Space Engineers
Sandbox.Game.AI.Pathfinding.MyNavigationMesh Member List

This is the complete list of members for Sandbox.Game.AI.Pathfinding.MyNavigationMesh, including all inherited members.

AddTriangle(ref Vector3 A, ref Vector3 B, ref Vector3 C, ref int edgeAB, ref int edgeBC, ref int edgeCA)Sandbox.Game.AI.Pathfinding.MyNavigationMeshinlineprotected
ApproximateMemoryFootprint()Sandbox.Game.AI.Pathfinding.MyNavigationMeshinline
CalculateNextTimestamp()VRage.Algorithms.MyPathFindingSystem< MyNavigationPrimitive >inlineprotected
CheckMeshConsistency()Sandbox.Game.AI.Pathfinding.MyNavigationMeshinline
DebugDraw(ref Matrix drawMatrix)Sandbox.Game.AI.Pathfinding.MyNavigationMeshinlinevirtual
ErasePools()Sandbox.Game.AI.Pathfinding.MyNavigationMeshinline
FindClosestPrimitive(Vector3D point, bool highLevel, ref double closestDistanceSq)Sandbox.Game.AI.Pathfinding.MyNavigationMeshpure virtual
FindPath(V start, V end, Predicate< V > vertexTraversable=null, Predicate< IMyPathEdge< V >> edgeTraversable=null)VRage.Algorithms.MyPathFindingSystem< MyNavigationPrimitive >inline
FindPath(V start, Func< V, float > heuristic, Func< V, float > terminationCriterion, Predicate< V > vertexTraversable=null, bool returnClosest=true)VRage.Algorithms.MyPathFindingSystem< MyNavigationPrimitive >inline
FindReachable(IEnumerable< V > fromSet, List< V > reachableVertices, Predicate< V > vertexFilter=null, Predicate< V > vertexTraversable=null, Predicate< IMyPathEdge< V >> edgeTraversable=null)VRage.Algorithms.MyPathFindingSystem< MyNavigationPrimitive >inline
FindReachable(V from, List< V > reachableVertices, Predicate< V > vertexFilter=null, Predicate< V > vertexTraversable=null, Predicate< IMyPathEdge< V >> edgeTraversable=null)VRage.Algorithms.MyPathFindingSystem< MyNavigationPrimitive >inline
FindRefinedPath(MyNavigationTriangle start, MyNavigationTriangle end, ref Vector3 startPoint, ref Vector3 endPoint)Sandbox.Game.AI.Pathfinding.MyNavigationMeshinlineprotected
GetComponent(MyHighLevelPrimitive highLevelPrimitive)Sandbox.Game.AI.Pathfinding.MyNavigationMeshpure virtual
GetCurrentTimestamp()VRage.Algorithms.MyPathFindingSystem< MyNavigationPrimitive >inline
GetEdgeTriangle(int edgeIndex)Sandbox.Game.AI.Pathfinding.MyNavigationMeshinlineprotected
GetEnumerator()VRage.Algorithms.MyPathFindingSystem< MyNavigationPrimitive >inline
GetExternalEdge(MyNavigationPrimitive primitive, int index)Sandbox.Game.AI.Pathfinding.MyNavigationMeshinline
GetExternalNeighbor(MyNavigationPrimitive primitive, int index)Sandbox.Game.AI.Pathfinding.MyNavigationMeshinline
GetExternalNeighborCount(MyNavigationPrimitive primitive)Sandbox.Game.AI.Pathfinding.MyNavigationMeshinline
GetHighLevelPrimitive(MyNavigationPrimitive myNavigationTriangle)Sandbox.Game.AI.Pathfinding.MyNavigationMeshpure virtual
GetTriangle(int index)Sandbox.Game.AI.Pathfinding.MyNavigationMeshinline
GetWorldMatrix()Sandbox.Game.AI.Pathfinding.MyNavigationMeshinlinevirtual
GlobalToLocal(Vector3D globalPos)Sandbox.Game.AI.Pathfinding.MyNavigationMeshpure virtual
HighLevelGroupSandbox.Game.AI.Pathfinding.MyNavigationMesh
LocalToGlobal(Vector3 localPos)Sandbox.Game.AI.Pathfinding.MyNavigationMeshpure virtual
m_debugFunnelIdxSandbox.Game.AI.Pathfinding.MyNavigationMeshstatic
MeshSandbox.Game.AI.Pathfinding.MyNavigationMesh
MyNavigationMesh(MyNavgroupLinks externalLinks, int trianglePrealloc=16, Func< long > timestampFunction=null)Sandbox.Game.AI.Pathfinding.MyNavigationMeshinline
MyPathFindingSystem(int queueInitSize=128, Func< long > timestampFunction=null)VRage.Algorithms.MyPathFindingSystem< MyNavigationPrimitive >inline
PerformTraversal()VRage.Algorithms.MyPathFindingSystem< MyNavigationPrimitive >inline
PrepareTraversal(V startingVertex, Predicate< V > vertexFilter=null, Predicate< V > vertexTraversable=null, Predicate< IMyPathEdge< V >> edgeTraversable=null)VRage.Algorithms.MyPathFindingSystem< MyNavigationPrimitive >inline
Reachable(V from, V to)VRage.Algorithms.MyPathFindingSystem< MyNavigationPrimitive >inline
RefinePath(MyPath< MyNavigationPrimitive > path, List< Vector4D > output, ref Vector3 startPoint, ref Vector3 endPoint, int begin, int end)Sandbox.Game.AI.Pathfinding.MyNavigationMeshinline
RemoveFace(int index)Sandbox.Game.AI.Pathfinding.MyNavigationMeshinline
RemoveTriangle(MyNavigationTriangle tri)Sandbox.Game.AI.Pathfinding.MyNavigationMeshinlineprotected
VisitedBetween(V vertex, long start, long end)VRage.Algorithms.MyPathFindingSystem< MyNavigationPrimitive >inline