Space Engineers
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Sandbox.Game.AI.Pathfinding.MyPathfinding Class Reference
Inheritance diagram for Sandbox.Game.AI.Pathfinding.MyPathfinding:
VRage.Algorithms.MyPathFindingSystem< MyNavigationPrimitive > Sandbox.Game.AI.Pathfinding.IMyPathfinding

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< MyNavigationPrimitiveFindPathLowlevel (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 ()
 

Detailed Description

Definition at line 20 of file MyPathfinding.cs.

Constructor & Destructor Documentation

Sandbox.Game.AI.Pathfinding.MyPathfinding.MyPathfinding ( )
inline

Definition at line 42 of file MyPathfinding.cs.

Member Function Documentation

void Sandbox.Game.AI.Pathfinding.MyPathfinding.DebugDraw ( )
inline

All the debug draw code should go here

Implements Sandbox.Game.AI.Pathfinding.IMyPathfinding.

Definition at line 220 of file MyPathfinding.cs.

MyNavigationPrimitive Sandbox.Game.AI.Pathfinding.MyPathfinding.FindClosestPrimitive ( Vector3D  point,
bool  highLevel,
MyEntity  entity = null 
)
inline

Definition at line 191 of file MyPathfinding.cs.

IMyPath Sandbox.Game.AI.Pathfinding.MyPathfinding.FindPathGlobal ( Vector3D  begin,
IMyDestinationShape  end,
MyEntity  relativeEntity = null 
)
inline

Finds a path from the world-space point begin to the given destination shape.

Parameters
beginFrom where to do the pathfinding
endThe destination shape for this pathfinding query
relativeEntityIf not null, the begin parameter is not in world space, but in local space relative to this entity
Returns
The found path if any, null otherwise

Implements Sandbox.Game.AI.Pathfinding.IMyPathfinding.

Definition at line 99 of file MyPathfinding.cs.

MyPath<MyNavigationPrimitive> Sandbox.Game.AI.Pathfinding.MyPathfinding.FindPathLowlevel ( Vector3D  begin,
Vector3D  end 
)
inline

Definition at line 169 of file MyPathfinding.cs.

IMyPathfindingLog Sandbox.Game.AI.Pathfinding.MyPathfinding.GetPathfindingLog ( )
inline

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.

bool Sandbox.Game.AI.Pathfinding.MyPathfinding.ReachableUnderThreshold ( Vector3D  begin,
IMyDestinationShape  end,
float  thresholdDistance 
)
inline

Checks, whether the given destination is reachable, but stops the search after some threshold distance.

Parameters
beginWhere to start the search from
endThe destination for the reachability query
thresholdDistanceThe distance after which the query should stop
Returns
True if the destination is reachable, false if it could not be found after the given threshold distance

Implements Sandbox.Game.AI.Pathfinding.IMyPathfinding.

Definition at line 129 of file MyPathfinding.cs.

void Sandbox.Game.AI.Pathfinding.MyPathfinding.UnloadData ( )
inline

Gets called when the MyAIComponent is unloaded

Implements Sandbox.Game.AI.Pathfinding.IMyPathfinding.

Definition at line 75 of file MyPathfinding.cs.

void Sandbox.Game.AI.Pathfinding.MyPathfinding.Update ( )
inline

Recieves periodic updates from the game loop

Implements Sandbox.Game.AI.Pathfinding.IMyPathfinding.

Definition at line 54 of file MyPathfinding.cs.

Member Data Documentation

readonly Func<long> Sandbox.Game.AI.Pathfinding.MyPathfinding.NextTimestampFunction

Definition at line 35 of file MyPathfinding.cs.

Property Documentation

MyNavmeshCoordinator Sandbox.Game.AI.Pathfinding.MyPathfinding.Coordinator
get

Definition at line 29 of file MyPathfinding.cs.

MyGridPathfinding Sandbox.Game.AI.Pathfinding.MyPathfinding.GridPathfinding
get

Definition at line 27 of file MyPathfinding.cs.

long Sandbox.Game.AI.Pathfinding.MyPathfinding.LastHighLevelTimestamp
getset

Definition at line 33 of file MyPathfinding.cs.

MyDynamicObstacles Sandbox.Game.AI.Pathfinding.MyPathfinding.Obstacles
get

Definition at line 30 of file MyPathfinding.cs.

MyVoxelPathfinding Sandbox.Game.AI.Pathfinding.MyPathfinding.VoxelPathfinding
get

Definition at line 28 of file MyPathfinding.cs.


The documentation for this class was generated from the following file: