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| MyExternalPathfinding () |
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IMyPath | FindPathGlobal (Vector3D begin, IMyDestinationShape end, MyEntity relativeEntity) |
| Finds a path from the world-space point begin to the given destination shape. More...
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bool | ReachableUnderThreshold (Vector3D begin, IMyDestinationShape end, float thresholdDistance) |
| Checks, whether the given destination is reachable, but stops the search after some threshold distance. More...
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IMyPathfindingLog | GetPathfindingLog () |
| Backwards compatibility More...
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void | Update () |
| Recieves periodic updates from the game loop More...
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void | UnloadData () |
| Gets called when the MyAIComponent is unloaded More...
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void | DebugDraw () |
| All the debug draw code should go here More...
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void | InitializeNavmesh (Vector3D center) |
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void | StartNavmeshTileCreation (List< MyNavmeshOBBs.OBBCoords > obbList) |
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void | SetTarget (Vector3D?target) |
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List< Vector3D > | GetPathPoints (Vector3D initialPosition, Vector3D targetPosition) |
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void | DrawGeometry (HkGeometry geometry, MatrixD worldMatrix, Color color, bool depthRead=false, bool shaded=false) |
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void | DebugDrawPhysicalShapes () |
| Draws physical mesh More...
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Definition at line 36 of file MyExternalPathfinding.cs.
Enumerator |
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UpperFrontLeft |
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UpperBackLeft |
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LowerBackLeft |
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LowerFrontLeft |
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UpperFrontRight |
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UpperBackRight |
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LowerBackRight |
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LowerFrontRight |
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Definition at line 176 of file MyExternalPathfinding.cs.
Sandbox.Game.AI.Pathfinding.MyExternalPathfinding.MyExternalPathfinding |
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inline |
void Sandbox.Game.AI.Pathfinding.MyExternalPathfinding.DebugDraw |
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void Sandbox.Game.AI.Pathfinding.MyExternalPathfinding.DebugDrawPhysicalShapes |
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void Sandbox.Game.AI.Pathfinding.MyExternalPathfinding.DrawGeometry |
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HkGeometry |
geometry, |
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MatrixD |
worldMatrix, |
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Color |
color, |
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bool |
depthRead = false , |
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bool |
shaded = false |
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Finds a path from the world-space point begin to the given destination shape.
- Parameters
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begin | From where to do the pathfinding |
end | The destination shape for this pathfinding query |
relativeEntity | If not null, the begin parameter is not in world space, but in local space relative to this entity |
- Returns
- The found path if any, null otherwise
Implements Sandbox.Game.AI.Pathfinding.IMyPathfinding.
Definition at line 95 of file MyExternalPathfinding.cs.
IMyPathfindingLog Sandbox.Game.AI.Pathfinding.MyExternalPathfinding.GetPathfindingLog |
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List<Vector3D> Sandbox.Game.AI.Pathfinding.MyExternalPathfinding.GetPathPoints |
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Vector3D |
initialPosition, |
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Vector3D |
targetPosition |
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void Sandbox.Game.AI.Pathfinding.MyExternalPathfinding.InitializeNavmesh |
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Vector3D |
center | ) |
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bool Sandbox.Game.AI.Pathfinding.MyExternalPathfinding.ReachableUnderThreshold |
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Vector3D |
begin, |
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IMyDestinationShape |
end, |
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float |
thresholdDistance |
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inline |
Checks, whether the given destination is reachable, but stops the search after some threshold distance.
- Parameters
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begin | Where to start the search from |
end | The destination for the reachability query |
thresholdDistance | The distance after which the query should stop |
- Returns
- True if the destination is reachable, false if it could not be found after the given threshold distance
Implements Sandbox.Game.AI.Pathfinding.IMyPathfinding.
Definition at line 109 of file MyExternalPathfinding.cs.
void Sandbox.Game.AI.Pathfinding.MyExternalPathfinding.SetTarget |
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Vector3D? |
target | ) |
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void Sandbox.Game.AI.Pathfinding.MyExternalPathfinding.StartNavmeshTileCreation |
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List< MyNavmeshOBBs.OBBCoords > |
obbList | ) |
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void Sandbox.Game.AI.Pathfinding.MyExternalPathfinding.UnloadData |
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void Sandbox.Game.AI.Pathfinding.MyExternalPathfinding.Update |
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bool Sandbox.Game.AI.Pathfinding.MyExternalPathfinding.DrawDebug |
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getset |
bool Sandbox.Game.AI.Pathfinding.MyExternalPathfinding.DrawNavmesh |
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getset |
bool Sandbox.Game.AI.Pathfinding.MyExternalPathfinding.DrawPhysicalMesh |
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getset |
The documentation for this class was generated from the following file: