VR-Engage  2.2
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Important Classes

This page provides an overview of the most important classes in VR-Engage development. Classes may operate in the frontend (player station), backend (simulation engine), or both contexts.

Frontend Classes (Player Station)

Classes that run in the player station process, handling user interaction, input processing, UI, and client-side logic.

Core Component Framework

Base classes that form the foundation of the player station architecture:

DtPlayerComponent Base class for all player station components and plugins
DtEntityControlLogic Base class for vehicle role components (driver, pilot, gunner, commander)
DtPlayerStationApp Main application class managing player station lifecycle

Vehicle Control Logic

Specialized classes for different vehicle roles and control stations:

DtDriverControlLogic Control logic for ground vehicle driver stations
DtPilotControlLogic Control logic for aircraft pilot stations
DtGunnerControlLogic Control logic for weapon system operator stations
DtCommanderControlLogic Control logic for command and control stations

Input and Hardware Integration

Classes for handling user input and integrating with custom hardware devices:

DtInputDevice Base class for custom input device implementations
DtInputManager Manages input devices and routes input events to components
DtActionInputProcessor Processes input actions and delegates them to appropriate handlers

VR and Immersive Hardware

Specialized classes for virtual reality and immersive hardware integration:

DtOculusEventManager Manages Oculus VR headset integration and events
DtOpenVREventManager Manages OpenVR headset integration and events

User Interface and Visualization

Classes for creating and managing user interfaces and visual displays:

DtQtQuickRenderer Renders QML-based user interfaces within the VR-Engage environment
DtHumanHudUpdater Updates heads-up display elements for human-controlled entities

Sim Engine Classes (Backend)

Classes that run in the simulation engine process, handling entity behavior, physics, network communication, and authoritative simulation state.

Network Communication and Protocols

Classes for implementing custom network protocols and handling network communication:

DtPduProcessor Base class for processing custom PDU types over the network
DtNetworkConnector Base class for custom network protocol implementations

Shared Classes (Both Frontend and Backend)

Classes used in both player station and simulation engine contexts.

Messaging and Communication Framework

The core messaging system that enables decoupled communication between components:

DtVreMessage Base class for all VR-Engage messages in the publish/subscribe system
DtVreMessageManager Central message dispatcher for publish/subscribe communication

State Management and Data Storage

The centralized state management system for persistent entity data:

DtAttribute Type-safe handles for accessing and modifying persistent entity state
DtPlayerAttributeStore Centralized repository for entity state with change notifications

Debug and Development Tools

Essential classes for debugging and development workflows:

DtDebugDrawCommand Commands for drawing debug visualizations in the 3D environment

See also