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Moteur3D Class List

Here are the classes, structs, unions and interfaces with brief descriptions:
Moteur3D::AppStarter_3DApplicationAppStarter_3DApplication is an application starter that gives you the required minimum to start an application. It consists in a blank window, functions to handle this window as well as inputs (mouse and keyboard) and events (resize, draw...). Most if not all of these functions are overridable
Moteur3D::AppStarter_ObjectViewerAppStarter_ObjectViewer is an application starter that gives you the required minimum to start an application, plus some features. It consists in a window displaying an orthonormal base that you can rotate around using the mouse, functions to handle this window as well as inputs (mouse and keyboard) and events (resize, draw...). Most if not all of these functions are overridable
Moteur3D::BaseLoggerBase class for handling logging. Every logger should derive from this class
Moteur3D::BaseTexture
Moteur3D::BasicANSIFont
Moteur3D::BasicANSIFont::Glyph
Moteur3D::CameraThe Camera class is designed to provide simple transformations in situations where you want your scene to be "filmed" from a position and in a specified direction. This is the most common situation
Moteur3D::FileLoggerThis logger simply outputs everything into a file
Moteur3D::IEventManagerIEventManager is an abstract class that guarantees to the Window class that any implementation of IEventManager will handle every event the Window instance will trigger
Moteur3D::IFont
Moteur3D::ITexture
Moteur3D::KeyPressedStructure that remembers which special keys are held down
Moteur3D::MasterTimerMasterTimer class is (or should be) an "invisible" class for the application. It only cares of managing the timers' tick times. Internally it stores each timer in a TimerEntry structure that holds a pointer to the timer itself, and the absolute time it will tick. All these TimerEntry instances go into an ordered priority queue, which means only (n+1) checks are made each frame, where n is the number of timer for which the countdown is elapsed. So no matter how many timers that are currently running
Moteur3D::MasterTimer::compareEntriesJust a function that order our TimerEntry instances
Moteur3D::MasterTimer::TimerEntryTimerEntry is the internal data structure MasterTimer manipulates. There's no reason for it to be used for other purposes
Moteur3D::MathThe Math class is a placeholder for general math functions
Moteur3D::Matrix2Matrix2 handles 2D matrix operations
Moteur3D::Matrix3
Moteur3D::Matrix4
Moteur3D::MemoryAllocatorThe MemoryAllocator class allows you to allocate a whole memory block at once and distribute it when needed. Its main purpose is to remove the malloc overhead each time you want to allocate and deallocate memory
Moteur3D::MouseInformationsThis structure holds all the mouse states available through the program
Moteur3D::Quaternion
Moteur3D::SGLeaf
Moteur3D::SGNode
Moteur3D::SGTransformation
Moteur3D::SphericalCameraThe SphericalCamera class is an enhancement of its base Camera class. It provides functionnalities for rotating the camera around its destination point and nearing it
Moteur3D::TestResult
Moteur3D::TimerThe Timer class is the base class that will allow you to implement your own timers. It works in an easy way : set the delay (in milliseconds) with SetDelay(), call Start(), and when the time is elapsed, the OnTick() event will be triggered. The resolution of this timer is about 15-20 milliseconds, and depends on the framerate : at 60fps, the resolution is about 16ms. It should be more than enough for most applications
Moteur3D::UIBaseComponentThis class is the base class for all the UI windows components
Moteur3D::UIBaseWindowThe class UIBaseWindow represents a fully functional 2D window inside our application. It supports display, dragging and adding component, but not yet resizing. Its default interface is simple and quite ugly, nevertheless it's been made with evolution in mind, and can the class itself can easily be derived in order to change its look and behavior
Moteur3D::UICButtonBasic button that holds clicks
Moteur3D::UICCloseButtonClose button, derived from UICButton, that sends a close request when clicked
Moteur3D::UICLabel
Moteur3D::UserInterfaceThis class is responsible for the management of the whole 2D interface management. It include adding and removing windows, checking mouse events and focus change, as well as displaying windows. It must be linked to the window manager
Moteur3D::Vector2The Vector2 class represents a 2-dimensions vector
Moteur3D::Vector3The Vector3 class represents a 3-dimensions vector
Moteur3D::Vector4The Vector4 class represents a 4-dimensions vector
Moteur3D::Window
Moteur3D::WindowsWindowParamsParameters Windows(tm) needs in order to display a window

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