Space Engineers
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Classes | |
struct | FunnelState |
Public Member Functions | |
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) |
abstract Vector3 | GlobalToLocal (Vector3D globalPos) |
abstract Vector3D | LocalToGlobal (Vector3 localPos) |
abstract MyHighLevelPrimitive | GetHighLevelPrimitive (MyNavigationPrimitive myNavigationTriangle) |
abstract IMyHighLevelComponent | GetComponent (MyHighLevelPrimitive highLevelPrimitive) |
abstract MyNavigationPrimitive | FindClosestPrimitive (Vector3D point, bool highLevel, ref double closestDistanceSq) |
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... | |
virtual void | DebugDraw (ref Matrix drawMatrix) |
void | RemoveFace (int index) |
virtual MatrixD | GetWorldMatrix () |
void | CheckMeshConsistency () |
int | ApproximateMemoryFootprint () |
int | GetExternalNeighborCount (MyNavigationPrimitive primitive) |
MyNavigationPrimitive | GetExternalNeighbor (MyNavigationPrimitive primitive, int index) |
IMyPathEdge< MyNavigationPrimitive > | GetExternalEdge (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 () |
Static Public Attributes | |
static int | m_debugFunnelIdx = 0 |
Protected Member Functions | |
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< Vector4D > | FindRefinedPath (MyNavigationTriangle start, MyNavigationTriangle end, ref Vector3 startPoint, ref Vector3 endPoint) |
Protected Member Functions inherited from VRage.Algorithms.MyPathFindingSystem< MyNavigationPrimitive > | |
void | CalculateNextTimestamp () |
Properties | |
MyWingedEdgeMesh | Mesh [get] |
abstract MyHighLevelGroup | HighLevelGroup [get] |
Properties inherited from Sandbox.Game.AI.Pathfinding.IMyNavigationGroup | |
MyHighLevelGroup | HighLevelGroup [get] |
Definition at line 18 of file MyNavigationMesh.cs.
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inline |
Definition at line 352 of file MyNavigationMesh.cs.
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inlineprotected |
Definition at line 378 of file MyNavigationMesh.cs.
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inline |
Definition at line 670 of file MyNavigationMesh.cs.
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inline |
Definition at line 665 of file MyNavigationMesh.cs.
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inlinevirtual |
Reimplemented in Sandbox.Game.AI.Pathfinding.MyVoxelNavigationMesh, and Sandbox.Game.AI.Pathfinding.MyGridNavigationMesh.
Definition at line 581 of file MyNavigationMesh.cs.
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inline |
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.
Definition at line 575 of file MyNavigationMesh.cs.
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pure virtual |
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inlineprotected |
Definition at line 526 of file MyNavigationMesh.cs.
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pure virtual |
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inlineprotected |
Definition at line 514 of file MyNavigationMesh.cs.
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inline |
Implements Sandbox.Game.AI.Pathfinding.IMyNavigationGroup.
Definition at line 691 of file MyNavigationMesh.cs.
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inline |
Implements Sandbox.Game.AI.Pathfinding.IMyNavigationGroup.
Definition at line 686 of file MyNavigationMesh.cs.
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inline |
Implements Sandbox.Game.AI.Pathfinding.IMyNavigationGroup.
Definition at line 681 of file MyNavigationMesh.cs.
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pure virtual |
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inline |
Definition at line 509 of file MyNavigationMesh.cs.
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inlinevirtual |
Reimplemented in Sandbox.Game.AI.Pathfinding.MyGridNavigationMesh, and Sandbox.Game.AI.Pathfinding.MyVoxelNavigationMesh.
Definition at line 659 of file MyNavigationMesh.cs.
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inline |
Implements Sandbox.Game.AI.Pathfinding.IMyNavigationGroup.
Definition at line 556 of file MyNavigationMesh.cs.
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inline |
Definition at line 654 of file MyNavigationMesh.cs.
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inlineprotected |
Definition at line 462 of file MyNavigationMesh.cs.
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static |
Definition at line 344 of file MyNavigationMesh.cs.
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get |
Definition at line 565 of file MyNavigationMesh.cs.
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get |
Definition at line 328 of file MyNavigationMesh.cs.