
iCreateEntityQuestRewardFactory | This interface is implemented by the createentity reward, which can create entities from entity templates |
iCsSequenceQuestRewardFactory | This interface is implemented by the reward that fires a Crystal Space sequence |
iDebugPrintQuestRewardFactory | This interface is implemented by the reward that prints debug messages on standard output |
iDebugPrintQuestSeqOpFactory | This interface is implemented by the seqop that prints debug messages on standard output |
iDestroyEntityQuestRewardFactory | This interface is implemented by the reward that destroys an entity |
iEnterSectorQuestTriggerFactory | This interface is implemented by the trigger that fires when a certain sector is entered |
iEntityLoader | This interface allows one to access the celentity addon with an easier interface |
iEntityTemplateLoader | This interface allows one to access the celentitytpl addon with an easier interface |
iGraphLoader | This interface allows one to access the celentity addon with an easier interface |
iInventoryQuestRewardFactory | This interface is implemented by the reward that manipulates the inventory |
iInventoryQuestTriggerFactory | This interface is implemented by the trigger that fires when a certain inventory gets some entity |
iLightQuestSeqOpFactory | This interface is implemented by the seqop that animates light colors |
iMeshSelectQuestTriggerFactory | This interface is implemented by the trigger that fires when a certain mesh is selected |
iMessageChannel | This is an message channel |
iMessageDispatcher | This is a message dispatcher |
iMessageQuestRewardFactory | This interface is implemented by the reward that sends a message to some entity (the behaviour will get this message) |
iMessageQuestTriggerFactory | This interface is implemented by the trigger that fires when a message is sent |
iMessageReceiver | Implement this interface if you are interested in receiving messages |
iMessageReceiverFilter | This is a filter used for a message dispatcher |
iMessageSender | This interface represents the sender of a message |
iMovePathQuestSeqOpFactory | This interface is implemented by the seqop that moves meshes along a path |
iNewStateQuestRewardFactory | This interface is implemented by the reward that switches to another state |
iNumReg | This interface is used for ID -> iCelEntity* registers in the physical layer |
iOperationQuestTriggerFactory | This interface is implemented by the operation trigger, that allows to combine several triggers using a logical operation |
iPcActorAnalog | This is a property class for analog character movement using a joystick or analog pad |
iPcActorMove | ActorMove property class |
iPcBag | This is a bag of strings property class |
iPcBillboard | Billboard property class |
iPcCamera | The representation of a camera |
iPcCharacteristics | This is a characteristics property class |
iPcCollisionDetection | This property class controls collision detection of an entity with the world map and other meshes |
iPcCommandInput | Input propery class |
iPcCraftController | This is a property class used to control movement of an hovercraft |
iPcDamage | This is a property class for damage emitting |
iPcDefaultCamera | This is a property class that wraps a standard first-person and third-person camera and related functionality |
iPcEnvAttractor | A property class representing an attractor or a repulsor |
iPcEvolve | A property class implementing a genetic algorithm |
iPcGravity | Gravity handling property class |
iPcGravityCallback | Inherit this class if you want to know when gravity is applied to a certain iPcLinearMovement |
iPcHover | Hover stabiliser property class |
iPcInventory | This is an inventory property class |
iPcInventoryListener | Listen to inventory changes |
iPcLight | This is a property class holding the representation of a light |
iPcLinearMovement | This property class controls movement of an entity in a realistic manner |
iPcMechanicsBalancedGroup | Property class representing a balanced group of thrusters that can translate or rotate the object in a certain axis |
iPcMechanicsExploder | A property class for handling the physics of an explosion |
iPcMechanicsJoint | A joint |
iPcMechanicsObject | A dynamic body |
iPcMechanicsSteering | Property class representing a steering mechanism that affects forces on the attached object, dependent on the forward velocity of the object |
iPcMechanicsSystem | Property class representing a dynamic system |
iPcMechanicsThruster | Property class representing a thruster that affect forces on the attached object |
iPcMechanicsThrusterController | Property class that controls the thrusters attached to an object through the use of balanced thruster groups |
iPcMesh | This is a property class holding the representation of a mesh |
iPcMeshSelect | This is a property class for selecting meshes |
iPcMeshSelectListener | Listen to mesh selection |
iPcMovable | Control moving an iPcMesh |
iPcMovableConstraint | A constraint for a movable |
iPcMover | This is a mover property class |
iPcNeuralNet | A property class implementing a feed-forward neural network |
iPcNewCamera | This is a camera property class |
iPcNpcMove | NpcMove property class |
iPcPathFinder | This is a pathfinder property class |
iPcPortal | This is a property class holding the representation of a portal |
iPcProjectile | This is a projectile property class |
iPcProperties | This is a general property class |
iPcPropertyListener | Listen for property changes |
iPcQuest | This property class represents a quest |
iPcRegion | The representation of a region |
iPcRules | This property class represents a set of active rules for an entity |
iPcSimpleCamera | A class representing a simple camera, with capabilities for both first-person and third-person modes |
iPcSolid | A solid representation of an entity |
iPcSoundListener | This is the sound listener property class |
iPcSoundSource | This is the sound source property class |
iPcSpawn | Spawn property class |
iPcSteer | This is a steering property class |
iPcTest | This is a test property class |
iPcTimer | Timer propery class |
iPcTooltip | Tooltip property class |
iPcTrigger | This is a trigger property class |
iPcTriggerListener | Listen to trigger actions |
iPcZoneManager | This is the zone manager |
iPropertyChangeQuestTriggerFactory | This interface is implemented by the trigger that fires when a certain property passes a test on some value |
iPropertyQuestSeqOpFactory | This interface is implemented by the seqop that transforms property class properties |
iQuest | A quest instance |
iQuestFactory | A quest factory |
iQuestManager | This is the quest manager |
iQuestParameter | This interface represents a parameter to a sequence, trigger, or reward for a quest |
iQuestReward | This is a reward for a quest |
iQuestRewardFactory | A factory to create rewards |
iQuestRewardType | The reward type is responsible for the creation of reward factories |
iQuestSeqOp | This is a sequence operation in a quest |
iQuestSeqOpFactory | A factory to create sequence operators |
iQuestSeqOpType | The seqop type is responsible for the creation of seqop factories |
iQuestSequence | A sequence |
iQuestSequenceCallback | This callback is fired when the sequences finished running properly |
iQuestSequenceFactory | A representation of a sequence factory |
iQuestStateFactory | A representation of a quest state in a quest factory |
iQuestTrigger | This is a trigger for a quest |
iQuestTriggerCallback | A quest trigger will get pointers to call back the quest when the trigger fires through this interface |
iQuestTriggerFactory | A factory to create triggers |
iQuestTriggerResponseFactory | A trigger with response as used in a quest state |
iQuestTriggerType | The trigger type is responsible for the creation of trigger factories |
iSequenceFinishQuestRewardFactory | This interface is implemented by the reward that finishes a sequence |
iSequenceFinishQuestTriggerFactory | This interface is implemented by the trigger that fires when a certain sequence finishes |
iSequenceQuestRewardFactory | This interface is implemented by the reward that fires a sequence |
iTimeoutQuestTriggerFactory | This interface is implemented by the trigger that fires when a certain time has expired |
iTransformQuestSeqOpFactory | This interface is implemented by the seqop that transforms meshes |
iTriggerQuestTriggerFactory | This interface is implemented by the trigger that fires when a pctrigger fires |
iWatchQuestTriggerFactory | This interface is implemented by the trigger that fires when a mesh becomes visible |
PropertyHolder | Keep a static instance of this structure in your property class so that your property class can implement properties more easily |
iPcmNewCamera::Tracking | This is a camera to be used with actoranalog |
Generated for CEL: Crystal Entity Layer 1.4.1 by doxygen 1.7.1