|
| 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< Vector4D > | FindPath (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< MyNavigationPrimitive > | GetExternalEdge (MyNavigationPrimitive primitive, int index) |
|
| 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 () |
|
Definition at line 18 of file MyGridNavigationMesh.cs.