AddTriangle(ref Vector3 A, ref Vector3 B, ref Vector3 C, ref int edgeAB, ref int edgeBC, ref int edgeCA) | Sandbox.Game.AI.Pathfinding.MyNavigationMesh | inlineprotected |
ApproximateMemoryFootprint() | Sandbox.Game.AI.Pathfinding.MyNavigationMesh | inline |
CalculateNextTimestamp() | VRage.Algorithms.MyPathFindingSystem< MyNavigationPrimitive > | inlineprotected |
CheckMeshConsistency() | Sandbox.Game.AI.Pathfinding.MyNavigationMesh | inline |
DebugDraw(ref Matrix drawMatrix) | Sandbox.Game.AI.Pathfinding.MyNavigationMesh | inlinevirtual |
ErasePools() | Sandbox.Game.AI.Pathfinding.MyNavigationMesh | inline |
FindClosestPrimitive(Vector3D point, bool highLevel, ref double closestDistanceSq) | Sandbox.Game.AI.Pathfinding.MyNavigationMesh | pure 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.MyNavigationMesh | inlineprotected |
GetComponent(MyHighLevelPrimitive highLevelPrimitive) | Sandbox.Game.AI.Pathfinding.MyNavigationMesh | pure virtual |
GetCurrentTimestamp() | VRage.Algorithms.MyPathFindingSystem< MyNavigationPrimitive > | inline |
GetEdgeTriangle(int edgeIndex) | Sandbox.Game.AI.Pathfinding.MyNavigationMesh | inlineprotected |
GetEnumerator() | VRage.Algorithms.MyPathFindingSystem< MyNavigationPrimitive > | inline |
GetExternalEdge(MyNavigationPrimitive primitive, int index) | Sandbox.Game.AI.Pathfinding.MyNavigationMesh | inline |
GetExternalNeighbor(MyNavigationPrimitive primitive, int index) | Sandbox.Game.AI.Pathfinding.MyNavigationMesh | inline |
GetExternalNeighborCount(MyNavigationPrimitive primitive) | Sandbox.Game.AI.Pathfinding.MyNavigationMesh | inline |
GetHighLevelPrimitive(MyNavigationPrimitive myNavigationTriangle) | Sandbox.Game.AI.Pathfinding.MyNavigationMesh | pure virtual |
GetTriangle(int index) | Sandbox.Game.AI.Pathfinding.MyNavigationMesh | inline |
GetWorldMatrix() | Sandbox.Game.AI.Pathfinding.MyNavigationMesh | inlinevirtual |
GlobalToLocal(Vector3D globalPos) | Sandbox.Game.AI.Pathfinding.MyNavigationMesh | pure virtual |
HighLevelGroup | Sandbox.Game.AI.Pathfinding.MyNavigationMesh | |
LocalToGlobal(Vector3 localPos) | Sandbox.Game.AI.Pathfinding.MyNavigationMesh | pure virtual |
m_debugFunnelIdx | Sandbox.Game.AI.Pathfinding.MyNavigationMesh | static |
Mesh | Sandbox.Game.AI.Pathfinding.MyNavigationMesh | |
MyNavigationMesh(MyNavgroupLinks externalLinks, int trianglePrealloc=16, Func< long > timestampFunction=null) | Sandbox.Game.AI.Pathfinding.MyNavigationMesh | inline |
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.MyNavigationMesh | inline |
RemoveFace(int index) | Sandbox.Game.AI.Pathfinding.MyNavigationMesh | inline |
RemoveTriangle(MyNavigationTriangle tri) | Sandbox.Game.AI.Pathfinding.MyNavigationMesh | inlineprotected |
VisitedBetween(V vertex, long start, long end) | VRage.Algorithms.MyPathFindingSystem< MyNavigationPrimitive > | inline |