AI_World Member List

This is the complete list of members for AI_World, including all inherited members.

addAgent(AI_Agent *ptr_agent)AI_World [inline]
AI_World(void)AI_World [inline]
disableActor(AI_Actor *ptr_actor)AI_World [inline]
enableActor(AI_Actor *ptr_actor)AI_World [inline]
findWay(AI_Actor &actor)AI_World [inline]
getAutoDisableDistance(void) const AI_World [inline]
getAutoEnableDisablePivot(void)AI_World [inline]
getAutoEnableDistance(void) const AI_World [inline]
getDBVersion(void)AI_World [inline]
getEnabledActors(void)AI_World [inline]
getHero(void)AI_World [inline]
getNavigationMesh(void)AI_World [inline]
getNearAgents(const AI_Vector3 &v_position, const float f_range, AI_Agent::AgentArray &arr_near_agents, AI_Agent *ptr_agent_exclude=NULL)AI_World
getNearestSurfacePosition(const AI_Vector3 &v_position, float radius, bool cylinder, AI_Vector3 &v_nearest_position)AI_World [inline]
isAutoDisable(void) const AI_World [inline]
isAutoEnable(void) const AI_World [inline]
isOnSurface(const AI_Vector3 &v_pos)AI_World [inline]
isWideAgents(void)AI_World [inline]
m_arr_enabled_actorsAI_World [protected]
m_arr_temp_actorsAI_World [protected]
m_b_auto_disableAI_World
m_b_auto_enableAI_World
m_b_wide_agentsAI_World
m_d_time_auto_enableAI_World [protected]
m_dw_db_versionAI_World [protected]
m_f_disable_distAI_World [protected]
m_f_enable_distAI_World [protected]
m_list_agentsAI_World [protected]
m_navigation_meshAI_World [protected]
m_ref_actor_pivotAI_World [protected]
m_ref_heroAI_World [protected]
m_spatial_treeAI_World [protected]
m_visible_elementsAI_World [protected]
removeAgent(AI_Agent *ptr_agent)AI_World [inline]
setAutoDisable(bool b_enable)AI_World [inline]
setAutoDisableDistance(const float f_dist)AI_World [inline]
setAutoEnable(bool b_enable)AI_World [inline]
setAutoEnableDisablePivot(AI_Actor *ptr_actor)AI_World [inline]
setAutoEnableDistance(const float f_dist)AI_World [inline]
setHero(AI_Actor *ptr_actor)AI_World [inline]
setWideAgents(bool b)AI_World [inline]
testVisibility(const AI_Vector3 &v_first, const AI_Vector3 &v_second)AI_World [inline]
testWallDistance(const AI_Vector3 &v_first, const AI_Vector3 &v_second, float &f_distance)AI_World [inline]
trigger(double d_time)AI_World
updateSpatialElement(AI_SDB_SpatialElement *ptr_spatial_element, const AI_BBox &bbox_new)AI_World [inline]
~AI_World(void)AI_World [inline]