 bdiFaceFxInit | |
 bdiGraphicsInitGraphicsAPI | |
 bdiGraphicsInitOgl | |
 bdiSoundInitOpenAL | |
 diguyAgentParams | The class that represents what parameters a agent is currently using to carry out their base behavior |
 diguyApp | An Singleton class representing the DI-Guy Application |
 diguyAuthorInterface | Link against: libdiguy |
 diguyAuthorVisualMaterial | Summary: |
 diguyAuthorVisualMultiline | Link against: libdiguy |
 diguyAuthorVisualObjectHandle | Link against: libdiguy |
 diguyAuthorVisualRegionMesh | Link against: libdiguy |
 diguyAuthorVisualRegionPaintbrush | |
 diguyAuthorVisualWaypoint | Link against: libdiguy |
 diguyChainSettings | |
 diguyChainSimulation | |
 diguyCharacter | The class that represents a DI-Guy Entity in the world |
 diguyCharacterFaceExpression | Class acts as a wrapper around a individual face pose like mad or angry All functions in this class are callable from: |
 diguyCharacterGesture | A class representing a overlaid performance on a character's base animation |
 diguyCharacterGroup | A group of DI-Guy characters, useful for organizing your scenarios |
 diguyCharacterGuide | DiguyCharacterGuide Overview |
 diguyCharacterPath | A interface for manipulating a characters spline path typically authored in DI-Guy Scenario |
 diguyCharacterPathActionBead | A bead that sits on a character's spline path and triggers a new action |
 diguyCharacterPathAimBead | A bead that sits on a character's spline path and triggers a new aim event |
 diguyCharacterPathCallbackParams_TIME_INTO | |
 diguyCharacterPathCallbackParams_TIME_LEFT | |
 diguyCharacterPathDecisionBead | A bead that sits on a character's spline path and triggers a new decision |
 diguyCharacterPathEvent | Interface to base class of event beads, not often used |
 diguyCharacterPathGazeBead | A bead that sits on a character's spline path and triggers a new gaze |
 diguyCharacterPathScriptBead | A bead that sits on a character's spline path and triggers a new script evaluation |
 diguyCharacterPoseOverride | A class that allows end users to override a characters animation on a joint level |
 diguyCharacterTypeMap | The character type map provides extra information about DI-Guy character types and appearances |
 diguyCrowd | The class that represents a DI-Guy Crowd |
 diguyCrowdProfile | The class that represents the makeup and base params of a diguyCrowd |
 diguyExerciseInterface | |
 diguyFormation | A class that represents the layout of a group of characters |
 diguyGraphicsFile | |
 diguyGraphicsLink | A class that represents the unique per-character non-shared joint of a character. A diguyCharacter is a hierarchy of links and joints. Think of the links as the bones of the characters while joints are the articulations. Note that the links themselves do not have any geometry directly associated with them; instead geometry is associated with shapes, which in turn are associated with links |
 diguyGraphicsMaterial | A class that represents a shared material |
 diguyGraphicsMesh | A class that represents a shared mesh object |
 diguyGraphicsMeshDx9 | Link against: libdiguy_graphics_dx9 |
 diguyGraphicsShaderInstance | This class implements shader instances for use with shader programs for a character |
 diguyGraphicsShaderProgram | This class implements shader programs for use with DI-Guy character graphics |
 diguyGraphicsShaderTechnique | This class implements shader lod system for use with DI-Guy character graphics |
 diguyGraphicsShape | A class that represents the unique per-character non-shared mesh object. DI-Guy encapsulates its textured geometry in objects called shapes. One or more shapes are associated with each link, so when a link is “drawn”, it is actually its array of shapes that are drawn. For example, a head link might have two shapes associated with it: A human head and a helmet. A shape can either be a rigid mesh or a skinned one |
 diguyGraphicsState | A class that represents a shared material/textures combination |
 diguyGraphicsTexture | A class that represents a shared texture. Can be subclassed by filling out the diguy_graphics_set_texture_create_func() |
 diguyGraphicsVertexFormats | |
 diguyIGuyController | A class that gives access to IGuy's parameters |
 diguyImpact | A class that represents the a bullet impact in the world, often used by AI's to make reaction decisions |
 diguyInfoPopup | |
 diguyInteractionMachine | DiguyInteractionMachine objects give DI-Guy Scenario users a way of providing interactive, UI-driven input to a scenario that can change the way a scenario progresses |
 diguyIntersectionResult | Experimental class for diguyIntersectionResult exp_intersect_geometry |
 diguyLoadManager | |
 diguyLogChannel | |
 diguyModuleSimPhysXInit | |
 diguyNetInterface | This class provides accessors to the interface parameters, as well as functions for going online and offline |
 diguyOglGraphicsLink | |
 diguyOglGraphicsMaterial | |
 diguyOglGraphicsMesh | |
 diguyOglGraphicsShaderInstance | |
 diguyOglGraphicsShaderProgram | |
 diguyOglGraphicsShape | |
 diguyOglGraphicsTexture | |
 diguyOsgGraphicsLink | |
 diguyOsgGraphicsMaterial | |
 diguyOsgGraphicsMesh | |
 diguyOsgGraphicsShaderInstance | |
 diguyOsgGraphicsShaderProgram | |
 diguyOsgGraphicsShape | |
 diguyOsgGraphicsState | |
 diguyOsgGraphicsTexture | |
 diguyOsgUtil | |
 diguyPathShape | |
 diguyPluginKeyboardEvent | |
 diguyPluginMouseEvent | |
 diguyRegion | A two-and-a-half-dimensional surface that represents either a navigation mesh or an area that's been painted by hand with the crowd painter |
 diguyRenderSettings | Private Class |
 diguyScenario | |
 diguyScenarioMergeSettings | |
 diguySceneObject | A scene object is a static (i.e. – non-moving) object in the scenario. Scene objects are the basic terrain that characters are ground clamped and navigate around. Scene objects do not typically animate |
 diguySensorRegion | |
 diguyShaderPickDescription | This struct is passed into diguyGraphicsShaderTechnique::pick_shader_program() to provide the end user information to base the resulting shader choice |
 diguySignal | |
 diguySound | This class is represents a sound file on disk |
 diguySoundInstance | |
 diguyVariable | |
 diguyVec2f | |
 diguyVec3d | |
 diguyVec3f | |
 diguyVec3i | |
 diguyVec4d | |
 diguyVec4f | |
 diguyVec4i | |
 diguyVehicleController | |
 diguyVehicleNearCollision | |
 diguyView | A view is a graphics window where the scenario and its characters are animated. Note that views have a current camera and may have settings for visual effects, such as lighting and fog. Providing view information can sometimes be useful for DI-Guy, and is required when using the Load Manager |
 diguyViewButtonPanel | |
 diguyViewCamera | |
 diguyViewCameraSettings | Holds camera settings data that can be loaded into a diguyViewCamera using the diguyViewCamera::load_settings() call |
 diguyViewFog | |
 diguyViewFogSettings | Holds camera settings data that can be loaded into a diguyViewFog using the diguyViewFog::load_settings() call |
 diguyViewLabel | |
 diguyViewLight | |
 diguyViewLightSettings | Summary: |
 diguyViewPainter | |
 diguyWaypoint | |