DI-Guy SDK Documentation  13.2
Class Hierarchy
This inheritance list is sorted roughly, but not completely, alphabetically:
[detail level 12]
 CbdiFaceFxInit
 CbdiGraphicsInitGraphicsAPI
 CbdiGraphicsInitOgl
 CbdiSoundInitOpenAL
 CCB_VS_DIGUY_MATERIAL
 CCB_VS_DIGUY_PER_OBJECT
 CdiguyAgentParamsThe class that represents what parameters an agent is currently using to carry out their base behavior
 CdiguyAppAn Singleton class representing the DI-Guy Application
 CdiguyAuthorInterface Link against: libdiguy
 CdiguyAuthorVisualMaterial Summary:
 CdiguyAuthorVisualMultiline Link against: libdiguy
 CdiguyAuthorVisualObjectHandle Link against: libdiguy
 CdiguyAuthorVisualRegionMesh Link against: libdiguy
 CdiguyAuthorVisualRegionPaintbrush
 CdiguyAuthorVisualWaypoint Link against: libdiguy
 CdiguyChainSettingsChain settings.. Rarely used
 CdiguyChainSimulationWrapper around a chain simulation
 CdiguyCharacterThe class that represents a DI-Guy Entity in the world
 CdiguyCharacterFaceExpressionA class representing a facial pose
 CdiguyCharacterGestureA class representing a overlaid performance on a character's base animation
 CdiguyCharacterGroupA group of DI-Guy characters, useful for organizing your scenarios
 CdiguyCharacterGuideRepresents algorithm for steering and maneuvering a character towards a goal point
 CdiguyCharacterPathAn interface for manipulating a character's spline path. A path is typically authored in DI-Guy Scenario, but can be manipulated via the sdk
 CdiguyCharacterPathActionBeadA bead that sits on a character's spline path and triggers a new action
 CdiguyCharacterPathAimBeadA bead that sits on a character's spline path and triggers a new aim event
 CdiguyCharacterPathDecisionBeadA bead that sits on a character's spline path and triggers a new decision
 CdiguyCharacterPathEventInterface to base class of event beads, not often used
 CdiguyCharacterPathGazeBeadA bead that sits on a character's spline path and triggers a new gaze
 CdiguyCharacterPathScriptBeadA bead that sits on a character's spline path and triggers a new script evaluation
 CdiguyCharacterPoseOverrideA class that allows end users to override a character's animation on a joint level
 CdiguyCharacterTypeMapThe character type map provides extra information about DI-Guy character types and appearances
 CdiguyCrowdThe class that represents a DI-Guy Crowd, DI-Guy AI agents can be given orders at an individual level or via the entire group that they associate with
 CdiguyCrowdProfileThe class that represents the makeup and base params of a diguyCrowd
 CdiguyDrawCallDataA struct that represents the information that diguy puts together for an immediate mode draw call
 CdiguyDrawPass
 CdiguyExerciseInterface
 CdiguyFormationA class that represents the layout of a group of characters
 CdiguyGraphicsFile
 CdiguyGraphicsFrameBuffer
 CdiguyGraphicsInstanceGroupA class that represents an instance group. An instance group is a collection of meshes, attached to shapes, that can be drawn with a single draw call using supplemental instance data information. An instance group can contain segmented meshes or skinned mesh
 CdiguyGraphicsLinkA 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
 CdiguyGraphicsMaterialA class that represents a shared material
 CdiguyGraphicsMeshA class that represents a shared mesh object
 CdiguyGraphicsShaderInstanceA class that represents the unique per-character shader object
 CdiguyGraphicsShaderProgramThis class implements shader programs for use with DI-Guy character graphics
 CdiguyGraphicsShaderTechniqueThis class implements shader lod system for use with DI-Guy character graphics
 CdiguyGraphicsShapeA 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
 CdiguyGraphicsStateA class that represents a shared material/textures combination
 CdiguyGraphicsTextureA class that represents a shared texture
 CdiguyIGuyControllerA class that gives access to IGuy's parameters
 CdiguyImpactA class that represents a bullet impact in the world, often used by AIs to make reaction decisions
 CdiguyInfoPopup
 CdiguyInteractionMachineDiguyInteractionMachine 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
 CdiguyIntersectionResultExperimental class for diguyIntersectionResult exp_intersect_geometry
 CdiguyLightRenderDescThis class is a simple structure for transmitting diguy lights down to the uniform buffer system this is then copied to a GPU friendly structure
 CdiguyLinkControllerA class that allows end users to override a character's animation on a joint level. this class complements the diguyPoseOverride system with one that is a bit more scriptable and can handle automatic animation effects
 CdiguyLoadManager
 CdiguyLogChannel
 CdiguyMathHelperContains useful math functions
 CdiguyModuleSimPhysXInit
 CdiguyMotionEngineSnapshotExperimental class for helping with multichannel synchronization
 CdiguyMotionExporterA class that allows end users to write a simple script for exporting a number of motions from the Motion Editor time-line in a simple repeatable fashion
 CdiguyNetInterfaceThis class provides accessors to the interface parameters, as well as functions for going online and offline
 CdiguyOglMaterialUniformBufferUniform Buffer for material information must match data layout in diguy_shared_library.glsl
 CdiguyOglPerFrameUniformBufferUniform Buffer for information that typically changes just once a frame This must match layout in shader library diguy_shared_library.glsl
 CdiguyOglTransformUniformBufferUniform Buffer for transform stack, will change many times a frame must match data layout in diguy_shared_library.glsl
 CdiguyOglUboFogLightweight structure for communicating fog parameters to gpu This must match layout in shader library diguy_shared_library.glsl
 CdiguyOglUboLightLightweight structure for communicating light parameters to gpu This must match layout in shader library diguy_shared_library.glsl
 CdiguyOglUboMaterialLightweight structure for communicating material parameters to gpu This must match layout in shader library diguy_shared_library.glsl
 CdiguyOsgRootNode::diguyOsgGraphicsShapeGeodeMap
 CdiguyOsgRootNode::diguyOsgGraphicsShapeSwitchMap
 CdiguyOsgTextureBufferObject
 CdiguyOsgUtilSome useful functions for implementing DI-Guy Author objects
 CdiguyParticleDrawDescAn Structure that represents a particle system draw state. This struct allows you to feed rendering information to OpenGL
 CdiguyParticleSystemAn interface class that represents a particle system that has been created by diguy's appearance effect system. this class allows you to hook up diguy to a 3rd party particle system basing the mapping on the particle name. It's also possible to directly render diguy particles via the diguyParticleSystemRenderer class
 CdiguyParticleSystemRendererAn interface class that allows diguy to trigger an immediate mode rendering of a diguy particle system. This class allows you to directly utilize the DI-Guy particle system. See diguyOglParticleSystemRenderer for a sample implementation
 CdiguyPathShape
 CdiguyPluginKeyboardEvent
 CdiguyPluginMouseEvent
 CdiguyRegionA 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
 CDiguyRenderingData
 CdiguyRenderSettingsPrivate Class
 CdiguyScenarioRepresents the scenario currently being portrayed
 CdiguyScenarioMergeSettings
 CdiguySceneObjectA scene object is a static (that is, non-moving) object in the scenario. Scene objects are the basic terrain that characters are ground-clamped to and navigate around or on. Scene objects do not typically animate
 CdiguySensorRegion
 CdiguyShaderPickDescriptionThis struct is passed into diguyGraphicsShaderTechnique::pick_shader_program() to provide the end user information to base the resulting shader choice
 CdiguyShadowMapParamsLightweight structure for sending shadow parameters to shaders from DI-Guy Scenario note this maps directly to a uniform buffer structure please be careful with padding
 CdiguySignal
 CdiguySoundThis class is represents a sound file on disk
 CdiguySoundInstance
 CdiguyUIPluginWidgetFactory
 CdiguyUniformBufferUpdaterThis class is an abstract wrapper around shader constants for use with DI-Guy rendering
 CdiguyVariable
 CdiguyVec2f
 CdiguyVec3d
 CdiguyVec3f
 CdiguyVec3i
 CdiguyVec4d
 CdiguyVec4f
 CdiguyVec4i
 CdiguyVehicleControllerAttached to certain types of more complex vehicles, to manage their behavior
 CdiguyVehicleNearCollision
 CdiguyViewA view is a graphics window wherein 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
 CdiguyViewButtonPanel
 CdiguyViewCameraThe class that represents a camera in the world
 CdiguyViewCameraSettingsHolds camera settings data that can be loaded into a diguyViewCamera using the diguyViewCamera::load_settings() call
 CdiguyViewFog
 CdiguyViewFogSettingsHolds camera settings data that can be loaded into a diguyViewFog using the diguyViewFog::load_settings() call
 CdiguyViewLabel
 CdiguyViewLight
 CdiguyViewLightSettings Summary:
 CdiguyViewPainter
 CdiguyWaypoint
 CDrawable
 CDrawCallback
 CMatrixTransform
 CQGraphicsProxyWidget
 CStateAttribute
 CTransform