CalculateNextTimestamp() | VRage.Algorithms.MyPathFindingSystem< MyNavigationPrimitive > | inlineprotected |
Coordinator | Sandbox.Game.AI.Pathfinding.MyPathfinding | |
DebugDraw() | Sandbox.Game.AI.Pathfinding.MyPathfinding | inline |
FindClosestPrimitive(Vector3D point, bool highLevel, MyEntity entity=null) | Sandbox.Game.AI.Pathfinding.MyPathfinding | inline |
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.MyPathfinding | inline |
FindPathLowlevel(Vector3D begin, Vector3D end) | Sandbox.Game.AI.Pathfinding.MyPathfinding | 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 |
GetCurrentTimestamp() | VRage.Algorithms.MyPathFindingSystem< MyNavigationPrimitive > | inline |
GetEnumerator() | VRage.Algorithms.MyPathFindingSystem< MyNavigationPrimitive > | inline |
GetPathfindingLog() | Sandbox.Game.AI.Pathfinding.MyPathfinding | inline |
GridPathfinding | Sandbox.Game.AI.Pathfinding.MyPathfinding | |
LastHighLevelTimestamp | Sandbox.Game.AI.Pathfinding.MyPathfinding | |
MyPathfinding() | Sandbox.Game.AI.Pathfinding.MyPathfinding | inline |
MyPathFindingSystem(int queueInitSize=128, Func< long > timestampFunction=null) | VRage.Algorithms.MyPathFindingSystem< MyNavigationPrimitive > | inline |
NextTimestampFunction | Sandbox.Game.AI.Pathfinding.MyPathfinding | |
Obstacles | Sandbox.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.MyPathfinding | inline |
UnloadData() | Sandbox.Game.AI.Pathfinding.MyPathfinding | inline |
Update() | Sandbox.Game.AI.Pathfinding.MyPathfinding | inline |
VisitedBetween(V vertex, long start, long end) | VRage.Algorithms.MyPathFindingSystem< MyNavigationPrimitive > | inline |
VoxelPathfinding | Sandbox.Game.AI.Pathfinding.MyPathfinding | |