/*************************************************************************/
/*  navigation_2d.h                                                      */
/*************************************************************************/
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/*                           GODOT ENGINE                                */
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur.                 */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md).   */
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/*************************************************************************/

#ifndef NAVIGATION_2D_H
#define NAVIGATION_2D_H

#include "scene/2d/navigation_polygon.h"
#include "scene/2d/node_2d.h"

class Navigation2D : public Node2D {
	GDCLASS(Navigation2D, Node2D);

	RID map;
	real_t cell_size;
	real_t edge_connection_margin;

protected:
	static void _bind_methods();
	void _notification(int p_what);

public:
	RID get_rid() const {
		return map;
	}

	void set_cell_size(float p_cell_size);
	float get_cell_size() const {
		return cell_size;
	}

	void set_edge_connection_margin(float p_edge_connection_margin);
	float get_edge_connection_margin() const {
		return edge_connection_margin;
	}

	Vector<Vector2> get_simple_path(const Vector2 &p_start, const Vector2 &p_end, bool p_optimize = true) const;
	Vector2 get_closest_point(const Vector2 &p_point) const;
	RID get_closest_point_owner(const Vector2 &p_point) const;

	Navigation2D();
	~Navigation2D();
};

#endif // NAVIGATION_2D_H
