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

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

AddCellDebug(Vector3I cellPos)Sandbox.Game.AI.Pathfinding.MyVoxelNavigationMeshinline
AddOneMarkedCell(List< Vector3D > importantPositions)Sandbox.Game.AI.Pathfinding.MyVoxelNavigationMeshinline
AddTriangle(ref Vector3 A, ref Vector3 B, ref Vector3 C, ref int edgeAB, ref int edgeBC, ref int edgeCA)Sandbox.Game.AI.Pathfinding.MyNavigationMeshinlineprotected
ApproximateMemoryFootprint()Sandbox.Game.AI.Pathfinding.MyNavigationMeshinline
CalculateNextTimestamp()VRage.Algorithms.MyPathFindingSystem< MyNavigationPrimitive >inlineprotected
CheckMeshConsistency()Sandbox.Game.AI.Pathfinding.MyNavigationMeshinline
DebugDraw(ref Matrix drawMatrix)Sandbox.Game.AI.Pathfinding.MyVoxelNavigationMeshinlinevirtual
ErasePools()Sandbox.Game.AI.Pathfinding.MyNavigationMeshinline
FindClosestPrimitive(Vector3D point, bool highLevel, ref double closestDistanceSq)Sandbox.Game.AI.Pathfinding.MyVoxelNavigationMeshinlinevirtual
FindPath(Vector3 start, Vector3 end)Sandbox.Game.AI.Pathfinding.MyVoxelNavigationMeshinline
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.MyVoxelNavigationMeshinline
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.MyNavigationMeshinlineprotected
GetComponent(MyHighLevelPrimitive highLevelPrimitive)Sandbox.Game.AI.Pathfinding.MyVoxelNavigationMeshinlinevirtual
GetCurrentTimestamp()VRage.Algorithms.MyPathFindingSystem< MyNavigationPrimitive >inline
GetEdgeTriangle(int edgeIndex)Sandbox.Game.AI.Pathfinding.MyNavigationMeshinlineprotected
GetEnumerator()VRage.Algorithms.MyPathFindingSystem< MyNavigationPrimitive >inline
GetExternalEdge(MyNavigationPrimitive primitive, int index)Sandbox.Game.AI.Pathfinding.MyNavigationMeshinline
GetExternalNeighbor(MyNavigationPrimitive primitive, int index)Sandbox.Game.AI.Pathfinding.MyNavigationMeshinline
GetExternalNeighborCount(MyNavigationPrimitive primitive)Sandbox.Game.AI.Pathfinding.MyNavigationMeshinline
GetHighLevelPrimitive(MyNavigationPrimitive myNavigationTriangle)Sandbox.Game.AI.Pathfinding.MyVoxelNavigationMeshinlinevirtual
GetTriangle(int index)Sandbox.Game.AI.Pathfinding.MyNavigationMeshinline
GetWorldMatrix()Sandbox.Game.AI.Pathfinding.MyVoxelNavigationMeshinlinevirtual
GlobalToLocal(Vector3D globalPos)Sandbox.Game.AI.Pathfinding.MyVoxelNavigationMeshinlinevirtual
HighLevelGroupSandbox.Game.AI.Pathfinding.MyVoxelNavigationMesh
InvalidateRange(Vector3I minVoxelChanged, Vector3I maxVoxelChanged)Sandbox.Game.AI.Pathfinding.MyVoxelNavigationMeshinline
JustAddedAdjacentCellWeightSandbox.Game.AI.Pathfinding.MyVoxelNavigationMeshstatic
LocalToGlobal(Vector3 localPos)Sandbox.Game.AI.Pathfinding.MyVoxelNavigationMeshinlinevirtual
m_debugFunnelIdxSandbox.Game.AI.Pathfinding.MyNavigationMeshstatic
MarkBoxForAddition(BoundingBoxD box)Sandbox.Game.AI.Pathfinding.MyVoxelNavigationMeshinline
MarkCellsOnPaths()Sandbox.Game.AI.Pathfinding.MyVoxelNavigationMeshinline
MeshSandbox.Game.AI.Pathfinding.MyNavigationMesh
MyNavigationMesh(MyNavgroupLinks externalLinks, int trianglePrealloc=16, Func< long > timestampFunction=null)Sandbox.Game.AI.Pathfinding.MyNavigationMeshinline
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.MyVoxelNavigationMeshinline
NAVMESH_LODSandbox.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
PresentEntityWeightSandbox.Game.AI.Pathfinding.MyVoxelNavigationMeshstatic
Reachable(V from, V to)VRage.Algorithms.MyPathFindingSystem< MyNavigationPrimitive >inline
RecountCellWeightSandbox.Game.AI.Pathfinding.MyVoxelNavigationMeshstatic
RefinePath(MyPath< MyNavigationPrimitive > path, List< Vector4D > output, ref Vector3 startPoint, ref Vector3 endPoint, int begin, int end)Sandbox.Game.AI.Pathfinding.MyNavigationMeshinline
RefreshOneChangedCell()Sandbox.Game.AI.Pathfinding.MyVoxelNavigationMeshinline
RemoveCellDebug(Vector3I cellPos)Sandbox.Game.AI.Pathfinding.MyVoxelNavigationMeshinline
RemoveFace(int index)Sandbox.Game.AI.Pathfinding.MyNavigationMeshinline
RemoveFarHighLevelGroups(List< Vector3D > updatePositions)Sandbox.Game.AI.Pathfinding.MyVoxelNavigationMeshinline
RemoveOneUnusedCell(List< Vector3D > importantPositions)Sandbox.Game.AI.Pathfinding.MyVoxelNavigationMeshinline
RemoveTriangle(int index)Sandbox.Game.AI.Pathfinding.MyVoxelNavigationMeshinline
Sandbox::Game::AI::Pathfinding::MyNavigationMesh.RemoveTriangle(MyNavigationTriangle tri)Sandbox.Game.AI.Pathfinding.MyNavigationMeshinlineprotected
TooFarWeightSandbox.Game.AI.Pathfinding.MyVoxelNavigationMeshstatic
ToString()Sandbox.Game.AI.Pathfinding.MyVoxelNavigationMeshinline
VisitedBetween(V vertex, long start, long end)VRage.Algorithms.MyPathFindingSystem< MyNavigationPrimitive >inline
VoxelMapSandbox.Game.AI.Pathfinding.MyVoxelNavigationMeshstatic
VoxelMapReferencePositionSandbox.Game.AI.Pathfinding.MyVoxelNavigationMesh
VoxelMapWorldPositionSandbox.Game.AI.Pathfinding.MyVoxelNavigationMesh