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Sandbox.Game.AI.Pathfinding.MyGridNavigationMesh Class Reference
Inheritance diagram for Sandbox.Game.AI.Pathfinding.MyGridNavigationMesh:
Sandbox.Game.AI.Pathfinding.MyNavigationMesh VRage.Algorithms.MyPathFindingSystem< MyNavigationPrimitive > Sandbox.Game.AI.Pathfinding.IMyNavigationGroup

Classes

class  Component
 

Public Member Functions

 MyGridNavigationMesh (MyCubeGrid grid, MyNavmeshCoordinator coordinator, int triPrealloc=32, Func< long > timestampFunction=null)
 
override string ToString ()
 
void UpdateHighLevel ()
 
MyNavigationTriangle AddTriangle (ref Vector3 a, ref Vector3 b, ref Vector3 c)
 
void RegisterTriangle (MyNavigationTriangle tri, ref Vector3I gridPos)
 
MyVector3ISet.Enumerator GetCubes ()
 
void GetCubeTriangles (Vector3I gridPos, List< MyNavigationTriangle > trianglesOut)
 
void MakeStatic ()
 
List< Vector4DFindPath (Vector3 start, Vector3 end)
 All coords should be in the grid local coordinates More...
 
override MyNavigationPrimitive FindClosestPrimitive (Vector3D point, bool highLevel, ref double closestDistanceSq)
 
override MatrixD GetWorldMatrix ()
 
override Vector3 GlobalToLocal (Vector3D globalPos)
 
override Vector3D LocalToGlobal (Vector3 localPos)
 
override MyHighLevelPrimitive GetHighLevelPrimitive (MyNavigationPrimitive myNavigationTriangle)
 
override IMyHighLevelComponent GetComponent (MyHighLevelPrimitive highLevelPrimitive)
 
override void DebugDraw (ref Matrix drawMatrix)
 
- Public Member Functions inherited from Sandbox.Game.AI.Pathfinding.MyNavigationMesh
 MyNavigationMesh (MyNavgroupLinks externalLinks, int trianglePrealloc=16, Func< long > timestampFunction=null)
 
MyNavigationTriangle GetTriangle (int index)
 
void RefinePath (MyPath< MyNavigationPrimitive > path, List< Vector4D > output, ref Vector3 startPoint, ref Vector3 endPoint, int begin, int end)
 
void ErasePools ()
 Gets rid of the vertex and edge preallocation pools. You MUST NOT add any more triangles or edges after calling this method. It is here only to save memory when the mesh won't be modified any more. More...
 
void RemoveFace (int index)
 
void CheckMeshConsistency ()
 
int ApproximateMemoryFootprint ()
 
int GetExternalNeighborCount (MyNavigationPrimitive primitive)
 
MyNavigationPrimitive GetExternalNeighbor (MyNavigationPrimitive primitive, int index)
 
IMyPathEdge< MyNavigationPrimitiveGetExternalEdge (MyNavigationPrimitive primitive, int index)
 
- Public Member Functions inherited from VRage.Algorithms.MyPathFindingSystem< MyNavigationPrimitive >
 MyPathFindingSystem (int queueInitSize=128, Func< long > timestampFunction=null)
 
MyPath< V > FindPath (V start, V end, Predicate< V > vertexTraversable=null, Predicate< IMyPathEdge< V >> edgeTraversable=null)
 
MyPath< V > FindPath (V start, Func< V, float > heuristic, Func< V, float > terminationCriterion, Predicate< V > vertexTraversable=null, bool returnClosest=true)
 
bool Reachable (V from, V to)
 
void FindReachable (IEnumerable< V > fromSet, List< V > reachableVertices, Predicate< V > vertexFilter=null, Predicate< V > vertexTraversable=null, Predicate< IMyPathEdge< V >> edgeTraversable=null)
 
void FindReachable (V from, List< V > reachableVertices, Predicate< V > vertexFilter=null, Predicate< V > vertexTraversable=null, Predicate< IMyPathEdge< V >> edgeTraversable=null)
 
long GetCurrentTimestamp ()
 
bool VisitedBetween (V vertex, long start, long end)
 
void PrepareTraversal (V startingVertex, Predicate< V > vertexFilter=null, Predicate< V > vertexTraversable=null, Predicate< IMyPathEdge< V >> edgeTraversable=null)
 Has to be called before any traversal of the pathfinding system using enumerators. More...
 
void PerformTraversal ()
 
IEnumerator< V > GetEnumerator ()
 

Properties

bool HighLevelDirty [get]
 
override MyHighLevelGroup HighLevelGroup [get]
 
- Properties inherited from Sandbox.Game.AI.Pathfinding.MyNavigationMesh
MyWingedEdgeMesh Mesh [get]
 
abstract MyHighLevelGroup HighLevelGroup [get]
 
- Properties inherited from Sandbox.Game.AI.Pathfinding.IMyNavigationGroup
MyHighLevelGroup HighLevelGroup [get]
 

Additional Inherited Members

- Static Public Attributes inherited from Sandbox.Game.AI.Pathfinding.MyNavigationMesh
static int m_debugFunnelIdx = 0
 
- Protected Member Functions inherited from Sandbox.Game.AI.Pathfinding.MyNavigationMesh
MyNavigationTriangle AddTriangle (ref Vector3 A, ref Vector3 B, ref Vector3 C, ref int edgeAB, ref int edgeBC, ref int edgeCA)
 
void RemoveTriangle (MyNavigationTriangle tri)
 
MyNavigationTriangle GetEdgeTriangle (int edgeIndex)
 
List< Vector4DFindRefinedPath (MyNavigationTriangle start, MyNavigationTriangle end, ref Vector3 startPoint, ref Vector3 endPoint)
 
- Protected Member Functions inherited from VRage.Algorithms.MyPathFindingSystem< MyNavigationPrimitive >
void CalculateNextTimestamp ()
 

Detailed Description

Definition at line 18 of file MyGridNavigationMesh.cs.

Constructor & Destructor Documentation

Sandbox.Game.AI.Pathfinding.MyGridNavigationMesh.MyGridNavigationMesh ( MyCubeGrid  grid,
MyNavmeshCoordinator  coordinator,
int  triPrealloc = 32,
Func< long >  timestampFunction = null 
)
inline

Definition at line 118 of file MyGridNavigationMesh.cs.

Member Function Documentation

MyNavigationTriangle Sandbox.Game.AI.Pathfinding.MyGridNavigationMesh.AddTriangle ( ref Vector3  a,
ref Vector3  b,
ref Vector3  c 
)
inline

Definition at line 158 of file MyGridNavigationMesh.cs.

override void Sandbox.Game.AI.Pathfinding.MyGridNavigationMesh.DebugDraw ( ref Matrix  drawMatrix)
inlinevirtual

Reimplemented from Sandbox.Game.AI.Pathfinding.MyNavigationMesh.

Definition at line 1095 of file MyGridNavigationMesh.cs.

override MyNavigationPrimitive Sandbox.Game.AI.Pathfinding.MyGridNavigationMesh.FindClosestPrimitive ( Vector3D  point,
bool  highLevel,
ref double  closestDistanceSq 
)
inlinevirtual
List<Vector4D> Sandbox.Game.AI.Pathfinding.MyGridNavigationMesh.FindPath ( Vector3  start,
Vector3  end 
)
inline

All coords should be in the grid local coordinates

Definition at line 529 of file MyGridNavigationMesh.cs.

override IMyHighLevelComponent Sandbox.Game.AI.Pathfinding.MyGridNavigationMesh.GetComponent ( MyHighLevelPrimitive  highLevelPrimitive)
inlinevirtual
MyVector3ISet.Enumerator Sandbox.Game.AI.Pathfinding.MyGridNavigationMesh.GetCubes ( )
inline

Definition at line 239 of file MyGridNavigationMesh.cs.

void Sandbox.Game.AI.Pathfinding.MyGridNavigationMesh.GetCubeTriangles ( Vector3I  gridPos,
List< MyNavigationTriangle trianglesOut 
)
inline

Definition at line 244 of file MyGridNavigationMesh.cs.

override MyHighLevelPrimitive Sandbox.Game.AI.Pathfinding.MyGridNavigationMesh.GetHighLevelPrimitive ( MyNavigationPrimitive  myNavigationTriangle)
inlinevirtual
override MatrixD Sandbox.Game.AI.Pathfinding.MyGridNavigationMesh.GetWorldMatrix ( )
inlinevirtual

Reimplemented from Sandbox.Game.AI.Pathfinding.MyNavigationMesh.

Definition at line 1060 of file MyGridNavigationMesh.cs.

override Vector3 Sandbox.Game.AI.Pathfinding.MyGridNavigationMesh.GlobalToLocal ( Vector3D  globalPos)
inlinevirtual
override Vector3D Sandbox.Game.AI.Pathfinding.MyGridNavigationMesh.LocalToGlobal ( Vector3  localPos)
inlinevirtual
void Sandbox.Game.AI.Pathfinding.MyGridNavigationMesh.MakeStatic ( )
inline

Definition at line 514 of file MyGridNavigationMesh.cs.

void Sandbox.Game.AI.Pathfinding.MyGridNavigationMesh.RegisterTriangle ( MyNavigationTriangle  tri,
ref Vector3I  gridPos 
)
inline

Definition at line 212 of file MyGridNavigationMesh.cs.

override string Sandbox.Game.AI.Pathfinding.MyGridNavigationMesh.ToString ( )
inline

Definition at line 148 of file MyGridNavigationMesh.cs.

void Sandbox.Game.AI.Pathfinding.MyGridNavigationMesh.UpdateHighLevel ( )
inline

Definition at line 153 of file MyGridNavigationMesh.cs.

Property Documentation

bool Sandbox.Game.AI.Pathfinding.MyGridNavigationMesh.HighLevelDirty
get

Definition at line 105 of file MyGridNavigationMesh.cs.

override MyHighLevelGroup Sandbox.Game.AI.Pathfinding.MyGridNavigationMesh.HighLevelGroup
get

Definition at line 1081 of file MyGridNavigationMesh.cs.


The documentation for this class was generated from the following file: