SceneGraphIntersection
//Constructors/Producers
SceneGraphIntersection() -> SceneGraphIntersection
//Methods
SceneGraphIntersection.=(SceneGraphIntersection) -> void
SceneGraphIntersection.HitPartNormal() -> vec3
SceneGraphIntersection.LocalPoint() -> ivec2
SceneGraphIntersection.MouseRect() -> MouseRect
SceneGraphIntersection.Part() -> NodePart
SceneGraphIntersection.Position() -> vec3
SceneGraphIntersection.SourceRayDir() -> vec3
SceneGraphIntersection.UV() -> vec2
LightingState
//Methods
LightingState.==(LightingState) -> bool
MouseEventType
//Constructors/Producers
Type(CockpitMouseEvent) -> MouseEventType
//Methods
MouseEventType.==(MouseEventType) -> bool
Node
//Constructors/Producers
Parent(NodePart) -> Node
Parent(Node) -> Node
//Methods
Node.Animation() -> Animation
Node.Id() -> int
Node.LocalTransform() -> mat4
Node.Parent() -> Node
Node.TotalTransform() -> mat4
Animation
//Constructors/Producers
Animation(Node) -> Animation
getAnimation(SceneGraph, int) -> Animation
//Methods
Animation.LagTime() -> float
Animation.Percent() -> float
Animation.overrideAnim(float) -> void
TouchPoint
//Constructors/Producers
SourceTP(WindowTouch) -> TouchPoint
//Methods
TouchPoint.Center() -> Sphere
TouchPoint.GrabStength() -> float
AircraftCameraInfo
//Constructors/Producers
getAircraftCameraInfo(AircraftInstance) -> AircraftCameraInfo
//Methods
AircraftCameraInfo.CockpitCameraRefPosition() -> vec3
CockpitMouseEvent
//Methods
CockpitMouseEvent.CockpitWSRay() -> Ray
CockpitMouseEvent.Motion() -> ivec2
CockpitMouseEvent.Position() -> ivec2
CockpitMouseEvent.Type() -> MouseEventType
CockpitMouseEvent.VSRay() -> Ray
CockpitMouseEvent.WorldWSRay() -> Ray
CustomViewAircraftLocal
//Constructors/Producers
CreateCustomViewAircraftLocal() -> CustomViewAircraftLocal
//Methods
CustomViewAircraftLocal.IncludeCockpitPositionOffset() -> bool
CustomViewAircraftLocal.IsInternal() -> bool
CustomViewAircraftLocal.Name() -> string
CustomViewAircraftLocal.setTransform(vec3, vec3, vec3, float, float) -> void
FloatingWindow
//Constructors/Producers
CreateFloatingWindow(Scene, Texture, string, vec2, vec2, vec3, vec2, quat) -> FloatingWindow
//Methods
FloatingWindow.setMouseOverrideHandler(class std::function<void __cdecl(class UI::WindowMouseInput const & __ptr64)>) -> void
FloatingWindow.setPositionWindowSpace(vec3) -> void
FloatingWindow.setPositionWorldSpace(vec3) -> void
FloatingWindow.setTouchHandler(class std::function<void __cdecl(class UI::WindowTouch const & __ptr64)>) -> void
WindowTouch
//Methods
WindowTouch.Distance() -> float
WindowTouch.SourceTP() -> TouchPoint
WindowTouch.TouchUV() -> vec2
JointData
//Methods
JointData.End() -> vec3
JointData.IsTouchPoint() -> bool
JointData.Orientation() -> quat
JointData.Start() -> vec3
HandData
//Constructors/Producers
getData(Hand) -> HandData
//Methods
HandData.Fingers() -> FingerDataVector
HandManager
//Constructors/Producers
GetHandManager() -> HandManager
//Methods
HandManager.getHands() -> HandVector
//Methods
WindowMouseInput.IsDown() -> bool
WindowMouseInput.UV() -> vec2
FingerData
//Methods
FingerData.Joints() -> JointDataVector
NodePart
//Constructors/Producers
Part(SceneGraphIntersection) -> NodePart
getPart(SceneGraph, int, int) -> NodePart
getPart(SceneGraph, string, int) -> NodePart
//Methods
NodePart.MeshInstance() -> MeshInstance
NodePart.Parent() -> Node
NodePart.registerInteractedCallback(class std::function<void __cdecl(class Input::CockpitMouseEvent const & __ptr64)>) -> class boost::signals2::scoped_connection
DynamicTexture
//Constructors/Producers
Texture(TextureWithPanel) -> DynamicTexture
getDynamicTextureByName(SceneGraph, string) -> DynamicTexture
//Methods
DynamicTexture.Name() -> string
DynamicTexture.PanelTexture() -> PanelTexture
DynamicTexture.Texture() -> Texture
OverrideParam
//Methods
OverrideParam.Name() -> string
OverrideParam.Value() -> string
PanelTexture
//Constructors/Producers
PanelTexture(DynamicTexture) -> PanelTexture
PanelTexture(TextureWithPanel) -> PanelTexture
//Methods
PanelTexture.addGauge(class Gauges::Gauge, ivec2, ivec2) -> void
PanelTexture.addGauge(GaugeGroupManager, string, string, ivec2, ivec2) -> void
TextureWithPanel
//Constructors/Producers
createPanelTexture(SceneGraph, string, ivec2) -> TextureWithPanel
//Methods
TextureWithPanel.PanelTexture() -> PanelTexture
TextureWithPanel.Texture() -> DynamicTexture
OverrideInfo
//Constructors/Producers
getOverride(InteractionOverrideSet, NodePart, MouseRect) -> OverrideInfo
//Methods
OverrideInfo.Params() -> OverrideParamVector
OverrideInfo.Trigger() -> enum CockpitModel::InteractionTriggerType
SceneGraph
//Constructors/Producers
getInternalSceneGraph(AircraftInstance) -> SceneGraph
//Methods
SceneGraph.calculateNodeTotalTransform(Node, float) -> mat4
SceneGraph.createPanelTexture(string, ivec2) -> TextureWithPanel
SceneGraph.getAnimation(int) -> Animation
SceneGraph.getDynamicTextureByName(string) -> DynamicTexture
SceneGraph.getDynamicTextures() -> DynamicTextureVector
SceneGraph.getInteractionTrigger(enum CockpitModel::InteractionTriggerType, CockpitMouseEventHandler, NodePart, MouseRect, SceneGraphIntersection, float, float, bool) -> InteractionTrigger
SceneGraph.getInteractionTrigger(enum CockpitModel::InteractionTriggerType, CockpitMouseEventHandler, NodePart, MouseRect, SceneGraphIntersection, float) -> InteractionTrigger
SceneGraph.getOverrideSet() -> InteractionOverrideSet
SceneGraph.getPart(int, int) -> NodePart
SceneGraph.getPart(string, int) -> NodePart
InteractionTrigger
//Constructors/Producers
getInteractionTrigger(SceneGraph, enum CockpitModel::InteractionTriggerType, CockpitMouseEventHandler, NodePart, MouseRect, SceneGraphIntersection, float, float, bool) -> InteractionTrigger
getInteractionTrigger(SceneGraph, enum CockpitModel::InteractionTriggerType, CockpitMouseEventHandler, NodePart, MouseRect, SceneGraphIntersection, float) -> InteractionTrigger
//Methods
InteractionTrigger.fireEvtDecr(bool, bool) -> void
InteractionTrigger.fireEvtDecr() -> void
InteractionTrigger.fireEvtIncr(bool, bool) -> void
InteractionTrigger.fireEvtIncr() -> void
InteractionTrigger.forceTriggerToggle() -> void
InteractionTrigger.update(float, bool, bool) -> void
InteractionTrigger.update(float, bool) -> void
InteractionTrigger.update(float) -> void
Hand
//Methods
Hand.getData() -> HandData
InteractionOverrideSet
//Constructors/Producers
getOverrideSet(SceneGraph) -> InteractionOverrideSet
//Methods
InteractionOverrideSet.getOverride(NodePart, MouseRect) -> OverrideInfo
CockpitMouseEventHandler
//Methods
CockpitMouseEventHandler.handleEvent(CockpitMouseEvent, class boost::optional<struct CockpitModel::SceneGraphIntersection>) -> void