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 |
| celBodyInfo | Information for a body attached to a factory |
| 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 |
| celEntityParameterBlock | Specific parameter block implementation that supports an entity parameter using "this" |
| 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 |
| 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 |
| celMappedParameterBlock | Parameter block implementation which supports parameter mapping and expressions |
| 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 |
| celParameterTools | Parameter tools |
| celParSpec | The description of a parameter |
| 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 |
| CEL::CelStartWrapper | Class for running CELstart, simplifying manipulation of the passed command line arguments |
| 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 |
| DynFactJointDefinition | A definition for a joint |
| iActionRewardFactory | This interface is implemented by the reward that sends an action to some entity or entity class property class with an optional tag |
| iAmbientMeshSeqOpFactory | This interface is implemented by the seqop that animates ambient light colors for a mesh |
| iAttributeIterator | This iterator is returned by iDynamicFactory->GetAttributes() |
| 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 |
| iBTAction | This interface is implemented by the leaf action iBTNode that launches a list of CEL rewards |
| iBTNode | This is a node of a behaviour tree |
| iCallable | Generic callable |
| 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 |
| iCelCompactDataBufferReader | This interface describes persistable data in a very compact way |
| iCelCompactDataBufferWriter | This interface describes persistable data in a very compact way |
| 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 |
| iCelEntityTemplateIterator | Iterator to iterate over entity templates |
| 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 |
| iCelHNavStruct | Hierarchical navigation structure representing the navigable areas of a Map |
| iCelHNavStructBuilder | Hierarchical navigation struct creator |
| iCelHPath | Hierarchical path between two points |
| 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 |
| iCelNavMesh | Polygon mesh representing the navigable areas of a Sector |
| iCelNavMeshBuilder | Navigation mesh creator |
| iCelNavMeshParams | Wrapper for the parameters used to build the navigation mesh |
| iCelNavMeshPath | Path between two points which lay in the same Sector |
| 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 |
| iCelParameterIterator | Iterator to iterate over the parameters of a property class template |
| 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 |
| iCelPositionInfo | If a property class represents a position in the world then it will also implement this interface |
| 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 |
| iCelSequence | A sequence |
| iCelSequenceCallback | This callback is fired when the sequences finished running properly |
| iCelSequenceFactory | A representation of a sequence factory |
| iCelSequenceFactoryGenerator | This is the actual plugin which can generate sequence factories |
| iCelSequenceFactoryIterator | Iterator to iterate over the quest sequences |
| iCelSpawner | This is an interface that can be implemented by an application in order to get more control over how entities should be spawned |
| iCelTimerListener | Generic timing system in CEL |
| iCelZone | A zone |
| iChangeClassRewardFactory | This interface is implemented by the changeclass reward, which can add or remove a class from an entity |
| iChangePropertyRewardFactory | 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) |
| iCharacteristicsIterator | An iterator to get all characteristics |
| iCreateEntityRewardFactory | This interface is implemented by the createentity reward, which can create entities from entity templates |
| iCsSequenceRewardFactory | This interface is implemented by the reward that fires a Crystal Space sequence |
| iDebugPrintRewardFactory | This interface is implemented by the reward that prints debug messages on standard output |
| iDebugPrintSeqOpFactory | This interface is implemented by the seqop that prints debug messages on standard output |
| iDestroyEntityRewardFactory | This interface is implemented by the reward that destroys an entity |
| iDynamicCell | A Cell |
| iDynamicCellCreator | This interface can be implemented by the application to control how cells are created |
| iDynamicCellIterator | This iterator is returned by iPcDynamicWorld->GetCells() |
| iDynamicFactory | A factory object in the dynamic world |
| iDynamicObject | An object in the dynamic world |
| iDynamicWorldLoaderExtension | Implement this interface if you want to make an extension for the dynamic world loader addon |
| iDynamicWorldSaver | The dynamic world save plugin implements this interface so that you can save dynamic factories for a collection only |
| iELCM | The Entity Life Cycle Manager |
| iELCMListener | Implement this interface if you are interested in knowing when the ELCM considers entities to be ready for removal (i.e |
| iEnterSectorTriggerFactory | 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 |
| iExecutionLimitDecorator | This interface is implemented by the decorator that limits the number of times its child is executed |
| iGeometryGenerator | Geometry generator |
| iGraphLoader | This interface allows one to access the celentity addon with an easier interface |
| iInventoryRewardFactory | This interface is implemented by the reward that manipulates the inventory |
| iInventoryTriggerFactory | This interface is implemented by the trigger that fires when a certain inventory gets some entity |
| iLightSeqOpFactory | This interface is implemented by the seqop that animates light colors |
| iLoopDecorator | This interface is implemented by the decorator that executes its child multiple times |
| iLootGenerator | Loot generator |
| iLootManager | The Loot Manager This plugin is responsible for maintaining loot generation |
| iLootPackage | A loot package |
| iLootSelector | A loot package selector |
| iMeshSelectTriggerFactory | 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 |
| iMessageLogIterator | An iterator for messages |
| iMessageReceiver | Implement this interface if you are interested in receiving messages |
| iMessageReceiverFilter | This is a filter used for a message dispatcher |
| iMessageRewardFactory | This interface is implemented by the reward that sends a message to some entity (the behaviour will get this message) |
| iMessageSender | This interface represents the sender of a message |
| iMessageTriggerFactory | This interface is implemented by the trigger that fires when a message is sent |
| iMovePathSeqOpFactory | 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 |
| iOperationTriggerFactory | This interface is implemented by the operation trigger, that allows to combine several triggers using a logical operation |
| iParameter | This interface represents a parameter to a sequence, trigger, or reward |
| iParameterCheckCondition | This interface is implemented by the leaf iBTNode that checks whether or not a parameter is equal to a given value |
| iParameterManager | This interface provides a generic functions for the evaluation of any type of parameter (constant, dynamic, or expression) |
| iPcActorMove | ActorMove property class |
| iPcAnalogMotion | This is a property class for analog character movement using a joystick or analog pad |
| 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 |
| iPcDynamicMove | This is a property class for dynamic movement |
| iPcDynamicWorld | Interface to the dynamic world plugin |
| 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 |
| iPcMessenger | This is a messenger property class |
| 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 |
| iPcWasdMove | This is a property class for wasd movement |
| iPcWheeledMove | This is a property class for wheeled movement |
| iPcWire | This is a wire property class |
| iPcZoneManager | This is the zone manager |
| iPropertyChangeTriggerFactory | This interface is implemented by the trigger that fires when a certain property passes a test on some value |
| iPropertySeqOpFactory | This interface is implemented by the seqop that transforms property class properties |
| iQuest | A quest instance |
| iQuestFactory | A quest factory |
| iQuestFactoryIterator | Iterator to iterate over the quest factories |
| iQuestManager | This is the quest manager |
| iQuestStateFactory | A representation of a quest state in a quest factory |
| iQuestStateFactoryIterator | Iterator to iterate over the quest factory states |
| iQuestTriggerResponseFactory | A trigger with response as used in a quest state |
| iReward | This is a reward |
| iRewardFactory | A factory to create rewards |
| iRewardType | The reward type is responsible for the creation of reward factories |
| iSeqOp | This is a sequence operation |
| iSeqOpFactory | A factory to create sequence operators |
| iSeqOpType | The seqop type is responsible for the creation of seqop factories |
| iSequenceFinishRewardFactory | This interface is implemented by the reward that finishes a sequence |
| iSequenceFinishTriggerFactory | This interface is implemented by the trigger that fires when a certain sequence finishes |
| iSequenceRewardFactory | This interface is implemented by the reward that fires a sequence |
| iTemplateCharacteristics | This interface is used to represent characteristics for entity templates |
| iTimeoutTriggerFactory | This interface is implemented by the trigger that fires when a certain time has expired |
| iTransformSeqOpFactory | This interface is implemented by the seqop that transforms meshes |
| iTrigger | This is a trigger |
| iTriggerCallback | A trigger will get pointers to call back the quest when the trigger fires through this interface |
| iTriggerFactory | A factory to create triggers |
| iTriggerFiredCondition | This interface is implemented by the leaf iBTNode that monitors a CEL trigger |
| iTriggerTriggerFactory | This interface is implemented by the trigger that fires when a pctrigger fires |
| iTriggerType | The trigger type is responsible for the creation of trigger factories |
| iUIInventory | The inventory itself |
| iUIInventory2 | The double inventory |
| iUIInventory2SelectionCallback | Implement this interface if you want to learn when an entity is selected |
| iUIInventoryInfo | Get information about an entity/template that the inventory can use to render the entity in the inventory |
| iUIInventorySelectionCallback | Implement this interface if you want to learn when an entity is selected |
| iWatchTriggerFactory | 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 2.1 by doxygen 1.6.1
