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group2 0.1.0
CSE 125 Group 2
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| ▼Nphysics | Pure physics math — no ECS types, no registry |
| CHitResult | Result of a swept AABB collision query |
| CPlane | An infinite plane dividing free space from solid geometry |
| CSphereHitResult | Result of a sphere-cast query (includes world-space hit point) |
| CWallDetectionResult | Results of wall detection sphere casts |
| CWorldAABB | An axis-aligned box in world space, used as static collision geometry |
| CWorldBrush | A convex volume defined by bounding planes (for ramps, angled walls, etc.) |
| CWorldGeometry | All world collision geometry for one tick |
| ▼Nregistry_serialization | |
| CLoader | |
| ▼Nstd | |
| Chash< ClientId > | Hash function for ClientId, allowing it to be used as a key in unordered containers |
| CArcVertex | Lightning arc vertex (pre-expanded triangle strip, uploaded as flat stream) |
| CBillboardParticle | Single billboard particle (sparks, impact flash, shockwave ring) |
| CBulletHoleDecal | Ring-buffer pool of 512 world-space decal quads (bullet holes, scorch marks) |
| CCamera | |
| CClient | TCP stream client — sends input to the server and receives state updates |
| CClientId | Associates an entity with a connected network client |
| CCollisionShape | Axis-aligned bounding box defined by half-extents from the entity's Position |
| CDebugUI | Forward-declared to avoid pulling in heavy particle headers |
| CDecalInstance | World-space decal instance (bullet hole, scorch mark) |
| CEntityRenderCmd | SDL3 GPU renderer – forward PBR pipeline with HDR + tone mapping |
| CEvent | A single gameplay event produced by network input processing |
| CEventQueue | FIFO queue of gameplay events awaiting processing each tick |
| CExplosionEffect | Spawns shockwave ring + fireball + smoke cloud for rocket explosions |
| CExplosionEvent | Emitted when a rocket/grenade explodes |
| CFrameRecorder | Records per-frame state to a timestamped directory on disk |
| CFrameState | Per-frame snapshot written to the recording CSV |
| CGame | Top-level client game object |
| CGlyphInfo | Per-glyph metrics stored after SDF atlas bake |
| CGpuParticleBuffer | Manages a GPU storage buffer + CPU-side transfer buffer pair for particle data |
| CHitscanBeam | Hitscan energy beam (main glowing quad) |
| CHitscanEffect | Hitscan energy beam using fBm (fractional Brownian motion) path deviation |
| CImpactEffect | Spawns spark bursts + impact flash quads on hit events |
| CInputArchive | |
| CInputSnapshot | One tick of player input, stamped with the tick it was sampled on |
| CLoadedModel | Everything returned by loadModel() |
| CLocalPlayer | Marker component that tags exactly one entity per client as the locally controlled player |
| CMaterialData | PBR material scalar parameters extracted from Assimp/glTF |
| CMeshData | CPU-side mesh data ready for GPU upload |
| CMessageStream | Length-prefixed framing layer over a TCP stream socket |
| CModelVertex | One vertex in a loaded 3-D model (PBR-ready) |
| CNetworkConfig | Runtime network connection parameters |
| COutputArchive | |
| CParticleEmitterTag | Tag component for world entities that continuously emit smoke/fire/steam particles |
| CParticlePool | Fixed-capacity particle pool with O(1) swap-remove |
| CParticleRenderer | Owns all particle GPU pipelines and per-category GPU buffers |
| CParticleSystem | Top-level particle system orchestrator |
| CParticleUniforms | Std140-compatible uniform block pushed before every particle pipeline |
| CPlayerState | Locomotion state for a player entity |
| CPosition | World-space position of an entity, in game units |
| CPreviousPosition | Copy of Position from the previous physics tick, used for render interpolation |
| CProjectile | Component attached to projectile entities |
| CProjectileImpactEvent | Emitted when a projectile or hitscan hits a surface |
| CRenderable | Lightweight handle into the Renderer's models[] vector |
| CRenderer | SDL3 GPU renderer with forward PBR pipeline |
| CRenderToggles | Forward-declared to avoid circular includes |
| ▼CRibbonEmitter | Component attached to slow/arcing projectile entities (rockets, slow bolts) |
| CNode | A single recorded point along the ribbon trail |
| CRibbonTrail | Builds camera-facing ribbon trails for slow/arcing projectiles (rockets) |
| CRibbonVertex | Ribbon vertex (pre-expanded on CPU, uploaded as flat vertex stream) |
| CSdfAtlas | Loads a TTF font, bakes an SDF glyph atlas, and uploads it to the GPU |
| CSdfGlyphGPU | SDF glyph quad (world-space or screen-space HUD) |
| CSdfRenderer | Queues SDF glyph quads for world-space and screen-space text |
| CServer | TCP stream socket — receives client packets and echoes them back |
| CServerGame | Top-level server game loop |
| CShelf | Single shelf row used by the shelf-packing algorithm |
| ▼CSkinnedModel | Skinned mesh with skeletal animation, loaded from FBX (Mixamo) |
| CImpl | |
| CSmokeEffect | Manages volumetric smoke billboard particles |
| CSmokeParticle | Smoke / fire billboard (uses noise texture for volumetric look) |
| CSurfaceParams | Visual tuning parameters for a single surface material type |
| CTextureData | RGBA pixel data for one texture (decoded from embedded PNG/JPEG) |
| CTracerEffect | Manages oriented-capsule tracers for fast-bullet projectile entities |
| CTracerEmitter | Component attached to fast-bullet projectile entities |
| CTracerParticle | Oriented capsule streak for fast-bullet tracers (R301 style) |
| CVelocity | Linear velocity of an entity, in game units per second |
| CWeaponFiredEvent | Emitted when a weapon fires (both hitscan and projectile) |
| CWeaponState | Component attached to armed entities (players, bots) |
| CWeaponViewmodel | First-person weapon viewmodel descriptor sent per frame |