DebugDraw() | Sandbox.Game.AI.Pathfinding.MyNavmeshCoordinator | inline |
HighLevelLinks | Sandbox.Game.AI.Pathfinding.MyNavmeshCoordinator | |
InvalidateVoxelsBBox(ref BoundingBoxD bbox) | Sandbox.Game.AI.Pathfinding.MyNavmeshCoordinator | inline |
Links | Sandbox.Game.AI.Pathfinding.MyNavmeshCoordinator | |
MyNavmeshCoordinator(MyDynamicObstacles obstacles) | Sandbox.Game.AI.Pathfinding.MyNavmeshCoordinator | inline |
PrepareVoxelTriangleTests(BoundingBoxD cellBoundingBox, List< MyCubeGrid > gridsToTestOutput) | Sandbox.Game.AI.Pathfinding.MyNavmeshCoordinator | inline |
RemoveGridNavmeshLinks(MyCubeGrid grid) | Sandbox.Game.AI.Pathfinding.MyNavmeshCoordinator | inline |
RemoveVoxelNavmeshLinks(MyVoxelPathfinding.CellId cellId) | Sandbox.Game.AI.Pathfinding.MyNavmeshCoordinator | inline |
SetGridPathfinding(MyGridPathfinding gridPathfinding) | Sandbox.Game.AI.Pathfinding.MyNavmeshCoordinator | inline |
SetVoxelPathfinding(MyVoxelPathfinding myVoxelPathfinding) | Sandbox.Game.AI.Pathfinding.MyNavmeshCoordinator | inline |
TestVoxelNavmeshTriangle(ref Vector3D a, ref Vector3D b, ref Vector3D c, List< MyCubeGrid > gridsToTest, List< MyGridPathfinding.CubeId > linkCandidatesOutput, out bool intersecting) | Sandbox.Game.AI.Pathfinding.MyNavmeshCoordinator | inline |
TryAddVoxelNavmeshLinks(MyNavigationTriangle addedPrimitive, MyVoxelPathfinding.CellId cellId, List< MyGridPathfinding.CubeId > linkCandidates) | Sandbox.Game.AI.Pathfinding.MyNavmeshCoordinator | inline |
TryAddVoxelNavmeshLinks2(MyVoxelPathfinding.CellId cellId, Dictionary< MyGridPathfinding.CubeId, List< MyNavigationPrimitive >> linkCandidates) | Sandbox.Game.AI.Pathfinding.MyNavmeshCoordinator | inline |
UpdateVoxelNavmeshCellHighLevelLinks(MyVoxelPathfinding.CellId cellId) | Sandbox.Game.AI.Pathfinding.MyNavmeshCoordinator | inline |