| CbdiFaceFxInit | |
| CbdiGraphicsInitGraphicsAPI | |
| CbdiGraphicsInitOgl | |
| CbdiSoundInitOpenAL | |
| CCB_VS_DIGUY_MATERIAL | |
| CCB_VS_DIGUY_PER_OBJECT | |
| CdiguyAgentParams | The class that represents what parameters an agent is currently using to carry out their base behavior |
| CdiguyApp | An 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 |
| CdiguyBoundingCallback | Callback to allow users to profile computation of bounding volume for scene |
| CdiguyChainSettings | Chain settings.. Rarely used |
| CdiguyChainSimulation | Wrapper around a chain simulation |
| CdiguyCharacter | The class that represents a DI-Guy Entity in the world |
| CdiguyCharacterFaceExpression | A class representing a facial pose |
| CdiguyCharacterGesture | A class representing a overlaid performance on a character's base animation |
| CdiguyCharacterGroup | A group of DI-Guy characters, useful for organizing your scenarios |
| CdiguyCharacterGuide | Represents algorithm for steering and maneuvering a character towards a goal point |
| CdiguyCharacterPath | An interface for manipulating a character's spline path. A path is typically authored in DI-Guy Scenario, but can be manipulated via the sdk |
| CdiguyCharacterPathActionBead | A bead that sits on a character's spline path and triggers a new action |
| CdiguyCharacterPathAimBead | A bead that sits on a character's spline path and triggers a new aim event |
| CdiguyCharacterPathDecisionBead | A bead that sits on a character's spline path and triggers a new decision |
| CdiguyCharacterPathEvent | Interface to base class of event beads, not often used |
| CdiguyCharacterPathGazeBead | A bead that sits on a character's spline path and triggers a new gaze |
| CdiguyCharacterPathScriptBead | A bead that sits on a character's spline path and triggers a new script evaluation |
| CdiguyCharacterPoseOverride | A class that allows end users to override a character's animation on a joint level |
| CdiguyCharacterTypeMap | The character type map provides extra information about DI-Guy character types and appearances |
| CdiguyCrowd | The 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 |
| CdiguyCrowdProfile | The class that represents the makeup and base params of a diguyCrowd |
| CdiguyDrawCallData | A struct that represents the information that diguy puts together for an immediate mode draw call |
| CdiguyDrawPass | |
| CdiguyDx11GraphicsLink | |
| CdiguyDx11GraphicsMaterial | |
| CdiguyDx11GraphicsMesh | |
| CdiguyDx11GraphicsShaderInstance | |
| CdiguyDx11GraphicsShaderProgram | |
| CdiguyDx11GraphicsShape | |
| CdiguyDx11GraphicsTexture | |
| CdiguyDx11UniformBufferUpdater | |
| CdiguyDx9GraphicsLink | |
| CdiguyDx9GraphicsMaterial | |
| CdiguyDx9GraphicsMesh | |
| CdiguyDx9GraphicsShaderInstance | |
| CdiguyDx9GraphicsShaderProgram | |
| CdiguyDx9GraphicsShape | |
| CdiguyDx9GraphicsTexture | |
| CdiguyExerciseInterface | |
| CdiguyFormation | A class that represents the layout of a group of characters |
| CdiguyGraphicsFile | |
| CdiguyGraphicsFrameBuffer | |
| CdiguyGraphicsInstanceGroup | A 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 |
| CdiguyGraphicsLink | 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 |
| CdiguyGraphicsMaterial | A class that represents a shared material |
| CdiguyGraphicsMesh | A class that represents a shared mesh object |
| CdiguyGraphicsShaderInstance | A class that represents the unique per-character shader object |
| CdiguyGraphicsShaderProgram | This class implements shader programs for use with DI-Guy character graphics |
| CdiguyGraphicsShaderTechnique | This class implements shader lod system for use with DI-Guy character graphics |
| CdiguyGraphicsShape | 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 |
| CdiguyGraphicsState | A class that represents a shared material/textures combination |
| CdiguyGraphicsTexture | A class that represents a shared texture |
| CdiguyIGuyController | A class that gives access to IGuy's parameters |
| CdiguyImpact | A class that represents a bullet impact in the world, often used by AIs to make reaction decisions |
| CdiguyInfoPopup | |
| CdiguyInteractionMachine | 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 |
| CdiguyIntersectionResult | Experimental class for diguyIntersectionResult exp_intersect_geometry |
| CdiguyLightRenderDesc | This class is a simple structure for transmitting diguy lights down to the uniform buffer system this is then copied to a GPU friendly structure |
| CdiguyLinkController | A 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 | |
| CdiguyMathHelper | Contains useful math functions |
| CdiguyMotionEngineSnapshot | Experimental class for helping with multichannel synchronization |
| CdiguyMotionExporter | A 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 |
| CdiguyNetInterface | This class provides accessors to the interface parameters, as well as functions for going online and offline |
| CdiguyOglGraphicsFrameBuffer | Subclass to allow diguy to create frame buffers |
| CdiguyOglGraphicsInstanceGroup | |
| CdiguyOglGraphicsLink | The class diguyOglGraphicsLink is an example of a diguyGraphicsLink subclass for an immediate mode renderer using the DI-Guy Loader |
| CdiguyOglGraphicsMaterial | |
| CdiguyOglGraphicsMesh | This class is part of the DI-Guy Graphics API |
| CdiguyOglGraphicsShaderInstance | This class is part of the DI-Guy Graphics API |
| CdiguyOglGraphicsShaderProgram | This class is part of the DI-Guy Graphics API |
| CdiguyOglGraphicsShaderTechnique | This class allows the end user to control shader picking |
| CdiguyOglGraphicsShape | This class is part of the DI-Guy Graphics API |
| CdiguyOglGraphicsTexture | The class diguyOglGraphicsTexture is an example of a diguyGraphicsTexture subclass for an immediate mode renderer using the DI-Guy Loader |
| CdiguyOglMaterialUniformBuffer | Uniform Buffer for material information must match data layout in diguy_shared_library.glsl |
| CdiguyOglParticleSystemRenderer | OpenGL 3.2 class particle renderer, used by OpenGL and OpenGL Graphics API samples and DI-Guy Scenario |
| CdiguyOglParticleSystemRenderer_21 | OpenGL 2.1 class particle renderer, used by OpenSceneGraph |
| CdiguyOglPerFrameUniformBuffer | Uniform Buffer for information that typically changes just once a frame This must match layout in shader library diguy_shared_library.glsl |
| CdiguyOglTransformUniformBuffer | Uniform Buffer for transform stack, will change many times a frame must match data layout in diguy_shared_library.glsl |
| CdiguyOglUboFog | Lightweight structure for communicating fog parameters to gpu This must match layout in shader library diguy_shared_library.glsl |
| CdiguyOglUboLight | Lightweight structure for communicating light parameters to gpu This must match layout in shader library diguy_shared_library.glsl |
| CdiguyOglUboMaterial | Lightweight structure for communicating material parameters to gpu This must match layout in shader library diguy_shared_library.glsl |
| CdiguyOglUniformBufferUpdater | This is an example implementation of a diguyUniformBufferUpdater it's responsible for translating api independent calls into OpenGL functionality |
| CdiguyOsgGraphicsInstanceGroup | |
| CdiguyOsgGraphicsLink | DI-Guy 'links' are essentially the same as 'bones' in other APIs |
| CdiguyOsgGraphicsMaterial | Materials modify the color and lighting characteristics of meshes |
| CdiguyOsgGraphicsMesh | Meshes contain the visual geometry of a DI-Guy character |
| CdiguyOsgGraphicsShaderInstance | |
| CdiguyOsgGraphicsShaderProgram | |
| CdiguyOsgGraphicsShape | Shapes are the high-level containers of visible geometry |
| CdiguyOsgGraphicsState | Graphics state objects mostly serve as containers for other sub-objects, such as materials and textures, that control the visual state of geometry |
| CdiguyOsgGraphicsTexture | |
| CdiguyOsgInstanceRootNode | Root transform for a group of diguy instances, allows each camera to have it's own transform |
| CdiguyOsgParticleRenderer | Now the OSG wrapper for the OpenGL renderer code, the most complicated bit is computing the bounding box for the above example, normally you'll find this the easy bit |
| CdiguyOsgParticleTransform | Helper class for doing local camera rendering for particle system |
| ►CdiguyOsgRootNode | |
| CdiguyOsgGraphicsShapeGeodeMap | |
| CdiguyOsgGraphicsShapeSwitchMap | |
| CdiguyOsgTextureBufferObject | |
| CdiguyOsgTextureBufferObjectApplyAttribute | |
| CdiguyOsgUtil | Some useful functions for implementing DI-Guy Author objects |
| CdiguyParticleDrawDesc | An Structure that represents a particle system draw state. This struct allows you to feed rendering information to OpenGL |
| CdiguyParticleSystem | An 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 |
| CdiguyParticleSystemRenderer | An 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 | |
| CdiguyQGraphicsProxyWidget | |
| CdiguyRegion | 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 |
| CDiguyRenderingData | |
| CdiguyRenderSettings | Private Class |
| CdiguyScenario | Represents the scenario currently being portrayed |
| CdiguyScenarioMergeSettings | |
| CdiguySceneObject | A 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 | |
| CdiguyShaderPickDescription | This struct is passed into diguyGraphicsShaderTechnique::pick_shader_program() to provide the end user information to base the resulting shader choice |
| CdiguyShadowMapParams | Lightweight 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 | |
| CdiguySound | This class is represents a sound file on disk |
| CdiguySoundInstance | |
| CdiguyTransitionInfo | Experimental class for getting transition information |
| CdiguyUIPluginWidgetFactory | |
| CdiguyUniformBufferUpdater | This class is an abstract wrapper around shader constants for use with DI-Guy rendering |
| CdiguyVariable | |
| CdiguyVec2f | |
| CdiguyVec3d | |
| CdiguyVec3f | |
| CdiguyVec3i | |
| CdiguyVec4d | |
| CdiguyVec4f | |
| CdiguyVec4i | |
| CdiguyVehicleController | Attached to certain types of more complex vehicles, to manage their behavior |
| CdiguyVehicleNearCollision | |
| CdiguyView | A 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 | |
| CdiguyViewCamera | The class that represents a camera in the world |
| CdiguyViewCameraSettings | Holds camera settings data that can be loaded into a diguyViewCamera using the diguyViewCamera::load_settings() call |
| CdiguyViewFog | |
| CdiguyViewFogSettings | Holds camera settings data that can be loaded into a diguyViewFog using the diguyViewFog::load_settings() call |
| CdiguyViewLabel | |
| CdiguyViewLight | |
| CdiguyViewLightSettings | Summary: |
| CdiguyViewPainter | |
| CdiguyWaypoint | |
| CInstanceGroupDrawCallback | |