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Nebula Device 2 Class List

Here are the classes, structs, unions and interfaces with brief descriptions:
_DnmaxenvelopecurveEventsVtbl
_DnmaxenvelopecurveVtbl
_matrix33
_matrix33_sse
_matrix44
_matrix44_sse
_nFileTimePosix
_nFileTimeWin32
n_remove_const< T >
n_remove_const < const T * >
n_remove_const < const T >
n_remove_modifiers_and_reference< T >
n_remove_modifiers_and_reference< const T * >
n_remove_modifiers_and_reference< T & >
n_remove_modifiers_and_reference< T const >
n_remove_modifiers_and_reference< T volatile >
n_remove_modifiers_and_reference< volatile T * >
n_remove_pointer< T >
n_remove_pointer< T * >
n_remove_pointer< void * >
n_remove_reference< T >
n_remove_reference< T & >
n_space_for_pointers< T >
_vector2
_vector3
_vector3_sse
_vector4
_vector4_sse
nAbstractCameraNodeA scene camera node can render the current scene from a different camera into a render target
nAbstractShaderNodeThis is the base class for all shader related scene node classes (for instance material and light nodes)
nAbstractShaderNode::TexNode
nLWGlobals::AcquiredGlobal< GLOBAL_TYPE, GLOBAL_NAME >
nAddBuddy
nAngularPFeedbackLoop
nAnimationAn nAnimation is a nResource subclass which holds one or more animation curves, which must all share the same number of keys, frame rate and loop type. The nAnimation object can be sampled for a given curve index at a given sample time
nAnimation::CurveHolds animation curve information
nAnimation::GroupHolds animation group information (a group of curves)
nAnimationServerThe animation server offers central services of the animation subsystem (at the moment it is merely a factory for nAnimation objects)
nAnimatorAnimator nodes manipulate properties of other scene objects
nAnimBuilder
nAnimBuilder::CurveAnimation curve
nAnimBuilder::GroupAnimation curve group
nAnimBuilder::KeyAnimation key
nAnimClipAn animation clip bundles several animation curves into an unit and associates them with a weight value
nAnimEventAn nAnimEvent holds time, translation, rotation and scale of an animation event
nAnimEventHandlerUser-derivable anim event handler class. Derive your own subclass and register it with an anim state array object to listen to animation events
nAnimEventTrackAn anim event track contains timed events which are associated with a matrix. These events are triggered when the playback cursor of an anim clip goes over an anim event. Anim event tracks are usually added to anim clips
nAnimKey< TYPE >Associate a data value with a point in time
nAnimKeyArray< TYPE >A specialized nArray for working with sparsely set animation keys (no fixed frame rate). Note: TYPE must be a version of nAnimKey!
nAnimLoopTypeDefine animation loop types
nAnimStateArrayAn animation state array holds several mutually exclusive nAnimState objects and allows switching between them
nAnimStateInfoAn animation state info contains any number of nAnimClip objects of identical size (number of animation curves contained in the clip) for sampling a weight-blended result from them. Each animation clip is associated with a weight value between 0 and 1 which defines how much that animation clip influences the resulting animation
nAppCameraA simple application camera object. Derive subclasses if you need more advanced camera behaviour
nAppLauncher
nApplicationA simple application wrapper class. Derive a subclass for a specialized application
nAppOpenALDemoNopenal demo application
nAppOpenALStateAn application state of the nopeal demo
nAppStateAn application state. Application states completely control application behaviour and rendering when they are active
nArg
nArray< TYPE >A dynamic array template class, similar to the stl vector class
nArray2< TYPE >Fixed size two-dimensional array
nAtom
nAtomTable
nAttachmentNodeThe purpose of nAttachmentNode is to provide an external point of access to a skeleton's joint transformation information. The user specifies either a joint name or joint index, and the nAttachmentNode grabs the specified joint data, its transformation mirroring the joint's
nAttr
nAudioFileA generic base class for read access to audio files. Derive subclass for specific file formats/codecs
nAudioObjectA wrapper object for Nebula2 sounds
nAudioServer3
nAutoRef< TYPE >
nAxisFilterA simple axis filter object which filters input values over the last few frames
bbox3
bbox3_qs(non-oriented) bounding box streamlined for quadtree navigation by caching up heavily used data
nBBoxSpatialElementA class that adds bounding-box testing to a given spatial element
nBinScriptServer
nBitmapFileHeader
nBitmapInfoHeader
nBitStreamA bitstream codec class
nBlendShapeAnimator
nBlendShapeDeformerA blend shape mesh deformer which blends several source meshes into one output mesh based on weights
nBlendShapeNode
nBlendShapeNode::Shape
nBlendShapeRendererAn unified blend shape renderer (either blends on the CPU or in the vertex shader)
nBlockHeader
nBlockPostfix
nBmpFileLoader/saver class for BMP file format
BoneLevelIt is used for a temporary to find root bones
nBspBuilder
nBspBuilder::BspNodeBsp node in a bsp tree
nBtFileA BT (binary terrain) file access class
nBucket< TYPE, NUMBUCKETS >A bucket contains a fixed-size array of nArray objects, each initialized with a size of 0, and a grow size. Handy for bucket sorts
nBuddyClient
nBuddyCommandHandler
nBuddyCommandInterpreter
nBuddyDatabaseCentral server for the buddydatabase
nBuddyServer
nBuddySession
nBuddySessionControllerCentral Session Controller
nBuffer
callbackstuff
nCamera2
nCameraNodeExtends nAbstractCameraNode. Is a fixed camera with no intelligence
nCaptureServerProvide continuous frame capture to file at a fixed frame rate
CArrayList
CEnvelopeColorCurve
CEnvelopeCurve
nCgFXShader
nCgFXShaderInclude
nCharacter2Holds all the data necessary to animate an character in one place
nCharacter2Set
nCharacter3Node
nCharacter3Set
nCharacter3SkinAnimator
nCharJointA joint in a character skeleton
nCharJointPaletteA joint palette defines a subset of a character skeleton to deal with hardware which can process only a limited number of joints for skinned mesh rendering
nCharSkeletonImplements a character skeleton made of nCharJoint objects
nCharSkinRendererA smooth character skin renderer. Takes a pointer to an nMesh2 object which contains the skin mesh, and a pointer to an up to date nCharSkeleton object
nChunkHeader
nChunkLodMeshA single mesh chunk in a ChunkLOD vertex tree. This is basically a port of the original nChunkData class to Nebula2's resource subsystem
nChunkLodNodeA node in a quad tree of LOD chunks
nChunkLodRenderParamsDefine render parameters for the ChunkLOD classes
nChunkLodTreeA tree of ChunkLOD nodes. Takes the path to a .chu file and constructs a dynamically updated quadtree from it
nClass
nClippingCameraNodeExtends nCameraNode. Special camera, which computes a clipping plane in the Projectionmatrix
nCLODChunkerNode
nCLODEventHandlerSubclass and attach to nChunkLodTree to get notified about various events, like loading, unloading and rendering chunk lod nodes
nCLODMesh
nCLODQuadTreeNode
nCLODQuadTreeNode::result_info
nCLODQuadTreeSplatNode
nCLODShapeNodeHandles loading and rendering of ChunkedLOD terrain chunks
nCLODSplat
nCLODTileNCLODTile manages the terrain texture resource applied to a specific terrain chunk
nCLODTQTMakerNode
nCLODTQTSplatterNode
nCmd
nCmdLineArgs
nCmdProto
nCmdProtoLuaA factory for nCmd objects that correspond to Lua implemented script commands
nCmdProtoNativeA factory for nCmd objects that correspond to natively implemented script commands
nCmdProtoNativeCPP< TClass, TR, TListIn, TListOut, TClassCast >
nCmdProtoPythonA factory for nCmd objects that correspond to Python implemented script commands
nCmdProtoTraits< TR, TListIn, TListOut >
nCmdProtoTraits< TR, TListIn, TListOut >::TCmdDispatcher< TClass >
nCmdProtoTraits< TR, TListIn, TListOut >::TMemberFunctionHelper< TClass, NumArgs >
nCmdProtoTraits< TR, TListIn, TListOut >::TMemberFunctionHelper< TClass, 0 >
nCmdProtoTraits< TR, TListIn, TListOut >::TMemberFunctionHelper< TClass, 1 >
nCmdProtoTraits< TR, TListIn, TListOut >::TMemberFunctionHelper< TClass, 10 >
nCmdProtoTraits< TR, TListIn, TListOut >::TMemberFunctionHelper< TClass, 11 >
nCmdProtoTraits< TR, TListIn, TListOut >::TMemberFunctionHelper< TClass, 12 >
nCmdProtoTraits< TR, TListIn, TListOut >::TMemberFunctionHelper< TClass, 2 >
nCmdProtoTraits< TR, TListIn, TListOut >::TMemberFunctionHelper< TClass, 3 >
nCmdProtoTraits< TR, TListIn, TListOut >::TMemberFunctionHelper< TClass, 4 >
nCmdProtoTraits< TR, TListIn, TListOut >::TMemberFunctionHelper< TClass, 5 >
nCmdProtoTraits< TR, TListIn, TListOut >::TMemberFunctionHelper< TClass, 6 >
nCmdProtoTraits< TR, TListIn, TListOut >::TMemberFunctionHelper< TClass, 7 >
nCmdProtoTraits< TR, TListIn, TListOut >::TMemberFunctionHelper< TClass, 8 >
nCmdProtoTraits< TR, TListIn, TListOut >::TMemberFunctionHelper< TClass, 9 >
nCmdProtoTraits< TR, TListIn, TListOut >::TValistDispatcher< TClass >
nLWGlobals::ColorPicker
nCombinedAnimationA combined animation is an animation which ONLY can be created from existing nMemoryAnimations
nCommand
nConServerImplements the Nebula ingame console
nCRC
nCreateUser
CSound
CSoundManager
CStreamingSound
nCutSceneAppStateAn application state which will playback a video and then proceed to the next configured application state
nD3D9Font
nD3D9Mesh
nD3D9MeshArray
nD3D9OcclusionQuery
nD3D9Server
nD3D9Shader
nD3D9ShaderInclude
nD3D9Texture
nD3D9WindowHandler
DDSHeader
DDSPixelFormat
nDefaultLogHandler
nDI8DeviceHold information about a DirectInput8 device. There is one nDI8Device object per supported DirectInput device
nDI8ServerA DirectInput8 based input server class
nDictionary< KEYTYPE, VALUETYPE >
nDie
nDirectory
nDirectoryWatchHandler
nLWGlobals::DirInfoFunc
nDisplayMode2
nDShowServerA Nebula2 video server running on top of DirectShow
nDSound3DirectSound based implementation of nSound3. Works together with nDSoundServer3 and nDSoundResource
nDSoundResourceAn implementation of the nSoundResource class on top of DirectSound
nDSoundServer3NAudioServer3 implemention using DirectSound
nDynamicMesh
nDynamicShaderMesh
nDynAutoRef< TYPE >
nEditLineA line edit object
Emitter
nEnv
nEnvelopeCurve
nEulerAngles
nEventEvent wrapper for multithreading synchronization
nExitAppStateThis app state will simply ask the application to quit
nExportAnalyzer
nFileWrapper class for accessing file system files
FileEntry
nFileNode
nFileServer2Central server object of Nebula2's file system subsystem. Provides functions for creating file and directory objects and assigns
nFileTime
nFileTimePosix
nFileTimeWin32
nFixedArray< TYPE >A fixed size, bounds checked array
nFloat2
nFloat3
nFloat4
nFloatAnimatorAnimates a float attribute of a nAbstractShaderNode
nFont2
nFontDesc
nFrustumClipperEncapsulates the clipping planes of a frustum, with handling of 'active clipping plane' flags
gen_state
nGenTerrainTextureGenerate a terrain texture controlled by an xml config file from an input BT file
nGeometryOcclusionVisitorA simple occlusion manager using clip planes to clip out occluded objects
nGetBuddylist
nGetProfileAttr
nGfxObjectA wrapper object for loading and rendering a Nebula2 graphics object
nGfxServer2
nGLExtensionServerOpenGL extension management
nGLFont
nGLMesh
nGLOcclusionQuery
nGLServer2OpenGL 2 based gfx server
nGLShaderBase class for all GL shader systems (GLSL, CgFX, GL/ES, etc.)
nGLShaderInclude
nGLSLShader
nGLTexture
nGLWin32WindowHandlerA window handler for the gl graphics server class
nGuiAdjustDisplayFileDialog
nGuiAdjustDisplayWindow
nGuiBarFillable GUI bars. May be filled from left to right or vice versa. Examples are Healthbars, Progressbars, etc
nGuiBrushA brush object which caches the pointer to the GUI resource inside a skin object
nGuiButtonA GUI button class
nGuiCanvasA GuiWidget which enables the user to draw lines and text
nGuiCanvas::LineArray
nGuiCanvas::Text
nGuiCategoryBrowserA category/file browser widget
nGuiCharacterControlWindowCharacter Controls
nGuiCheckButtonAn on/off check button widget
nGuiCheckButtonGroupGroups child check buttons so that only one is selected at any time. (OBSOLETE)
nGuiCheckButtonGroup2A new style check button group which creates its check buttons and places them in a horizontal row
nGuiClientWindowA window with optional titlebar, close button, size handles and a client area
nGuiCmdEntryA specialized text view widget which displays the current kernel server's line buffer and lets the user enter script commands
nGuiColorAdjustTo select a rgb-color
nGuiColorAdjustWindowTo select a rgb-color
nGuiColorLabelA label widget which screens one color
nGuiColorPickerTo choose and select a rgb-color
nGuiColorSliderGroupA complete color slider group, consisting of a horizontal intensity slider, and a color label
nGuiConsoleWindowA complete Nebula command console window
nGuiContextMenuA context menu base class. Implement OnEvent() behavior in a derived subclass
nGuidWraps a Globally Unique Identifier. The actual GUID data is hidden inside the object and only accessible as string
nGuiDiagramCanvasA GuiWidget which creates a diagram canvas
nGuiDirListerA complete directory listing widget
nGuiDockWindowThe global dock window which replaces the old scripting console as Nebula's default ingame console
nGuiDragBoxImplements a drag box as 2d screen space rectangle
nGuiEventA gui event class
nGuiEventHandler
nGuiFadeOutTextLabelFadeOut the Text
nGuiFileDialogA file dialog base class
nGuiFormLayoutLays out size and position of child widgets based on own position
nGuiFormLayout::RuleHolds an attachment rule
nGuiGraphicsBrowserWindowA client window which browses the proj:export/gfxlib directory, and loads graphics objects under /usr/scene
nGuiHardpointsBrowserWindow
nGuiHardpointsLister
nGuiHoriSliderGroupA horizontal slider group consisting of a label, a horizontal slider, and a text label which displays the current slider's numerical value as a printf-formatted string
nGuiIconA drag and drop icon widget. (OBSOLETE?)
nGuiIconCanvasA canvas for drag and drop icons (OBSOLETE?)
nGuiIpAddressEntryAn text entry gadget which restricts input to ip addresses
nGuiLabelA widget which is a graphical label
nGuiMessageBoxA complete modal message box window
nGuiMouseCursor
nGuiResourceA gui resource for Nebula2's gui subsystem
nGuiSceneControlWindowScene Controls for adjusting stdlight, postion & color..
nGuiScrollButtonList
nGuiServerThe central server object of the Nebula2 user interface subsystem
nGuiSettingsFileDialog
nGuiSettingsFormImplements a form layout with user customizable settings widgets. Uses persistency server for storing the settings
nGuiSettingsManagementWindow
nGuiSkinA GUI skin object holds an user-defined table of gui resources which are used by the GUI widgets to render themselves
nGuiSkyEditorTo edit nSkyNode on the fly..
nGuiSlideA slide class for use with the nGuiSlideShow widget
nGuiSlider2A vertical or horizontal slider widget
nGuiSlideShowA widget which implements a picture slideshow
nGuiSystemInfoWindowA Nebula system information window
nGuiTabbedLayoutA tabbed layout is a form layout which embeds several child form layouts which can be flipped through a row of tab buttons at the top
nGuiTabbedLayout::Tab
nGuiTexBrowserWindowA window to browse the currently loaded textures and display information about them
nGuiTextButtonA gui button which contains a label text
nGuiTextEntryA text entry widget
nGuiTextLabelUses the text server to render a gui label which contains ASCII text
nGuiTextTableA table layout which implements a grid of texts
nGuiTextureViewA label widget which directly renders a texture. Used by the texture browser
nGuiTextViewA multiline text viewing widgets, which can display lines of text
nGuiTextWindowA text viewer window which can display text from a text file
nGuiTickerWidgetTicker widget (for Genius). Not very useful for the general case
nGuiToolTipA tooltip widget with text which always positions itself relative to the mouse
nGuiWatcherWindowA debug watcher window
nGuiWidgetAn abstract gui widget (a rectangular click area)
nGuiWindowA window that defines a rectangular area on screen and may contain other widgets
nHardRef< TYPE >Implements reference to moveable target object
nHardRefServerValidates nHardRef objects as soon as target object is created
nHashArray
nHashListA doubly linked list of named nodes with fast hashtable based search
nHashMap
nHashMap2< TYPE >A simple associative array, mapping strings (byte blocks) to arbitrary values
nHashNodeA node element in a nHashList
nHashTableImplements a simple string hash table
HeightFieldData
nHttpFormDataWrapper
nHttpResponseCracker
nHttpServer
nHttpSession
nImageFileSuperclass for image file loader/saver
INebulaInterfaceBase class for function publishing system of Nebula
nIniPrefServerA class for reading/writing INI file on win32 platform
nInputDeviceA generic Nebula input translates data from an API-specific input device into Nebula input events
nInputEventNebula Input Events
nInputMappingBind an input event to a named state. Automatically handle complex mappings with .down, .up, .double, .long modifiers..
nInputServer
nInputState
nInstanceStream
nInstanceStream::ComponentStream component
nIntAnimatorAnimates a int attribute of a nAbstractShaderNode
nIpcAddressEncapsulates a target address for the nIpc* class family
nIpcBufferA message buffer for the nIpc* class family
nIpcClientThe client side of a network connection
nIpcMiniServerThe per-connection state for the network server
nIpcPeerA low level interprocess communications port for unreliable communications (using UDP)
nIpcServerSockets based server object for simple inter-process communication
nIpolKeyArray< TYPE >An Array for interpolation between keys, used by the animators for a linear interpolation the data type
nJoyMouseDeviceA Nebula input device which takes as input mouse data and emulates a recentering joystick
nJoystickDeviceA Nebula joystick input device. Nebula joystick device have buttons, axes and button-axes. POVs are tranlated into normal axes. For each hardware joystick axes, 2 device axes and 2 axis buttons are created:
nKernelServerThe central Nebula kernel server class
nKeyArray< TYPE >Implements growable array of key-pointer pairs. The array is kept sorted for fast bsearch() by key
nKeyboardDeviceA Nebula input device wrapping around a keyboard
nKeyValuePair< KEYTYPE, VALUETYPE >
nLight
nLightNodeScene node which provides lighting information
line2
line3
nLineBufferA ring buffer for strings
nListImplement a doubly linked list
nListener3
nLocaleServer
nLodNodeA lod node switches its child nodes on and off according to its current camera distance to accomplish different representations with different levels of detail
nLogHandler
nLogin
nLuaServerLua 5 wrapper for Nebula
nLuaTestA little test suite for testing the Lua server
nLWAnimationStateStores animation state data used by the animation state dialogs
nLWAnimExportHandlerAn ItemMotionHandler Lightwave plugin for extracting bone animation
nLWAnimStatePanelDialog for Adding/Editing animation state info
nLWBoneJointMapHelper class that maps Lightwave bone ids to Nebula 2 joint indices
nLWCmdExecProvides the ability to execute Lightwave commands
nLWCustomObjectHandlerBasePointless remnant of the initial design?
nLWExporter
nLWExporterMaster
nLWExporterMasterPanel
nLWExporterSettingsFacilitates access to the exporter settings stored in N2LightwaveExporter.xml
nLWExporterSettingsPanelDialog that allows the user to edit the exporter settings that are stored in N2LightwaveExporter.xml
nLWExportNode
nLWExportNodeConfigPanelDialog for Adding/Editing Export Node Types
nLWExportNodeTypePer-object export settings template
nLWExportPanel
nLWItemIDChangeListConverts the LWItemID list passed to the changeID callback of handler plugins to a format that's a bit easier to digest
nLWItemIDChangeList::Item
nLWLayoutMonitorEncapsulates Lightwave's modal progress dialog
nLWLoadStateEncapsulates Lightwave's LWLoadState structure
nLWMeshExportHandles exporting of mesh data from Lightwave objects
nLWMeshInfoEncapsulates Lightwave's LWMeshInfo structure
nLWModelerExporter
nLWModelerExportOptions
nLWObjectExportSettingsA CustomObjectHandler Lightwave plugin that provides access to per-object export settings
nLWObjectExportSettingsPanelDialog that displays per object export-related settings
nLWPolygon
nLWPreviewPanel
nLWSaveStateEncapsulates Lightwave's LWSaveState structure
nLWSettingsRegistryCentral registry for per-object export settings
nLWShaderEditorA ShaderHandler Lightwave plugin that associates a Nebula 2 shader with a Lightwave surface
nLWShaderExportSettingsStores all shader parameters for a particular shader
nLWShaderPanel
nLWShaderPanelBoolParam
nLWShaderPanelColorParam
nLWShaderPanelEnumParam
nLWShaderPanelFactory
nLWShaderPanelFloatParam
nLWShaderPanelIntParam
nLWShaderPanelParam
nLWShaderPanelPlaceHolderParam
nLWShaderPanelTemplateA template for a shader dialog
nLWShaderPanelTextureParam
nLWSkinAnimExportHandles exporting of animation data from bone-animated Lightwave characters
nLWSkinPartitioner
nLWTextureExportHandles exporting of textures from a Lightwave surface
nLWToolkitGlobal
nLWViewerRemoteSends messages to the Nebula 2 nViewer application
nMapProvides data source for nMapNode
MapBlockWrapper for a single block on the terrain
nMapNodeImplementation of terrain
MapPointMaintains data for a map point which is a corner of a tile
MapQuadElementThe interface for elements contained within an MapQuadtree
MapQuadNodeAn internal implementation class for MapQuadtree
MapQuadtreeBase quadtree space partitioning class
nMapResourceLoaderLoads nMap height information into an nMesh2 for use by MapBlock
nMaterialNodeA material node defines a shader resource and associated shader variables. A shader resource is an external file (usually a text file) which defines a surface shader
nMaxAnimator
nMaxAnimStateA class which represents animation states
nMaxBoneManagerClass for handling bones in the given scene
nMaxBoneManager::BonePresent individual bone
nMaxCameraA class for exporting camera data of 3DS Max
nMaxControlA class for getting keys from controllers
nMaxConverter
nMaxCustAttribThe class for handling 3dsmax custom attribute
nMaxDirDlgDirectory setting dialog
nMaxDlgBase class of plugin dialogs
nMaxDummyA class for a dummy max object
nmaxenvelopecolorcurveDialog
nmaxenvelopecurveApp
nmaxenvelopecurveCtrl
nmaxenvelopecurveDialog
nmaxenvelopecurvePropPage
nMaxExport2A class for Nebula2 3DS Max export plugin
nMaxExposeClass for 3dsmax Function Publishing of Nebula
nMaxFloatAnimatorA class for exporting nVectorAnimator
nMaxIKAnimatorA class for handling Inverse Kinemetics(IK)
nMaxImportThe Nebula2 3DS Max importer
nMaxIntAnimatorA class for exporting nIntAnimator
nMaxInterfaceA wrapper class of 3dsmax Interface class
nMaxLight
nMaxLogDlgPut log message out when exporting. Call nMaxLogDlg::Create() to create log dialog
nMaxLogHandlerA class which redirects log messages to MAX log system from Nebula's
nMaxMaterialClass for exporting 3DS Max materials
nMaxMeshA class for exporting nShapeNode and its derive classes
nMaxMeshFragmentDo partitioning for skinned meshes and specifies its fragments and joint palette
nMaxMeshFragment::Fragment
nMaxMeshImportThe Nebula2 3DS Max mesh importer
nMaxNodeBase class of Nebula max object class which correspondes to each of the 3DS Max object
nMaxNoteTrackCollect animation states and clips in note track of a max node. The collected animation states and clips are used when we build skin animator
nMaxNullView
nMaxOptionParamMapDlgNebula export option dialog in utility panel
nMaxOptionsA class for global options of the exporter
nMaxSampleKeyA class for sampled key of a control
nMaxSceneA class for 3dsmax scene which to be exported
nMaxScriptBuilder
nMaxSkinAnimatorA class for exporting nSkinAnimator
nMaxSkinMeshDataStorage which contains skinned shape node and its group map id in its mesh data. It is needed when we do partitioning the mesh to specifies the fragments and joint palette for the skinned shape node
nMaxSkinPartitioner
nMaxTexture
nMaxTransform
nMaxTransformAnimatorA class for handling Position/Rotation/Scale(PRS) transform animation
nMaxTransformCurveAnimatorA class for handling path in 3dsmax. (This handles procedure controllers of 3dsmax)
nMaxUtil
nMaxUtilityObjNebula2 utility object plugin
nMaxUVAnimatorA class for exporting nUvAnimator
nMaxVectorAnimatorA class for exporting nVectorAnimator
nMaxVertexInfluence
nMaxVertexInfluence::BoneInfluence
nMaxViewerOptions
nMayaCamControl
nMD5
nMemManager
nMemoryAnimationAn nMemoryAnimation object holds its entire animation data in memory. Since all the animation is in memory all the time, the animation can be shared between many client objects. The disadvantage is of course the memory footprint
nMemoryStats
nMesh2
nMesh2::Edge
nMeshArray
nMeshArray::Element
nMeshBuilder
nMeshBuilder::Group
nMeshBuilder::GroupedEdge
nMeshBuilder::Triangle
nMeshBuilder::Vertex
nMeshBundle
nMeshCopyResourceLoader
nMeshDeformerBase class for mesh deformers running on the CPU. While using vertex shaders for mesh deformation is a good thing, it is not always an option, and may be too inflexible. Mesh deformers take one or more input meshes, plus deformer-specific and write their result to one output mesh
MeshGenerator
MeshGenerator::chunkvertex
nMeshGroup
nMeshLoader
nMessage
nMouseCursor
nMsgNodeA doubly linked list node which can carry a msg
nMultiLayeredNode
nMutexImplements a simple mutex object for thread synchronization. Win32: win32 mutex handles (CreateMutex()) Linux: posix thread mutexes
nN3d2Loader
nNebulaInterfaceThe implementation class
NebulaObject
NebulaObjectIter
nNetClientA client in a multiplayer session. Works together with nNetServer, should be subclassed for a specific application or protocol
NetClientDemoA client in a multiplayer session. Specific Subclass for the demo
nNetServerA server in a multiplayer session. Should be subclasses for specific applications or protocols
nNetServer::ClientContext
NetServerDemoA server in a multiplayer session. Specific Subclass for the demo
NetworkDemoAppA simple viewer app class modified for NetworkDemo use
nNodeImplement a node in a doubly linked list
nNodeListManages a list of Scene Objects and the depending rendering contexts
nNpkBuilder
nNpkDirectory
nNpkFile
nNpkFileServer
nNpkFileWrapper
nNpkToc
nNpkTocEntry
nNvx2Loader
nObject
nObjectAttribute
nObjectAttribute::Command
nObjectAttribute::Command
nObjectList< TYPE >A doubly linked list for object nodes
nObjectNode< TYPE >A node in a nObjectList
nOccludedFrustumGenArray
nOccludedFrustumVisitorVisits all elements visible in a view frustum, useful for rendering to a camera
nOcclusionQuery
nOcclusionVisitorVisitor to collect occluders and provide visibility testing using those occluders
nOctBBoxCulling with given bounding box
nOctElementThe interface for elements contained within an nOctree
nOctFrustum
nOctNodeAn internal implementation class for nOctree
nOctreeBase octree space partitioning class
nOctSphereCulling with sphere
nOctVisitorSuper class of octree visitor
nODEViewerApp
nOggFileProvide read-access to a ogg file
nOggTheoraPlayer
noise
nOpenALHelper
nOpenALListener
nOpenALObj
nOpenALResource
nOpenALServerA sound server based on OpenAL
nOpendeAMotorJointEncapsulates some AMotor joint related dJoint functions
nOpendeBallJointEncapsulates some ball joint related dJoint functions
nOpendeBodyEncapsulates dBody functions
nOpendeBoxGeomEncapsulates some box geom functions
nOpendeCapsuleGeomEncapsulates some ccylinder geom functions
nOpendeFixedJointEncapsulates some fixed joint related dJoint functions
nOpendeGeomEncapsulates some dGeom functions
nOpendeHashSpaceEncapsulates some dSpace functions
nOpendeHinge2JointEncapsulates some hinge2 joint related dJoint functions
nOpendeHingeJointEncapsulates some hinge joint related dJoint functions
nOpendeJointEncapsulates some dJoint functions
nOpendePickServerA rather simple class to help with ray-picking
nOpendePlaneGeomEncapsulates some plane geom functions
nOpendeQuadTreeSpaceEncapsulates some dSpace functions
nOpendeRayGeomEncapsulates some ray geom functions
nOpendeServerA physics and a collision server rolled into one
nOpendeSimpleSpaceEncapsulates some dSpace functions
nOpendeSliderJointEncapsulates some slider joint related dJoint functions
nOpendeSpaceEncapsulates some dSpace functions
nOpendeSphereGeomEncapsulates some sphere geom functions
nOpendeSurfaceEncapsulates a dSurfaceParameters structure
nOpendeTransformGeomEncapsulates some transform geom functions
nOpendeTriMeshStores collision mesh data and handles collision between the ODE tri-list geom and other geoms
nOpendeTriMeshGeomEncapsulates some trimesh geom functions
nOpendeUniversalJointEncapsulates some universal joint related dJoint functions
nOpendeWorldEncapsulates dWorld functions
nOverlookCameraNodeExtends nCameraNode. Special camera, which look from up
nPadMouseDeviceA Nebula mouse device which emulates a non-centering joystick
nPalEntry
ParamInfo
nParticleThis class represents a single particle in a particle system
nParticle2
nParticle2Emitter
nParticle2Emitter::tParticleVertex
nParticleEmitter
nParticleServerParticle subsystem server. Holds an array of all particles and all particle emitters in the world. Take care when updating them, the rendering is a function of the emitters
nParticleServer2
nParticleShapeNodeA shape node representing a particle system
nParticleShapeNode2
nPersistServer
nPFeedbackLoop< TYPE >
PhysDemoAppA simple viewer app class (modified for PhysDemo use)
nPIDFeedbackLoop
nPixelFormatDescribe a pixelformat and convert between then
pknorm3
plane
nPlaneClipperEncapsulates a set of clipping planes, handling of 'active clipping plane' flags for recursive traversal of spatial data structures
Point2f
polar2
nPQuatFeedbackLoop
nPrefServerThe pref server stores key/value pairs in a location where it will persist between application invocations (for instance by using the registry under Win32)
nPriorityArray< TYPE >A fixed size priority array. Elements are associated with a priority
nProfilerNProfiler provides an easy way to measure time intervals
ProtoDefInfo
nPythonServerWraps around Python interpreter
nQuadTree
nQuadTree::ElementElement in the tree, derive subclass for customized Render() method
nQuadTree::NodeNode in quad tree
quaternion
QuatX
nRamFile
nRamFileServer
ReceiverObjects from this class will receive signals notifications
ReceiverScriptObjects from this class will receive signals notifications. This class has scripting side
rectangle
nRef< TYPE >
nRefCounted
nReferenced
nReflectionCameraNodeExtends nClippingCameraNode. Special Clippingcamera which computes a Reflectionviewmatrix
registeredClassDesc
nRelMouseDeviceDirectly emit mouse movement events
nRemoteServerA network-accessible console server
nRenderContextA nRenderContext object holds frame persistent data for nSceneNode hierarchies and serves as the central communication point between the client app and nSceneNode hierarchies
nRenderPath2A render path is an abstract description of HOW a scene should be rendered. This includes things like what shaders to apply and in which order, what render targets to render to, highlevel differences between DX9 and DX7 scene rendering
nResource
nResourceBundleLoad a resource bundle from disc and register all contained resources
nResourceCompiler
nResourceLoaderAny custom load function data for an nresource
nResourceServerCentral resource server. Creates and manages resource objects
nRingBuffer< TYPE >A ring buffer class
nRMGeomLoaderKernelN2 Loader's plug-in management kernel. This class can be used as an illustration for managing multiple plug-ins in single DLL
nRMN3d2LoaderGeometry loader class declaration. This particular geometry loader's purpose is to load the DirectX X meshes into RenderMonkey's model data files. See SDK/Include/Core/IRmPlugIn.h for definition of IRmGeometryLoaderPlugIn
nRoot
nRpPassRepresents a pass in a render target
nRpPhaseA phase object inside a render path pass encapsulates sequence shaders and sets common render state for sequence shaders
nRpRenderTargetRepresents a render target in a render path
nRpSectionA render path can have several sections, each describing how a complete scene is rendered into a render target. Sections are used by scene camera nodes to render their view before that actual default section is rendered which may need to access render targets prepared by the cameras
nRpSequenceEncapsulates a sequence shader in a render path. This is the lowest level component which defines the shader states for mesh rendering
nRpShaderA render path shader definition
nRpXmlParserConfigure a nRenderPath2 object from an XML file
nRubyServerWraps around Ruby interpreter
nLWGlobals::SceneInfo
nSceneNodeThe nSceneNode is the base class of all objects which can be attached to a scene managed by the nSceneServer class. A scene node object may provide transform, geometry, shader and volume information
nSceneServerThe scene server builds a scene from nSceneNode objects and then renders it
nScriptableAnimBuilder
nScriptableMeshBuilder
nScriptableSectorA spatial sector which allows element addition/deletion with the script interface
nScriptableSectorObject
nScriptServer
nSDBViewerApp
nSendMessage
nServerMessageInterpreter
nSessionAttrPoolAn attribute pool class for the network subsystem
nSessionClientA session client object can discover open sessions in a LAN, join an open session and get information about the session from the session server
nSessionClientContextRepresents a session client on the server side
nSessionServerA session server manages all necessary information about a network session, and eventually configures and opens the actual game network server
nSessionServerContextRepresents a session server on the client side
nSetProfileAttr
nShader2
nShaderAnimator
nShaderArg
nShaderDynamicMesh
nShaderParams
nShadowCaster2
nShadowCaster2::Face
nShadowNodeA shadow node is 'visible' object that provide shadow to the scene
nShadowServer2
nShadowSkinShapeNodeA shadow skin node is 'visible' object that provide shadow to the scene
nShapeNodeA shape node is the simplest actually visible object in the scene node class hierarchy
nSharedMemory
nShdTunerAppBrief description of the class
nSignalNSignal, while largely internal, is a key concept in the signal system
nSignalBindingInternal: nSignalBinding represents the callback to the signal receiver
nSignalBindingCmdProto
nSignalBindingNative< TClass, TR, TListIn, TListOut >Fast binding in native world
nSignalBindingSetNSignalBindingSet is a container of bindings
nSignalEmitterThis is the main class for the public consumption and how the programmer will interact with signals
nSignalNative< TR, TListIn, TListOut, signal4cc >
nSignalNative< TR, TListIn, TListOut, signal4cc >::TBindingNative< TClass >
nSignalRegistryNSignalRegistry is the interface for adding signals to an nClass
nSignalServerThe nSignalServer provides a means for asynchronously emitting a signal at some time in the future
nSignalServer::nPostedSignal
nSignalTestEmitter
nSignalTestReceiver
SimpleObjectA simple object designed to hold data relevant to a rigid body
nSkinAnimatorProvide an animated joint skeleton for a nSkinShapeNode
nSkinMeshDeformerA mesh deformer which implements smooth vertex skinning on the CPU
nSkinnedShadowCaster2
nSkinPartitioner
nSkinShapeNodeA smooth skinned shape node
nSkyNode
nSkyNode::ElementGroup
nSkyNode::ParamList
nSkyNode::StateGroup
nSkyState
nSound3
nSoundResource
nSpatialAABBTree
nSpatialAABBTREEA collection of elements stored in an AABB tree
nSpatialAABBTreeNode
nSpatialElementThe interface for elements contained within sector
nSpatialHierarchyElementThe interface for elements that contain sub-elements in some special manner
nSpatialListHierarchyA collection of elements stored as a list
nSpatialOccluderThe interface for occluder information
nSpatialOccluderElement
nSpatialPortalA visibility interface between two sectors
nSpatialPortalElement
nSpatialSectorA collection of elements in a specific region of space
nSpatialVisitorVisitor to collect all elements in a given region of space
sphere
nSphereClipperEncapsulates the clipping region and flags of a sphere, with handling of 'active clipping plane' flags
SplatGenerator
nSqlDatabase
nSQLite3Database
nSQLite3Query
nSQLite3Server
nSqlQuery