  Mezzanine | The bulk of the engine components go in this namspace  | 
   Audio | This namespace is for all the classes belonging to the Audio Subsystem  | 
    AudioManager | This is the base manager class for the Audio subsystem and it's operations  | 
    AutowahParameters | This is a struct containing all the parameters needed to describe an Auto-Wah effect  | 
    ChorusParameters | This is a struct containing all the parameters needed to describe a Chorus effect  | 
    CompressorParameters | This is a struct containing all the parameters needed to describe a compressor effect  | 
    DistortionParameters | This is a struct containing all the parameters needed to describe a Distortion effect  | 
    EAXReverbParameters | This is a struct containing all the parameters needed to describe an EAX Reverb effect  | 
    EchoParameters | This is a struct containing all the parameters needed to describe an echo effect  | 
    EqualizerParameters | This is a struct containing all the parameters needed to describe an equalizer effect  | 
    FlangerParameters | This is a struct containing all the parameters needed to describe an flanger effect  | 
    FrequencyShiftParameters | This is a struct containing all the parameters needed to describe a frequency shift effect  | 
    iBufferUpdate2DWorkUnit | This is the work unit for updating audio buffers as necessary for audio playback  | 
    iBufferUpdate3DWorkUnit | This is the work unit for updating audio buffers as necessary for audio playback  | 
    iDecoder | This is an interface class for the decoding of audio from a stream  | 
    iDecoderFactory | This is an interface class for factories that create decoders  | 
    iEffect | This is an interface class for an effect that can be applied to a sound  | 
    iEffectFilterCleanWorkUnit | This is the work unit for marking all effects and filters as clean after sounds have been processed  | 
    iEffectsHandler | This is an interface class for the creation, destruction, and overall management of audio effects  | 
    iFilter | This is an interface class for the application of filters to audio playback  | 
    iListener | This is an interface class for a listener (such as a player) in the 3D audio world  | 
    iRecorder | This is an interface class for the recording of audio  | 
    iSound | This is an interface class for a non-spacialized sound  | 
    MusicPlayer | This is a convenience class for the playing of music in a game  | 
    PitchShifterParameters | This is a struct containing all the parameters needed to describe a pitch shift effect  | 
    Playlist | This class is a list of sounds with common playlist features  | 
    ReverbParameters | This is a struct containing all the parameters needed to describe a Reverb effect  | 
    RingModulatorParameters | This is a struct containing all the parameters needed to describe a ring modulation effect  | 
    SoundProxy | This is a proxy class for representing a sound being played in 3D space  | 
    SoundScapeManager | This is the base manager class for audio being played in a 3D environment  | 
    SoundSet | This is a vector that stores sounds  | 
    VocalMorpherParameters | This is a struct containing all the parameters needed to describe a vocal morpher effect  | 
   BinaryTools | A grouping of utilities for working with binary data more easily  | 
    BinaryBuffer | A way to store and pass binary buffers, for example compiled bytecode  | 
   crossplatform | All functionality that needs different implemenations per platform will go in here  | 
   debug | This namespace is for internal debugging tools. In general it shouldn't be used in game code  | 
    InternalDebugDrawer | This is used to draw wireframse for the Physics subsystem  | 
   Graphics | This namespace is for all the classes belonging to the Graphics Subsystem  | 
    Billboard | This is the proxy class for placing and manipulating a set of 2D billboards in the scene  | 
    BillboardSetProxy | This is the proxy class for placing and manipulating a set of 2D billboards in the scene  | 
    Bone | This class encapsulates the bones contained in a skeleton used for animation  | 
    CameraManager | This is the manager class for all camera functions  | 
    CameraProxy | This is the proxy class for placing and manipulating a camera in the scene  | 
    DefaultCameraManagerFactory | A factory responsible for the creation and destruction of the default cameramanager  | 
    DefaultGraphicsManagerFactory | A factory responsible for the creation and destruction of the default graphicsmanager  | 
    DefaultMeshManagerFactory | A factory responsible for the creation and destruction of the default meshmanager  | 
    DefaultSceneManagerFactory | A factory responsible for the creation and destruction of the default scenemanager  | 
    EntityProxy | This is the proxy class for placing and manipulating a mesh in the scene  | 
    GameWindow | This class is for creating and managing game windows  | 
    GraphicsManager | This is intended to store basic graphics setting for the user  | 
    InternalMaterialData | This class is used to store the internal structures needed by the Material class  | 
    InternalMeshData | This class is used to store the internal structures needed by the Mesh class  | 
    InternalSkeletonData | This class is used to store the internal structures needed by the Skeleton class  | 
    InternalTextureData | This class is used to store the internal structures needed by the Texture class  | 
    LightProxy | This is the proxy class for placing and manipulating lighting in the scene  | 
    Material | This class represents all the rendering passes a rendered object has  | 
    Mesh | This class is used to check and modify the properties of a graphics mesh  | 
    MeshManager | This manager handles the storage, generation, and query of of Graphics Meshes  | 
    ParticleAffector | This class defines how particles of a given particle effect behave during their lifetime  | 
    ParticleEmitter | This class defines how particles of a given particle effect spawn  | 
    ParticleSystemProxy | This is the proxy class for placing and manipulating particles in the scene  | 
    Pass | This class represents one rendering pass for a graphics object  | 
    RenderableProxy | This is the base proxy class for world proxies wrapping functionality of the graphics subsystem  | 
    RenderWorkUnit | This does the main loop processing for required to make the Graphics Manager function  | 
    SceneManager | This class contains utilities and functions to allow the manipulation of the Graphical scene, rather then the physics inside, or the object inside  | 
    SceneManagerData | Stores internal data for the SCeneManager to keep it from cluttering the Header file  | 
    Skeleton | This class encapsulates the Skeletal animation functionality of a Mesh  | 
    SubMesh | This class represents a sub-section of an overall mesh  | 
    Technique | This class represents a collection of passes an object has for it's rendering  | 
    Texture | This class represents a texture loaded into memory  | 
    Viewport | This class is for creating and managing viewports within a game window  | 
   Input | This namespace is for all the classes belonging to the Input Subsystem  | 
    ButtonDevice | This is a base class for all input devices with buttons  | 
    Controller | This class represents a controller input device, such as a gamepad or joystick  | 
    DefaultInputManagerFactory | A factory responsible for the creation and destruction of the default inputmanager  | 
    Device | This is a base class for all input devices  | 
    DeviceUpdateWorkUnit | This is a Mezzanine::Threading::iWorkUnit for the updating of the physics debug drawer  | 
    InputManager | This is the manager responsible for the handling of input devices and events  | 
    InputManagerInternalData | This is an class for the handling of internal input data  | 
    Keyboard | This class represents the keyboard input device  | 
    MetaCode | This Determines the kind of user input  | 
    MetaCodeKey | A key class for MetaCodes to be used in associative containers  | 
    Mouse | This class represents the mouse input device  | 
    SequenceContainer | This class stores and provides utilities for sequenced inputs and their operations  | 
   Internal |  | 
    EventManagerInternalData | Used to increase encapsulation, just a bit  | 
    Line3D | Does the bulk of the work that that the Mezzanine::LineGroup performs  | 
    LineVertex | A small declaration of what our vertexs look like for when we write to the buffers  | 
   internal | This namespace is used for internal helper classes, and in general it should be ignored by game developers  | 
   MathTools | This namespace is the home of a number of utility variables and methods to facilitate various math related tasks  | 
   Physics | This namespace is for all the classes belonging to the Physics Subsystem  | 
    BoxCollisionShape | A box physics shape  | 
    CapsuleCollisionShape | A capsule physics shape  | 
    CollidablePair | This is a helper class for storing pairs of collidable proxies in associative containers  | 
    CollidableProxy | This is a proxy from which physics objects that can collide with each other are handled  | 
    Collision | This is an event class used to track collsions in the physics world  | 
    CollisionDispatcher | Used to provide better reporting of collisions  | 
    CollisionInternalData | Used to insulate the interface from the implementation details for bullet  | 
    CollisionShape | This is the base class for all collision shapes  | 
    CollisionShapeDeSerializer | A tool to aid in deserialization for the specific instances that DeSerialization CollisionShapes other ways does not make sense  | 
    CollisionShapeManager | This manager is for the storage of all shapes and creation of mesh shapes  | 
    CompoundCollisionShape | A collision shape composed of many other collision shapes placed and oriented in local space  | 
    ConeCollisionShape | A cone physics shape  | 
    ConeTwistConstraint |  | 
    Constraint | This is the base class for all constraints supported  | 
    ConvexHullCollisionShape | A simple convex shape built from a low number of points in local space  | 
    CylinderCollisionShape | A cylinder physics shape  | 
    DebugDrawWorkUnit | This is a Mezzanine::Threading::iWorkUnit for the updating of the physics debug drawer  | 
    DefaultCollisionShapeManagerFactory | A factory responsible for the creation and destruction of the default collisionshapemanager  | 
    DefaultPhysicsManagerFactory | A factory responsible for the creation and destruction of the default physicsmanager  | 
    DualTransformConstraint | All constraints that track rotation and location of the Pivot relative to each Actor inherit from this  | 
    DynamicMeshCollisionShape | A triangle mesh collsion shape based on a graphics mesh  | 
    FieldCollisionShape | This is the base class for all Field shapes  | 
    GearConstraint | This is a constraint that duplicate the angular motion of one object to another, adjusted by the provided ratio  | 
    Generic6DofConstraint | Create simple but specific limits on any axis of movement or rotation  | 
    Generic6DofSpringConstraint | Creates a constraint as configurable as the 6Dof constraint, but has added support for spring motion  | 
    GhostProxy | This is the proxy object for ghost objects with no contact response  | 
    HeightfieldCollisionShape | A series of values that store hieght in a grid like fashion  | 
    Hinge2Constraint |  | 
    HingeConstraint | This is a constraint to be used to restrict the movement between two objects to angular rotation on a single axis  | 
    ManagerConstructionInfo | This is a helper class storing information needed for the construction of a PhysicsManager  | 
    MeshCollisionShape | This is the base class for all Mesh shapes  | 
    MultiSphereCollisionShape | A physics shape comprised of multiple sphere's placed in local space  | 
    ParallelCollisionDispatcher | Used to provide better reporting of collisions in a multithreaded environment  | 
    PhysicsManager | This is simply a place for storing all the Physics Related functions  | 
    PlaneCollisionShape | A Flat wall/floor of limitless size  | 
    Point2PointConstraint | Tries to make a point relative to each of two actors match in 3d space, without regard to rotation  | 
    PrimitiveCollisionShape | This is the base class for all Primitive shapes  | 
    RigidProxy | This is a proxy from which rigid body proxys are handled  | 
    SimulationMonopolyWorkUnit | This is a Mezzanine::Threading::iWorkUnit for the multi-threaded processing of physics simulations  | 
    SimulationWorkUnit | This is a Mezzanine::Threading::iWorkUnit for the single threaded processing of physics simulations  | 
    SliderConstraint |  | 
    SoftCollisionShape | A collision shape for soft proxies  | 
    SoftProxy | This is the proxy object for soft/compressable bodies  | 
    SphereCollisionShape | A sphere physics shape  | 
    StaticMeshCollisionShape | A triangle mesh collsion shape based on a graphics mesh  | 
    StickyConstraintConstructionInfo | Simple struct for holding information on how sticky constraints should be constructed  | 
    StickyData | This is a basic class for storing the data related to the sticky behavior available to rigid bodies  | 
    UniversalConstraint |  | 
    WorldTriggerUpdateWorkUnit | This is a Mezzanine::Threading::iWorkUnit for the updating of WorldTriggers  | 
   Resource | This namespace is for all the classes belonging to the non-network I/O Subsystem  | 
    Archive |  | 
    Asset |  | 
    AssetGroup |  | 
    AssetHandler |  | 
    DataStream | This represents a stream to a piece of data, usually a file  | 
    FileStream | This represents a stream to a file on disk using the C++ file stream API  | 
    MemoryStream | This represents a stream to a buffer in memory  | 
    TextSettingsFile |  | 
   Scripting | This namespace is for all the classes belonging to the Scripting Subsystem  | 
    iScript | The interface for a script  | 
    iScriptArgument | The interface for a script argument  | 
    iScriptCompilable | The interface for a script that can be compiled to bytecode  | 
    iScriptCompilationManager | What a scripting manager should look like  | 
    iScriptingManager | What a scripting manager should look like  | 
    iScriptMultipleReturn | This script can return simple group of values  | 
    iScriptWorkUnit | The interface for a container of script that can be executed each frame  | 
    NullArgument | A very simple type used to indicate to script argument templates that the argument represents  | 
    ScriptArgumentGeneric | A generic implementation of a ScriptArgument that is suitable for primitive types in most situations  | 
    ScriptArgumentGeneric< Boolean > | A Bool implementation of a ScriptArgument that is suitable for primitive types in most situations  | 
    ScriptArgumentGeneric< Integer > | A Integer implementation of a ScriptArgument that is suitable for primitive types in most situations  | 
    ScriptArgumentGeneric< NullArgument > | A Null implementation of a ScriptArgument that is suitable for primitive types in most situations  | 
    ScriptArgumentGeneric< Real > | A Real number implementation of a ScriptArgument that is suitable for primitive types in most situations  | 
    ScriptArgumentGeneric< String > | A String implementation of a ScriptArgument that is suitable for primitive types in most situations  | 
    ScriptArgumentGeneric< Whole > | A Whole number implementation of a ScriptArgument that is suitable for primitive types in most situations  | 
   StringTools | This is a utility to help perform all kinds of string related tasks  | 
   Threading | This is where game specific threading algorithms and a minimalistic subset of the std threading library a held  | 
    this_thread | A partial implementation of std::thread::this_thread  | 
    _thread_start_info | Information to pass to the new thread (what to run)  | 
    AsynchronousFileLoadWorkUnit | This is intended to load files asynchronously and continue doing so whether or not other the FrameScheduler is running or paused  | 
    Barrier | A synchronization primitive that causes a predefined number of threads to all wait before continuing  | 
    DefaultThreadSpecificStorage | Use this to change the default resource type  | 
    DefaultWorkUnit | Default implementation of WorkUnit. This represents on piece of work through time  | 
    DoubleBufferedResource | A thread specific resource that uses double buffering to avoid multithreaded synchronization mechanisms  | 
    FrameScheduler | This is central object in this algorithm, it is responsible for spawning threads and managing the order that work units are executed  | 
    iAsynchronousWorkUnit | The interface for a WorkUnit that will keep running when the rest of the scheduler is paused  | 
    iWorkUnit | Interface of a WorkUnit. This represents on piece of work through time  | 
    lock_guard | Lock guard class  | 
    LogAggregator | Gather all the thread specific logs and commit them to the main log  | 
    MonopolyWorkUnit | A kind of workunit given exclusive runtime so it can consume time on multiple threads  | 
    Mutex | A cross-platform abstraction of the OS's mutex  | 
    RawFile | A simple in memory representation of a file  | 
    ReadOnlyLockGuard | Read only lock guard  | 
    ReadWriteLockGuard | ReadWrite lock guard  | 
    ReadWriteSpinLock | A mutex like construct that supports multiple readsingle writer semantics and never makes a system call and uses CPU instructions instead  | 
    ScopedTimer | Used to time from this objects creation to its destruction  | 
    SpinLock | A mutex like construct that never makes a system call and uses CPU instructions instead  | 
    Thread | A small wrapper around the system thread  | 
    ThreadId | The thread ID is a unique identifier for each thread  | 
    ThreadSpecificStorage | A thread specific collection of double-buffered and algorithm specific resources  | 
    WorkSorter | Sorts all of the WorkUnits in the FrameScheduler  | 
    WorkUnitKey | Stores data about a single work unit so that it can easily be sorted  | 
   UI | This namespace is for all the classes belonging to the Graphical User Interface Subsystem  | 
    Action | This class represents an action to be taken. Can have multiple inputs bound to it  | 
    ActionEventArguments | This is the base class for action specific event arguments  | 
    ActionHandler | This class is the core class responsible for the management of actions  | 
    AtlasAndPosition | This class stores how the calls to Render are to be done  | 
    BruteStrategy | This strategy uses a brute force reverse search for the hovered quad  | 
    Button | This class is a helper class, specifically for use as a button  | 
    ButtonFactory | This is the factory implementation for Button widgets  | 
    Character | This class creates and encapsultes a character that can be used in text renders  | 
    CharacterTraits | This class stores common data for determining the look of a Character  | 
    CheckBox | This is a simple widget for storing a bool value  | 
    CheckBoxFactory | This is the factory implementation for CheckBox widgets  | 
    ChildFocusEventArguments |  | 
    DefaultColourTag | This class implements a character colour changing tag  | 
    DefaultFontTag | This class implements a character font changing tag  | 
    DefaultMarkupParser | This class implements the default set of tags used by the UI markup system  | 
    DefaultSpriteTag | This class implements a sprite inserting tag  | 
    DefaultUIManagerFactory | A factory responsible for the creation and destruction of the default uimanager  | 
    EditBox | Widget for handling the input and manipulation of text  | 
    FontData | This class represents a collection of Glyphs in a common visual style  | 
    GenericWidgetFactory | This is the factory implementation for generic widgets  | 
    Glyph | Class used to describe a single glyph or character available for text operations  | 
    GridContainer | This is a container class for placing child objects on a 2 dimensional grid  | 
    HorizontalContainer | A layout container that aligns it's children along a common X axis  | 
    HorizontalContainerFactory | This is the factory implementation for HorizontalContainer widgets  | 
    HorizontalLayoutStrategy | This is a specialization of a layout strategy where a group of quads are sized and placed in a linear sequence along the X axis  | 
    HorizontalScrollbar | This is a scrollbar class aligned on the X axis  | 
    HorizontalScrollbarFactory | This is the factory implementation for HorizontalScrollbar widgets  | 
    HotKeyHandler | This class is responsible for the registration and handling of hotkeys in the UI system  | 
    ImageLayer | This layer is for placing images and basic colours in it's parents' quad space  | 
    InsertTagToken | This struct represents a markup tag segment from the source string  | 
    KerningInfo | Basic class used to describe Kerning for a given Glyph  | 
    LayoutContainer | This is the base class for container objects that automatically position it's children  | 
    LayoutStrategy | This is a base class for the algorithms used by QuadRenderables to determine how they should update their dimensions  | 
    LeftToRightTextLine | This is a TextLine specialization class for text read from the left to the right  | 
    LinearContainer | This is a container class for placing child objects in succession on a single axis  | 
    LineList | This is an object comprised of a series of lines  | 
    LineListRenderer |  | 
    ListBox | This is a widget for displaying a list of captions in a box  | 
    ListItemParameters | This is a struct for the storage of parameters to be set on created ListBox list items  | 
    MarkupParser | This is a base class for the parsing of markup texts contained in text layers  | 
    MarkupTag | This is a base class for tags that implement the functionality of a markup language  | 
    MenuButton | This is a button with additional data used to track the binding to a MenuEntry which can be serialized  | 
    MenuButtonFactory | This is the factory implementation for MenuButton widgets  | 
    MenuEntry | This class is an entry for a single window/widget in a menu  | 
    MenuEntryFactory | This is the factory implementation for MenuEntry widgets  | 
    MenuStack | This is a class designed to help MenuEntrys keep track of the Menu tree they belong to  | 
    MouseHoverCheck | Simple functor for finding which renderable the mouse is hovered over  | 
    MouseHoverStrategy | This is the base class for a method of finding which quad the mouse is hovered over  | 
    MultiLineTextLayer | This is a render layer specializing in multi-line text  | 
    NineBoxCheck | Simple functor for finding which renderable the mouse is hovered over  | 
    NineBoxStrategy | This strategy partitions the screen into 9 area's that track which Quads are in them, allowing a smaller list of quads to be checked  | 
    OgreVertex | Simple class that facilitates conversions when inserting vertex's into the video buffer  | 
    PagedContainer | This is the base class for containers that have a render area and work area of different sizes  | 
    PageProvider | This is the base class for interpretting widget values to page positions  | 
    PartitionData | This is a helper class for storing metadata for partitions  | 
    PositioningInfo | This is a helper class designed to describe the behaviors of a quad when it needs to be repositioned  | 
    QuadRenderable | This represents a nestable quad for an object in a GUI layout  | 
    QuadRenderer |  | 
    RadioButton | This is a simple widget where only one of it's selections can be selected at a time  | 
    RadioButtonFactory | This is the factory implementation for RadioButton widgets  | 
    RadioButtonGroup | This is a class designed to facilitate operations across an entire group of RadioButtons  | 
    RangeTagToken | This struct represents a markup tag segment from the source string  | 
    Rect | This class represents a box shaped area on the screen  | 
    Renderable | Basic class for all structures that get inserted into the rendering hierarchy  | 
    RenderLayer | This is the base class for the types of layers that can be added to a renderable  | 
    RenderLayerGroup | This class stores a group of render layers that can be set to be rendered  | 
    RightToLeftTextLine | This is a TextLine specialization class for text read from the right to the left  | 
    Screen | This class is a helper class for creating UI's. It is responsible for storing and keeping track of all the elements of a single UI screen  | 
    ScreenInternalData | Basic struct holding some of the internal bits of this class that could not be placed on the class directly  | 
    ScreenRenderData | This class stores all vertices pertaining to a layer sorted by their priority for rendering  | 
    Scrollbar | This is the scrollbar base class  | 
    ScrollbarValueChangedArguments | This is the EventArguments class for when the scrollvalue of a scrollbar is updated  | 
    SimpleRenderer | A simple class providing basic methods to generate vertices with  | 
    SingleLineTextLayer | This is a render layer specializing in single-line text  | 
    SizingInfo | This is a helper class designed to describe the behaviors of a quad when it needs to be resized  | 
    Spinner | This is a simple widget for a numeric variable in a box  | 
    Sprite | Basic class used to describe a portion of a texture to be applied to a Quad  | 
    StackedContainer | This is the base class for containers that stack their children one on top of the other  | 
    TabSet | This is a widget that stores sets of renderables but only displays one at a time  | 
    TagToken | This struct represents a markup tag segment from the source string  | 
    TextCursor | Class for encapsulating the functionality of the text cursor/carat navigation in text layers  | 
    TextLayer | This is a base class for render layers that render text  | 
    TextLine | This represents a single line of text to be rendered by a TextLayer  | 
    TextToken | This class represents a normal text segment from the source string  | 
    TextureAtlas |  | 
    TextureAtlasHandler | This handles the creation, storage and overall handling of Texture Atlases  | 
    TextureAtlasInternalData |  | 
    TokenString | This is a helper class that facilitates operations with collections of tokens generated from Markup Parsers  | 
    UIManager | This class is responsible for any and all user interactions with the User interface/HUD  | 
    UnifiedDim | This class represents both the relative and absolute values that can be expressed for the values on one dimension for a UI renderable  | 
    UnifiedRect | This class represents a 2D rect which can express the size and position of a renderable on screen  | 
    UnifiedVec2 | This class represents a point in 2D space using UnifiedDim's  | 
    Vertex | Basic class describing a vertex in the UI to be rendered  | 
    VertexCollectFunctor | Simple functor for appending all vertices in the renderable tree to a vector  | 
    VertexData | Basic class describing a vertex in the UI to be rendered  | 
    VerticalContainer | A layout container that aligns it's children along a common Y axis  | 
    VerticalContainerFactory | This is the factory implementation for VerticalContainer widgets  | 
    VerticalLayoutStrategy | This is a specialization of a layout strategy where a group of quads are sized and placed in a linear sequence along the Y axis  | 
    VerticalScrollbar | This is a scrollbar class aligned on the Y axis  | 
    VerticalScrollbarFactory | This is the factory implementation for VerticalScrollbar widgets  | 
    Widget | This is the base class for all widgets  | 
    WidgetEventArguments | This is the base class for widget specific event arguments  | 
    WidgetFactory | This is a base class for factories that construct the widgets available to the UI subsystem  | 
    WidgetUpdateWorkUnit | This is a Mezzanine::Threading::iWorkUnit for the updating of widgets in the UI system  | 
   Unicode | A dumping ground for any feature that only relates to unicode work  | 
   XML | All tools for working with XML are located in this namespace  | 
    Attribute | A light-weight handle for manipulating attributes in DOM tree  | 
    AttributeIterator | Attribute iterator (a bidirectional iterator over a collection of Attribute)  | 
    Document | The root node of any xml hierarchy is a Document  | 
    NamedNodeIterator | Child node iterator (a forward iterator over a collection of Node) only iterates over nodes with a given name  | 
    Node | A light-weight handle for manipulating nodes in DOM tree  | 
    NodeIterator | Child node iterator (a bidirectional iterator over a collection of Node)  | 
    NodeText | A helper for working with text inside PCDATA nodes  | 
    ObjectRange | Used by the xml system to pass around iterable ranges  | 
    ParseResult | Troubleshooting data intended to help troublshoot XML parsing errors  | 
    TreeWalker | Used to call a function OnEachNode member of the subtree of nodes descended from a specific node  | 
    Writer | Interface for node printing (see Node::Print)  | 
    WriterFile | An implementation of Writer intended for writing to FILEs as defined in stdio  | 
    WriterStream | An implementation of Writer intended for writing std::ostreams  | 
    XMLStreamWrapper | This represents a simple wrapper that makes data streams compatible with the XML API  | 
    XPathNode | An XPath node which can store handles to a XML::Node or an XML::Attribute  | 
    XPathNodeSet | A fixed sized collection of nodes that an XPathQuery can work on  | 
    XPathParseResult | XPath parsing result  | 
    XPathQuery | A compiled XPath query object  | 
    XPathVariable | A single XPath variable  | 
    XPathVariableSet | A set of XPath variables  | 
   Actor | This is the base class from which all the actors inherit  | 
   ActorFactory | A base factory type for the creation of Actor objects  | 
   ActorManager | A manager responsible for the storage and management of all actors that exist in a world  | 
   ActorUpdateWorkUnit | This is a Mezzanine::Threading::iWorkUnit for the updating of actors  | 
   AlarmTimer | This is a timer class that increments normally to a specified time  | 
   AngleLimits | Boundaries for rotation on one axis  | 
   AreaEffect | This class is used to define area's in the world that have unique effects  | 
   AreaEffectFactory | A base factory type for the creation of AreaEffect objects  | 
   AreaEffectManager | A manager responsible for the storage and management of all areaeffects in use  | 
   AreaEffectUpdateWorkUnit | This is a Mezzanine::Threading::iWorkUnit for the updating of AreaEffects  | 
   ArithmeticException | Thrown when Math has failed  | 
   AttachableBase | This class is the base class for other attachable classes and is responsible for transform updates to attachables  | 
   AttachableChild | This class is the base class for objects that can be attached to AttachableParent  | 
   AttachableParent | Base class for objects that can have attachables attached to them  | 
   AxisAlignedBox | This is a utility class used to represent the Axis-Aligned Bounding Boxes of objects in various subsystems  | 
   BezierInterpolator | A simple functor for interpolating data points in a simple way  | 
   BufferedRollingAverage | A RollingAverage that stores a copy of each record. and does the math when queried  | 
   CameraController | This is a simplified controller class for use with cameras  | 
   CFunctionSubscriberSlot | This is a subscriber slot class that triggers a Free/C-style function  | 
   ColourValue | This is a simple class for holding 4 reals representing the colour any give object or lightsource can have  | 
   CountedPtr | A simple reference counting pointer  | 
   CountedPtrCastImpl | This is used as to determine how a CountedPtr performs castin between pointer types internally  | 
   CountedPtrCastImpl< OriginalPointer, OriginalPointer, CastNoneError > | An implementation of the CountedPtrCast that always return the pointer passed reached via CastNoneError in the ReferenceCountTraits of the target class  | 
   CountedPtrCastImpl< ReturnPointer, OriginalPointer, CastDynamic > | An implementation of the CountedPtrCast that naively dynamic casts the passed pointer. Reached by putting CastDynamic in the ReferenceCountTraits of the target class  | 
   CountedPtrCastImpl< ReturnPointer, OriginalPointer, CastImplicit > | An implementation of the CountedPtrCast that casts the passed pointer. Reached by putting CastStatic in the ReferenceCountTraits of the target class  | 
   CountedPtrCastImpl< ReturnPointer, OriginalPointer, CastNoneReturnZero > | An implementation of the CountedPtrCast that always returns 0 cast to the original pointer type. Reached by putting CastNoneReturnZero in the ReferenceCountTraits of the target class  | 
   CountedPtrCastImpl< ReturnPointer, OriginalPointer, CastStatic > | An implementation of the CountedPtrCast that naively static casts the passed pointer. Reached by putting CastStatic in the ReferenceCountTraits of the target class  | 
   CubicSpline | A class for interpolating data with arbitrary  | 
   CubicSplineElement | Meta data nodes required to generate a cubic spline  | 
   CustomSubscriberSlot | This is a subscriber slot class that passes on the event firing to a custom subscriber class  | 
   Debris | A simple world object without a large structure ideal for representing loose small objects  | 
   DebrisFactory | A base factory type for the creation of Debris objects  | 
   DebrisManager | A manager responsible for the storage and management of all Debris that exist in a world  | 
   DebrisUpdateWorkUnit | This is a Mezzanine::Threading::iWorkUnit for the updating of Debris  | 
   DefaultActorManagerFactory | A factory responsible for the creation and destruction of the default actormanager  | 
   DefaultAreaEffectManagerFactory | A factory responsible for the creation and destruction of the default areaeffectmanager  | 
   DefaultDebrisManagerFactory | A factory responsible for the creation and destruction of the default DebrisManager  | 
   DefaultEventManagerFactory | A factory responsible for the creation and destruction of the default eventmanager  | 
   DefaultResourceManagerFactory | A factory responsible for the creation and destruction of the default resourcemanager  | 
   DefaultRollingAverage | Use this to get the default rolling average for a given type  | 
   DefaultTerrainManagerFactory | A factory responsible for the creation and destruction of the default terrainmanager  | 
   DeSerializer | A tool for deserializing classes with specific issues deserializing them  | 
   DirectoryException | Thrown when there is an unknown issue with a file  | 
   DirectoryNotFoundException | Thrown when a directory was expected to be there, but was not  | 
   DirectoryPermissionException | Thrown when permission is denied to a directory  | 
   DirectoryReadException | Thrown when a directory could be read and it wasn't a permission issue  | 
   DirectoryWriteException | Thrown when a directory could be written to and it wasn't a permission issue  | 
   EndNodeItem |  | 
   Entresol | This is the main entry point for the entire library  | 
   Event | This class represents a given event that can be subscribed to and/or fired  | 
   EventArguments | This is a common class to represent all possible arguments for a given event that is fired  | 
   EventBase | The base class for all events  | 
   EventGameWindow | Convey the message that Something happened to a game window  | 
   EventGameWindowData | Used to keep private in one place that is actually private  | 
   EventManager | This is a container for Events and facilitates the transfer of data  | 
   EventPublisher | This is the base class for any class that generates and publishes events to subscribers  | 
   EventPumpWorkUnit | Every frame the OS must be queried for changes to the state, this does that querying on behalf of an eventmanager  | 
   EventQuit | This is intended to convey the message that quitting needs to happen  | 
   EventSubscriber | This is a base class for all classes that subscribe to events  | 
   EventSubscriberSlot | This class represents a slot in an event that can be subscribed to via subscribers, functors, or methods  | 
   EventUserInput | This is a container for MetaCodes that is used in the EventManager  | 
   Exception | This is the exception thrown by most Mezzanine system that can throw exceptions  | 
   ExceptionFactory | Template class that serves as the base for exception factories  | 
   ExceptionFactory< ArithmeticException::ExceptionCode > | A template metaprogramming construct used to ensure that all required ArithmeticException can be created at compile time if the compiler is clever  | 
   ExceptionFactory< DirectoryException::ExceptionCode > | A template metaprogramming construct used to ensure that all required DirectoryException can be created at compile time if the compiler is clever  | 
   ExceptionFactory< DirectoryNotFoundException::ExceptionCode > | A template metaprogramming construct used to ensure that all required DirectoryNotFoundException can be created at compile time if the compiler is clever  | 
   ExceptionFactory< DirectoryPermissionException::ExceptionCode > | A template metaprogramming construct used to ensure that all required DirectoryPermissionException can be created at compile time if the compiler is clever  | 
   ExceptionFactory< DirectoryReadException::ExceptionCode > | A template metaprogramming construct used to ensure that all required DirectoryReadException can be created at compile time if the compiler is clever  | 
   ExceptionFactory< DirectoryWriteException::ExceptionCode > | A template metaprogramming construct used to ensure that all required DirectoryWriteException can be created at compile time if the compiler is clever  | 
   ExceptionFactory< FileException::ExceptionCode > | A template metaprogramming construct used to ensure that all required FileException can be created at compile time if the compiler is clever  | 
   ExceptionFactory< FileNotFoundException::ExceptionCode > | A template metaprogramming construct used to ensure that all required FileNotFoundException can be created at compile time if the compiler is clever  | 
   ExceptionFactory< FilePermissionException::ExceptionCode > | A template metaprogramming construct used to ensure that all required FilePermissionException can be created at compile time if the compiler is clever  | 
   ExceptionFactory< FileReadException::ExceptionCode > | A template metaprogramming construct used to ensure that all required FileReadException can be created at compile time if the compiler is clever  | 
   ExceptionFactory< FileWriteException::ExceptionCode > | A template metaprogramming construct used to ensure that all required FileWriteException can be created at compile time if the compiler is clever  | 
   ExceptionFactory< InstanceIdentityDuplicateException::ExceptionCode > | A template metaprogramming construct used to ensure that all required InstanceIdentityDuplicateException can be created at compile time if the compiler is clever  | 
   ExceptionFactory< InstanceIdentityException::ExceptionCode > | A template metaprogramming construct used to ensure that all required InstanceIdentityException can be created at compile time if the compiler is clever  | 
   ExceptionFactory< InstanceIdentityInvalidException::ExceptionCode > | A template metaprogramming construct used to ensure that all required InstanceIdentityInvalidException can be created at compile time if the compiler is clever  | 
   ExceptionFactory< InstanceIdentityNotFoundException::ExceptionCode > | A template metaprogramming construct used to ensure that all required InstanceIdentityNotFoundException can be created at compile time if the compiler is clever  | 
   ExceptionFactory< InternalException::ExceptionCode > | A template metaprogramming construct used to ensure that all required InternalException can be created at compile time if the compiler is clever  | 
   ExceptionFactory< InvalidAssignment::ExceptionCode > | A template metaprogramming construct used to ensure that all required InvalidAssignment can be created at compile time if the compiler is clever  | 
   ExceptionFactory< InvalidStateException::ExceptionCode > | A template metaprogramming construct used to ensure that all required InvalidStateException can be created at compile time if the compiler is clever  | 
   ExceptionFactory< InvalidVersionException::ExceptionCode > | A template metaprogramming construct used to ensure that all required InvalidVersionException can be created at compile time if the compiler is clever  | 
   ExceptionFactory< IOException::ExceptionCode > | A template metaprogramming construct used to ensure that all required IOException can be created at compile time if the compiler is clever  | 
   ExceptionFactory< IOReadException::ExceptionCode > | A template metaprogramming construct used to ensure that all required IOReadException can be created at compile time if the compiler is clever  | 
   ExceptionFactory< IOWriteException::ExceptionCode > | A template metaprogramming construct used to ensure that all required IOWriteException can be created at compile time if the compiler is clever  | 
   ExceptionFactory< MemoryManagementException::ExceptionCode > | A template metaprogramming construct used to ensure that all required MemoryManagementException can be created at compile time if the compiler is clever  | 
   ExceptionFactory< MemoryOutOfBoundsException::ExceptionCode > | A template metaprogramming construct used to ensure that all required MemoryOutOfBoundsException can be created at compile time if the compiler is clever  | 
   ExceptionFactory< NetworkException::ExceptionCode > | A template metaprogramming construct used to ensure that all required NetworkException can be created at compile time if the compiler is clever  | 
   ExceptionFactory< NetworkNotFoundException::ExceptionCode > | A template metaprogramming construct used to ensure that all required NetworkNotFoundException can be created at compile time if the compiler is clever  | 
   ExceptionFactory< NetworkPermissionException::ExceptionCode > | A template metaprogramming construct used to ensure that all required NetworkPermissionException can be created at compile time if the compiler is clever  | 
   ExceptionFactory< NetworkReadException::ExceptionCode > | A template metaprogramming construct used to ensure that all required NetworkReadException can be created at compile time if the compiler is clever  | 
   ExceptionFactory< NetworkURLException::ExceptionCode > | A template metaprogramming construct used to ensure that all required NetworkURLException can be created at compile time if the compiler is clever  | 
   ExceptionFactory< NetworkWriteException::ExceptionCode > | A template metaprogramming construct used to ensure that all required NetworkWriteException can be created at compile time if the compiler is clever  | 
   ExceptionFactory< NotImplementedException::ExceptionCode > | A template metaprogramming construct used to ensure that all required NotImplementedException can be created at compile time if the compiler is clever  | 
   ExceptionFactory< OutOfMemoryException::ExceptionCode > | A template metaprogramming construct used to ensure that all required OutOfMemoryException can be created at compile time if the compiler is clever  | 
   ExceptionFactory< ParametersCastException::ExceptionCode > | A template metaprogramming construct used to ensure that all required ParametersCastException can be created at compile time if the compiler is clever  | 
   ExceptionFactory< ParametersException::ExceptionCode > | A template metaprogramming construct used to ensure that all required ParametersException can be created at compile time if the compiler is clever  | 
   ExceptionFactory< ParametersRangeException::ExceptionCode > | A template metaprogramming construct used to ensure that all required ParametersRangeException can be created at compile time if the compiler is clever  | 
   ExceptionFactory< RenderingAPIException::ExceptionCode > | A template metaprogramming construct used to ensure that all required RenderingAPIException can be created at compile time if the compiler is clever  | 
   ExceptionFactory< RuntimeAssertionException::ExceptionCode > | A template metaprogramming construct used to ensure that all required RuntimeAssertionException can be created at compile time if the compiler is clever  | 
   ExceptionFactory< ScriptException::ExceptionCode > | A template metaprogramming construct used to ensure that all required ScriptException can be created at compile time if the compiler is clever  | 
   ExceptionFactory< ScriptLuaErrErrException::ExceptionCode > | A template metaprogramming construct used to ensure that all required ScriptLuaErrErrException can be created at compile time if the compiler is clever  | 
   ExceptionFactory< ScriptLuaException::ExceptionCode > | A template metaprogramming construct used to ensure that all required ScriptLuaException can be created at compile time if the compiler is clever  | 
   ExceptionFactory< ScriptLuaRuntimeException::ExceptionCode > | A template metaprogramming construct used to ensure that all required ScriptLuaRuntimeException can be created at compile time if the compiler is clever  | 
   ExceptionFactory< ScriptLuaYieldException::ExceptionCode > | A template metaprogramming construct used to ensure that all required ScriptLuaYieldException can be created at compile time if the compiler is clever  | 
   ExceptionFactory< SyntaxErrorException::ExceptionCode > | A template metaprogramming construct used to ensure that all required SyntaxErrorException can be created at compile time if the compiler is clever  | 
   ExceptionFactory< SyntaxErrorLuaException::ExceptionCode > | A template metaprogramming construct used to ensure that all required SyntaxErrorLuaException can be created at compile time if the compiler is clever  | 
   ExceptionFactory< SyntaxErrorXMLException::ExceptionCode > | A template metaprogramming construct used to ensure that all required SyntaxErrorXMLException can be created at compile time if the compiler is clever  | 
   ExceptionFactory< SyntaxErrorXPathException::ExceptionCode > | A template metaprogramming construct used to ensure that all required SyntaxErrorXPathException can be created at compile time if the compiler is clever  | 
   ExtendedTimer | An enhanced timer class that can store and track many units of time  | 
   FieldOfForce | This is field that applies force in a direction, and doesn't tamper with gravity  | 
   FieldOfForceFactory | A factory type for the creation of FieldOfForce objects  | 
   FileException | Thrown when there is an unknown issue with a file  | 
   FileNotFoundException | Thrown when a file was expected to be there, but was not  | 
   FilePermissionException | Thrown when permission was denied to a file  | 
   FileReadException | Thrown when a file could not be read and permissions seem to not be an issue (Filesystem/hardware issue?)  | 
   FileWriteException | Thrown when a file could not be written and perimssions seem not to be an issue  | 
   FunctorSubscriberSlot | This is a subscriber slot class that makes the appropriate call on a functor  | 
    FunctorDefinition | Basic class definition for functors used by this subscriber slot  | 
   GoalTimer | This is the base class for timers intended to run only until they reach a specific goal  | 
   GravityField | This is an implementation of the AreaEffect class that alters gravity in a region  | 
   GravityFieldFactory | A factory type for the creation of GravityField objects  | 
   GravityWell | This is a gravity well implementation of the AreaEffect class  | 
   GravityWellFactory | A factory type for the creation of GravityWell objects  | 
   InstanceIdentityDuplicateException | Thrown when duplicates of teh same identity string exist  | 
   InstanceIdentityException | Thrown when an unknown error with using an Identifier and it is invalid  | 
   InstanceIdentityInvalidException | Thrown when the identity string wasn't valid at all  | 
   InstanceIdentityNotFoundException | Thrown when the requested identity could not be found  | 
   InternalException | Thrown when an unknown internal error occurred  | 
   IntHandle | Sample implementation for a ManagedPtr  | 
   IntrusiveRefCount | A sample class that implements a minimal intrusive reference counting scheme  | 
   InvalidAssignment | Then when a complex class is assigned to itself or other invalid assignments occur  | 
   InvalidStateException | Thrown when the available information should have worked but failed for unknown reasons  | 
   InvalidVersionException | Thrown when a version is accessed/parsed/required and it cannot work correctly or is missing  | 
   IOException | Thrown when there was an issue with IO but very little was known about it  | 
   IOReadException | Thrown when a read is happening but something has prevented the underlying code from knowing what was reading  | 
   IOWriteException | Thrown when a write is happening but something has prevented the underlying code from knowing what was writing  | 
   LinearInterpolator | A simple functor for interpolating data points in a simple way  | 
   LineGroup | This is a group of consectutive line segments to be rendered together  | 
   ManagedPtr | This is used to get RAII semantics when not provided inherently  | 
   ManagerBase | This is the base class from which all the Entresol and World Managers inherit  | 
   ManagerFactory | This is a base class for factories that construct the managers the engine uses  | 
   Matrix3x3 | This is a 3x3 Matrix class used for representing rotations and scaling in an object  | 
   Matrix4x4 | A 4x4 matrix math class for the representation of full transforms  | 
   MemoryManagementException | Thrown when an unknown memory management exception occurs  | 
   MemoryOutOfBoundsException | Thrown when attempted to access something that really should note be accessed  | 
   MeshTerrain |  | 
   NetworkException | Thrown when something unknown causes network IO to fail  | 
   NetworkNotFoundException | Thrown when no network connection is available  | 
   NetworkPermissionException | Thrown when permision was denied to a network interface or network resource  | 
   NetworkReadException | Thrown when data could not be read from the network (downloads)  | 
   NetworkURLException | Thrown when an address is invalid or could not be found  | 
   NetworkWriteException | Thrown when data could not be read from the network (iloads)  | 
   Node |  | 
    const_iterator |  | 
    iterator |  | 
   NodeItem |  | 
   NodeItemPtrCompare |  | 
   NotImplementedException | Thrown when we just have not coded a thing yet, but we knew what the API should look like  | 
   ObjectSettingFile | This class represents a file to be saved containing one or more OhjectSettingGroup's  | 
   ObjectSettingGroup | A class that store's a collection of SettingSets that can be applied together  | 
   ObjectSettingSet | A class that store's a named set of settings for an object  | 
   ObjectSettingSetContainer | A base class for other classes that store ObjectSettingSet's  | 
   ObjectSettingsHandler | An abstract class for other classes that manage groups of settings  | 
   OutOfMemoryException | Thrown when A memory allocation was attempted and failed  | 
   ParametersCastException | Thrown when a pointer parameter is checked at runtime and cannot be cast as expected  | 
   ParametersException | Thrown when parameters are checked at runtime and found invalid  | 
   ParametersRangeException | Thrown when a passed parameter is checked at runtime and not in the expected range  | 
   Plane | This is used to represent a flat infinite slice of the game world  | 
   Quaternion | This is used to store information about rotation in 3d space  | 
   Ray | This represents a line placed in 3D space and is used with spacial queries  | 
   RayQueryTool | This provides a number of optional tools for working with a Mezzanine::World  | 
   ReferenceCount | This exists once per object managed by a group of shared pointer to track items in memory  | 
   ReferenceCountTraits | This is used to deduce at compile if a specific class has built-in reference counting or needs an external reference count  | 
   ReferenceCountTraits< IntrusiveRefCount > | An Example ReferenceCountTraits implmentation  | 
   ReferenceCountTraits< Scripting::iScript > | Marks IScript for internal reference counting if a CountedPtr checks  | 
   ReferenceCountTraits< Scripting::iScriptArgument > | Marks iScriptArgument for internal reference counting if a CountedPtr checks  | 
   ReferenceCountTraits< Scripting::iScriptCompilable > | Marks iScriptCompilable for internal reference counting if a CountedPtr checks  | 
   ReferenceCountTraits< Scripting::iScriptMultipleReturn > | Marks iScriptMultipleReturn for internal reference counting if a CountedPtr checks  | 
   ReferenceCountTraits< Scripting::ScriptArgumentGeneric< Boolean > > | Marks ScriptArgumentGeneric<Real> for internal reference counting if a CountedPtr checks  | 
   ReferenceCountTraits< Scripting::ScriptArgumentGeneric< Integer > > | Marks ScriptArgumentGeneric<Integer> for internal reference counting if a CountedPtr checks  | 
   ReferenceCountTraits< Scripting::ScriptArgumentGeneric< Real > > | Marks ScriptArgumentGeneric<Real> for internal reference counting if a CountedPtr checks  | 
   ReferenceCountTraits< Scripting::ScriptArgumentGeneric< Scripting::NullArgument > > | Marks ScriptArgumentGeneric<Real> for internal reference counting if a CountedPtr checks  | 
   ReferenceCountTraits< Scripting::ScriptArgumentGeneric< String > > | Marks ScriptArgumentGeneric<String> for internal reference counting if a CountedPtr checks  | 
   ReferenceCountTraits< Scripting::ScriptArgumentGeneric< Whole > > | Marks ScriptArgumentGeneric<Whole> for internal reference counting if a CountedPtr checks  | 
   RenderingAPIException | Thrown when the graphics card/DirectX/OpenGL fail  | 
   ResourceInputStream | A stream from a file, can read from zip files as well  | 
   ResourceManager | This is the manager responsible for the loading and unloading of files  | 
   RigidDebris | A non-deformable debris  | 
   RigidDebrisFactory | A base factory type for the creation of non-deformable Debris objects  | 
   RollingAverage | The interface for rolling averages used in the Mezzanine, and threading library  | 
   RuntimeAssertionException | Thrown when a rutime assertion could have been thrown  | 
   ScriptException | Thrown when an unknown error happens with a script  | 
   ScriptLuaErrErrException | Thrown when Lua has an error handling an error  | 
   ScriptLuaException | Thrown when an unknown error happens in a Lua script  | 
   ScriptLuaRuntimeException | Thrown when a Lua script has a runtime error  | 
   ScriptLuaYieldException | Thrown when Lua returns a yield and it should not have  | 
   ScriptSubscriberSlot | This is a subscriber slot class that triggers a provided script  | 
   Serializer | A tool for serializing classes with specific issues serializing  | 
   SetItems | Container representing each node in the Trie  | 
   Singleton | This is a convenient base class intended to be used with classes that need to be singletons  | 
   SlowSplineInterpolator | If something specifically needs the linear interpolator for T they should use this  | 
   SmoothTrackIterator | An Iterator that can take an arbitrary amount of steps through a track  | 
   SoftDebris | A deformable debris  | 
   SoftDebrisFactory | A base factory type for the creation of deformable Debris objects  | 
   Sphere | This is a generic sphere class used for spacial queries  | 
   StopWatchTimer | This is a timer class for counting down to a specified time  | 
   SymbolToIndexMapper |  | 
   SyntaxErrorException | Thrown when some kind of syntax exception  | 
   SyntaxErrorLuaException | Thrown when lua code in incorrect  | 
   SyntaxErrorXMLException | Thrown when and XML document is being parsed but is invalid  | 
   SyntaxErrorXPathException | Thrown when an XPath query is being parsed but is invalid  | 
   TerrainBase | This is the base class from which all the terrains inherit  | 
   TerrainManager | This is manager for terrains and their functions  | 
   Time | A container for the metrics of time relevant for the timer class  | 
   TimedTrackIterator | This will take the same amount of clock time to iterate over a range  | 
   Timer | A base timer class for the different timers  | 
   Track |  | 
   TrackBase | A base type that provides container features for different tracks  | 
   TrackLooped | A track that keeps an extra data point in the track to make sure it loops  | 
   TrackStorage |  | 
   Transform | Stores information about relative location and rotation in 3d space  | 
   TransformableChildObject | This is an interface for all child 3D objects that can have their full transforms manipulated  | 
   TransformableObject | This is an interface for all 3D objects that can have their full transforms manipulated  | 
   Trie | Trie main class  | 
   Vector2 | This is used to represent a point on a 2 dimentional area, such as a screen  | 
   Vector3 | This is used to represent a point in space, or a vector through space  | 
   VectorItems | Container representing each node in the Trie  | 
   WeightedRollingAverage | A weighted average that does math with every insertion and stores nothing  | 
   WindowSettings | This stores all the basic configuration options a game window supports  | 
   World | This class represents a world for objects to interact within  | 
   WorldManager | This is the base class for all managers that belong to a single world instance  | 
   WorldObject | This is the base class from which classes that are insertable into the physical world  | 
   WorldProxy | This is the base class for proxy objects belonging to the various 3D subsystems  | 
   WorldTrigger | This is an abstract class for creating in-game triggers  | 
  Ogre |  | 
  std | STL namespace  | 
   numeric_limits< Mezzanine::Quaternion > | Get Numeric details on Quaternion  | 
   numeric_limits< Mezzanine::Transform > | Get Numeric details on Transform  | 
   numeric_limits< Mezzanine::Vector2 > | Get Numeric details on Vector2  | 
   numeric_limits< Mezzanine::Vector3 > | Get Numeric details on Vector3  |