CEL

Public API Reference

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
celBodyInfoInformation for a body attached to a factory
celClientEventDataThe data about a client event
celCombineParameterBlockParameter block implementation to combine two existing parameter blocks
celCosActivationFunc< T >A cosine activation function for the neural network property class
celDataTyped data for CEL
celElliottActivationFunc< T >An Elliott activation function for the neural network property class
celEntityParameterBlockSpecific parameter block implementation that supports an entity parameter using "this"
celEnvFluidA class implementing a fluid in a sector
celEnvGravityA class implementing gravity in a sector
celExpActivationFunc< T >An exponential activation function for the neural network property class
celGameClientManagerThis is an interface you should implement in order to manage the events from the client
celGameFactoryManagerThis is an interface you should implement in order to manage the events from the factory of game sessions
celGameInfoGeneral information on a game
celGameInfoListA list of general info of games
celGameServerManagerThis 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
celInitializerThis class contains static member functions which can help set up an application to use the Crystal Entity Layer
celInvActivationFuncA reciprocal activation function for the neural network property class
celLogActivationFunc< T >A logarithmic activation function for the neural network property class
celMappedParameterBlockParameter block implementation which supports parameter mapping and expressions
celMessageChannelHelper class for a message channel
celNavigationInfoNavigation result between navigator and target
celNavigationToolsHelplers for navigation
celNetworkLinkDataThe data about a network link
celNetworkPlayerStatsThe network stats of the connection viewed by the server
celNetworkPlayerTotalStatsThe network stats of the connection of all the players viewed by the server
celNetworkServerStatsThe network stats of the connection viewed by the client
celNNActivationFuncAbstract class representing an activation function callback for the neural network property class
celNopActivationFunc< T >An identity activation function for the neural network property class
celOneParameterBlockParameter block implementation if only one parameter is desired
celParameterToolsParameter tools
celParSpecThe description of a parameter
celPcCameraCommonThe representation of a camera
celPcCommonThis is a common implementation for a property class from which all other property classes can inherit
celPlayerGeneral information on a player
celServerEventDataThe 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
celStandardLocalEntitySetStandard implementation of iCelLocalEntitySet
celStandardPersistentDataListStandard implementation of iCelPersistentDataList
CEL::CelStartWrapperClass 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
celVariableParameterBlockVariable parameter block implementation
DynFactJointDefinitionA definition for a joint
iActionRewardFactoryThis interface is implemented by the reward that sends an action to some entity or entity class property class with an optional tag
iAmbientMeshSeqOpFactoryThis interface is implemented by the seqop that animates ambient light colors for a mesh
iAttributeIteratorThis iterator is returned by iDynamicFactory->GetAttributes()
iBillboardA billboard (2D image on screen)
iBillboardEventHandlerAn event on some billboard (like being selected or something)
iBillboardLayerA layer of billboards
iBillboardManagerThis is a manager to handle billboards
iBTActionThis interface is implemented by the leaf action iBTNode that launches a list of CEL rewards
iBTNodeThis is a node of a behaviour tree
iCallableGeneric callable
iCelBehaviourThis is an entity in the CEL layer at the BL (behaviour layer) side
iCelBlLayerThis is the Behaviour Layer itself
iCelBlLayerGenerateThis is an interface that behaviour layers can optionally implement
iCelCompactDataBufferReaderThis interface describes persistable data in a very compact way
iCelCompactDataBufferWriterThis interface describes persistable data in a very compact way
iCelConsoleInterface for the CEL console
iCelConsoleCommandA single command for the CEL console
iCelDataBufferThis interface describes persistable data
iCelEdgeInterface for CEL Edge
iCelEntityThis is an entity in the CEL layer at the PL (physical layer) side
iCelEntityIteratorAn iterator for entities
iCelEntityListA list of entities
iCelEntityRemoveCallbackImplement this interface if you want to know when entities are removed
iCelEntityTemplateThis is an entity template
iCelEntityTemplateIteratorIterator to iterate over entity templates
iCelEntityTrackerThis structure maintains a tracker for entities
iCelExpressionInterface for a single expression
iCelExpressionParserInterface to the expression parser plugin (same as the blxml behaviour layer plugin)
iCelGameA networked game
iCelGameClientThe main object to manage the client game logic
iCelGameFactoryA factory to manage game sessions
iCelGameServerThe main object to manage the server game logic
iCelGraphInterface for the CEL Graph
iCelHNavStructHierarchical navigation structure representing the navigable areas of a Map
iCelHNavStructBuilderHierarchical navigation struct creator
iCelHPathHierarchical path between two points
iCelInventorySpaceThis interface represents a space system for the inventory property class
iCelInventorySpaceSlotA slot in the inventory system
iCelLocalEntitySetA local entity set define the set of entities that are considered 'local' to the saved file
iCelMapFileA representation of a map file for a region
iCelNavMeshPolygon mesh representing the navigable areas of a Sector
iCelNavMeshBuilderNavigation mesh creator
iCelNavMeshParamsWrapper for the parameters used to build the navigation mesh
iCelNavMeshPathPath between two points which lay in the same Sector
iCelNewEntityCallbackImplement this interface if you want to know when new entities are added
iCelNNWeightsStructure which can hold the weightings of all links between the nodes of an iPcNeuralNet property class
iCelNodeInterface for CEL Node
iCelParameterBlockThis interface is a parameter block that can be used to pass parameters through SendMessage() in a behaviour
iCelParameterIteratorIterator to iterate over the parameters of a property class template
iCelPathInterface for CEL Path
iCelPersistenceThis interface describes a module that can persist CEL data
iCelPersistentDataListA list of persistent data for all the property classes of an entity
iCelPlayerListA list of players
iCelPlLayerThis is the Physical Layer itself
iCelPositionInfoIf a property class represents a position in the world then it will also implement this interface
iCelPropertyChangeCallbackThis is a callback that is called whenever a property changes for some property class
iCelPropertyClassThis is a property class for an entity
iCelPropertyClassFactoryThis is a factory for property classes
iCelPropertyClassListA list of property classes
iCelPropertyClassTemplateThis is a property class template for an entity
iCelRegionA region
iCelRuleA rule
iCelRuleBaseInterface for the Rule System
iCelSequenceA sequence
iCelSequenceCallbackThis callback is fired when the sequences finished running properly
iCelSequenceFactoryA representation of a sequence factory
iCelSequenceFactoryGeneratorThis is the actual plugin which can generate sequence factories
iCelSequenceFactoryIteratorIterator to iterate over the quest sequences
iCelSpawnerThis is an interface that can be implemented by an application in order to get more control over how entities should be spawned
iCelTimerListenerGeneric timing system in CEL
iCelZoneA zone
iChangeClassRewardFactoryThis interface is implemented by the changeclass reward, which can add or remove a class from an entity
iChangePropertyRewardFactoryThis 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)
iCharacteristicsIteratorAn iterator to get all characteristics
iCreateEntityRewardFactoryThis interface is implemented by the createentity reward, which can create entities from entity templates
iCsSequenceRewardFactoryThis interface is implemented by the reward that fires a Crystal Space sequence
iDebugPrintRewardFactoryThis interface is implemented by the reward that prints debug messages on standard output
iDebugPrintSeqOpFactoryThis interface is implemented by the seqop that prints debug messages on standard output
iDestroyEntityRewardFactoryThis interface is implemented by the reward that destroys an entity
iDynamicCellA Cell
iDynamicCellCreatorThis interface can be implemented by the application to control how cells are created
iDynamicCellIteratorThis iterator is returned by iPcDynamicWorld->GetCells()
iDynamicFactoryA factory object in the dynamic world
iDynamicObjectAn object in the dynamic world
iDynamicWorldLoaderExtensionImplement this interface if you want to make an extension for the dynamic world loader addon
iDynamicWorldSaverThe dynamic world save plugin implements this interface so that you can save dynamic factories for a collection only
iELCMThe Entity Life Cycle Manager
iELCMListenerImplement this interface if you are interested in knowing when the ELCM considers entities to be ready for removal (i.e
iEnterSectorTriggerFactoryThis interface is implemented by the trigger that fires when a certain sector is entered
iEntityLoaderThis interface allows one to access the celentity addon with an easier interface
iEntityTemplateLoaderThis interface allows one to access the celentitytpl addon with an easier interface
iExecutionLimitDecoratorThis interface is implemented by the decorator that limits the number of times its child is executed
iGeometryGeneratorGeometry generator
iGraphLoaderThis interface allows one to access the celentity addon with an easier interface
iInventoryRewardFactoryThis interface is implemented by the reward that manipulates the inventory
iInventoryTriggerFactoryThis interface is implemented by the trigger that fires when a certain inventory gets some entity
iLightSeqOpFactoryThis interface is implemented by the seqop that animates light colors
iLoopDecoratorThis interface is implemented by the decorator that executes its child multiple times
iLootGeneratorLoot generator
iLootManagerThe Loot Manager This plugin is responsible for maintaining loot generation
iLootPackageA loot package
iLootSelectorA loot package selector
iMeshSelectTriggerFactoryThis interface is implemented by the trigger that fires when a certain mesh is selected
iMessageChannelThis is an message channel
iMessageDispatcherThis is a message dispatcher
iMessageLogIteratorAn iterator for messages
iMessageReceiverImplement this interface if you are interested in receiving messages
iMessageReceiverFilterThis is a filter used for a message dispatcher
iMessageRewardFactoryThis interface is implemented by the reward that sends a message to some entity (the behaviour will get this message)
iMessageSenderThis interface represents the sender of a message
iMessageTriggerFactoryThis interface is implemented by the trigger that fires when a message is sent
iMovePathSeqOpFactoryThis interface is implemented by the seqop that moves meshes along a path
iNewStateQuestRewardFactoryThis interface is implemented by the reward that switches to another state
iNumRegThis interface is used for ID -> iCelEntity* registers in the physical layer
iOperationTriggerFactoryThis interface is implemented by the operation trigger, that allows to combine several triggers using a logical operation
iParameterThis interface represents a parameter to a sequence, trigger, or reward
iParameterCheckConditionThis interface is implemented by the leaf iBTNode that checks whether or not a parameter is equal to a given value
iParameterManagerThis interface provides a generic functions for the evaluation of any type of parameter (constant, dynamic, or expression)
iPcActorMoveActorMove property class
iPcAnalogMotionThis is a property class for analog character movement using a joystick or analog pad
iPcBagThis is a bag of strings property class
iPcBillboardBillboard property class
iPcCameraThe representation of a camera
iPcCharacteristicsThis is a characteristics property class
iPcCollisionDetectionThis property class controls collision detection of an entity with the world map and other meshes
iPcCommandInputInput propery class
iPcCraftControllerThis is a property class used to control movement of an hovercraft
iPcDamageThis is a property class for damage emitting
iPcDefaultCameraThis is a property class that wraps a standard first-person and third-person camera and related functionality
iPcDynamicMoveThis is a property class for dynamic movement
iPcDynamicWorldInterface to the dynamic world plugin
iPcEnvAttractorA property class representing an attractor or a repulsor
iPcEvolveA property class implementing a genetic algorithm
iPcGravityGravity handling property class
iPcGravityCallbackInherit this class if you want to know when gravity is applied to a certain iPcLinearMovement
iPcHoverHover stabiliser property class
iPcHoverCraftMoveThis is a property class for hover movement
iPcInventoryThis is an inventory property class
iPcInventoryListenerListen to inventory changes
iPcLightThis is a property class holding the representation of a light
iPcLinearMovementThis property class controls movement of an entity in a realistic manner
iPcMechanicsBalancedGroupProperty class representing a balanced group of thrusters that can translate or rotate the object in a certain axis
iPcMechanicsExploderA property class for handling the physics of an explosion
iPcMechanicsJointA joint
iPcMechanicsObjectA dynamic body
iPcMechanicsSteeringProperty class representing a steering mechanism that affects forces on the attached object, dependent on the forward velocity of the object
iPcMechanicsSystemProperty class representing a dynamic system
iPcMechanicsThrusterProperty class representing a thruster that affect forces on the attached object
iPcMechanicsThrusterControllerProperty class that controls the thrusters attached to an object through the use of balanced thruster groups
iPcMeshThis is a property class holding the representation of a mesh
iPcMeshSelectThis is a property class for selecting meshes
iPcMeshSelectListenerListen to mesh selection
iPcMessengerThis is a messenger property class
iPcMovableControl moving an iPcMesh
iPcMovableConstraintA constraint for a movable
iPcMoverThis is a mover property class
iPcNeuralNetA property class implementing a feed-forward neural network
iPcNewCameraThis is a camera property class
iPcNpcMoveNpcMove property class
iPcPathFinderThis is a pathfinder property class
iPcPortalThis is a property class holding the representation of a portal
iPcProjectileThis is a projectile property class
iPcPropertiesThis is a general property class
iPcPropertyListenerListen for property changes
iPcQuestThis property class represents a quest
iPcRegionThe representation of a region
iPcRulesThis property class represents a set of active rules for an entity
iPcSimpleCameraA class representing a simple camera, with capabilities for both first-person and third-person modes
iPcSolidA solid representation of an entity
iPcSoundListenerThis is the sound listener property class
iPcSoundSourceThis is the sound source property class
iPcSpawnSpawn property class
iPcSteerThis is a steering property class
iPcTestThis is a test property class
iPcTimerTimer propery class
iPcTooltipTooltip property class
iPcTriggerThis is a trigger property class
iPcTriggerListenerListen to trigger actions
iPcWasdMoveThis is a property class for wasd movement
iPcWheeledMoveThis is a property class for wheeled movement
iPcWireThis is a wire property class
iPcZoneManagerThis is the zone manager
iPropertyChangeTriggerFactoryThis interface is implemented by the trigger that fires when a certain property passes a test on some value
iPropertySeqOpFactoryThis interface is implemented by the seqop that transforms property class properties
iQuestA quest instance
iQuestFactoryA quest factory
iQuestFactoryIteratorIterator to iterate over the quest factories
iQuestManagerThis is the quest manager
iQuestStateFactoryA representation of a quest state in a quest factory
iQuestStateFactoryIteratorIterator to iterate over the quest factory states
iQuestTriggerResponseFactoryA trigger with response as used in a quest state
iRewardThis is a reward
iRewardFactoryA factory to create rewards
iRewardTypeThe reward type is responsible for the creation of reward factories
iSeqOpThis is a sequence operation
iSeqOpFactoryA factory to create sequence operators
iSeqOpTypeThe seqop type is responsible for the creation of seqop factories
iSequenceFinishRewardFactoryThis interface is implemented by the reward that finishes a sequence
iSequenceFinishTriggerFactoryThis interface is implemented by the trigger that fires when a certain sequence finishes
iSequenceRewardFactoryThis interface is implemented by the reward that fires a sequence
iTemplateCharacteristicsThis interface is used to represent characteristics for entity templates
iTimeoutTriggerFactoryThis interface is implemented by the trigger that fires when a certain time has expired
iTransformSeqOpFactoryThis interface is implemented by the seqop that transforms meshes
iTriggerThis is a trigger
iTriggerCallbackA trigger will get pointers to call back the quest when the trigger fires through this interface
iTriggerFactoryA factory to create triggers
iTriggerFiredConditionThis interface is implemented by the leaf iBTNode that monitors a CEL trigger
iTriggerTriggerFactoryThis interface is implemented by the trigger that fires when a pctrigger fires
iTriggerTypeThe trigger type is responsible for the creation of trigger factories
iUIInventoryThe inventory itself
iUIInventory2The double inventory
iUIInventory2SelectionCallbackImplement this interface if you want to learn when an entity is selected
iUIInventoryInfoGet information about an entity/template that the inventory can use to render the entity in the inventory
iUIInventorySelectionCallbackImplement this interface if you want to learn when an entity is selected
iWatchTriggerFactoryThis interface is implemented by the trigger that fires when a mesh becomes visible
PropertyHolderKeep a static instance of this structure in your property class so that your property class can implement properties more easily
iPcmNewCamera::TrackingThis is a camera to be used with actoranalog

Generated for CEL: Crystal Entity Layer 2.1 by doxygen 1.6.1