Visual3D Game EngineAPI Documentation for XNA, C#, VB, and .NET
 

Types

                  
 All Types  Classes   Structures  Interfaces  Enumerations  Delegates 
 NameDescription
Ability
AccelerationRate
AccelerationRate value stored in terms of "Units-per-TimeInterval-Squared", where TimeInterval is the base Physics system update rate.
ActionBase
ActionHandler
Handles an event or performs an action, without requiring any arguments.
ActionHandler<(Of <(<'TArg1>)>)>
Handles an event or performs an action, based upon one (1) argument provided (eg. new value or added item).
ActionHandler<(Of <(<'TArg1, TArg2>)>)>
Handles an event or performs an action, based upon two (2) arguments provided (eg. collection and newly added item).
ActionHandler<(Of <(<'TArg1, TArg2, TArg3>)>)>
Handles an event or performs an action, based upon three (3) arguments provided (eg. instance, old property value, new property value).
ActionHandler<(Of <(<'TArg1, TArg2, TArg3, TArg4>)>)>
Handles an event or performs an action, based upon four (4) arguments provided.
ActionHandler<(Of <(<'TArg1, TArg2, TArg3, TArg4, TArg5>)>)>
Handles an event or performs an action, based upon five (5) arguments provided.
ActionResult
The result of executing action.
ActivatedComponent
LongOperation..::..Activator
Activity
Base class for all activities, which are owned tasks or instantiated steps in a workflow with duration and arguments.
Actor
Defines an instance of a discrete, movable object based on a Model.
PropertyCategory..::..AdvancedAttribute
AdvancedBrowsableAttribute
ParticleAffector..::..AffectParams
Parameters for ParticleAffector.AffectParticles method.
Angle
Angle value expressed with units.
Units..::..AngularRate
Supported units of Angular rate.
AngularRate
AngularRate value expressed with units.
PropertyCategory..::..AnimationAttribute
App
Represents the Virtual World Application and all the systems and _services provided by the Visual3D Engine, Framework, and Visual Authoring Environment.
PropertyCategory..::..AppearanceAttribute
AppearanceSettings
App..::..AppInstance
ApplicationMode
Indicates the state of the current Main Application.
Asset
PropertyCategory..::..AssetAttribute
PropertyCategory..::..AssetDefault
AssetDragDropEffect
AssetFile
AssetLibraryType
Specifies the AssetLibrary instance manages by the Library static utility class corresponding to an Asset Library (or Toolbox) panel section.
AssetRef<(Of <(<'T>)>)>
Asset..::..AssetStatus
Encapsulates the Status for Assets.
Astronomy
Contains helper methods for astronomic calculations used for Sky and Time Of Day features.
Actor..::..Attachment
PropertyCategory..::..AttachmentsAttribute
Light..::..Attenuation
PropertyCategory..::..AudioAttribute
AutoSizedArray<(Of <(<'T>)>)>
Array of values which resizes automatically up to largest index when accessing it. Used in VertexData to keep unlimited number of VertexBuffer and Frequency references.
Axis
BackupStorage
App..::..BaseEngineServices
BaseTerrain
BaseTrackedProperties
BaseTypeIncludes
BaseWaitForm
A base class for creation waiting forms which can be used in LongOperationWaitFormController
Actor..::..BatchCullingMode
BindableValue<(Of <(<'ValueType>)>)>
Encapsulates a bindable value of ValueType, where changes to it trigger the "Changed" event. When using this type, it can be used as the ValueType implicitly. But when setting this value, you must set the "Val" property, which triggers "Changed" event.
BindableValueHandler<(Of <(<'ValueType>)>)>
BitFlags
MathUtil..::..BLerp
Bilinear interpolator
BoolFlag
MathUtil..::..BoundingBox2
Like BoundingBox, but 2D.
BrowsableAttribute
Specifies whether a property or event should be displayed in the Properties (or Object Editor) window. Allows specifying of a bool-providing property, field, or method which can be used to dynamically change (based upon object state) whether it is browsable or not.
BrowsableDependencyAttribute
ByteFlag
ByteFormatter
Camera
Defines a camera - viewpoint from which the scene will be rendered. Can be bound to the position and orientation of any other camera and will update itself on it's change.
PropertyCategory..::..CategoryAttribute
Utility base class for easily redirecting from base class from Visual3D.CategoryAttribute to Visual3D.CategoryGroupAttribute, to cause all category-based grouping of properties to show up even when the property owner is not the top-level focused object in Object Editor, by showing as a virtual property (like [PropertyGroup(IsCategory=true) does). This redirect allows easily changing this behavior back to the original one if needed, without search and replace. Derived attribute classes can set IsCategory=false to explicitly avoid this virtual property grouping of subproperties, however.
CategoryAttribute
Alternative to the component model version of CategoryAttribute. Instead, please use category-specific classes derived from this one like Visual3D.PropertyCategory.BehaviorAttribute, or create a new one, after defining a string constant for the new category name on the PropertyCategoryName class.
Scene..::..SceneSettings..::..CategoryType
Changed<(Of <(<'TValue>)>)>
ChangedArgs<(Of <(<'TValue>)>)>
ChangedEvent<(Of <(<'TValue>)>)>
ChangedEvent<(Of <(<'TEventOwner, TValue>)>)>
ChangedUtility
PropertyCategory..::..CharacterAttribute
ClonedAttribute
CloningStyle
ColorF
This class is necessary so we can store the color components as floating point values in the range [0,1]. It serves as an intermediary to Color, which stores them as byte values. This doesn't allow for slow color component interpolation, because with the values always being cast back to a byte would lose any small interpolated values (i.e. 223 - .25 as a byte is 223).
ColorRange
Define range from two floats.
UserCommandCode..::..CommandDefinition
CommandSpec
Encapsulates a Activity NameID and it's execution arguments, but does not imply a specific instance of the Activity. NOTE: This is not a real "ICommand", because it's not associated with a real Activity yet.
PropertyCategory..::..CommonAttribute
CommonType
Enumeration providing type handles for common types for versioning-capable serialization independent of qualified type name changes.
PropertyCategory..::..ComponentAttribute
PropertyCategory..::..ComponentsAttribute
ComponentService
CompositeValues
ConditionalMethod<(Of <(<'T>)>)>
Typed Delegate which returns a boolean result, and takes one strongly typed object argument.
ConditionalMethod<(Of <(<'TContext, TArgs>)>)>
Typed Delegate which returns a boolean result, and takes one strongly typed object argument.
PropertyCategory..::..ConfigurationAttribute
ContentIdentity
ContentIdentityList
ContentLibrary
ContentModule<(Of <(<'TModule>)>)>
ContentModule
ContentPagingService
CSV
PropertyCategory..::..CurrentStateAttribute
CustomPersistanceMode
PropertyCategory..::..DampingAttribute
PropertyCategory..::..DebugAttribute
Alternative categories include: Advanced, Asset, Component
DebugBrowsableAttribute
StopWatch..::..Default
DefaultBrowsableAttribute
DefaultPropertyCategoryAttribute
DefaultToAttribute
DefaultToInitialValueAttribute
Indicates that the initial value of a field (as inlined or set in the default constructor) will be used as the default value during persistence.
ChangedEvent<(Of <(<'TValue>)>)>..::..Definition
Event<(Of <(<'TEventOwner, TEventArgs>)>)>..::..Definition
ChangedEvent<(Of <(<'TEventOwner, TValue>)>)>..::..Definition
Event<(Of <(<'TEventArgs>)>)>..::..Definition
Reflector..::..DependentValueGetter
DescriptionAttribute
Specifies a description for a property, event, or behavior. This is an alternative to System.ComponentModel.DescriptionAttribute which allows use of the attribute without using that namespace.
DesignTimeEntity
Base class for entities which are not usually visible at runtime (eg. during gameplay) but are visible during editing to allow positioning them. These can also be considered "Scripting Entities"
DesignTimeModelEntity
Base class for entities which are not usually visible at runtime (eg. during gameplay) but are visible during editing to allow positioning them. These can also be considered "Scripting Entities". This class currently inherits appearance related editable properties from ModelEntity, but will be replaced with NonVisibleEntity (which derives directly from SceneEntity instead) in the future.
DisplayNameAttribute
DisposedEvent
DisposingEvent
Units..::..Distance
Supported Units of Distance.
Distance
Distance value expressed with units.
DistancePointStruct
DistanceRange
DistanceRangeConverter
DistanceRectangleStruct
DistanceRelativity
DistanceSizeStruct
Light..::..LightDesignGrip..::..DraggableMark
Incapsulate draggable mark which captures input events and provide MouseDrag event in order to handle dragging using particular object movement algorithm (i.e. rotation or movement along some axis).
Scene..::..DropData
PropertyCategory..::..EffectsAttribute
ParticleEmitter..::..EmitterState
Current state of emission, allows to store and use separate emission states with same emitter (i.e. emission from other particles etc)
Empty<(Of <(<'TItem>)>)>
Entity
PropertyCategory..::..EntityAttribute
EntityBase
EntityExtensions
Provides extension methods for EntityBase, EntityBase, and ActorBase classes, as well as some extension methods for components/abilities that AvatarBase initializes which don't specifically depend on the AvatarBase class.
EntityFlags
Categories and capabilities of an object for AI and other systems.
EntityPersistence
EnumFlag<(Of <(<'T>)>)>
Units..::..Names..::..EnumNameList<(Of <(<'T>)>)>
Library..::..EnvironmentsLibrary
ErrorHandling
Event<(Of <(<'TEventOwner, TEventArgs>)>)>
Event<(Of <(<'TEventArgs>)>)>
SceneObject..::..EventInfo
PropertyCategory..::..EventsAttribute
ExtensionAliases
Factory<(Of <(<'TBaseType, TInstance>)>)>
Factory<(Of <(<'TBaseType>)>)>
Feedback
FileExtensions
FileUtility
FileWatcherController
CompositeValues..::..FilteredBoolean
Supports a chain of cumulative boolean flags (where the result is only true IF all booleans in the chain are ALL true).
CompositeValues..::..FilteredQualityRequirement
Flag
Flag<(Of <(<'TValue>)>)>
FloatRange
Define range from two floats.
SceneObject..::..FolderNames
Units..::..Force
The supported Units of Force.
FrameCount
FrameCount stored in terms of Frames (raw value) as an offset to the "Start FrameCount". Converts easily to other time units. For the Application "Start FrameCount" is the time when Application first Initialized.
FramesInterval
Time Interval value in terms of Frames. Implicitly converts to/from Integer as assumed units of Frames.
Function<(Of <(<'TReturn>)>)>
Returns a value, of type TReturn, without requiring any arguments.
Function<(Of <(<'TArg1, TReturn>)>)>
Returns a value, of type TReturn, based upon a single (1) argument provided (eg. key or instance).
Function<(Of <(<'TArg1, TArg2, TReturn>)>)>
Returns a value, of type TReturn, based upon the two (2) arguments provided (eg. dictionary and key).
Function<(Of <(<'TArg1, TArg2, TArg3, TReturn>)>)>
Returns a value, of type TReturn, based upon the three (3) arguments provided (eg. instance, property, and default value).
Function<(Of <(<'TArg1, TArg2, TArg3, TArg4, TReturn>)>)>
Returns a value, of type TReturn, based upon the four (4) arguments provided.
Function<(Of <(<'TArg1, TArg2, TArg3, TArg4, TArg5, TReturn>)>)>
Returns a value, of type TReturn, based upon the five (5) arguments provided.
PropertyCategory..::..GeneralAttribute
GetDefaultObjectMethod<(Of <(<'T>)>)>
Handler
Handles an event or performs an action, without requiring any arguments.
Handler<(Of <(<'T>)>)>
Handles an event or performs an action, based upon one (1) argument provided (eg. new value or added item).
Handler<(Of <(<'TContext, TArgs>)>)>
Handles an event or performs an action, based upon two (2) arguments provided (eg. collection and newly added item).
Handler<(Of <(<'TContext, TArgs, TArg2>)>)>
Handles an event or performs an action, based upon three (3) arguments provided (eg. instance, old property value, new property value).
Handler<(Of <(<'TArg1, TArg2, TArg3, TArg4>)>)>
Handles an event or performs an action, based upon four (4) arguments provided.
HideNullAttribute
IActivated
Interface for anything in Visual3D implements the methods Activate()()()(), Deactivate()()()(), and IsActive.
IActivity
Core interface for Visual3D Activities, which breath life into your Visual3D scenes and worlds.
IArchitectForm
IAsset
IAssetRef
IAssetRef<(Of <(<'T>)>)>
IAssetSelectorService
ICloneable<(Of <(<'T>)>)>
Supports cloning, which creates a new instance of a class with the same value as an existing instance.
IComponentOwner
IComponentProvider
IConditionallySaved
IContentPagingService
IControllableFileWatcher
CompositeValues..::..IConvertsToEnum
PropertyCategory..::..IdentityAttribute
IDisposed
IdNames
Component NameID encapsulation (does indexed lookup from a static string table).
IEnumerableUtility
Map to IEnumerableExtensions extension methods. (To avoid conflict with Linq extension method of same name.) This works because is in same namespace as IEnumerableExtensions, so wins because is "closer". Alternately, could do in a location that does not have "using System.Linq".
IFactory<(Of <(<'TCreated>)>)>
IGCTerrain
IgnoreDataMemberAttribute
IHasDisplayName
IHasEquivalence
Implements concept of Equivalence between two separate object instances (e.g. copies of each other).
IHasEquivalenceForSheduler__HACK__
IHasGroupFolder
IHasName
IHasNameID
IHasTypeDisplayName
IHasUniqueName
IIdentifiedList
IInitialized
Interface for any class that must be Initialized. Note, classes that implement this must always make it safe to call Initialize()()()() repeatedly without causing issues. Also, classes must ensure that IsInitialized returns 'true' after Initialize()()()() is called.
IInstanced
Interface for objects that provide a "CreateInstance()" method.
IKeyEventHandler
IKeyEventHandlerExtensions
IKeyEventProvider
ILight
ILoadedCallback
Represents a type which has custom post-loading or post-cloning logic.
ILoadingCallback
INamed
INamedList
InitializationState
InitializedEvent
InitializingEvent
PropertyCategory..::..InitialStateAttribute
INotified
Notify about changing. Need for nested structures, components (not only for entities).
PropertyCategory..::..InputAttribute
InputEventArgs
Encapsulates the current User Input Data and Selections.
Scene..::..InstanceArrays
Used as large static arrays to hold the less-used Spatial Data, to help reduce thrashing of the L2 Cache when doing Spatial work.
Event<(Of <(<'TEventOwner, TEventArgs>)>)>..::..InstanceEntry
InstancingMode
IntFlag
IntRange
Base class for range definitions.
InvalidStateException
IObjectSelectionService
IOwned
IPersistentDatabaseAsset
IPGTerrain
IPreparedForUse
IProperty
IPrototyped
IPrototypeLoader
IProvider<(Of <(<'TProvided>)>)>
IQTTerrain
IRegistered
IRegistry
IRegistry<(Of <(<'TMember>)>)>
ISceneEntityRef
ISceneObjectRef
ISceneTemplate
IService
ISpatialObject
IssueHandling
IStorageModule
ItemEventArgs<(Of <(<'T>)>)>
Provides data for an event, which uses data item.
ItemEventHandler<(Of <(<'T>)>)>
Represents the method that will handle an event with one generic argument.
ItemIcon
ITerrainSettings
ITransientPrototypeLoader
Allows loading transient (non-persistent) prototypes
IUndoCommand
IUndoCommandDescription
IUndoService
IUserCommand
Key
Enum containing all the possible keyboard codes.
Scene..::..DropData..::..LandCoverBrushPlacementSettings
Library
LibraryPathAttribute
Specifies library path for type
Light
Representation of a dynamic light source in the scene.
LightComponent
Light component for entities.
LightDefinition
Template which holds a set of Light properties and provides factory method to create Light from them. Can be serialized.
Light..::..LightDesignGrip
Implements design-time mode visualization and manipulators for the light.
AppearanceSettings..::..LightingAttribute
LimitReachedException
Entity..::..List
SceneObject..::..List
List of SceneObjects.
Actor..::..List
Sound..::..List
SceneObject..::..ListEventArgs
Event indicates which objects had ParentObject changed, their previous Parent.
Entity..::..LiveList<(Of <(<'T>)>)>
Live List of Entities. When Entities are "Disposed", they are automatically removed.
Location3D
3D Location with double precision.
Logger
Provides configurable access for writing to a log file, making assertions, and handling errors.
LogLevel
Defines the universal Message logging levels for Visual3D.
LongOperation
LongOperation..::..LongOperationMessageInfo
Light..::..LightDesignGrip..::..DraggableMark..::..MarkMouseDragEventArgs
Arguments of DragMark.MouseDrag event.
Units..::..Mass
The supported Units of Mass.
MathUtil
This is a class which exposes static methods for various common math functions. Currently, the methods simply wrap the methods of the System.Math class (with the exception of a few added extras). This is in case the implementation needs to be swapped out with a faster C++ implementation, if deemed that the System.Math methods are not up to far speed wise.
SpatialNode..::..MaxViewDistanceFinderMethod
MembersIncluded
MembersIncludedInfo
MembersNotSavedAttribute
MembersSavedAttribute
MemberTypesIncluded
MessageBoxType
PropertyCategory..::..ModelAttribute
ModelEntity
ModifierKeyDependencies
Encapsulates a required state of the Modifier Keys. Returns true or false.
ModifierKeys
List of all Modifier KeyCode combinations.
ModuleType
MouseButton
NameAttribute
Use this attribute to adorn Properties which are to be associated with a named Data Tag. This is used for mapping and relating class fields/properties with other forms of data. Derives from "System.Xml.Serialization.XmlAttributeAttribute".
NameCreationService
NameID
Describes the name and handle of an command, activity, or asset.
Units..::..Names
NetWorld
NoDefaultValueAttribute
NonBrowsableAttribute
NonPersistentAttribute
Indicates that a property is not to be serialized. Use System.NonSerializedAttribute as also used by BinaryFormatter when specifying this for fields instead.
NotSavedAttribute
NotSavedComponentTypeAttribute
Indicates that type is not saved with Asset Database.
NotXmlSavedAttribute
NoviceBrowsableAttribute
Scene..::..NullScene
Used as NullObject for Scene, to eliminate need for "(World.Scene != null)" checks.
BaseTerrain..::..NullTerrain
SceneObject..::..ObjectDataArrays
Used as large static arrays to hold the less-used SceneObject Data, to help reduce thrashing of the L2 Cache when doing Scene Graph work.
ObjectId<(Of <(<'T>)>)>
Generic definition for an Identifier from which an object of this type can be accessed or instanced.
ObjectIdStore<(Of <(<'T>)>)>
Generic Store of objects accessible by an integer-based Identifier.
ObjectSelection
ObjectUsage
ObjectUsageState
OwnedAttribute
Indicates that the described property (or any property of the described type) is always deep cloned, even for properties of type IReferencePersisted which are shared (not deep cloned) by default.
PackagesInspector
Strings..::..ParseNumber<(Of <(<'TNumber>)>)>
ParticleAffector
Base class for particle affectors.
ParticleEmitter
Base class of particle emitters.
ParticleSystem
Class defining particle system based special effects.
PartSelectability
PathUtility
Percentage
Percentage value expressed with units.
PersistableAttribute
PersistentAttribute
Indicates a persistable type (class, struct, delegate, or enum) or persistent member of a type (field, property, or event) and specifies how it is to be persisted in terms of versioning and member or value inclusion rules.
PersistentXmlAttributeAttribute
Indicates that a property is not to be serialized. Use System.NonSerializedAttribute as also used by BinaryFormatter when specifying this for fields instead.
PersistentXmlElementAttribute
Indicates that a property is not to be serialized. Use System.NonSerializedAttribute as also used by BinaryFormatter when specifying this for fields instead.
PersistentXmlTypeAttribute
Indicates that a property is not to be serialized. Use System.NonSerializedAttribute as also used by BinaryFormatter when specifying this for fields instead.
PropertyCategory..::..PhysicsAttribute
PixelPosition
Defines the pixel location of a point.
PixelSize
Defines the integer size of a rectangular or 2D region in terms of width and height in pixels.
PlaybackMode
Positional
Priority
Specifies the scheduling criticality of an Activity. Used to determine abortion of previous activities. Range: Lowest, EvenLower, Lower, Low, BelowNormal, Normal, AboveNormal, High, Higher, EvenHigher, Highest.
ProductInfo
ProgessBar
Uses WinForm to show a progress bar in front of the render window.
ProgressCallback
Callback delegate for progress reporting
ProgressCancelableCallback
Callback delegate for progress reporting
Light..::..ProjectedSpotLightCategoryAttribute
Property
Property<(Of <(<'TInstance, TValue>)>)>
Property<(Of <(<'TValue>)>)>
PropertyCategory
PropertyField
Specifies the name of the property to be used to access the field for increased performance.
PropertyIdentity
PropertyIdentityList
PrototypeOnlyAttribute
Indicates that any instances (created using a CreateInstance() cloning method) of the component will have a null value for the described field or property. This does not impact "copy" cloning, but it does occur for derived prototypes, which must then have this value set when they become prototypes. It can be used with OwnedAttribute, PrototypeOwnedAttribute, or SharedAttribute..
PrototypeOwnedAttribute
PublicMembersSavedAttribute
CompositeValues..::..QualityBasedScaling
Specifies Scaling based on Quality Rating.
QualityBias
Bias for Rating that is applied to a Hardware requirement for application/technique.
QualityRating
Rating that is applied to a Hardware requirement for application/technique.
Quats
Range<(Of <(<'T>)>)>
Base class for range definitions.
RangeResult
AppearanceSettings..::..ReflectionAttribute
Reflector
Registered
Registry
Registry<(Of <(<'TMember>)>)>
PropertyCategory..::..RelationshipAttribute
RelativePointStruct
RelativeRectangleStruct
RelativeSizeStruct
RenamedAttribute
AppearanceSettings..::..RenderingAttribute
RollingLogoWaitForm
Shows "Wait please" message for long operations.
RotationRange
Define range from two rotations.
SavedAttribute
SavedByAttribute
SavedComponentTypeAttribute
Defines whether type is saved with Asset Database.
SByteFlag
Scalar
Scalar value expressed with units.
Scalar3
CompositeValues..::..ScaledDistance
Supports a sequence of cumulative scaling (the result attained by multiplying all factors in the chain together).
CompositeValues..::..ScaledFloat
Supports a sequence of cumulative scaling (the result attained by multiplying all factors in the chain together).
Scenario
Scene
Represents a distinct environment (level, simulation scenario, portaled-to room) inside of a world, which disconnected from all other scenes and may have different application logic for it, beyond what is inherited from the overarching world application.
SceneEntity
SceneEntityRef
SceneEntityRef<(Of <(<'TEntity>)>)>
Scene..::..SceneHandle
Lightweight struct who's handle uniquely associates it with a Scene.
SceneLoadedArgs
SceneNode
A simple SceneObject used as parent only, and not for rendering. Similar to ObjectGroup, but simpler, and actually acts as the parent object.
SceneObject
Class representing general-purpose node an articulated scene graph.
SceneObjectExtensions
SceneObject..::..SceneObjectID
Unique Identifier for an existing SceneObject. These are recycled upon Disposal of each SceneObject.
SceneObjectRef
SceneObjectRef<(Of <(<'TObject>)>)>
ScenePoint
Define a point in the scene. Can be bound to any SceneObject via TrackedObject, or positioned explicitly via StaticLocation property. May have optional text label and custom coloration of lead line, point and label.
Scene..::..SceneSettings
Represents the "InitialSettings" for a Scene.
SchedulerId
Identitifies a Visual3D run-time Scheduler, that can be used for UpdatedActivity or keeping track of Time/frames. Convert this to Scheduler using the static method "Application.Scheduler.GetScheduler(schedulerId)".
ScreenPoint
Defines the relative (or normalized) X, Y position within a 2D region relative to its full size.
ScreenRectangle
Summary description for Rect.
ScreenSize
Defines the relative (or normalized) size in width and height of a rectangular region.
PropertyCategory..::..ScriptingAttribute
SceneObject..::..SelectedState
Indicates Selection Status of a SceneObject - Unselected, Selected, or SelectedFocus.
SelectionContext
SerializationCategory
VColor..::..Serializer
StopWatch..::..Settings
PropertyCategory..::..SettingsAttribute
PropertyCategory..::..ShadowsAttribute
SharedAttribute
ShortFlag
SimpleConditionalMethod
Base delegate with no args, returns a boolean.
SimpleMethod
Base delegate with no args.
SimpleMethod<(Of <(<'ReturnType>)>)>
Typed Delegate that returns the specified Return Type.
Size3
SmallIdentifiedList<(Of <(<'ItemType>)>)>
SmallNamedList<(Of <(<'ItemType>)>)>
Sound
Spatial
PropertyCategory..::..SpatialAttribute
SpatialNode
SpatialUndoCommand
Units..::..Speed
Supported Units of Speed.
Speed
Speed value expressed with units.
PropertyCategory..::..SpotLightAttribute
StandardAssetsPlugin
StandardHandler
Standard Event Handler for Visual3D.
StandardMethod
Delegate for methods that will be called by Script.Execute().
StandardMethod<(Of <(<'ArgType, ReturnType>)>)>
Typed Delegate that accepts the specified Argument Type and returns the specified Return Type.
StartedEvent
Sound..::..State
StoppedEvent
StopWatch
Provides Best performance Timer for obtaining internal performance measurements with low-overhead. Contains some DEBUG-ONLY methods which compile-out for release mode.
StorageModule<(Of <(<'TItem, TModule>)>)>
StorageModule<(Of <(<'TItem>)>)>
NameID..::..StringIdRegistry
StringList
Strings
FileExtensions..::..Subtype
Enumerates the most common file base name suffixes which preceed the file extension (before the last period in a file name) to identify an asset subtype and the corresponding IAssetFileLoader to use for loading it.
Units..::..Temperature
The supported Units of Temperature.
BaseTerrain..::..TerrainFormat
Units..::..Time
The supported Units of Time.
Time
Time stored in terms of Milliseconds (raw value) as an offset to the "Start Time". Converts easily to other time units. For the Application "Start Time" is the time when Application first Initialized.
TimeInterval
Time Interval value in terms of Milliseconds. Implicitly converts to/from Integer as assumed units of Milliseconds.
TransformSpace
Specifies what node or coordinate system a transform is relative to.
TransformType
TransientObjectLayer
Groups together transient non-saved objects
TryFunc<(Of <(<'TResult>)>)>
TryFunc<(Of <(<'T, TResult>)>)>
TryFunc<(Of <(<'T1, T2, TResult>)>)>
TryModifyFunc<(Of <(<'TResult>)>)>
TryModifyFunc<(Of <(<'T, TResult>)>)>
TryModifyFunc<(Of <(<'T1, T2, TResult>)>)>
TypeCasting
TypeConstraint
TypeIdentity
TypeIdentityList
TypeModuleIdentity
TypeModuleIdentityList
UIntFlag
UniqueID
Units
Units..::..UnitSet
Encapsulates Properties for all current Standard Units of Measure.
Library..::..UnitTest
ContentPagingService..::..UnloadingParams
UpdatedEvent
UpdatingEvent
PropertyCategory..::..UsageAttribute
UserCommand
A command which was initiated by user input or action.
UserCommandCode
A command which was initiated by user input or action.
UserCommandCodes
A command which was initiated by user input or action.
UserCommandCode..::..UserCommandConstructor
UserCommandList
A command which was initiated by user input or action.
UserCommandListSet
UserCommandListSetList
UShortFlag
Validated<(Of <(<'TValue>)>)>
ValidationStatus
VColor
This class is necessary so we can store the color components as floating point values in the range [0,1]. It serves as an intermediary to Color, which stores them as byte values. This doesn't allow for slow color component interpolation, because with the values always being cast back to a byte would lose any small interpolated values (i.e. 223 - .25 as a byte is 223).
Vec3
Vector3Range
Define range from two floats.
AppearanceSettings..::..VisibilityAttribute
VMatrix3
Represents a 3x3 matrix which can represent rotations around axes.
WebUtility
SpatialNode..::..WeightedTransform
World
Represents the Virtual World Application and all the systems and _services provided by the Visual3D Engine, Framework, and Visual Authoring Environment.
WorldApplicationException
World..::..WorldInstance
CSV..::..Writer
XmlMemberType
XNADistanceRange
XNA Distance Range is Canonical Distance Range (used standard XNA techniques).
XNADistanceRangeConverter
XNAFloatRange
XNA Integer Range is Canonical Range (used standard XNA techniques).
XNAFloatRangeConverter
XnaMethodExtensions