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CryEngine Namespace Reference

Namespaces

namespace  Animations
 
namespace  Attributes
 
namespace  Compilation
 
namespace  Core
 
namespace  Debug
 
namespace  Debugging
 
namespace  EntitySystem
 
namespace  FileSystem
 
namespace  NativeInternals
 
namespace  OldPhysics
 
namespace  Rendering
 
namespace  Resources
 
namespace  Serialization
 

Classes

class  ActionHandler
 ActionHandler is the C# wrapper for the ActionMaps. Using this you can have a config-file that defines your input instead of all the input being hard coded. More...
 
struct  Angles3
 Helper class to indicate 3D angles in radians Allows for converting quaternions to human readable angles easily (and back to a quaternion) More...
 
class  AreaParameters
 
class  AreaPhysicalizeParams
 Parameters for Physicalizing an Area. More...
 
class  ArticulatedPhysicalizeParams
 Parameters for Physicalizing an Articulated entity. An articulated structure, consisting of several rigid bodies connected with joints (a ragdoll, for instance). It is also possible to manually connect several PE_RIGID entities with joints but in this case they will not know that they comprise a single object, and thus some useful optimizations will not be used. More...
 
class  Audio
 Maps trigger identifier names to id's of internal audio project. Audio projects can be setup via SDL, WWISE or FMOD. More...
 
class  AudioFile
 AudioFile is most direct with minimal setup in the Sandbox editor to playback an audio file More...
 
class  AudioListener
 The AudioListener allows the user to be notified of all the audio in the level. The most common usage is to use the AudioListener to set the transformation when the view matrix of the active camera (position in world) changes. There is only one AudioListener currently used in the audio system. More...
 
class  AudioManager
 Internal class used to manage native code
 
class  AudioObject
 An audio object has more audio configuration options such as transformation in the 3D space. More...
 
class  AudioObjectTransformation
 
class  AudioRequestInfo
 Handles the data of an audio request. More...
 
struct  AudioTriggerId
 ID of an audio trigger. More...
 
class  BasePhysicsParameters
 
class  BasePhysicsStatus
 
class  BehaviorTreeContext
 Context of a behavior tree. More...
 
class  BehaviorTreeNode
 Base class for a behavior tree node. More...
 
class  BehaviorTreeNodeAttribute
 Attribute for Behavior Tree nodes. More...
 
class  BehaviorTreeNodeBase
 Internal base class of a behavior tree node. More...
 
class  BehaviorTreeNodeFactory
 Factory for behavior tree nodes. More...
 
class  BitmapExtensions
 Contains the extension methods for Bitmaps. More...
 
class  BuoyancyParameters
 
class  Camera
 Static class exposing access to the current view camera More...
 
class  CarParameters
 
struct  Color
 Wraps System.Drawing.Color object for easier usage. More...
 
class  ConsoleCommand
 Managed wrapper for console commands that can be invoked through the console.
 
class  ConsoleCommandArgumentsHolder
 Container for the arguments of console commands. More...
 
class  ConsoleVariable
 
class  DynamicLight
 
class  DynamicsStatus
 
class  Engine
 Wraps CryEngine's gEnv variable for global access to main modules. Initializes all C# sided handler and wrapper classes. Interfaces should be removed from here once a managed wrapper (such as Input) exists. More...
 
class  Entity
 Wrapper for the IEntity class of CRYENGINE. Provides properties and wraps functions for easier access of IEntity functions. Entity must not inherit from IEntity but keep an ID reference to it, for reasons of CRYENGINE internal entity representation. More...
 
class  EntityClassAttribute
 Allows creating an entity class containing a default entity component that is spawned with every instance. Only used for types inheriting from 'EntityComponent'. More...
 
class  EntityComponent
 Represents a component that can be attached to an entity at runtime Automatically exposes itself to Schematyc for usage by designers. More...
 
class  EntityComponentAttribute
 Used to specify specific parameters for entity components. If a parameter is not set, a default value will be set by the engine. Default name is the entity component class name. Default category is General. Default description will be empty. Default icon will be empty (entity components still receive an icon in the Sandbox by default). Default guid will be retrieved from a GUID-attribute if available. Otherwise it will be generated based on the class's fullname. More...
 
class  EntityPhysicalizeParams
 Parameters for Physicalizing an entity with the type set to None. More...
 
class  EntityPropertyAttribute
 Marked properties will be available in the Sandbox More...
 
class  EventArgs
 Template extension for System.EventArgs. More...
 
class  ExceptionMessage
 
class  FrameTime
 Automatically updates delta time between frames. Can be used to normalize variable changes by current FPS. More...
 
class  GameFramework
 Listens for engine sided updates and informs registered objects by calling their OnUpdate function. Objects may register here, in order to be invoked on global update calls. Controls target FPS. More...
 
class  GenericNodeCreator
 Creator for a specific node type. More...
 
class  ICryEnginePlugin
 Represents the entry point of a C# CRYENGINE plug-in Only one type per assembly may implement this An instance will be created shortly after the assembly has been loaded. More...
 
interface  IGameRenderReceiver
 Interface that can be registered in the GameFramework to receive update calls right before the frame is rendered. More...
 
interface  IGameUpdateReceiver
 Interface that can be registered in the GameFramework to receive update calls after the engine has updated. More...
 
class  Input
 Pre-Processes CryEngine's Input callback and generates Input events. Classes may be registered here, in order to receive global Input events. More...
 
struct  InputEvent
 Data container for input events. More...
 
class  LevelSystem
 Listens to CryEngine's LevelSystem and forwards events from it. Classes may use events from this class to be informed about Level System state changes. More...
 
class  LivingPhysicalizeParams
 Parameters for Physicalizing a Living entity. A special entity type to represent player characters that can move through the physical world and interact with it. More...
 
class  LivingStatus
 
class  Log
 Static wrapper around ILog (gEnv->pLog) More...
 
class  ManagedMovementRequest
 Wrapper for a native CLastingMovementRequest. More...
 
class  MathHelpers
 
struct  Matrix3x3
 
struct  Matrix3x4
 
struct  Matrix4x4
 
class  Mouse
 Central point for mouse access. Listens to CryEngine sided mouse callbacks and generates events from them. More...
 
class  ParticleAttributes
 
class  ParticleEffect
 
class  ParticleEffectListener
 
class  ParticleEmitter
 
class  ParticleLocation
 
class  ParticleManager
 
class  ParticleParameters
 
class  ParticlePhysicalizeParams
 Parameters for Physicalizing a Particle entity. A simple entity that represents a small lightweight rigid body. It is simulated as a point with some thickness and supports flying, sliding and rolling modes. Recommended usage: rockets, grenades and small debris. More...
 
class  Physics
 
class  PlayerDimensionsParameters
 
class  PlayerDynamicsParameters
 
class  Point
 Point representation. More...
 
struct  Quaternion
 
class  Random
 
struct  RaycastHit
 
struct  Rect
 Rectangle representation. More...
 
class  ReflectionHelper
 
class  RenderLight
 Base class for a RenderLight. More...
 
class  RigidPhysicalizeParams
 Parameters for Physicalizing a Rigid entity. A single rigid body. Can have infinite mass (specified by setting mass to 0) in which case it will not be simulated but will interact properly with other simulated objects. More...
 
class  RopePhysicalizeParams
 Parameters for Physicalizing a Rope entity. A rope object. It can either hang freely or connect two purely physical entities. More...
 
class  SchematycMethodAttribute
 Exposes the specified method to Schematyc More...
 
class  SchematycSignalAttribute
 Exposes the specified signal to Schematyc More...
 
class  SoftPhysicalizeParams
 Parameters for Physicalizing a Soft entity. A system of non-rigidly connected vertices that can interact with the environment. A typical usage is cloth objects. More...
 
class  SpawnParameters
 
class  StaticPhysicalizeParams
 Parameters for Physicalizing a Static entity. Immovable entity. It can still be moved manually by setting positions from outside but in order to ensure proper interactions with simulated objects, it is better to use PE_RIGID entity with infinite mass. More...
 
class  SystemEventHandler
 Processes CryEngine's system callback and generates events from it. More...
 
class  Timer
 Creates a Timer that will callback after expiring. More...
 
class  Tools
 Supportive functions for Serialization. More...
 
struct  Vector2
 
struct  Vector3
 
struct  Vector4
 
class  VehicleStatus
 
class  View
 
class  WheeledVehiclePhysicalizeParams
 Parameters for Physicalizing a Wheeled Vehicle entity. A wheeled vehicle. Internally it is built on top of a rigid body, with added vehicle functionality (wheels, suspensions, engine, brakes). More...
 

Typedefs

using NativeAudioSystem = NativeInternals.IAudioSystem
 

Enumerations

enum  AudioStateType { AudioStateType.TriggerStarted, AudioStateType.TriggerEnded, AudioStateType.Unknown }
 State of an audio trigger. More...
 
enum  RequestResult { RequestResult.None, RequestResult.Success, RequestResult.Failure }
 The result of an audio request. More...
 
enum  SystemEvents : uint {
  SystemEvents.None = 0, SystemEvents.ImplSet = ESystemEvents.ImplSet, SystemEvents.TriggerExecuted = ESystemEvents.TriggerExecuted, SystemEvents.TriggerFinished = ESystemEvents.TriggerFinished,
  SystemEvents.FilePlay = ESystemEvents.FilePlay, SystemEvents.FileStarted = ESystemEvents.FileStarted, SystemEvents.FileStopped = ESystemEvents.FileStopped, SystemEvents.All = ESystemEvents.All
}
 Flags to define which events to receive on a RequestListener. More...
 
enum  EntityPropertyType : uint {
  EntityPropertyType.Primitive = 0, EntityPropertyType.Geometry, EntityPropertyType.Texture, EntityPropertyType.Particle,
  EntityPropertyType.AnyFile, EntityPropertyType.Sound, EntityPropertyType.Material, EntityPropertyType.Animation
}
 The type of asset or value the EntityProperty is exposing to the Sandbox. More...
 
enum  EntitySlotFlags : uint {
  EntitySlotFlags.Render = 1 << 0, EntitySlotFlags.RenderNearest = 1 << 1, EntitySlotFlags.RenderWithCustomCamera = 1 << 2, EntitySlotFlags.IgnorePhysics = 1 << 3,
  EntitySlotFlags.BreakAsEntity = 1 << 4, EntitySlotFlags.RenderAfterPostProcessing = 1 << 5, EntitySlotFlags.BreakAsEntityMP = 1 << 6, EntitySlotFlags.CastShadow = 1 << 7,
  EntitySlotFlags.IgnoreVisAreas = 1 << 8, EntitySlotFlags.GIModeBit0 = 1 << 9, EntitySlotFlags.GIModeBit1 = 1 << 10, EntitySlotFlags.GIModeBit2 = 1 << 11
}
 Flags the can be set on each of the entity object slots. More...
 
enum  InputDeviceType {
  InputDeviceType.Keyboard, InputDeviceType.Mouse, InputDeviceType.Joystick, InputDeviceType.EyeTracker,
  InputDeviceType.Gamepad, InputDeviceType.MotionController, InputDeviceType.Unknown = 255
}
 The various input devices from which input can be received. More...
 
enum  InputModifierFlags {
  InputModifierFlags.None = 0, InputModifierFlags.LCtrl = 1 << 0, InputModifierFlags.LShift = 1 << 1, InputModifierFlags.LAlt = 1 << 2,
  InputModifierFlags.LWin = 1 << 3, InputModifierFlags.RCtrl = 1 << 4, InputModifierFlags.RShift = 1 << 5, InputModifierFlags.RAlt = 1 << 6,
  InputModifierFlags.RWin = 1 << 7, InputModifierFlags.NumLock = 1 << 8, InputModifierFlags.CapsLock = 1 << 9, InputModifierFlags.ScrollLock = 1 << 10,
  InputModifierFlags.Ctrl = (LCtrl | RCtrl), InputModifierFlags.Shift = (LShift | RShift), InputModifierFlags.Alt = (LAlt | RAlt), InputModifierFlags.Win = (LWin | RWin),
  InputModifierFlags.Modifiers = (Ctrl | Shift | Alt | Win), InputModifierFlags.LockKeys = (CapsLock | NumLock | ScrollLock)
}
 Flags to indicate if certain modifier keys are being pressed. More...
 
enum  InputState {
  InputState.Unknown = 0, InputState.Pressed = 1, InputState.Released = 2, InputState.Down = 4,
  InputState.Changed = 8
}
 States an action from the ActionHandler can be in. More...
 
enum  KeyId : uint {
  KeyId.Escape, KeyId.Alpha1, KeyId.Alpha2, KeyId.Alpha3,
  KeyId.Alpha4, KeyId.Alpha5, KeyId.Alpha6, KeyId.Alpha7,
  KeyId.Alpha8, KeyId.Alpha9, KeyId.Alpha0, KeyId.Minus,
  KeyId.Equals, KeyId.Backspace, KeyId.Tab, KeyId.Q,
  KeyId.W, KeyId.E, KeyId.R, KeyId.T,
  KeyId.Y, KeyId.U, KeyId.I, KeyId.O,
  KeyId.P, KeyId.LBracket, KeyId.RBracket, KeyId.Enter,
  KeyId.LCtrl, KeyId.A, KeyId.S, KeyId.D,
  KeyId.F, KeyId.G, KeyId.H, KeyId.J,
  KeyId.K, KeyId.L, KeyId.Semicolon, KeyId.Apostrophe,
  KeyId.Tilde, KeyId.LShift, KeyId.Backslash, KeyId.Z,
  KeyId.X, KeyId.C, KeyId.V, KeyId.B,
  KeyId.N, KeyId.M, KeyId.Comma, KeyId.Period,
  KeyId.Slash, KeyId.RShift, KeyId.NP_Multiply, KeyId.LAlt,
  KeyId.Space, KeyId.CapsLock, KeyId.F1, KeyId.F2,
  KeyId.F3, KeyId.F4, KeyId.F5, KeyId.F6,
  KeyId.F7, KeyId.F8, KeyId.F9, KeyId.F10,
  KeyId.NumLock, KeyId.ScrollLock, KeyId.NP_7, KeyId.NP_8,
  KeyId.NP_9, KeyId.NP_Substract, KeyId.NP_4, KeyId.NP_5,
  KeyId.NP_6, KeyId.NP_Add, KeyId.NP_1, KeyId.NP_2,
  KeyId.NP_3, KeyId.NP_0, KeyId.F11, KeyId.F12,
  KeyId.F13, KeyId.F14, KeyId.F15, KeyId.Colon,
  KeyId.Underline, KeyId.NP_Enter, KeyId.RCtrl, KeyId.NP_Period,
  KeyId.NP_Divide, KeyId.Print, KeyId.RAlt, KeyId.Pause,
  KeyId.Home, KeyId.Up, KeyId.PgUp, KeyId.Left,
  KeyId.Right, KeyId.End, KeyId.Down, KeyId.PgDn,
  KeyId.Insert, KeyId.Delete, KeyId.LWin, KeyId.RWin,
  KeyId.Apps, KeyId.OEM_102, KeyId.Mouse1 = 256u, KeyId.Mouse2,
  KeyId.Mouse3, KeyId.Mouse4, KeyId.Mouse5, KeyId.Mouse6,
  KeyId.Mouse7, KeyId.Mouse8, KeyId.MouseWheelUp, KeyId.MouseWheelDown,
  KeyId.MouseX, KeyId.MouseY, KeyId.MouseZ, KeyId.MouseXAbsolute,
  KeyId.MouseYAbsolute, KeyId.MouseLast, KeyId.XI_DPadUp = 512u, KeyId.XI_DPadDown,
  KeyId.XI_DPadLeft, KeyId.XI_DPadRight, KeyId.XI_Start, KeyId.XI_Back,
  KeyId.XI_ThumbL, KeyId.XI_ThumbR, KeyId.XI_ShoulderL, KeyId.XI_ShoulderR,
  KeyId.XI_A, KeyId.XI_B, KeyId.XI_X, KeyId.XI_Y,
  KeyId.XI_TriggerL, KeyId.XI_TriggerR, KeyId.XI_ThumbLX, KeyId.XI_ThumbLY,
  KeyId.XI_ThumbLUp, KeyId.XI_ThumbLDown, KeyId.XI_ThumbLLeft, KeyId.XI_ThumbLRight,
  KeyId.XI_ThumbRX, KeyId.XI_ThumbRY, KeyId.XI_ThumbRUp, KeyId.XI_ThumbRDown,
  KeyId.XI_ThumbRLeft, KeyId.XI_ThumbRRight, KeyId.XI_TriggerLBtn, KeyId.XI_TriggerRBtn,
  KeyId.XI_Connect, KeyId.XI_Disconnect, KeyId.Orbis_Options = 1024u, KeyId.Orbis_L3,
  KeyId.Orbis_R3, KeyId.Orbis_Up, KeyId.Orbis_Right, KeyId.Orbis_Down,
  KeyId.Orbis_Left, KeyId.Orbis_L2, KeyId.Orbis_R2, KeyId.Orbis_L1,
  KeyId.Orbis_R1, KeyId.Orbis_Triangle, KeyId.Orbis_Circle, KeyId.Orbis_Cross,
  KeyId.Orbis_Square, KeyId.Orbis_StickLX, KeyId.Orbis_StickLY, KeyId.Orbis_StickRX,
  KeyId.Orbis_StickRY, KeyId.Orbis_RotX, KeyId.Orbis_RotY, KeyId.Orbis_RotZ,
  KeyId.Orbis_RotX_KeyL, KeyId.Orbis_RotX_KeyR, KeyId.Orbis_RotZ_KeyD, KeyId.Orbis_RotZ_KeyU,
  KeyId.Orbis_LeftTrigger, KeyId.Orbis_RightTrigger, KeyId.Orbis_Touch, KeyId.Motion_OculusTouch_A = 2048u,
  KeyId.Motion_OculusTouch_B, KeyId.Motion_OculusTouch_X, KeyId.Motion_OculusTouch_Y, KeyId.Motion_OculusTouch_L3,
  KeyId.Motion_OculusTouch_R3, KeyId.Motion_OculusTouch_TriggerBtnL, KeyId.Motion_OculusTouch_TriggerBtnR, KeyId.Motion_OculusTouch_L1,
  KeyId.Motion_OculusTouch_R1, KeyId.Motion_OculusTouch_L2, KeyId.Motion_OculusTouch_R2, KeyId.Motion_OculusTouch_StickL_Y,
  KeyId.Motion_OculusTouch_StickR_Y, KeyId.Motion_OculusTouch_StickL_X, KeyId.Motion_OculusTouch_StickR_X, KeyId.Motion_OculusTouch_Gesture_ThumbUpL,
  KeyId.Motion_OculusTouch_Gesture_ThumbUpR, KeyId.Motion_OculusTouch_Gesture_IndexPointingL, KeyId.Motion_OculusTouch_Gesture_IndexPointingR, KeyId.Motion_OculusTouch_NUM_SYMBOLS = 16u,
  KeyId.Motion_OculusTouch_LastButtonIndex = Motion_OculusTouch_TriggerBtnR, KeyId.Motion_OculusTouch_FirstGestureIndex = Motion_OculusTouch_Gesture_ThumbUpL, KeyId.Motion_OculusTouch_LastGestureIndex = Motion_OculusTouch_Gesture_IndexPointingR, KeyId.Motion_OculusTouch_FirstTriggerIndex = Motion_OculusTouch_L1,
  KeyId.Motion_OculusTouch_LastTriggerIndex = Motion_OculusTouch_R2, KeyId.EyeTracker_X = 4096u, KeyId.EyeTracker_Y, KeyId.Motion_OpenVR_System = 2064u,
  KeyId.Motion_OpenVR_ApplicationMenu, KeyId.Motion_OpenVR_Grip, KeyId.Motion_OpenVR_TouchPad_X, KeyId.Motion_OpenVR_TouchPad_Y,
  KeyId.Motion_OpenVR_Trigger, KeyId.Motion_OpenVR_TriggerBtn, KeyId.Motion_OpenVR_TouchPadBtn, KeyId.Motion_OpenVR_NUM_SYMBOLS = 8u,
  KeyId.SYS_Commit = 8192u, KeyId.SYS_ConnectDevice, KeyId.SYS_DisconnectDevice, KeyId.Unknown = uint.MaxValue
}
 The IDs for the keys that can receive input. More...
 
enum  DynamicLightFlags {
  DynamicLightFlags.AreaSpecTex = eDynamicLightFlags.DLF_AREA_SPEC_TEX, DynamicLightFlags.Directional = eDynamicLightFlags.DLF_DIRECTIONAL, DynamicLightFlags.BoxProjectedCm = eDynamicLightFlags.DLF_BOX_PROJECTED_CM, DynamicLightFlags.Post3DRenderer = eDynamicLightFlags.DLF_POST_3D_RENDERER,
  DynamicLightFlags.CastShadowMaps = eDynamicLightFlags.DLF_CASTSHADOW_MAPS, DynamicLightFlags.Point = eDynamicLightFlags.DLF_POINT, DynamicLightFlags.Project = eDynamicLightFlags.DLF_PROJECT, DynamicLightFlags.IgnoresVisAreas = eDynamicLightFlags.DLF_IGNORES_VISAREAS,
  DynamicLightFlags.DeferredCubemaps = eDynamicLightFlags.DLF_DEFERRED_CUBEMAPS, DynamicLightFlags.HasClipVolume = eDynamicLightFlags.DLF_HAS_CLIP_VOLUME, DynamicLightFlags.Disabled = eDynamicLightFlags.DLF_DISABLED, DynamicLightFlags.AreaLight = eDynamicLightFlags.DLF_AREA_LIGHT,
  DynamicLightFlags.UseForSVOGI = eDynamicLightFlags.DLF_USE_FOR_SVOGI, DynamicLightFlags.Fake = eDynamicLightFlags.DLF_FAKE, DynamicLightFlags.Sun = eDynamicLightFlags.DLF_SUN, DynamicLightFlags.LM = eDynamicLightFlags.DLF_LM,
  DynamicLightFlags.ThisAreaOnly = eDynamicLightFlags.DLF_THIS_AREA_ONLY, DynamicLightFlags.Ambient = eDynamicLightFlags.DLF_AMBIENT, DynamicLightFlags.IndoorOnly = eDynamicLightFlags.DLF_INDOOR_ONLY, DynamicLightFlags.VolumetricFog = eDynamicLightFlags.DLF_VOLUMETRIC_FOG,
  DynamicLightFlags.AttachToSun = eDynamicLightFlags.DLF_ATTACH_TO_SUN, DynamicLightFlags.TrackviewTimescrubbing = eDynamicLightFlags.DLF_TRACKVIEW_TIMESCRUBBING, DynamicLightFlags.VolumetricFogOnly = eDynamicLightFlags.DLF_VOLUMETRIC_FOG_ONLY, DynamicLightFlags.LightTypeMask = (Directional | Point | Project | AreaLight)
}
 Flags that can be used to set the parameters of dynamic lights. More...
 
enum  AttributeType { AttributeType.Boolean, AttributeType.Integer, AttributeType.Float, AttributeType.Color }
 
enum  GeomType { GeomType.None, GeomType.BoundingBox, GeomType.Physics, GeomType.Render }
 
enum  GeomForm { GeomForm.Vertices, GeomForm.Edges, GeomForm.Surface, GeomForm.Volume }
 
enum  AreaType {
  AreaType.Sphere, AreaType.Box, AreaType.Geometry, AreaType.Shape,
  AreaType.Cylinder, AreaType.Spline
}
 Used when physicalizing an area with AreaPhysicalizeParams. More...
 
enum  EntityRaycastFlags {
  EntityRaycastFlags.Static = 1, EntityRaycastFlags.SleepingRigid = 2, EntityRaycastFlags.Rigid = 4, EntityRaycastFlags.Living = 8,
  EntityRaycastFlags.Independent = 16, EntityRaycastFlags.Areas = 32, EntityRaycastFlags.Triggers = 64, EntityRaycastFlags.Deleted = 128,
  EntityRaycastFlags.Terrain = 256, EntityRaycastFlags.All = 287, EntityRaycastFlags.Water = 512
}
 Used to specify which type of entities can be hit by a raycast. More...
 
enum  PhysicalizationType {
  PhysicalizationType.None = 0, PhysicalizationType.Static = 1, PhysicalizationType.Rigid = 2, PhysicalizationType.WheeledVehicle = 3,
  PhysicalizationType.Living = 4, PhysicalizationType.Particle = 5, PhysicalizationType.Articulated = 6, PhysicalizationType.Rope = 7,
  PhysicalizationType.Soft = 8, PhysicalizationType.Area = 9
}
 Used to specify the type when physicalizing an Entity. More...
 
enum  PhysicsParticleFlags {
  PhysicsParticleFlags.None = 0x0, PhysicsParticleFlags.SingleContact = 0x01, PhysicsParticleFlags.ConstantOrientation = 0x02, PhysicsParticleFlags.NoRoll = 0x04,
  PhysicsParticleFlags.NoPathAlignment = 0x08, PhysicsParticleFlags.ParticleNoSpin = 0x10, PhysicsParticleFlags.NoSelfCollisions = 0x100, PhysicsParticleFlags.NoImpulse = 0x200
}
 Physicalization flags specifically for Particle-entities. More...
 
enum  PhysicsLivingFlags {
  PhysicsLivingFlags.None = 0x0, PhysicsLivingFlags.PushObjects = 0x01, PhysicsLivingFlags.PushPlayers = 0x02, PhysicsLivingFlags.SnapVelocities = 0x04,
  PhysicsLivingFlags.LoosenStuckChecks = 0x08, PhysicsLivingFlags.ReportSlidingContacts = 0x10
}
 Physicalization flags specifically for Living-entities. More...
 
enum  PhysicsRopeFlags {
  PhysicsRopeFlags.None = 0x0, PhysicsRopeFlags.FindiffAttachedVel = 0x01, PhysicsRopeFlags.NoSolver = 0x02, PhysicsRopeFlags.IgnoreAttachments = 0x4,
  PhysicsRopeFlags.TargetVtxRel0 = 0x08, PhysicsRopeFlags.TargetVtxRel1 = 0x10, PhysicsRopeFlags.SubdivideSegs = 0x100, PhysicsRopeFlags.NoTears = 0x200,
  PhysicsRopeFlags.Collides = 0x200000, PhysicsRopeFlags.CollidesWithTerrain = 0x400000, PhysicsRopeFlags.CollidesWithAttachment = 0x80, PhysicsRopeFlags.NoStiffnessWhenColliding = 0x10000000
}
 Physicalization flags specifically for Rope-entities More...
 
enum  PhysicsSoftFlags { PhysicsSoftFlags.None = 0x0, PhysicsSoftFlags.SkipLongestEdges = 0x01, PhysicsSoftFlags.RigidCore = 0x02 }
 Physicalization flags specifically for Soft-entities More...
 
enum  PhysicsRigidFlags { PhysicsRigidFlags.None = 0x0, PhysicsRigidFlags.NoSplashes = 0x04, PhysicsRigidFlags.SmallAndFast = 0x100 }
 Physicalization flags specifically for Rigid-entities. Note that Articulated-entities and WheeledVehicle-entities are derived from it. More...
 
enum  PhysicsArticulatedFlags { PhysicsArticulatedFlags.None = 0x0, PhysicsArticulatedFlags.RecordedPhysics = 0x02 }
 Physicalization flags specifically for Articulated-entities. More...
 
enum  PhysicsWheeledVehicleFlags { PhysicsWheeledVehicleFlags.None = 0x0, PhysicsWheeledVehicleFlags.FakeInnerWheels = 0x08 }
 Physicalization flags specifically for WheeledVehicle-entities. More...
 
enum  PhysicsEntityFlags {
  PhysicsEntityFlags.None = 0x0, PhysicsEntityFlags.TraceableParts = 0x10, PhysicsEntityFlags.Disabled = 0x20, PhysicsEntityFlags.NeverBreak = 0x40,
  PhysicsEntityFlags.Deforming = 0x80, PhysicsEntityFlags.PushableByPlayers = 0x200, PhysicsEntityFlags.Traceable = 0x400, PhysicsEntityFlags.ParticleTraceable = 0x400,
  PhysicsEntityFlags.RopeTraceable = 0x400, PhysicsEntityFlags.Update = 0x800, PhysicsEntityFlags.MonitorStateChanges = 0x1000, PhysicsEntityFlags.MonitorCollisions = 0x2000,
  PhysicsEntityFlags.MonitorEnvChanges = 0x4000, PhysicsEntityFlags.NeverAffectTriggers = 0x8000, PhysicsEntityFlags.Invisible = 0x10000, PhysicsEntityFlags.IgnoreOcean = 0x20000,
  PhysicsEntityFlags.FixedDamping = 0x40000, PhysicsEntityFlags.MonitorPoststep = 0x80000, PhysicsEntityFlags.AlwaysNotifyOnDeletion = 0x100000, PhysicsEntityFlags.OverrideImpulseScale = 0x200000,
  PhysicsEntityFlags.PlayersCanBreak = 0x400000, PhysicsEntityFlags.CannotSquashPlayers = 0x10000000, PhysicsEntityFlags.IgnoreAreas = 0x800000, PhysicsEntityFlags.LogStateChanges = 0x1000000,
  PhysicsEntityFlags.LogCollisions = 0x2000000, PhysicsEntityFlags.LogEnvChanges = 0x4000000, PhysicsEntityFlags.LogPoststep = 0x8000000
}
 General flags for PhysicsEntity-parameters More...
 
enum  IconType {
  IconType.None, IconType.AnimObject, IconType.AreaTrigger, IconType.AudioAreaAmbience,
  IconType.AudioAreaEntity, IconType.AudioAreaRandom, IconType.Bird, IconType.Bug,
  IconType.Camera, IconType.Character, IconType.Checkpoint, IconType.ClipVolume,
  IconType.Clock, IconType.Clouds, IconType.Comment, IconType.DeadBody,
  IconType.Death, IconType.Decal, IconType.Dialog, IconType.Door,
  IconType.Elevator, IconType.EntityContainer, IconType.EnvironmentProbe, IconType.Explosion,
  IconType.Fish, IconType.Flash, IconType.FlowGraphEntity, IconType.Fog,
  IconType.FogVolume, IconType.ForbiddenArea, IconType.GravitySphere, IconType.Hazard,
  IconType.Health, IconType.Item, IconType.Ladder, IconType.Ledge,
  IconType.Letter_T, IconType.Letter_W, IconType.Light, IconType.Lightning,
  IconType.LightPropagationVolume, IconType.Magnet, IconType.Mine, IconType.MultiTrigger,
  IconType.ODD, IconType.Particles, IconType.PhysicsObject, IconType.PrecacheCamera,
  IconType.Prefab, IconType.PrefabBuilding, IconType.ProceduralBuilding, IconType.ProceduralObject,
  IconType.Prompt, IconType.ProximityTrigger, IconType.River, IconType.Road,
  IconType.Rope, IconType.Savepoint, IconType.Schematyc, IconType.Seed,
  IconType.Sequence, IconType.Shake, IconType.SmartObject, IconType.Sound,
  IconType.SpawnGroup, IconType.SpawnPoint, IconType.Spectator, IconType.Switch,
  IconType.TagPoint, IconType.Territory, IconType.Tornado, IconType.Trigger,
  IconType.User, IconType.Vehicle, IconType.Voxel, IconType.VVV_Area,
  IconType.Water, IconType.Wave
}
 

Typedef Documentation

◆ NativeAudioSystem

typedef NativeInternals IAudioSystem CryEngine.NativeAudioSystem

Enumeration Type Documentation

◆ AreaType

enum CryEngine.AreaType
strong

Used when physicalizing an area with AreaPhysicalizeParams.

Enumerator
Sphere 

Physical area will be a sphere.

Box 

Physical area will be a box.

Geometry 

Physical area will use the geometry from the specified slot.

Shape 

Physical area will use points to specify a 2D shape.

Cylinder 

Physical area will be a cylinder.

Spline 

Physical area will be a spline-tube.

◆ AttributeType

Enumerator
Boolean 
Integer 
Float 
Color 

◆ AudioStateType

State of an audio trigger.

Enumerator
TriggerStarted 

Indicates the trigger has started.

TriggerEnded 

Indicates the trigger has ended.

Unknown 

Indicates the current state is unknown.

◆ DynamicLightFlags

Flags that can be used to set the parameters of dynamic lights.

Enumerator
AreaSpecTex 

Flag for AreaSpecTex.

Directional 

Flag that indicates this is a directional light.

BoxProjectedCm 

Flag for box projected cubemaps.

Post3DRenderer 

Flag for post 3d renderer light.

CastShadowMaps 

Flag that indicates if this light should cast shadows.

Point 

Flag that indicates this light is a point light.

Project 

Flag that indicates this light is a projector.

IgnoresVisAreas 

Flag for ignoring Vis Areas.

DeferredCubemaps 

Flag that indicates that the cubemaps are deferred.

HasClipVolume 

Flag that indicates this light has a clip volume.

Disabled 

Flag that indicate that this light is disabled.

AreaLight 

Flag that indicates that this light is an area light.

UseForSVOGI 

Flag that indicates that this light is used for SVOGI.

Fake 

No lighting, used for Flares, beams and such.

Sun 

Flag that indicates that this light is the sun.

LM 
ThisAreaOnly 

Affects only current area/sector.

Ambient 

Ambient light (as name indicates, used for replacing ambient).

IndoorOnly 

Does not affect height map.

VolumetricFog 

Affects volumetric fog.

AttachToSun 

Add only to Light Propagation Volume if it's possible.

TrackviewTimescrubbing 

Add only to Light Propagation Volume if it's possible.

VolumetricFogOnly 

Affects only volumetric fog.

LightTypeMask 

Mask with the various types of light that are available.

◆ EntityPropertyType

enum CryEngine.EntityPropertyType : uint
strong

The type of asset or value the EntityProperty is exposing to the Sandbox.

Enumerator
Primitive 

Used by default for default types such as numerics and strings

Geometry 

The property is a path to a geometry asset.

Texture 

The property is a path to a texture asset.

Particle 

The property is a path to a particle asset.

AnyFile 

The property is a path to a file.

Sound 

The property is a path to a sound file.

Material 

The property is a path to a material file.

Animation 

The property is a path to an animation file.

◆ EntityRaycastFlags

Used to specify which type of entities can be hit by a raycast.

Enumerator
Static 
SleepingRigid 
Rigid 
Living 
Independent 
Areas 
Triggers 
Deleted 
Terrain 
All 

Hits all Static, SleepingRigid, Rigid, Living, Independent entities and the Terrain.

Water 

◆ EntitySlotFlags

enum CryEngine.EntitySlotFlags : uint
strong

Flags the can be set on each of the entity object slots.

Enumerator
Render 

Draw this slot.

RenderNearest 

Draw this slot as nearest. [Rendered in camera space].

RenderWithCustomCamera 

Draw this slot using custom camera passed as a Public ShaderParameter to the entity.

IgnorePhysics 

This slot will ignore physics events sent to it.

BreakAsEntity 

Indicates this slot is part of an entity that has broken up.

RenderAfterPostProcessing 

Draw this slot after post processing.

BreakAsEntityMP 

In MP this is an entity that shouldn't fade or participate in network breakage.

CastShadow 

Draw shadows for this slot.

IgnoreVisAreas 

This slot ignores vis areas.

GIModeBit0 

Bit one of the GI Mode.

GIModeBit1 

Bit two of the GI Mode.

GIModeBit2 

Bit three of the GI Mode.

◆ GeomForm

enum CryEngine.GeomForm
strong
Enumerator
Vertices 
Edges 
Surface 
Volume 

◆ GeomType

enum CryEngine.GeomType
strong
Enumerator
None 
BoundingBox 
Physics 
Render 

◆ IconType

enum CryEngine.IconType
strong
Enumerator
None 
AnimObject 
AreaTrigger 
AudioAreaAmbience 
AudioAreaEntity 
AudioAreaRandom 
Bird 
Bug 
Camera 
Character 
Checkpoint 
ClipVolume 
Clock 
Clouds 
Comment 
DeadBody 
Death 
Decal 
Dialog 
Door 
Elevator 
EntityContainer 
EnvironmentProbe 
Explosion 
Fish 
Flash 
FlowGraphEntity 
Fog 
FogVolume 
ForbiddenArea 
GravitySphere 
Hazard 
Health 
Item 
Ladder 
Ledge 
Letter_T 
Letter_W 
Light 
Lightning 
LightPropagationVolume 
Magnet 
Mine 
MultiTrigger 
ODD 
Particles 
PhysicsObject 
PrecacheCamera 
Prefab 
PrefabBuilding 
ProceduralBuilding 
ProceduralObject 
Prompt 
ProximityTrigger 
River 
Road 
Rope 
Savepoint 
Schematyc 
Seed 
Sequence 
Shake 
SmartObject 
Sound 
SpawnGroup 
SpawnPoint 
Spectator 
Switch 
TagPoint 
Territory 
Tornado 
Trigger 
User 
Vehicle 
Voxel 
VVV_Area 
Water 
Wave 

◆ InputDeviceType

The various input devices from which input can be received.

Enumerator
Keyboard 

Generic keyboard device.

Mouse 

Generic mouse device.

Joystick 

Generic joystick device.

EyeTracker 

An eye-tracking device.

Gamepad 

Generic gamepad device.

MotionController 

Generic motion-controller device.

Unknown 

Device is unknown.

◆ InputModifierFlags

Flags to indicate if certain modifier keys are being pressed.

Enumerator
None 

No key is pressed at the moment.

LCtrl 

The left control key is pressed.

LShift 

The left shift key is pressed.

LAlt 

The left alt key is pressed.

LWin 

The left Windows key is pressed.

RCtrl 

The right control key is pressed.

RShift 

The right shift key is pressed.

RAlt 

The right alt key is pressed.

RWin 

The right Windows key is pressed.

NumLock 

The Num Lock key is active.

CapsLock 

The Caps Lock key is active.

ScrollLock 

The Scroll Lock key is active.

Ctrl 

A control key is being pressed.

Shift 

A shift key is being pressed.

Alt 

An alt key is being pressed.

Win 

A Windows key is being pressed.

Modifiers 

A modifier key is pressed (control, shift, alt or Windows keys).

LockKeys 

A lock key is active (Caps Lock, Num Lock or Scroll Lock).

◆ InputState

enum CryEngine.InputState
strong

States an action from the ActionHandler can be in.

Enumerator
Unknown 

Unable to identify the current state.

Pressed 

The Action has been pressed down.

Released 

The Action has been released and is now up.

Down 

The Action is being hold down.

Changed 

The value of the Action has changed. For example the mouse has moved.

◆ KeyId

enum CryEngine.KeyId : uint
strong

The IDs for the keys that can receive input.

Enumerator
Escape 

The escape key.

Alpha1 

The numeric key 1 at the top of the keyboard.

Alpha2 

The numeric key 2 at the top of the keyboard.

Alpha3 

The numeric key 3 at the top of the keyboard.

Alpha4 

The numeric key 4 at the top of the keyboard.

Alpha5 

The numeric key 5 at the top of the keyboard.

Alpha6 

The numeric key 6 at the top of the keyboard.

Alpha7 

The numeric key 7 at the top of the keyboard.

Alpha8 

The numeric key 8 at the top of the keyboard.

Alpha9 

The numeric key 9 at the top of the keyboard.

Alpha0 

The numeric key 0 at the top of the keyboard.

Minus 

The minus key at the top of the keyboard.

Equals 

The equals sign key.

Backspace 

The backspace key.

Tab 

The tab key.

The "q" key.

The "w" key.

The "e" key.

The "r" key.

The "t" key.

The "y" key.

The "u" key.

The "i" key.

The "o" key.

The "p" key.

LBracket 

The left bracket key.

RBracket 

The right bracket key.

Enter 

The enter key.

LCtrl 

The left control key.

The "a" key.

The "s" key.

The "d" key.

The "f" key.

The "g" key.

The "h" key.

The "j" key.

The "k" key.

The "l" key.

Semicolon 

The semicolon key.

Apostrophe 

The apostrophe key.

Tilde 

The tilde key.

LShift 

The left shift key.

Backslash 

The backslash key.

The "z" key.

The "x" key.

The "c" key.

The "v" key.

The "b" key.

The "n" key.

The "m" key.

Comma 

The comma key.

Period 

The period key.

Slash 

The forward slash key.

RShift 

The right shift key.

NP_Multiply 

The multiply key on the numeric keypad.

LAlt 

The left alt key.

Space 

The space key.

CapsLock 

The Caps Lock key.

F1 

The F1 function key.

F2 

The F2 function key.

F3 

The F3 function key.

F4 

The F4 function key.

F5 

The F5 function key.

F6 

The F6 function key.

F7 

The F7 function key.

F8 

The F8 function key.

F9 

The F9 function key.

F10 

The F10 function key.

NumLock 

The Num Lock key.

ScrollLock 

The Scroll Lock key.

NP_7 

The 7 key on the numeric keypad.

NP_8 

The 8 key on the numeric keypad.

NP_9 

The 9 key on the numeric keypad.

NP_Substract 

The substract key on the numeric keypad.

NP_4 

The 4 key on the numeric keypad.

NP_5 

The 5 key on the numeric keypad.

NP_6 

The 6 key on the numeric keypad.

NP_Add 

The add key on the numeric keypad.

NP_1 

The 1 key on the numeric keypad.

NP_2 

The 2 key on the numeric keypad.

NP_3 

The 3 key on the numeric keypad.

NP_0 

The 0 key on the numeric keypad.

F11 

The F11 function key.

F12 

The F12 function key.

F13 

The F13 function key.

F14 

The F14 function key.

F15 

The F15 function key.

Colon 

The colon key.

Underline 

The underline key.

NP_Enter 

The enter key on the numeric keypad.

RCtrl 

The right control key.

NP_Period 

The period key on the numeric keypad.

NP_Divide 

The divide key on the numeric keypad.

Print 

The print scree key.

RAlt 

The right alt key.

Pause 

The pause|break key.

Home 

The home key.

Up 

The up direction key.

PgUp 

The page up key.

Left 

The left direction key.

Right 

The right direction key.

End 

The end key.

Down 

The down direction key.

PgDn 

The page down key.

Insert 

The insert key.

Delete 

The delete key.

LWin 

The left Windows key.

RWin 

The right Windows key.

Apps 

The apps key.

OEM_102 

The OEM_102 key.

Mouse1 

The left mouse button.

Mouse2 

The right mouse button.

Mouse3 

The middle mouse button.

Mouse4 

The fourth mouse button.

Mouse5 

The fifth mouse button.

Mouse6 

The sixth mouse button.

Mouse7 

The seventh mouse button.

Mouse8 

The eight mouse button.

MouseWheelUp 

The mouse wheel up axis.

MouseWheelDown 

The mouse wheel down axis.

MouseX 

The relative sideways movement of the mouse.

MouseY 

The relative forward movement of the mouse.

MouseZ 

The relative upward movement of the mouse.

MouseXAbsolute 

The absolute x position of the mouse.

MouseYAbsolute 

The absolute y position of the mouse.

MouseLast 

The last position of the mouse.

XI_DPadUp 

The up direction on the directional pad of the XInput controller.

XI_DPadDown 

The down direction on the directional pad of the XInput controller.

XI_DPadLeft 

The left direction on the directional pad of the XInput controller.

XI_DPadRight 

The right direction on the directional pad of the XInput controller.

XI_Start 

The start button of the XInput controller.

XI_Back 

The back button of the XInput controller.

XI_ThumbL 

The left thumb stick button on the XInput controller.

XI_ThumbR 

The right thumb stick button on the XInput controller.

XI_ShoulderL 

The left shoulder button on the XInput controller.

XI_ShoulderR 

The right shoulder button on the XInput controller.

XI_A 

The A button on the XInput controller.

XI_B 

The B button on the XInput controller.

XI_X 

The X button on the XInput controller.

XI_Y 

The Y button on the XInput controller.

XI_TriggerL 

The left trigger axis on the XInput controller.

XI_TriggerR 

The right trigger axis on the XInput controller.

XI_ThumbLX 

The horizontal motion of the left thumb stick on the XInput controller.

XI_ThumbLY 

The vertical motion of the left thumb stick on the XInput controller.

XI_ThumbLUp 

Indicates whether the left thumb stick is pressed upward on the XInput controller.

XI_ThumbLDown 

Indicates whether the left thumb stick is pressed downward on the XInput controller.

XI_ThumbLLeft 

Indicates whether the left thumb stick is pressed to the left on the XInput controller.

XI_ThumbLRight 

Indicates whether the left thumb stick is pressed to the right on the XInput controller.

XI_ThumbRX 

The horizontal motion of the right thumb stick on the XInput controller.

XI_ThumbRY 

The vertical motion of the right thumb stick on the XInput controller.

XI_ThumbRUp 

Indicates whether the right thumb stick is pressed upward on the XInput controller.

XI_ThumbRDown 

Indicates whether the right thumb stick is pressed downward on the XInput controller.

XI_ThumbRLeft 

Indicates whether the right thumb stick is pressed to the left on the XInput controller.

XI_ThumbRRight 

Indicates whether the right thumb stick is pressed to the right on the XInput controller.

XI_TriggerLBtn 

The left trigger button on the XInput controller.

XI_TriggerRBtn 

The right trigger button on the XInput controller.

XI_Connect 

The connect button on the XInput controller.

XI_Disconnect 

The disconnect button on the XInput controller.

Orbis_Options 

The options button on the PS4 controller.

Orbis_L3 

The left thumb stick button on the PS4 controller.

Orbis_R3 

The right thumb stick button on the PS4 controller.

Orbis_Up 

The up directional pad button on the PS4 controller.

Orbis_Right 

The right directional pad button on the PS4 controller.

Orbis_Down 

The down directional pad button on the PS4 controller.

Orbis_Left 

The left directional pad button on the PS4 controller.

Orbis_L2 

The L2 button on the PS4 controller.

Orbis_R2 

The R2 button on the PS4 controller.

Orbis_L1 

The L1 button on the PS4 controller.

Orbis_R1 

The R1 button on the PS4 controller.

Orbis_Triangle 

The triangle button on the PS4 controller.

Orbis_Circle 

The circle button on the PS4 controller.

Orbis_Cross 

The cross button on the PS4 controller.

Orbis_Square 

The square button on the PS4 controller.

Orbis_StickLX 

The horizontal motion of the left thumb stick on the PS4 controller.

Orbis_StickLY 

The vertical motion of the left thumb stick on the PS4 controller.

Orbis_StickRX 

The horizontal motion of the right thumb stick on the PS4 controller.

Orbis_StickRY 

The vertical motion of the right thumb stick on the PS4 controller.

Orbis_RotX 

The x axis rotation of the PS4 controller.

Orbis_RotY 

The y axis rotation of the PS4 controller.

Orbis_RotZ 

The z axis rotation of the PS4 controller.

Orbis_RotX_KeyL 

Not implemented.

Orbis_RotX_KeyR 

Not implemented.

Orbis_RotZ_KeyD 

Not implemented.

Orbis_RotZ_KeyU 

Not implemented.

Orbis_LeftTrigger 

The left trigger axis on the PS4 controller.

Orbis_RightTrigger 

The right trigger axis on the PS4 controller.

Orbis_Touch 

The touchpad on the PS4 controller.

Motion_OculusTouch_A 

The A button on the Oculus Touch.

Motion_OculusTouch_B 

The B button on the Oculus Touch.

Motion_OculusTouch_X 

The X button on the Oculus Touch.

Motion_OculusTouch_Y 

The Y button on the Oculus Touch.

Motion_OculusTouch_L3 

The left thumb button on the Oculus Touch.

Motion_OculusTouch_R3 

The right thumb button on the Oculus Touch.

Motion_OculusTouch_TriggerBtnL 

The left trigger button on the Oculus Touch.

Motion_OculusTouch_TriggerBtnR 

The right trigger button on the Oculus Touch.

Motion_OculusTouch_L1 

The left index finger trigger axis on the Oculus Touch.

Motion_OculusTouch_R1 

The right index finger trigger axis on the Oculus Touch.

Motion_OculusTouch_L2 

The left hand trigger axis on the Oculus Touch.

Motion_OculusTouch_R2 

The right hand trigger axis on the Oculus Touch.

Motion_OculusTouch_StickL_Y 

The vertical motion of the left thumb stick the Oculus Touch.

Motion_OculusTouch_StickR_Y 

The vertical motion of the right thumb stick on the Oculus Touch.

Motion_OculusTouch_StickL_X 

The horizontal motion of the left thumb stick on the Oculus Touch.

Motion_OculusTouch_StickR_X 

The horizontal motion of the right thumb stick on the Oculus Touch.

Motion_OculusTouch_Gesture_ThumbUpL 

The left thumb up gesture on the Oculus Touch.

Motion_OculusTouch_Gesture_ThumbUpR 

The right thumb up gesture on the Oculus Touch.

Motion_OculusTouch_Gesture_IndexPointingL 

The left index finger pointing gesture on the Oculus Touch.

Motion_OculusTouch_Gesture_IndexPointingR 

The right index finger pointing gesture on the Oculus Touch.

Motion_OculusTouch_NUM_SYMBOLS 

The number of symbols on the Oculus Touch.

Motion_OculusTouch_LastButtonIndex 

The index of the last Oculus Touch button in this enum.

Motion_OculusTouch_FirstGestureIndex 

The index of the first gesture for the Oculus Touch in this enum.

Motion_OculusTouch_LastGestureIndex 

The index of the last gesture for the Oculus Touch in this enum.

Motion_OculusTouch_FirstTriggerIndex 

The index of the first trigger for the Oculus Touch in this enum.

Motion_OculusTouch_LastTriggerIndex 

The index of the last trigger for the Oculus Touch in this enum.

EyeTracker_X 

The horizontal position of the eyetracker.

EyeTracker_Y 

The vertical position of the eyetracker.

Motion_OpenVR_System 

The system button on an Open VR controller.

Motion_OpenVR_ApplicationMenu 

The application menu button on an Open VR controller.

Motion_OpenVR_Grip 

The grip button on an Open VR controller.

Motion_OpenVR_TouchPad_X 

The horizontal position on the touch pad of an Open VR controller.

Motion_OpenVR_TouchPad_Y 

The vertical position on the touch pad of an Open VR controller.

Motion_OpenVR_Trigger 

The trigger axis on an Open VR controller.

Motion_OpenVR_TriggerBtn 

The trigger button on an Open VR controller.

Motion_OpenVR_TouchPadBtn 

The touch pad button on an Open VR controller.

Motion_OpenVR_NUM_SYMBOLS 

The number of symbols on an Open VR controller.

SYS_Commit 

SYS_Commit will be ignored by input blocking functionality.

SYS_ConnectDevice 

SYS_ConnectDevice will be ignored by input blocking functionality.

SYS_DisconnectDevice 

SYS_DisconnectDevice will be ignored by input blocking functionality.

Unknown 

Terminator entry.

◆ PhysicalizationType

Used to specify the type when physicalizing an Entity.

Enumerator
None 
Static 
Rigid 
WheeledVehicle 
Living 
Particle 
Articulated 
Rope 
Soft 
Area 

◆ PhysicsArticulatedFlags

Physicalization flags specifically for Articulated-entities.

Enumerator
None 

No flags

RecordedPhysics 

Specifies an entity that contains a pre-baked physics simulation

◆ PhysicsEntityFlags

General flags for PhysicsEntity-parameters

Enumerator
None 

No flags

TraceableParts 

Each entity part will be registered separately in the entity grid

Disabled 

Entity will not be simulated

NeverBreak 

Entity will not break or deform other objects

Deforming 

Entity undergoes dynamic breaking/deforming

PushableByPlayers 

Entity can be pushed by players

Traceable 

Entity is registered in the entity grid

ParticleTraceable 

Entity is registered in the entity grid

RopeTraceable 

Entity is registered in the entity grid

Update 

Only entities with this flag are updated if ent_flagged_only is used in TimeStep()

MonitorStateChanges 

Generate immediate events for simulation class changed (typically rigid bodies falling asleep)

MonitorCollisions 

Generate immediate events for collisions

MonitorEnvChanges 

Generate immediate events when something breaks nearby

NeverAffectTriggers 

Don't generate events when moving through triggers

Invisible 

Will apply certain optimizations for invisible entities

IgnoreOcean 

Entity will ignore global water area

FixedDamping 

Entity will force its damping onto the entire group

MonitorPoststep 

Entity will generate immediate post step events

AlwaysNotifyOnDeletion 

When deleted, entity will awake objects around it even if it's not referenced (has refcount = 0)

OverrideImpulseScale 

Entity will ignore breakImpulseScale in PhysVars

PlayersCanBreak 

Players can break the Entiy by bumping into it

CannotSquashPlayers 

Entity will never trigger 'squashed' state when colliding with players

IgnoreAreas 

Entity will ignore phys areas (gravity and water)

LogStateChanges 

Entity will log simulation class change events

LogCollisions 

Entity will log collision events

LogEnvChanges 

Entity will log EventPhysEnvChange when something breaks nearby

LogPoststep 

Entity will log EventPhysPostStep events

◆ PhysicsLivingFlags

Physicalization flags specifically for Living-entities.

Enumerator
None 

No flags

PushObjects 

Push objects during contacts.

PushPlayers 

Push players during contacts.

SnapVelocities 

Quantizes velocities after each step (was used in MP for precise deterministic sync).

LoosenStuckChecks 

Don't do additional intersection checks after each step (recommended for NPCs to improve performance).

ReportSlidingContacts 

Unless set, 'grazing' contacts are not reported.

◆ PhysicsParticleFlags

Physicalization flags specifically for Particle-entities.

In here all the enums from physinterface.h are wrapped and commented so they can be used in C#. For easier usage the enums are split up in multiple enums so the wrong enum can't be used for the wrong parameter.

Enumerator
None 

No flags

SingleContact 

Full stop after first contact.

ConstantOrientation 

Forces constant orientation.

NoRoll 

'sliding' mode; entity's 'normal' vector axis will be alinged with the ground normal.

NoPathAlignment 

Unless set, entity's y axis will be aligned along the movement trajectory.

ParticleNoSpin 

Disables spinning while flying.

NoSelfCollisions 

Disables collisions with other particles.

NoImpulse 

Particle will not add hit impulse (expecting that some other system will).

◆ PhysicsRigidFlags

Physicalization flags specifically for Rigid-entities. Note that Articulated-entities and WheeledVehicle-entities are derived from it.

Enumerator
None 

No flags

NoSplashes 

Will not generate EventPhysCollisions when contacting water

SmallAndFast 

Entity will trace rays against alive characters; set internally unless overriden

◆ PhysicsRopeFlags

Physicalization flags specifically for Rope-entities

Enumerator
None 

No flags

FindiffAttachedVel 

Approximate velocity of the parent object as v = (pos1-pos0)/time_interval.

NoSolver 

No velocity solver; will rely on stiffness (if set) and positional length enforcement.

IgnoreAttachments 

No collisions with objects the rope is attached to.

TargetVtxRel0 

Whether target vertices are set in the parent entity's frame.

TargetVtxRel1 

Whether target vertices are set in the parent entity's frame.

SubdivideSegs 

Turns on 'dynamic subdivision' mode (only in this mode contacts in a strained state are handled correctly).

NoTears 

Rope will not tear when it reaches its force limit, but stretch.

Collides 

Rope will collide with objects other than the terrain.

CollidesWithTerrain 

Rope will collide with the terrain.

CollidesWithAttachment 

Rope will collide with the objects it's attached to even if the other collision flags are not set.

NoStiffnessWhenColliding 

Rope will use stiffness 0 if it has contacts.

◆ PhysicsSoftFlags

Physicalization flags specifically for Soft-entities

Enumerator
None 

No flags

SkipLongestEdges 

The longest edge in each triangle with not participate in the solver

RigidCore 

Soft body will have an additional rigid body core

◆ PhysicsWheeledVehicleFlags

Physicalization flags specifically for WheeledVehicle-entities.

Enumerator
None 

No flags

FakeInnerWheels 

Exclude wheels between the first and the last one from the solver (only wheels with non-0 suspension are considered)

◆ RequestResult

The result of an audio request.

Enumerator
None 

The default state of a result.

Success 

State of the result if the request is successful.

Failure 

State of the result if the request failed.

◆ SystemEvents

enum CryEngine.SystemEvents : uint
strong

Flags to define which events to receive on a RequestListener.

Enumerator
None 

The default value of SystemEvents. This means no events will be received.

ImplSet 

Receive events when the audio implementation is set.

TriggerExecuted 

Receive events when a trigger is executed.

TriggerFinished 

Receive events when a trigger has finished.

FilePlay 

Receive events when a file is played.

FileStarted 

Receive events when a file has started playing.

FileStopped 

Receive events when a file has stopped playing.

All 

If the event flags for are set to All, all events generated by the given object will be received.

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