Space Engineers
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Public Member Functions | |
MyPathfinding () | |
void | Update () |
Recieves periodic updates from the game loop More... | |
IMyPathfindingLog | GetPathfindingLog () |
For BW compatibility only. You most certainly don't need to implement this! More... | |
void | UnloadData () |
Gets called when the MyAIComponent is unloaded More... | |
IMyPath | FindPathGlobal (Vector3D begin, IMyDestinationShape end, MyEntity entity=null) |
Finds a path from the world-space point begin to the given destination shape. More... | |
bool | ReachableUnderThreshold (Vector3D begin, IMyDestinationShape end, float thresholdDistance) |
Checks, whether the given destination is reachable, but stops the search after some threshold distance. More... | |
MyPath< MyNavigationPrimitive > | FindPathLowlevel (Vector3D begin, Vector3D end) |
MyNavigationPrimitive | FindClosestPrimitive (Vector3D point, bool highLevel, MyEntity entity=null) |
void | DebugDraw () |
All the debug draw code should go here More... | |
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 () |
Public Attributes | |
readonly Func< long > | NextTimestampFunction |
Properties | |
MyGridPathfinding | GridPathfinding [get] |
MyVoxelPathfinding | VoxelPathfinding [get] |
MyNavmeshCoordinator | Coordinator [get] |
MyDynamicObstacles | Obstacles [get] |
long | LastHighLevelTimestamp [get, set] |
Additional Inherited Members | |
Protected Member Functions inherited from VRage.Algorithms.MyPathFindingSystem< MyNavigationPrimitive > | |
void | CalculateNextTimestamp () |
Definition at line 20 of file MyPathfinding.cs.
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Definition at line 42 of file MyPathfinding.cs.
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All the debug draw code should go here
Implements Sandbox.Game.AI.Pathfinding.IMyPathfinding.
Definition at line 220 of file MyPathfinding.cs.
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Definition at line 191 of file MyPathfinding.cs.
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Finds a path from the world-space point begin to the given destination shape.
begin | From where to do the pathfinding |
end | The destination shape for this pathfinding query |
relativeEntity | If not null, the begin parameter is not in world space, but in local space relative to this entity |
Implements Sandbox.Game.AI.Pathfinding.IMyPathfinding.
Definition at line 99 of file MyPathfinding.cs.
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Definition at line 169 of file MyPathfinding.cs.
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For BW compatibility only. You most certainly don't need to implement this!
Implements Sandbox.Game.AI.Pathfinding.IMyPathfinding.
Definition at line 70 of file MyPathfinding.cs.
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Checks, whether the given destination is reachable, but stops the search after some threshold distance.
begin | Where to start the search from |
end | The destination for the reachability query |
thresholdDistance | The distance after which the query should stop |
Implements Sandbox.Game.AI.Pathfinding.IMyPathfinding.
Definition at line 129 of file MyPathfinding.cs.
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Gets called when the MyAIComponent is unloaded
Implements Sandbox.Game.AI.Pathfinding.IMyPathfinding.
Definition at line 75 of file MyPathfinding.cs.
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Recieves periodic updates from the game loop
Implements Sandbox.Game.AI.Pathfinding.IMyPathfinding.
Definition at line 54 of file MyPathfinding.cs.
readonly Func<long> Sandbox.Game.AI.Pathfinding.MyPathfinding.NextTimestampFunction |
Definition at line 35 of file MyPathfinding.cs.
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Definition at line 29 of file MyPathfinding.cs.
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Definition at line 27 of file MyPathfinding.cs.
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Definition at line 33 of file MyPathfinding.cs.
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Definition at line 30 of file MyPathfinding.cs.
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Definition at line 28 of file MyPathfinding.cs.