CryEngine

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.

Q

The "q" key.

W

The "w" key.

E

The "e" key.

R

The "r" key.

T

The "t" key.

Y

The "y" key.

U

The "u" key.

I

The "i" key.

O

The "o" key.

P

The "p" key.

LBracket

The left bracket key.

RBracket

The right bracket key.

Enter

The enter key.

LCtrl

The left control key.

A

The "a" key.

S

The "s" key.

D

The "d" key.

F

The "f" key.

G

The "g" key.

H

The "h" key.

J

The "j" key.

K

The "k" key.

L

The "l" key.

Semicolon

The semicolon key.

Apostrophe

The apostrophe key.

Tilde

The tilde key.

LShift

The left shift key.

Backslash

The backslash key.

Z

The "z" key.

X

The "x" key.

C

The "c" key.

V

The "v" key.

B

The "b" key.

N

The "n" key.

M

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.