C# Class Pathfinding.NavMeshGraph

Inheritance: NavGraph, INavmesh, IUpdatableGraph, INavmeshHolder, IRaycastableGraph
Mostrar archivo Open project: henryj41043/TheUnseen Class Usage Examples

Public Properties

Property Type Description
nodes Pathfinding.TriangleMeshNode[]

Public Methods

Method Description
AddPortal ( GraphNode n1, GraphNode n2, List left, List right ) : void
BuildFunnelCorridor ( INavmesh graph, List path, int startIndex, int endIndex, List left, List right ) : void
BuildFunnelCorridor ( List path, int startIndex, int endIndex, List left, List right ) : void
CanUpdateAsync ( GraphUpdateObject o ) : GraphUpdateThreading
ClosestPointOnNode ( TriangleMeshNode node, Int3 vertices, Vector3 pos ) : Vector3
ContainsPoint ( TriangleMeshNode node, Vector3 pos ) : bool
ContainsPoint ( TriangleMeshNode node, Vector3 pos, Int3 vertices ) : bool
CreateNodes ( int number ) : void
DeserializeExtraInfo ( GraphSerializationContext ctx ) : void
DeserializeMeshNodes ( NavMeshGraph graph, GraphNode nodes, byte bytes ) : void
GenerateMatrix ( ) : void
GenerateNodes ( Vector3 vectorVertices, int triangles, Vector3 &originalVertices, Int3 &vertices ) : void
GetNearest ( NavMeshGraph graph, GraphNode nodes, Vector3 position, NNConstraint constraint, bool accurateNearestNode ) : NNInfo
GetNearest ( Vector3 position, NNConstraint constraint, GraphNode hint ) : NNInfo
GetNearestForce ( NavGraph graph, INavmeshHolder navmesh, Vector3 position, NNConstraint constraint, bool accurateNearestNode ) : NNInfo
GetNearestForce ( Vector3 position, NNConstraint constraint ) : NNInfo
GetNearestForceBoth ( NavGraph graph, INavmeshHolder navmesh, Vector3 position, NNConstraint constraint, bool accurateNearestNode ) : NNInfo
GetNodes ( GraphNodeDelegateCancelable del ) : void
GetTileCoordinates ( int tileIndex, int &x, int &z ) : void
GetVertex ( int index ) : Int3
GetVertexArrayIndex ( int index ) : int
Linecast ( INavmesh graph, Vector3 tmp_origin, Vector3 tmp_end, GraphNode hint, GraphHitInfo &hit ) : bool
Linecast ( INavmesh graph, Vector3 tmp_origin, Vector3 tmp_end, GraphNode hint, GraphHitInfo &hit, List trace ) : bool
Linecast ( Vector3 origin, Vector3 end ) : bool
Linecast ( Vector3 origin, Vector3 end, GraphNode hint ) : bool
Linecast ( Vector3 origin, Vector3 end, GraphNode hint, GraphHitInfo &hit ) : bool
Linecast ( Vector3 origin, Vector3 end, GraphNode hint, GraphHitInfo &hit, List trace ) : bool
OnDestroy ( ) : void
OnDrawGizmos ( bool drawNodes ) : void
PostProcess ( ) : void
RebuildBBTree ( NavMeshGraph graph ) : void
RelocateNodes ( Matrix4x4 oldMatrix, Matrix4x4 newMatrix ) : void
ScanInternal ( OnScanStatus statusCallback ) : void
ScanInternal ( string objMeshPath ) : void
SerializeExtraInfo ( GraphSerializationContext ctx ) : void
SerializeMeshNodes ( NavMeshGraph graph, GraphNode nodes ) : byte[]
Sort ( Vector3 a ) : void
UpdateArea ( GraphUpdateObject o ) : void
UpdateArea ( GraphUpdateObject o, INavmesh graph ) : void
UpdateAreaInit ( GraphUpdateObject o ) : void

Method Details

AddPortal() public method

public AddPortal ( GraphNode n1, GraphNode n2, List left, List right ) : void
n1 GraphNode
n2 GraphNode
left List
right List
return void

BuildFunnelCorridor() public static method

public static BuildFunnelCorridor ( INavmesh graph, List path, int startIndex, int endIndex, List left, List right ) : void
graph INavmesh
path List
startIndex int
endIndex int
left List
right List
return void

BuildFunnelCorridor() public method

public BuildFunnelCorridor ( List path, int startIndex, int endIndex, List left, List right ) : void
path List
startIndex int
endIndex int
left List
right List
return void

CanUpdateAsync() public method

public CanUpdateAsync ( GraphUpdateObject o ) : GraphUpdateThreading
o GraphUpdateObject
return GraphUpdateThreading

ClosestPointOnNode() public static method

public static ClosestPointOnNode ( TriangleMeshNode node, Int3 vertices, Vector3 pos ) : Vector3
node TriangleMeshNode
vertices Int3
pos UnityEngine.Vector3
return UnityEngine.Vector3

ContainsPoint() public method

public ContainsPoint ( TriangleMeshNode node, Vector3 pos ) : bool
node TriangleMeshNode
pos UnityEngine.Vector3
return bool

ContainsPoint() public static method

public static ContainsPoint ( TriangleMeshNode node, Vector3 pos, Int3 vertices ) : bool
node TriangleMeshNode
pos UnityEngine.Vector3
vertices Int3
return bool

CreateNodes() public method

public CreateNodes ( int number ) : void
number int
return void

DeserializeExtraInfo() public method

public DeserializeExtraInfo ( GraphSerializationContext ctx ) : void
ctx Pathfinding.Serialization.GraphSerializationContext
return void

DeserializeMeshNodes() public static method

public static DeserializeMeshNodes ( NavMeshGraph graph, GraphNode nodes, byte bytes ) : void
graph NavMeshGraph
nodes GraphNode
bytes byte
return void

GenerateMatrix() public method

public GenerateMatrix ( ) : void
return void

GenerateNodes() public method

public GenerateNodes ( Vector3 vectorVertices, int triangles, Vector3 &originalVertices, Int3 &vertices ) : void
vectorVertices UnityEngine.Vector3
triangles int
originalVertices UnityEngine.Vector3
vertices Int3
return void

GetNearest() public static method

public static GetNearest ( NavMeshGraph graph, GraphNode nodes, Vector3 position, NNConstraint constraint, bool accurateNearestNode ) : NNInfo
graph NavMeshGraph
nodes GraphNode
position UnityEngine.Vector3
constraint NNConstraint
accurateNearestNode bool
return NNInfo

GetNearest() public method

public GetNearest ( Vector3 position, NNConstraint constraint, GraphNode hint ) : NNInfo
position UnityEngine.Vector3
constraint NNConstraint
hint GraphNode
return NNInfo

GetNearestForce() public static method

public static GetNearestForce ( NavGraph graph, INavmeshHolder navmesh, Vector3 position, NNConstraint constraint, bool accurateNearestNode ) : NNInfo
graph NavGraph
navmesh INavmeshHolder
position UnityEngine.Vector3
constraint NNConstraint
accurateNearestNode bool
return NNInfo

GetNearestForce() public method

public GetNearestForce ( Vector3 position, NNConstraint constraint ) : NNInfo
position UnityEngine.Vector3
constraint NNConstraint
return NNInfo

GetNearestForceBoth() public static method

public static GetNearestForceBoth ( NavGraph graph, INavmeshHolder navmesh, Vector3 position, NNConstraint constraint, bool accurateNearestNode ) : NNInfo
graph NavGraph
navmesh INavmeshHolder
position UnityEngine.Vector3
constraint NNConstraint
accurateNearestNode bool
return NNInfo

GetNodes() public method

public GetNodes ( GraphNodeDelegateCancelable del ) : void
del GraphNodeDelegateCancelable
return void

GetTileCoordinates() public method

public GetTileCoordinates ( int tileIndex, int &x, int &z ) : void
tileIndex int
x int
z int
return void

GetVertex() public method

public GetVertex ( int index ) : Int3
index int
return Int3

GetVertexArrayIndex() public method

public GetVertexArrayIndex ( int index ) : int
index int
return int

Linecast() public static method

public static Linecast ( INavmesh graph, Vector3 tmp_origin, Vector3 tmp_end, GraphNode hint, GraphHitInfo &hit ) : bool
graph INavmesh
tmp_origin UnityEngine.Vector3
tmp_end UnityEngine.Vector3
hint GraphNode
hit GraphHitInfo
return bool

Linecast() public static method

public static Linecast ( INavmesh graph, Vector3 tmp_origin, Vector3 tmp_end, GraphNode hint, GraphHitInfo &hit, List trace ) : bool
graph INavmesh
tmp_origin UnityEngine.Vector3
tmp_end UnityEngine.Vector3
hint GraphNode
hit GraphHitInfo
trace List
return bool

Linecast() public method

public Linecast ( Vector3 origin, Vector3 end ) : bool
origin UnityEngine.Vector3
end UnityEngine.Vector3
return bool

Linecast() public method

public Linecast ( Vector3 origin, Vector3 end, GraphNode hint ) : bool
origin UnityEngine.Vector3
end UnityEngine.Vector3
hint GraphNode
return bool

Linecast() public method

public Linecast ( Vector3 origin, Vector3 end, GraphNode hint, GraphHitInfo &hit ) : bool
origin UnityEngine.Vector3
end UnityEngine.Vector3
hint GraphNode
hit GraphHitInfo
return bool

Linecast() public method

public Linecast ( Vector3 origin, Vector3 end, GraphNode hint, GraphHitInfo &hit, List trace ) : bool
origin UnityEngine.Vector3
end UnityEngine.Vector3
hint GraphNode
hit GraphHitInfo
trace List
return bool

OnDestroy() public method

public OnDestroy ( ) : void
return void

OnDrawGizmos() public method

public OnDrawGizmos ( bool drawNodes ) : void
drawNodes bool
return void

PostProcess() public method

public PostProcess ( ) : void
return void

RebuildBBTree() public static method

public static RebuildBBTree ( NavMeshGraph graph ) : void
graph NavMeshGraph
return void

RelocateNodes() public method

public RelocateNodes ( Matrix4x4 oldMatrix, Matrix4x4 newMatrix ) : void
oldMatrix UnityEngine.Matrix4x4
newMatrix UnityEngine.Matrix4x4
return void

ScanInternal() public method

public ScanInternal ( OnScanStatus statusCallback ) : void
statusCallback OnScanStatus
return void

ScanInternal() public method

public ScanInternal ( string objMeshPath ) : void
objMeshPath string
return void

SerializeExtraInfo() public method

public SerializeExtraInfo ( GraphSerializationContext ctx ) : void
ctx Pathfinding.Serialization.GraphSerializationContext
return void

SerializeMeshNodes() public static method

public static SerializeMeshNodes ( NavMeshGraph graph, GraphNode nodes ) : byte[]
graph NavMeshGraph
nodes GraphNode
return byte[]

Sort() public method

public Sort ( Vector3 a ) : void
a UnityEngine.Vector3
return void

UpdateArea() public method

public UpdateArea ( GraphUpdateObject o ) : void
o GraphUpdateObject
return void

UpdateArea() public static method

public static UpdateArea ( GraphUpdateObject o, INavmesh graph ) : void
o GraphUpdateObject
graph INavmesh
return void

UpdateAreaInit() public method

public UpdateAreaInit ( GraphUpdateObject o ) : void
o GraphUpdateObject
return void

Property Details

nodes public_oe property

public TriangleMeshNode[],Pathfinding nodes
return Pathfinding.TriangleMeshNode[]