DI-Guy C++ SDK Reference  13.0
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Class List
Here are the classes, structs, unions and interfaces with brief descriptions:
oCbdiFaceFxInit
oCbdiGraphicsInitGraphicsAPI
oCbdiGraphicsInitOgl
oCbdiSoundInitOpenAL
oCdiguyAgentParamsThe class that represents what parameters a agent is currently using to carry out their base behavior
oCdiguyAppAn Singleton class representing the DI-Guy Application
oCdiguyAuthorInterface Link against: libdiguy
oCdiguyAuthorVisualMaterial Summary:
oCdiguyAuthorVisualMultiline Link against: libdiguy
oCdiguyAuthorVisualObjectHandle Link against: libdiguy
oCdiguyAuthorVisualRegionMesh Link against: libdiguy
oCdiguyAuthorVisualRegionPaintbrush
oCdiguyAuthorVisualWaypoint Link against: libdiguy
oCdiguyChainSettings
oCdiguyChainSimulation
oCdiguyCharacterThe class that represents a DI-Guy Entity in the world
oCdiguyCharacterFaceExpressionClass acts as a wrapper around a individual face pose like mad or angry All functions in this class are callable from:
oCdiguyCharacterGestureA class representing a overlaid performance on a character's base animation
oCdiguyCharacterGroupA group of DI-Guy characters, useful for organizing your scenarios
oCdiguyCharacterGuideDiguyCharacterGuide Overview
oCdiguyCharacterPathA interface for manipulating a characters spline path typically authored in DI-Guy Scenario
oCdiguyCharacterPathActionBeadA bead that sits on a character's spline path and triggers a new action
oCdiguyCharacterPathAimBeadA bead that sits on a character's spline path and triggers a new aim event
oCdiguyCharacterPathDecisionBeadA bead that sits on a character's spline path and triggers a new decision
oCdiguyCharacterPathEventInterface to base class of event beads, not often used
oCdiguyCharacterPathGazeBeadA bead that sits on a character's spline path and triggers a new gaze
oCdiguyCharacterPathScriptBeadA bead that sits on a character's spline path and triggers a new script evaluation
oCdiguyCharacterPoseOverrideA class that allows end users to override a characters animation on a joint level
oCdiguyCharacterTypeMapThe character type map provides extra information about DI-Guy character types and appearances
oCdiguyCrowdThe class that represents a DI-Guy Crowd
oCdiguyCrowdProfileThe class that represents the makeup and base params of a diguyCrowd
oCdiguyExerciseInterface
oCdiguyFormationA class that represents the layout of a group of characters
oCdiguyGraphicsFile
oCdiguyGraphicsInstanceGroupA class that represents an instance group. An instance group is a collection 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 (but not mixed in the same group)
oCdiguyGraphicsLinkA 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
oCdiguyGraphicsMaterialA class that represents a shared material
oCdiguyGraphicsMeshA class that represents a shared mesh object
oCdiguyGraphicsShaderInstanceThis class implements shader instances for use with shader programs for a character
oCdiguyGraphicsShaderProgramThis class implements shader programs for use with DI-Guy character graphics
oCdiguyGraphicsShaderTechniqueThis class implements shader lod system for use with DI-Guy character graphics
oCdiguyGraphicsShapeA 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
oCdiguyGraphicsStateA class that represents a shared material/textures combination
oCdiguyGraphicsTextureA class that represents a shared texture. Can be subclassed by filling out the diguy_graphics_set_texture_create_func()
oCdiguyGraphicsVertexFormats
oCdiguyIGuyControllerA class that gives access to IGuy's parameters
oCdiguyImpactA class that represents the a bullet impact in the world, often used by AI's to make reaction decisions
oCdiguyInfoPopup
oCdiguyInteractionMachineDiguyInteractionMachine 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
oCdiguyIntersectionResultExperimental class for diguyIntersectionResult exp_intersect_geometry
oCdiguyLoadManager
oCdiguyLogChannel
oCdiguyModuleSimPhysXInit
oCdiguyMotionEngineSnapshotExperimental class for helping with multichannel synchronization
oCdiguyNetInterfaceThis class provides accessors to the interface parameters, as well as functions for going online and offline
oCdiguyOglGraphicsInstanceGroup
oCdiguyOglGraphicsLink
oCdiguyOglGraphicsMaterial
oCdiguyOglGraphicsMesh
oCdiguyOglGraphicsShaderInstance
oCdiguyOglGraphicsShaderProgram
oCdiguyOglGraphicsShaderTechnique
oCdiguyOglGraphicsShape
oCdiguyOglGraphicsTexture
oCdiguyOsgGraphicsLink
oCdiguyOsgGraphicsMaterial
oCdiguyOsgGraphicsMesh
oCdiguyOsgGraphicsShaderInstance
oCdiguyOsgGraphicsShaderProgram
oCdiguyOsgGraphicsShape
oCdiguyOsgGraphicsState
oCdiguyOsgGraphicsTexture
oCdiguyOsgUtil
oCdiguyPathShape
oCdiguyPluginKeyboardEvent
oCdiguyPluginMouseEvent
oCdiguyQGraphicsProxyWidget
oCdiguyRegionA 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
oCdiguyRenderSettingsPrivate Class
oCdiguyScenario
oCdiguyScenarioMergeSettings
oCdiguySceneObjectA scene object is a static (that is, 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
oCdiguySensorRegion
oCdiguyShaderPickDescriptionThis struct is passed into diguyGraphicsShaderTechnique::pick_shader_program() to provide the end user information to base the resulting shader choice
oCdiguySignal
oCdiguySoundThis class is represents a sound file on disk
oCdiguySoundInstance
oCdiguyUIPluginWidgetFactory
oCdiguyVariable
oCdiguyVec2f
oCdiguyVec3d
oCdiguyVec3f
oCdiguyVec3i
oCdiguyVec4d
oCdiguyVec4f
oCdiguyVec4i
oCdiguyVehicleController
oCdiguyVehicleNearCollision
oCdiguyViewA 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
oCdiguyViewButtonPanel
oCdiguyViewCamera
oCdiguyViewCameraSettingsHolds camera settings data that can be loaded into a diguyViewCamera using the diguyViewCamera::load_settings() call
oCdiguyViewFog
oCdiguyViewFogSettingsHolds camera settings data that can be loaded into a diguyViewFog using the diguyViewFog::load_settings() call
oCdiguyViewLabel
oCdiguyViewLight
oCdiguyViewLightSettings Summary:
oCdiguyViewPainter
oCdiguyWaypoint
\CInitialBoundVisitor