| Cnnl::action::Action | Represents an action |
| Cnnl::animation::Animation | Represents a single skeletal animation |
| Cnnl::visanimation::Animation | Represents a single visibility animation |
| Cnnl::animation::AnimationContainer | Holds a collection of skeletal animations |
| Cnnl::visanimation::AnimationContainer | Holds a collection of visibility animations |
| Cnnl::action::AnimationNode | A union that represents a function or argument node within an animation playback chain |
| Cnnl::utl::Array3D< T > | A 3-dimensional array template class |
| Cnnl::model::Attachment | Represents a configuration for attaching an external object to a model |
| Cnnl::model::BBox | Represents a bounding box for objects |
| Cnnl::text::BitmapFont | Represents a bitmap font consisting of glyph atlases and advance widths |
| Cnnl::text::BitmapFontParams | Parameters for generating a bitmap font |
| Cnnl::model::Bone | Represents a bone/joint in a skeleton |
| Cnnl::animation::BoneAnimation | Represents the transformations of a bone during an animation |
| Cnnl::colbox::ColBoxConfig | Represents the configuration for various collision boxes of a character |
| Cnnl::collision::Collision | Struct that contains all necessary information for collision detection |
| Cnnl::shadow_collision::Collision | Struct that contains all necessary information for performing shadow projection |
| Cnnl::colbox::CollisionBox14 | Represents a collision box |
| Cnnl::colbox::CollisionBox18 | Represents a collision box |
| Cnnl::colbox::CollisionBox20 | Represents a collision box in a hitbox config |
| Cnnl::collision::CollisionTest | Struct representing a set of geometric shapes for collision testing |
| Cnnl::shadow_collision::CollisionTest | Struct representing a set of triangles to be tested for shadow projection |
| Cnnl::animation::ConvertParam | Parameters for converting animations to the in-game format |
| Cnnl::collision::ConvertParam | Parameters for converting a simplified mesh to the in-game collision format |
| Cnnl::model::ConvertParam | Parameters for converting a simplified mesh to the in-game format |
| Cnnl::texture::ConvertParam | Structure to hold parameters for texture conversion |
| Cnnl::collision::Edge | Struct defining a wall edge used in collision detection |
| Cnnl::action::EffectNode | A union that represents a function or argument node within an auxiliary effect playback chain |
| Cnnl::Exception | Base exception class for the library specific exceptions |
| Cnnl::IOError | Exception thrown for I/O like operations |
| Cnnl::NarrowError | Exception thrown for narrowing conversion errors |
| Cnnl::ParseError | Exception thrown for parsing errors |
| Cnnl::PreconditionError | Exception thrown when a contract precondition is violated |
| Cnnl::RangeError | Exception thrown for out-of-range errors |
| Cnnl::RuntimeError | Exception thrown for generic runtime errors |
| Cnnl::fog::Fog | Defines settings for depth-based environmental fog |
| Cnnl::colbox::HitboxConfig | Represents a hitbox config |
| Cnnl::action::Id | Represents a unique identifier for an action |
| Cnnl::animation::KeyFrame | Represents a keyframe in an animation |
| Cnnl::visanimation::KeyFrame | Represents a keyframe in a visibility animation |
| Cnnl::lit::Light | Represents a directional light in the scene. This structure represents a directional light source that affects dynamically lit materials |
| Cnnl::lit::Lit | Represents a lighting configuration for a scene |
| Cnnl::Mat4< T > | 4x4 matrix template with packed storage |
| Cnnl::model::Material | Represents the properties of a material |
| Cnnl::utl::data::MD5Context | A utility class for calculating MD5 message digests |
| Cnnl::model::Mesh | This struct defines various properties of a mesh |
| Cnnl::model::MeshGroup | Represents a group of meshes |
| Cnnl::minimap::MinimapConfig | Defines settings for a minimap |
| Cnnl::model::Model | Represents a 3D model with various components |
| Cnnl::Writer::Offset< T > | Pointer-like object for storing stream positions |
| Cnnl::posd::Position | Represents a spawn position in the world |
| Cnnl::model::Primitive | Represents the smallest unit of geometry in the hierarchy |
| Cnnl::Writer::Ref< T > | Reference-like object for writing and reading data at memorized stream positions |
| Cnnl::render::RenderConfig | Represents settings for rendering |
| Cnnl::RWBase | Base interface for data reading/writing classes |
| Cnnl::Reader | Abstract class for reading data |
| Cnnl::BufferRW | Reader/Writer implementation that writes to an internal growable buffer |
| Cnnl::BufferSpan | Reader/Writer implementation for mutable memory buffers |
| Cnnl::BufferView | Reader implementation for read-only memory buffers |
| Cnnl::FileRW | Reader/Writer implementation for file io operations |
| Cnnl::FileReader | Reader implementation for reading from a file |
| Cnnl::Writer | Abstract class for writing data |
| Cnnl::BufferRW | Reader/Writer implementation that writes to an internal growable buffer |
| Cnnl::BufferSpan | Reader/Writer implementation for mutable memory buffers |
| Cnnl::FileRW | Reader/Writer implementation for file io operations |
| Cnnl::SAnimation | Represents a skeletal animation |
| Cnnl::SAsset3D | Represents a 3D asset composed of various components |
| Cnnl::SAttachment | Represents a node attached to a bone |
| Cnnl::SAudio | Represents a simple audio asset |
| Cnnl::SBone | Represents a bone/joint in a skeletal hierarchy of a 3D model |
| Cnnl::SBoneChannel | Represents the animation tracks for a single bone |
| Cnnl::SKeyFrame< T > | Represents a single keyframe in an animation |
| Cnnl::SLight | Represents a light source in a 3D scene |
| Cnnl::SMaterial | Represents a simple material with various properties for 3D rendering |
| Cnnl::SMesh | Represents a simple mesh |
| Cnnl::SModel | Represents a simple model |
| Cnnl::SPixel | Represents a pixel with red, green, blue, and alpha color channels |
| Cnnl::SPosition | Represents an empty node with a transform |
| Cnnl::SSkeleton | Represents the skeleton of a 3D model |
| Cnnl::utl::static_vector< T, Capacity > | Std::vector like class with a fixed-size inline storage (aka std::inplace_vector) |
| Cnnl::utl::StaticSet< T, max_size > | Fixed-size sorted set implementation |
| Cnnl::STexture | Represents a simple texture |
| Cnnl::STriangle | Represents a triangle defined by three vertices |
| Cnnl::model::SubMesh | Represents a smaller part of a mesh |
| Cnnl::SUVAnimation | Represents a texture coordinate animation |
| Cnnl::SUVChannel | A single animation track for UV coordinates |
| Cnnl::SValue | A class representing JSON-like values (null, bool, numbers, strings, arrays, or objects) |
| Cnnl::SVertex | Represents a simple vertex with a fixed set of attributes |
| Cnnl::SVisibilityAnimation | Represents a visibility animation of mesh groups |
| Cnnl::text::Text | Represents an in-game text archive |
| Cnnl::texture::Texture | Structure representing a texture |
| Cnnl::texture::TextureData | Structure representing image data of a texture |
| Cnnl::model::TextureSwap | Represents a configuration for texture swapping |
| Cnnl::dig::TFileRecord< TData > | A raw entry in the dig archive |
| Cnnl::collision::Triangle | Struct defining a single triangle used in collision detection |
| Cnnl::shadow_collision::Triangle | Struct defining a single triangle for projecting shadows onto it |
| Cnnl::model::TriangleGroup | Represents a group of triangles associated with specific bones |
| Cnnl::model::UVAnimation | Represents a UV animation configuration |
| Cnnl::Vec2< T > | 2D vector template with packed storage |
| Cnnl::Vec3< T > | 3D vector template with packed storage |
| Cnnl::Vec4< T > | 4D vector template with packed storage |
| Cnnl::vertexde::VertexLayout | Structure representing the layout of a vertex |