public IMyHighLevelComponent GetComponent(MyHighLevelPrimitive primitive)
        {
            ulong cellIndex;

            if (m_navmeshComponents.GetComponentCell(primitive.Index, out cellIndex))
            {
                Base6Directions.DirectionFlags exploredDirections;

                if (m_navmeshComponents.GetComponentInfo(primitive.Index, cellIndex, out exploredDirections))
                {
                    MyCellCoord coord = new MyCellCoord();
                    coord.SetUnpack(cellIndex);

                    // Look at present unexplored cells around this cell.
                    // Their direction can be marked as explored, because there was no geometry when they were being explored
                    foreach (var direction in Base6Directions.EnumDirections)
                    {
                        var directionFlag = Base6Directions.GetDirectionFlag(direction);
                        if (exploredDirections.HasFlag(directionFlag))
                        {
                            continue;
                        }

                        Vector3I neighbor = coord.CoordInLod + Base6Directions.GetIntVector(direction);
                        if (m_exploredCells.Contains(ref neighbor))
                        {
                            exploredDirections |= directionFlag;
                        }
                    }

                    return(new Component(primitive.Index, exploredDirections));
                }
                else
                {
                    return(null);
                }
            }
            else
            {
                return(null);
            }
        }