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This file was automatically generated from diguyIGuyController.h. Do not edit this file directly; the changes will be lost.Includes: declspec_diguy.h | diguyMotionPosture.h | diguyMotionVariant.h
Contents:
class diguyIGuyController
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| Character Functions |
function diguyIGuyController::set_iguy_character |
Prototype:
Description:void set_iguy_character(const char* name, diguyMotionPosture initial_posture = DIGUY_MOTION_POSTURE_ANY, diguyMotionVariant initial_variant = DIGUY_MOTION_VARIANT_ANY);
This function sets the interactive character (I-Guy).
The I-Guy character's actions, position, and orientation can be 'driven' by input from the mouse, keyboard, or a joystick.
There can be at most one I-Guy at a time.Arguments:
name name of character to become I-Guy initial_posture this argument is not currently used, but will be implemented in a future version of DI-Guy initial_variant the initial motion variant the I-Guy character should assume Passing DIGUY_MOTION_VARIANT_ANY as the initial variant will cause DI-Guy to select a default initial variant. Passing DIGUY_MOTION_VARIANT_NORMAL will cause the character to start in a non-aiming action. Passing DIGUY_MOTION_VARIANT_AIM will cause the character to start in an aiming action, if available. Other variants will be supported in a future version.Callable From:
- C++
- Script
function diguyIGuyController::get_iguy_character |
Prototype:
Returns:diguyCharacter* get_iguy_character();
pointer of type diguyCharacter* to the current I-Guy characterCallable From:
- C++
- Script
| Interaction Functions |
function diguyIGuyController::get_interaction_subject |
Prototype:
Description:diguyCharacter* get_interaction_subject();
This function returns the character clicked on when in I-Guy Input Mode. The pointer is valid during CALLBACK_ID_IGUY_INTERACT_WITH_SUBJECT callbacks.Returns:
pointer to type diguyCharacter; NULL if there is no interaction subjectCallable From:
- C++
- Script
| Camera Functions |
function diguyIGuyController::set_camera_change_enabled |
Prototype:
Description:void set_camera_change_enabled(int enabled);
This function sets whether the I-Guy controller should update the primary view's camera to keep the I-Guy in view.Arguments:
Callable From:
enabled pass 1 to enable camera changes, 0 to disable
- C++
- Script
function diguyIGuyController::get_camera_change_enabled |
Prototype:
Returns:int get_camera_change_enabled();
1 if I-Guy affects camera, 0 if notCallable From:
- C++
- Script
function diguyIGuyController::set_camera_use_1st_person_flag |
Prototype:
Description:void set_camera_use_1st_person_flag(int flag);
This function sets whether the I-Guy controlled camera should be 1st person (from-the-eyes view), or 3rd person (over the shoulder).Arguments:
Callable From:
flag pass 1 for 1st person, 0 for 3rd
- C++
- Script
function diguyIGuyController::get_camera_use_1st_person_flag |
Prototype:
Returns:int get_camera_use_1st_person_flag();
1 if I-Guy controlled camera is 1st person, 0 if 3rdCallable From:
- C++
- Script
function diguyIGuyController::set_camera_attachment_link |
Prototype:
Description:void set_camera_attachment_link(const char* attachment_link);
This function sets which link the I-Guy controlled camera will be attached to. For human characters, the best link is typically "cervical" (the neck), or NULL (to use the base position of the character). The default is "cervical".
This setting affects both 1st person and 3rd person cameras.Arguments:
attachment_link name of the link to attach to Pass NULL to have the camera be attached to the I-Guy character's base position.Callable From:
- C++
- Script
function diguyIGuyController::get_camera_attachment_link |
Prototype:
Returns:const char* get_camera_attachment_link();
the name of the current camera attachment link, or the empty string ("") if there is noneCallable From:
- C++
- Script
function diguyIGuyController::set_camera_3rd_person_look_from_offset |
Prototype:
Description:void set_camera_3rd_person_look_from_offset(float x, float y, float z);
This function sets the offset that is used from the attachment link's position for the 3rd person camera's position.
Typically this has a slightly negative x value, to move the camera behind the I-Guy character, and a positive z value, to move the camera up so it can see over the character's head.
The default is x=-2.0, y=0.0f, z=0.35.
This setting affects only 3rd person cameras.Arguments:
Callable From:
x, y, z offset of camera position from attachment link
- C++
- Script
function diguyIGuyController::get_camera_3rd_person_look_from_offset |
Prototype:
Description:void get_camera_3rd_person_look_from_offset(float* x, float* y, float* z);
This function retrieves the offset that is used from the attachment link's position for the 3rd person camera's position. The offset values should be put into the variables pointed to.Arguments:
Callable From:
x, y, z pointers to variables in which offset should be returned
- C++
- Script
function diguyIGuyController::set_camera_3rd_person_look_at_offset |
Prototype:
Description:void set_camera_3rd_person_look_at_offset(float x, float y, float z);
This function is similar to set_camera_3rd_person_look_from_offset(), but affects the look-at point instead.
The default is x=0.0, y=0.0, z=0.3.Arguments:
Callable From:
x, y, z offset of camera look-at point from attachment link
- C++
- Script
function diguyIGuyController::get_camera_3rd_person_look_at_offset |
Prototype:
Description:void get_camera_3rd_person_look_at_offset(float* x, float* y, float* z);
This function is similar to get_camera_3rd_person_look_from_offset(), but affects the look-at point instead.Arguments:
Callable From:
x, y, z pointers to variables in which offset should be returned
- C++
- Script
| Mouse Functions |
function diguyIGuyController::set_mouse_input_enabled |
Prototype:
Description:void set_mouse_input_enabled(int enabled);
This function sets whether mouse input will affect the I-Guy character.Arguments:
Callable From:
enabled pass 1 to enable mouse input, 0 to disable
- C++
- Script
function diguyIGuyController::get_mouse_input_enabled |
Prototype:
Returns:int get_mouse_input_enabled();
1 if mouse input is enabled, 0 if notCallable From:
- C++
- Script
function diguyIGuyController::set_input_capture_enabled |
Prototype:
Description:void set_input_capture_enabled(int enabled);
This function sets whether mouse input should be "captured".
A captured mouse's cursor doesn't move, but stays in the middle of the view. This mode is common in first-person shooter (FPS) style games.
A non-captured mouse's cursor is free to move anywhere on the screen.
The setting only has an effect in DI-Guy Scenario.Arguments:
Callable From:
enabled pass 1 to enable input capture, 0 to disable
- C++
- Script
function diguyIGuyController::get_input_capture_enabled |
Prototype:
Returns:int get_input_capture_enabled();
1 if input is captured, 0 if notCallable From:
- C++
- Script
| Keyboard Functions |
function diguyIGuyController::set_keyboard_input_enabled |
Prototype:
Description:void set_keyboard_input_enabled(int enabled);
This function sets whether keyboard input will affect the I-Guy character.Arguments:
Callable From:
enabled pass 1 to enable keyboard input, 0 to disable
- C++
- Script
function diguyIGuyController::get_keyboard_input_enabled |
Prototype:
Returns:int get_keyboard_input_enabled();
1 if keyboard input is enabled, 0 if notCallable From:
- C++
- Script
| Joystick Functions |
function diguyIGuyController::set_joystick_input_enabled |
Prototype:
Description:void set_joystick_input_enabled(int enabled);
This function sets whether joystick input will affect the I-Guy character.Arguments:
Callable From:
enabled pass 1 to enable joystick input, 0 to disable
- C++
- Script
function diguyIGuyController::get_joystick_input_enabled |
Prototype:
Returns:int get_joystick_input_enabled();
1 if joystick input is enabled, 0 if notCallable From:
- C++
- Script
| Posture and Variant Functions |
function diguyIGuyController::set_posture_change_enabled |
Prototype:
Description:void set_posture_change_enabled(int enabled);
This function sets whether the I-Guy controller can affect the posture of the character.
The default is 1, posture change enabled.Arguments:
Callable From:
enabled pass 1 to enable posture changes, 0 to disable
- C++
- Script
function diguyIGuyController::get_posture_change_enabled |
Prototype:
Returns:int get_posture_change_enabled();
1 if posture changes enabled, 0 if notCallable From:
- C++
- Script
function diguyIGuyController::set_posture |
Prototype:
Description:void set_posture(diguyMotionPosture posture);
This function sets the desired posture of the I-Guy character.
Note that the character may not be able to maintain this posture. For example, if the desired posture is prone but the character type has no moving prone actions, a crouched action may be used for moving instead.
This function will have no effect if posture changes are disabled, as set by set_posture_change_enabled().Arguments:
Callable From:
posture desired posture
- C++
- Script
function diguyIGuyController::get_posture |
Prototype:
Returns:diguyMotionPosture get_posture();
the desired posture of the I-Guy characterCallable From:
- C++
- Script
function diguyIGuyController::set_variant_change_enabled |
Prototype:
Description:void set_variant_change_enabled(int enabled);
This function sets whether the I-Guy controller can affect the variant of the character.
The default is 1, variant change enabled.Arguments:
Callable From:
enabled pass 1 to enable variant changes, 0 to disable
- C++
- Script
function diguyIGuyController::get_variant_change_enabled |
Prototype:
Returns:int get_variant_change_enabled();
1 if variant changes enabled, 0 if notCallable From:
- C++
- Script
function diguyIGuyController::set_variant |
Prototype:
Description:void set_variant(diguyMotionVariant variant);
This function sets the desired variant of the I-Guy character.
This function will have no effect if variant changes are disabled, as set by set_variant_change_enabled().
Most often the variant of an I-Guy character should be one of:
Arguments:
Callable From:
variant desired variant
- C++
- Script
function diguyIGuyController::get_variant |
Prototype:
Returns:diguyMotionVariant get_variant();
the desired variant of the I-Guy characterCallable From:
- C++
- Script
| Misc Enable and Disable Functions |
function diguyIGuyController::set_gaze_change_enabled |
Prototype:
Description:void set_gaze_change_enabled(int enabled);
This function sets whether the I-Guy controller can affect the gaze state of the character.
The default is 1, gaze change enabled.Arguments:
Callable From:
enabled pass 1 to enable gaze changes, 0 to disable
- C++
- Script
function diguyIGuyController::get_gaze_change_enabled |
Prototype:
Returns:int get_gaze_change_enabled();
1 if gaze changes enabled, 0 if notCallable From:
- C++
- Script
function diguyIGuyController::set_orientation_change_enabled |
Prototype:
Description:void set_orientation_change_enabled(int enabled);
This function sets whether the I-Guy controller can affect the orientation of the character.
The default is 1, orientation change enabled.Arguments:
Callable From:
enabled pass 1 to enable orientation changes, 0 to disable
- C++
- Script
function diguyIGuyController::get_orientation_change_enabled |
Prototype:
Returns:int get_orientation_change_enabled();
1 if gaze orientation enabled, 0 if notCallable From:
- C++
- Script
function diguyIGuyController::set_position_change_enabled |
Prototype:
Description:void set_position_change_enabled(int enabled);
This function sets whether the I-Guy controller can affect the position of the character.
The default is 1, position change enabled.Arguments:
Callable From:
enabled pass 1 to enable position changes, 0 to disable
- C++
- Script
function diguyIGuyController::get_position_change_enabled |
Prototype:
Returns:int get_position_change_enabled();
1 if position changes enabled, 0 if notCallable From:
- C++
- Script
| Performance Functions |
function diguyIGuyController::set_use_force_action_flag |
Prototype:
Description:void set_use_force_action_flag(int use_force_action_flag);
This function sets whether the I-Guy controller will change the controlled character's action abruptly or allow action changes to take place smoothly.
Forced action changes provide better responsiveness, but don't look as nice.
See the functions diguyCharacter::force_action() and diguyCharacter::set_desired_action().
The set_skip_transitions_flag() also has an effect on responsiveness and how nice the action transitions look.
The default is 1, force actions.Arguments:
Callable From:
use_force_action_flag pass 1 to force quick action changes, 0 to smooth action changes
- C++
- Script
function diguyIGuyController::get_use_force_action_flag |
Prototype:
Returns:int get_use_force_action_flag();
whether actions are forced (returns 1) or not (returns 0)Callable From:
- C++
- Script
function diguyIGuyController::set_skip_transitions_flag |
Prototype:
Description:void set_skip_transitions_flag(int skip_transitions_flag);
This function sets whether the I-Guy controller will, when new actions are forced, the transition motions from the current to the new action are skipped.
Skipping transitions provides better responsiveness, but doesn't look as nice.
This setting only has an effect if the force action flag is set to 1 (see set_use_force_action_flag()).
The default is 1, skip transitions.Arguments:
Callable From:
skip_transitions_flag pass 1 to skip transition motions, 0 to play them
- C++
- Script
function diguyIGuyController::get_skip_transitions_flag |
Prototype:
Returns:int get_skip_transitions_flag();
whether transitions between actions are skipped (returns 1) or not (returns 0)Callable From:
- C++
- Script
| Misc Functions |
function diguyIGuyController::set_always_run_flag |
Prototype:
Description:void set_always_run_flag(int always_run_flag);
This function sets whether the I-Guy character will always try to run, or move at its top speed.
The default is 0, don't always run.Arguments:
Callable From:
always_run_flag pass 1 to always run, 0 to be able to walk and/or jog when moving slower
- C++
- Script
function diguyIGuyController::get_always_run_flag |
Prototype:
Returns:int get_always_run_flag();
whether the I-Guy character will always try to run (returns 1), or not (returns 0)Callable From:
- C++
- Script
| Facing Functions |
function diguyIGuyController::get_face_rz |
Prototype:
Description:float get_face_rz();
This function returns the current azimiuth (left/right) facing angle of the I-Guy character. This value will change as the character is moved around by the I-Guy controller.Returns:
current rz facing angle, in degreesCallable From:
- C++
- Script
function diguyIGuyController::get_face_ry |
Prototype:
Description:float get_face_ry();
This function returns the current elevation (down/up) facing angle of the I-Guy character. This value will change as the character is moved around by the I-Guy controller.Returns:
current ry facing angle, in degreesCallable From:
- C++
- Script
function diguyIGuyController::set_face_rz_desired |
Prototype:
Description:void set_face_rz_desired(float face_rz_desired);
This function sets the desired azimiuth (left/right) facing angle of the I-Guy character.
Most often this value is changed via mouse, keyboard, or joystick input, not by this function.Callable From:
- C++
- Script
function diguyIGuyController::get_face_rz_desired |
Prototype:
Returns:float get_face_rz_desired();
desired rz facing angle, in degreesCallable From:
- C++
- Script
function diguyIGuyController::set_face_ry_desired |
Prototype:
Description:void set_face_ry_desired(float face_ry_desired);
This function sets the desired elevation (down/up) facing angle of the I-Guy character.
Most often this value is changed via mouse, keyboard, or joystick input, not by this function.Callable From:
- C++
- Script
function diguyIGuyController::get_face_ry_desired |
Prototype:
Returns:float get_face_ry_desired();
desired ry facing angle, in degreesCallable From:
- C++
- Script
function diguyIGuyController::face_character |
Prototype:
Description:void face_character(const char* character_name, const char* link, float offset_rz = 0.0f, float offset_ry = 0.0f);
This function sets the desired rz and ry facing angles of the I-Guy controlled character toward the specified character.Callable From:
- C++
- Script
| Deprecated Functions |
The following functions are deprecated.
As these functions may disappear in a future version of DI-Guy, it is recommended that you remove calls to these functions from your application.
function diguyIGuyController::set_mouse_look_changes_orientation |
Prototype:
void set_mouse_look_changes_orientation(int val);Deprecated; use set_orientation_change_enabled() instead.
function diguyIGuyController::get_mouse_look_changes_orientation |
Prototype:
int get_mouse_look_changes_orientation();Deprecated; use get_orientation_change_enabled() instead.
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