Space Engineers
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Public Member Functions | |
MyVoxelNavigationMesh (MyVoxelBase voxelMap, MyNavmeshCoordinator coordinator, Func< long > timestampFunction) | |
override string | ToString () |
void | InvalidateRange (Vector3I minVoxelChanged, Vector3I maxVoxelChanged) |
void | MarkBoxForAddition (BoundingBoxD box) |
bool | RefreshOneChangedCell () |
bool | AddOneMarkedCell (List< Vector3D > importantPositions) |
void | RemoveTriangle (int index) |
bool | RemoveOneUnusedCell (List< Vector3D > importantPositions) |
void | RemoveFarHighLevelGroups (List< Vector3D > updatePositions) |
void | MarkCellsOnPaths () |
void | AddCellDebug (Vector3I cellPos) |
void | RemoveCellDebug (Vector3I cellPos) |
List< Vector4D > | FindPathGlobal (Vector3D start, Vector3D end) |
List< Vector4D > | FindPath (Vector3 start, Vector3 end) |
All coords should be in the voxel local coordinates More... | |
override MyNavigationPrimitive | FindClosestPrimitive (Vector3D point, bool highLevel, ref double closestDistanceSq) |
override MatrixD | GetWorldMatrix () |
override Vector3 | GlobalToLocal (Vector3D globalPos) |
override Vector3D | LocalToGlobal (Vector3 localPos) |
override MyHighLevelPrimitive | GetHighLevelPrimitive (MyNavigationPrimitive myNavigationTriangle) |
override IMyHighLevelComponent | GetComponent (MyHighLevelPrimitive highLevelPrimitive) |
override void | DebugDraw (ref Matrix drawMatrix) |
Public Member Functions inherited from Sandbox.Game.AI.Pathfinding.MyNavigationMesh | |
MyNavigationMesh (MyNavgroupLinks externalLinks, int trianglePrealloc=16, Func< long > timestampFunction=null) | |
MyNavigationTriangle | GetTriangle (int index) |
void | RefinePath (MyPath< MyNavigationPrimitive > path, List< Vector4D > output, ref Vector3 startPoint, ref Vector3 endPoint, int begin, int end) |
void | ErasePools () |
Gets rid of the vertex and edge preallocation pools. You MUST NOT add any more triangles or edges after calling this method. It is here only to save memory when the mesh won't be modified any more. More... | |
void | RemoveFace (int index) |
void | CheckMeshConsistency () |
int | ApproximateMemoryFootprint () |
int | GetExternalNeighborCount (MyNavigationPrimitive primitive) |
MyNavigationPrimitive | GetExternalNeighbor (MyNavigationPrimitive primitive, int index) |
IMyPathEdge< MyNavigationPrimitive > | GetExternalEdge (MyNavigationPrimitive primitive, int index) |
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 | |
const int | NAVMESH_LOD = 0 |
Static Public Attributes | |
static float | PresentEntityWeight = 100 |
static float | RecountCellWeight = 10 |
static float | JustAddedAdjacentCellWeight = 0.02f |
static float | TooFarWeight = -100 |
Static Public Attributes inherited from Sandbox.Game.AI.Pathfinding.MyNavigationMesh | |
static int | m_debugFunnelIdx = 0 |
Properties | |
static MyVoxelBase | VoxelMap [get] |
Vector3D | VoxelMapReferencePosition [get] |
Vector3D | VoxelMapWorldPosition [get] |
override MyHighLevelGroup | HighLevelGroup [get] |
Properties inherited from Sandbox.Game.AI.Pathfinding.MyNavigationMesh | |
MyWingedEdgeMesh | Mesh [get] |
abstract MyHighLevelGroup | HighLevelGroup [get] |
Properties inherited from Sandbox.Game.AI.Pathfinding.IMyNavigationGroup | |
MyHighLevelGroup | HighLevelGroup [get] |
Additional Inherited Members | |
Protected Member Functions inherited from Sandbox.Game.AI.Pathfinding.MyNavigationMesh | |
MyNavigationTriangle | AddTriangle (ref Vector3 A, ref Vector3 B, ref Vector3 C, ref int edgeAB, ref int edgeBC, ref int edgeCA) |
void | RemoveTriangle (MyNavigationTriangle tri) |
MyNavigationTriangle | GetEdgeTriangle (int edgeIndex) |
List< Vector4D > | FindRefinedPath (MyNavigationTriangle start, MyNavigationTriangle end, ref Vector3 startPoint, ref Vector3 endPoint) |
Protected Member Functions inherited from VRage.Algorithms.MyPathFindingSystem< MyNavigationPrimitive > | |
void | CalculateNextTimestamp () |
Definition at line 20 of file MyVoxelNavigationMesh.cs.
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Definition at line 123 of file MyVoxelNavigationMesh.cs.
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Definition at line 898 of file MyVoxelNavigationMesh.cs.
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Definition at line 318 of file MyVoxelNavigationMesh.cs.
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Reimplemented from Sandbox.Game.AI.Pathfinding.MyNavigationMesh.
Definition at line 1114 of file MyVoxelNavigationMesh.cs.
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Implements Sandbox.Game.AI.Pathfinding.MyNavigationMesh.
Definition at line 1028 of file MyVoxelNavigationMesh.cs.
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All coords should be in the voxel local coordinates
Definition at line 921 of file MyVoxelNavigationMesh.cs.
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Definition at line 911 of file MyVoxelNavigationMesh.cs.
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Implements Sandbox.Game.AI.Pathfinding.MyNavigationMesh.
Definition at line 1077 of file MyVoxelNavigationMesh.cs.
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Implements Sandbox.Game.AI.Pathfinding.MyNavigationMesh.
Definition at line 1072 of file MyVoxelNavigationMesh.cs.
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Reimplemented from Sandbox.Game.AI.Pathfinding.MyNavigationMesh.
Definition at line 1052 of file MyVoxelNavigationMesh.cs.
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Implements Sandbox.Game.AI.Pathfinding.MyNavigationMesh.
Definition at line 1057 of file MyVoxelNavigationMesh.cs.
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Definition at line 170 of file MyVoxelNavigationMesh.cs.
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Implements Sandbox.Game.AI.Pathfinding.MyNavigationMesh.
Definition at line 1062 of file MyVoxelNavigationMesh.cs.
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Definition at line 201 of file MyVoxelNavigationMesh.cs.
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Definition at line 878 of file MyVoxelNavigationMesh.cs.
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Definition at line 286 of file MyVoxelNavigationMesh.cs.
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Definition at line 906 of file MyVoxelNavigationMesh.cs.
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Definition at line 870 of file MyVoxelNavigationMesh.cs.
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Definition at line 820 of file MyVoxelNavigationMesh.cs.
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Definition at line 814 of file MyVoxelNavigationMesh.cs.
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Definition at line 155 of file MyVoxelNavigationMesh.cs.
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Definition at line 78 of file MyVoxelNavigationMesh.cs.
const int Sandbox.Game.AI.Pathfinding.MyVoxelNavigationMesh.NAVMESH_LOD = 0 |
Definition at line 100 of file MyVoxelNavigationMesh.cs.
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Definition at line 76 of file MyVoxelNavigationMesh.cs.
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Definition at line 77 of file MyVoxelNavigationMesh.cs.
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Definition at line 79 of file MyVoxelNavigationMesh.cs.
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Definition at line 1068 of file MyVoxelNavigationMesh.cs.
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Definition at line 104 of file MyVoxelNavigationMesh.cs.
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Definition at line 108 of file MyVoxelNavigationMesh.cs.
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Definition at line 116 of file MyVoxelNavigationMesh.cs.