C# 클래스 Pathfinding.NavMeshGraph

상속: NavGraph, INavmesh, IUpdatableGraph, INavmeshHolder, IRaycastableGraph
파일 보기 프로젝트 열기: henryj41043/TheUnseen 1 사용 예제들

공개 프로퍼티들

프로퍼티 타입 설명
nodes Pathfinding.TriangleMeshNode[]

공개 메소드들

메소드 설명
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

메소드 상세

AddPortal() 공개 메소드

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

BuildFunnelCorridor() 공개 정적인 메소드

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
리턴 void

BuildFunnelCorridor() 공개 메소드

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

CanUpdateAsync() 공개 메소드

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

ClosestPointOnNode() 공개 정적인 메소드

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

ContainsPoint() 공개 메소드

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

ContainsPoint() 공개 정적인 메소드

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

CreateNodes() 공개 메소드

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

DeserializeExtraInfo() 공개 메소드

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

DeserializeMeshNodes() 공개 정적인 메소드

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

GenerateMatrix() 공개 메소드

public GenerateMatrix ( ) : void
리턴 void

GenerateNodes() 공개 메소드

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

GetNearest() 공개 정적인 메소드

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
리턴 NNInfo

GetNearest() 공개 메소드

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

GetNearestForce() 공개 정적인 메소드

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
리턴 NNInfo

GetNearestForce() 공개 메소드

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

GetNearestForceBoth() 공개 정적인 메소드

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
리턴 NNInfo

GetNodes() 공개 메소드

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

GetTileCoordinates() 공개 메소드

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

GetVertex() 공개 메소드

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

GetVertexArrayIndex() 공개 메소드

public GetVertexArrayIndex ( int index ) : int
index int
리턴 int

Linecast() 공개 정적인 메소드

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
리턴 bool

Linecast() 공개 정적인 메소드

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
리턴 bool

Linecast() 공개 메소드

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

Linecast() 공개 메소드

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

Linecast() 공개 메소드

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

Linecast() 공개 메소드

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
리턴 bool

OnDestroy() 공개 메소드

public OnDestroy ( ) : void
리턴 void

OnDrawGizmos() 공개 메소드

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

PostProcess() 공개 메소드

public PostProcess ( ) : void
리턴 void

RebuildBBTree() 공개 정적인 메소드

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

RelocateNodes() 공개 메소드

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

ScanInternal() 공개 메소드

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

ScanInternal() 공개 메소드

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

SerializeExtraInfo() 공개 메소드

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

SerializeMeshNodes() 공개 정적인 메소드

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

Sort() 공개 메소드

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

UpdateArea() 공개 메소드

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

UpdateArea() 공개 정적인 메소드

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

UpdateAreaInit() 공개 메소드

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

프로퍼티 상세

nodes 공개적으로 프로퍼티

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