Divide Framework 0.1
A free and open-source 3D Framework under heavy development
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Divide::AI::AIManager Member List

This is the complete list of members for Divide::AI::AIManager, including all inherited members.

_aiTeamsDivide::AI::AIManagerprivate
_currentTimeUSDivide::AI::AIManagerprivate
_deltaTimeUSDivide::AI::AIManagerprivate
_navMeshDebugDrawDivide::AI::AIManagerprivate
_navMeshesDivide::AI::AIManagerprivate
_navMeshMutexDivide::AI::AIManagermutableprivate
_parentPoolDivide::AI::AIManagerprivate
_parentSceneDivide::SceneComponentprotected
_pauseUpdateDivide::AI::AIManagerprivate
_previousTimeUSDivide::AI::AIManagerprivate
_runningDivide::AI::AIManagerprivate
_sceneCallbackDivide::AI::AIManagerprivate
_shouldStopDivide::AI::AIManagerprivate
_updateMutexDivide::AI::AIManagermutableprivate
_updatingDivide::AI::AIManagerprivate
addNavMesh(PlatformContext &context, Navigation::DivideRecast &recastInterface, Scene &parentScene, AIEntity::PresetAgentRadius radius)Divide::AI::AIManager
AIManager(Scene &parentScene, TaskPool &pool)Divide::AI::AIManagerexplicit
AITeamDivide::AI::AIManagerfriend
AITeamMap typedefDivide::AI::AIManager
debugDraw(GFX::CommandBuffer &bufferInOut, GFX::MemoryBarrierCommand &memCmdInOut, bool forceAll=true)Divide::AI::AIManager
destroy()Divide::AI::AIManager
destroyNavMesh(AIEntity::PresetAgentRadius radius)Divide::AI::AIManager
getNavMesh(const AIEntity::PresetAgentRadius radius) constDivide::AI::AIManagerinline
getTeamByID(const U32 AITeamID)Divide::AI::AIManagerinline
isDebugDraw() const noexceptDivide::AI::AIManagerinline
navMeshDebugDraw() const noexceptDivide::AI::AIManagerinline
NavMeshMap typedefDivide::AI::AIManager
parentScene() noexceptDivide::SceneComponentinline
parentScene() const noexceptDivide::SceneComponentinline
pauseUpdate(const bool state) noexceptDivide::AI::AIManagerinline
processData(U64 deltaTimeUS)Divide::AI::AIManagerprivate
processInput(U64 deltaTimeUS)Divide::AI::AIManagerprivate
registerEntity(U32 teamID, AIEntity *entity)Divide::AI::AIManager
registerTeam(U32 id)Divide::AI::AIManager
running() const noexceptDivide::AI::AIManagerinline
SceneComponent(Scene &parentScene) noexceptDivide::SceneComponentinlineexplicit
setSceneCallback(const DELEGATE< void > &callback)Divide::AI::AIManagerinline
shouldStop() const noexceptDivide::AI::AIManagerprotected
stop() noexceptDivide::AI::AIManagerinline
toggleNavMeshDebugDraw(bool state)Divide::AI::AIManager
unregisterEntity(U32 teamID, AIEntity *entity)Divide::AI::AIManager
unregisterEntity(AIEntity *entity)Divide::AI::AIManager
unregisterTeam(U32 id)Divide::AI::AIManager
update(U64 deltaTimeUS)Divide::AI::AIManager
updateEntities(U64 deltaTimeUS)Divide::AI::AIManagerprivate
updatePaused() const noexceptDivide::AI::AIManagerinline
updating() const noexceptDivide::AI::AIManagerinline
~AIManager()Divide::AI::AIManager