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    Shkyera Engine
    
   Easy to use, game engine for Python 
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Namespaces | |
| namespace | clock | 
| namespace | common | 
| namespace | Logger | 
| namespace | random | 
| namespace | serialization | 
| namespace | simd | 
| namespace | style | 
| namespace | utils | 
Classes | |
| struct | AABB | 
| struct | AmbientLightComponent | 
| class | AmbientLightComponentUI | 
| struct | AssetComponent | 
| class | AssetLoader | 
| struct | AssetRoot | 
| class | AssetSelector | 
| class | Audio | 
| Audio asset that manages a single audio file.  More... | |
| class | AudioSourceComponent | 
| Component that enables audio playback for an entity.  More... | |
| class | AudioSourceComponentUI | 
| class | AudioSystem | 
| System that manages audio playback and spatial audio.  More... | |
| class | BaseComponent | 
| Base component for implementing update functionality.  More... | |
| struct | BillboardComponent | 
| class | BillboardComponentUI | 
| class | BooleanSelector | 
| struct | BoxColliderComponent | 
| class | CameraComponent | 
| class | CameraComponentUI | 
| class | CameraMovementSystem | 
| class | CameraPropertiesWidget | 
| struct | Clock | 
| class | ColorSelector | 
| class | ComponentUI | 
| class | ConsoleWidget | 
| A user interface widget for the console, used for logging and displaying messages.  More... | |
| class | CubeMap | 
| class | DepthAtlasFrameBuffer | 
| class | DepthCubeMapFrameBuffer | 
| struct | DirectionalLightComponent | 
| class | DirectionalLightComponentUI | 
| struct | DirectoryComponent | 
| class | EntityHierarchy | 
| class | EntityProvider | 
| class | EnumSelector | 
| struct | Environment | 
| class | EnvironmentPropertiesWidget | 
| class | FilesystemWidget | 
| A user interface widget for interacting with the filesystem.  More... | |
| class | FloatSlider | 
| class | GizmoHandleComponent | 
| class | GizmoSystem | 
| struct | GlobalPathEqual | 
| struct | GlobalPathHash | 
| class | Image | 
| A class for working with images and textures.  More... | |
| class | InputManager | 
| class | InspectorWidget | 
| struct | InstanceCounter | 
| class | JobSystem | 
| class | Log | 
| A base class for logs that contain textual content.  More... | |
| class | LogError | 
| A log representing error messages.  More... | |
| class | LogInfo | 
| A log representing informational messages.  More... | |
| class | LogSuccess | 
| A log representing success messages.  More... | |
| class | LogVerbose | 
| A log representing verbose messages.  More... | |
| struct | Material | 
| class | Mesh | 
| class | ModelComponent | 
| class | ModelComponentUI | 
| class | NameComponent | 
| class | ObjectSelectionSystem | 
| class | ObjectsWidget | 
| A user interface widget for managing game objects.  More... | |
| struct | OpenGLResourceTag | 
| class | OverlayModelComponent | 
| struct | ParticleEmitterComponent | 
| class | ParticleEmitterComponentUI | 
| class | ParticleSystem | 
| struct | PointLightComponent | 
| class | PointLightComponentUI | 
| struct | Policy | 
| struct | PostProcessingVolumeComponent | 
| class | PostProcessingVolumeComponentUI | 
| struct | ProfileBlock | 
| class | ProfileGuard | 
| class | Profiler | 
| class | ProfilerWidget | 
| class | PropertiesWidget | 
| A user interface widget for managing game object properties.  More... | |
| struct | Ray | 
| struct | ReadAccess | 
| class | Registry | 
| class | RegistryViewer | 
| class | RenderingSystem | 
| struct | RenderingTextureComponent | 
| struct | ResourceTag | 
| struct | RuntimeCamera | 
| class | RuntimeWidget | 
| A user interface widget for running and rendering the game runtime.  More... | |
| struct | SceneCamera | 
| class | SceneFrameBuffer | 
| class | SceneWidget | 
| A user interface widget for rendering scenes.  More... | |
| struct | SelectedAssetComponent | 
| struct | SelectedEntityComponent | 
| class | Shader | 
| class | ShaderProgram | 
| struct | SingletonComponent | 
| Marker to denote Singleton Component.  More... | |
| struct | SkyboxComponent | 
| struct | Sound | 
| Sound instance that manages playback of an audio asset.  More... | |
| class | SparseSet | 
| class | SparseSetBase | 
| struct | SpotLightComponent | 
| class | SpotLightComponentUI | 
| class | Texture | 
| class | TextureAssetSelector | 
| class | ThreadWorker | 
| class | TransformComponent | 
| class | TransformComponentUI | 
| struct | TypeInfo | 
| class | UI | 
| A class responsible for managing the user interface (UI) of the application.  More... | |
| class | UseShader | 
| class | Widget | 
| An abstract base class representing a GUI widget.  More... | |
| class | Wireframe | 
| struct | WireframeComponent | 
| class | WireframeComponentUI | 
| struct | WriteAccess | 
Concepts | |
| concept | PathConstructible | 
| concept | SingletonComponentType | 
| concept | NonSingletonComponentType | 
Typedefs | |
| using | AssetHandle = Entity | 
| using | OptionalAssetHandle = std::optional< AssetHandle > | 
| template<typename AssetType > | |
| using | AssetRef = std::shared_ptr< AssetType > | 
| template<typename AssetType > | |
| using | HandleAndAsset = std::pair< OptionalAssetHandle, AssetRef< AssetType > > | 
| using | TypeID = uint64_t | 
| using | TypeSet = std::set< TypeID > | 
| using | Entity = uint32_t | 
| using | JobHandle = Entity | 
| using | JobExecutor = std::function< void()> | 
| using | JobBuilder = JobSystem::JobBuilder | 
Enumerations | |
| enum class | RuntimeMode { DEVELOPMENT , PRODUCTION } | 
Functions | |
| template<typename T > | |
| constexpr uint64_t | getId () | 
| float | toRadians (float degrees) | 
| float | toDegrees (float radians) | 
| float | angleAroundAxis (const glm::vec3 &v1, const glm::vec3 &v2, const glm::vec3 &axis) | 
| glm::vec3 | angleAxisRotation (const glm::vec3 &eulerAngles, const glm::vec3 &axis, float angle) | 
| glm::vec3 | eulerAnglesFromRotationMatrix (const glm::mat3 &rotationMat) | 
Variables | |
| constexpr Entity | InvalidEntity = 0 | 
| thread_local const std::thread::id | THREAD_ID = std::this_thread::get_id() | 
| template<typename T > | |
| constexpr bool | OnlyMainThread = false | 
| template<> | |
| constexpr bool | OnlyMainThread< OpenGLResourceTag > = true | 
| using shkyera::HandleAndAsset = typedef std::pair<OptionalAssetHandle, AssetRef<AssetType> > | 
| using shkyera::JobExecutor = typedef std::function<void()> | 
| using shkyera::OptionalAssetHandle = typedef std::optional<AssetHandle> | 
| using shkyera::TypeSet = typedef std::set<TypeID> | 
      
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  strong | 
| float shkyera::angleAroundAxis | ( | const glm::vec3 & | v1, | 
| const glm::vec3 & | v2, | ||
| const glm::vec3 & | axis | ||
| ) | 
| glm::vec3 shkyera::angleAxisRotation | ( | const glm::vec3 & | eulerAngles, | 
| const glm::vec3 & | axis, | ||
| float | angle | ||
| ) | 
| glm::vec3 shkyera::eulerAnglesFromRotationMatrix | ( | const glm::mat3 & | rotationMat | ) | 
Template variable indicating if a resource type must be accessed only on the main thread. This is used to enforce thread safety for resources that can only be accessed from the main thread.
If a resource requires the main thread, the specialization of that resource type must be true.
| T | The resource type to check | 
      
  | 
  inlineconstexpr | 
| thread_local const std::thread::id shkyera::THREAD_ID = std::this_thread::get_id() |