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

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

CalculateNextTimestamp()VRage.Algorithms.MyPathFindingSystem< MyNavigationPrimitive >inlineprotected
CoordinatorSandbox.Game.AI.Pathfinding.MyPathfinding
DebugDraw()Sandbox.Game.AI.Pathfinding.MyPathfindinginline
FindClosestPrimitive(Vector3D point, bool highLevel, MyEntity entity=null)Sandbox.Game.AI.Pathfinding.MyPathfindinginline
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
FindPathGlobal(Vector3D begin, IMyDestinationShape end, MyEntity entity=null)Sandbox.Game.AI.Pathfinding.MyPathfindinginline
FindPathLowlevel(Vector3D begin, Vector3D end)Sandbox.Game.AI.Pathfinding.MyPathfindinginline
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
GetCurrentTimestamp()VRage.Algorithms.MyPathFindingSystem< MyNavigationPrimitive >inline
GetEnumerator()VRage.Algorithms.MyPathFindingSystem< MyNavigationPrimitive >inline
GetPathfindingLog()Sandbox.Game.AI.Pathfinding.MyPathfindinginline
GridPathfindingSandbox.Game.AI.Pathfinding.MyPathfinding
LastHighLevelTimestampSandbox.Game.AI.Pathfinding.MyPathfinding
MyPathfinding()Sandbox.Game.AI.Pathfinding.MyPathfindinginline
MyPathFindingSystem(int queueInitSize=128, Func< long > timestampFunction=null)VRage.Algorithms.MyPathFindingSystem< MyNavigationPrimitive >inline
NextTimestampFunctionSandbox.Game.AI.Pathfinding.MyPathfinding
ObstaclesSandbox.Game.AI.Pathfinding.MyPathfinding
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
ReachableUnderThreshold(Vector3D begin, IMyDestinationShape end, float thresholdDistance)Sandbox.Game.AI.Pathfinding.MyPathfindinginline
UnloadData()Sandbox.Game.AI.Pathfinding.MyPathfindinginline
Update()Sandbox.Game.AI.Pathfinding.MyPathfindinginline
VisitedBetween(V vertex, long start, long end)VRage.Algorithms.MyPathFindingSystem< MyNavigationPrimitive >inline
VoxelPathfindingSandbox.Game.AI.Pathfinding.MyPathfinding