AddCellDebug(Vector3I cellPos) | Sandbox.Game.AI.Pathfinding.MyVoxelNavigationMesh | inline |
AddOneMarkedCell(List< Vector3D > importantPositions) | Sandbox.Game.AI.Pathfinding.MyVoxelNavigationMesh | inline |
AddTriangle(ref Vector3 A, ref Vector3 B, ref Vector3 C, ref int edgeAB, ref int edgeBC, ref int edgeCA) | Sandbox.Game.AI.Pathfinding.MyNavigationMesh | inlineprotected |
ApproximateMemoryFootprint() | Sandbox.Game.AI.Pathfinding.MyNavigationMesh | inline |
CalculateNextTimestamp() | VRage.Algorithms.MyPathFindingSystem< MyNavigationPrimitive > | inlineprotected |
CheckMeshConsistency() | Sandbox.Game.AI.Pathfinding.MyNavigationMesh | inline |
DebugDraw(ref Matrix drawMatrix) | Sandbox.Game.AI.Pathfinding.MyVoxelNavigationMesh | inlinevirtual |
ErasePools() | Sandbox.Game.AI.Pathfinding.MyNavigationMesh | inline |
FindClosestPrimitive(Vector3D point, bool highLevel, ref double closestDistanceSq) | Sandbox.Game.AI.Pathfinding.MyVoxelNavigationMesh | inlinevirtual |
FindPath(Vector3 start, Vector3 end) | Sandbox.Game.AI.Pathfinding.MyVoxelNavigationMesh | inline |
Sandbox::Game::AI::Pathfinding::MyNavigationMesh.FindPath(V start, V end, Predicate< V > vertexTraversable=null, Predicate< IMyPathEdge< V >> edgeTraversable=null) | VRage.Algorithms.MyPathFindingSystem< MyNavigationPrimitive > | inline |
Sandbox::Game::AI::Pathfinding::MyNavigationMesh.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 start, Vector3D end) | Sandbox.Game.AI.Pathfinding.MyVoxelNavigationMesh | 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 |
FindRefinedPath(MyNavigationTriangle start, MyNavigationTriangle end, ref Vector3 startPoint, ref Vector3 endPoint) | Sandbox.Game.AI.Pathfinding.MyNavigationMesh | inlineprotected |
GetComponent(MyHighLevelPrimitive highLevelPrimitive) | Sandbox.Game.AI.Pathfinding.MyVoxelNavigationMesh | inlinevirtual |
GetCurrentTimestamp() | VRage.Algorithms.MyPathFindingSystem< MyNavigationPrimitive > | inline |
GetEdgeTriangle(int edgeIndex) | Sandbox.Game.AI.Pathfinding.MyNavigationMesh | inlineprotected |
GetEnumerator() | VRage.Algorithms.MyPathFindingSystem< MyNavigationPrimitive > | inline |
GetExternalEdge(MyNavigationPrimitive primitive, int index) | Sandbox.Game.AI.Pathfinding.MyNavigationMesh | inline |
GetExternalNeighbor(MyNavigationPrimitive primitive, int index) | Sandbox.Game.AI.Pathfinding.MyNavigationMesh | inline |
GetExternalNeighborCount(MyNavigationPrimitive primitive) | Sandbox.Game.AI.Pathfinding.MyNavigationMesh | inline |
GetHighLevelPrimitive(MyNavigationPrimitive myNavigationTriangle) | Sandbox.Game.AI.Pathfinding.MyVoxelNavigationMesh | inlinevirtual |
GetTriangle(int index) | Sandbox.Game.AI.Pathfinding.MyNavigationMesh | inline |
GetWorldMatrix() | Sandbox.Game.AI.Pathfinding.MyVoxelNavigationMesh | inlinevirtual |
GlobalToLocal(Vector3D globalPos) | Sandbox.Game.AI.Pathfinding.MyVoxelNavigationMesh | inlinevirtual |
HighLevelGroup | Sandbox.Game.AI.Pathfinding.MyVoxelNavigationMesh | |
InvalidateRange(Vector3I minVoxelChanged, Vector3I maxVoxelChanged) | Sandbox.Game.AI.Pathfinding.MyVoxelNavigationMesh | inline |
JustAddedAdjacentCellWeight | Sandbox.Game.AI.Pathfinding.MyVoxelNavigationMesh | static |
LocalToGlobal(Vector3 localPos) | Sandbox.Game.AI.Pathfinding.MyVoxelNavigationMesh | inlinevirtual |
m_debugFunnelIdx | Sandbox.Game.AI.Pathfinding.MyNavigationMesh | static |
MarkBoxForAddition(BoundingBoxD box) | Sandbox.Game.AI.Pathfinding.MyVoxelNavigationMesh | inline |
MarkCellsOnPaths() | Sandbox.Game.AI.Pathfinding.MyVoxelNavigationMesh | inline |
Mesh | Sandbox.Game.AI.Pathfinding.MyNavigationMesh | |
MyNavigationMesh(MyNavgroupLinks externalLinks, int trianglePrealloc=16, Func< long > timestampFunction=null) | Sandbox.Game.AI.Pathfinding.MyNavigationMesh | inline |
MyPathFindingSystem(int queueInitSize=128, Func< long > timestampFunction=null) | VRage.Algorithms.MyPathFindingSystem< MyNavigationPrimitive > | inline |
MyVoxelNavigationMesh(MyVoxelBase voxelMap, MyNavmeshCoordinator coordinator, Func< long > timestampFunction) | Sandbox.Game.AI.Pathfinding.MyVoxelNavigationMesh | inline |
NAVMESH_LOD | Sandbox.Game.AI.Pathfinding.MyVoxelNavigationMesh | |
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 |
PresentEntityWeight | Sandbox.Game.AI.Pathfinding.MyVoxelNavigationMesh | static |
Reachable(V from, V to) | VRage.Algorithms.MyPathFindingSystem< MyNavigationPrimitive > | inline |
RecountCellWeight | Sandbox.Game.AI.Pathfinding.MyVoxelNavigationMesh | static |
RefinePath(MyPath< MyNavigationPrimitive > path, List< Vector4D > output, ref Vector3 startPoint, ref Vector3 endPoint, int begin, int end) | Sandbox.Game.AI.Pathfinding.MyNavigationMesh | inline |
RefreshOneChangedCell() | Sandbox.Game.AI.Pathfinding.MyVoxelNavigationMesh | inline |
RemoveCellDebug(Vector3I cellPos) | Sandbox.Game.AI.Pathfinding.MyVoxelNavigationMesh | inline |
RemoveFace(int index) | Sandbox.Game.AI.Pathfinding.MyNavigationMesh | inline |
RemoveFarHighLevelGroups(List< Vector3D > updatePositions) | Sandbox.Game.AI.Pathfinding.MyVoxelNavigationMesh | inline |
RemoveOneUnusedCell(List< Vector3D > importantPositions) | Sandbox.Game.AI.Pathfinding.MyVoxelNavigationMesh | inline |
RemoveTriangle(int index) | Sandbox.Game.AI.Pathfinding.MyVoxelNavigationMesh | inline |
Sandbox::Game::AI::Pathfinding::MyNavigationMesh.RemoveTriangle(MyNavigationTriangle tri) | Sandbox.Game.AI.Pathfinding.MyNavigationMesh | inlineprotected |
TooFarWeight | Sandbox.Game.AI.Pathfinding.MyVoxelNavigationMesh | static |
ToString() | Sandbox.Game.AI.Pathfinding.MyVoxelNavigationMesh | inline |
VisitedBetween(V vertex, long start, long end) | VRage.Algorithms.MyPathFindingSystem< MyNavigationPrimitive > | inline |
VoxelMap | Sandbox.Game.AI.Pathfinding.MyVoxelNavigationMesh | static |
VoxelMapReferencePosition | Sandbox.Game.AI.Pathfinding.MyVoxelNavigationMesh | |
VoxelMapWorldPosition | Sandbox.Game.AI.Pathfinding.MyVoxelNavigationMesh | |