#ifndef NAVIGATION_MESH_SOURCE_GEOMETRY_DATA_2D_H
#define NAVIGATION_MESH_SOURCE_GEOMETRY_DATA_2D_H

/**************************************************************************/
/*  navigation_mesh_source_geometry_data_2d.h                             */
/**************************************************************************/
/*                         This file is part of:                          */
/*                             GODOT ENGINE                               */
/*                        https://godotengine.org                         */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.                  */
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/* Permission is hereby granted, free of charge, to any person obtaining  */
/* a copy of this software and associated documentation files (the        */
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/* distribute, sublicense, and/or sell copies of the Software, and to     */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,        */
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#include "scene/2d/node_2d.h"
#include "scene/resources/navigation_polygon.h"

class NavigationMeshSourceGeometryData2D : public Resource {
	GDCLASS(NavigationMeshSourceGeometryData2D, Resource);

	Vector<Vector<Vector2>> traversable_outlines;
	Vector<Vector<Vector2>> obstruction_outlines;

protected:
	static void _bind_methods();

public:
	void _set_traversable_outlines(const Vector<Vector<Vector2>> &p_traversable_outlines);
	const Vector<Vector<Vector2>> &_get_traversable_outlines() const { return traversable_outlines; }

	void _set_obstruction_outlines(const Vector<Vector<Vector2>> &p_obstruction_outlines);
	const Vector<Vector<Vector2>> &_get_obstruction_outlines() const { return obstruction_outlines; }

	void _add_traversable_outline(const Vector<Vector2> &p_shape_outline);
	void _add_obstruction_outline(const Vector<Vector2> &p_shape_outline);

	// kept root node transform here on the geometry data
	// if we add this transform to all exposed functions we need to break comp on all functions later
	// when navmesh changes from global transfrom to relative to navregion
	// but if it stays here we can just remove it and change the internal functions only
	Transform2D root_node_transform;

	void set_traversable_outlines(const Array &p_traversable_outlines);
	Array get_traversable_outlines() const;

	void set_obstruction_outlines(const Array &p_obstruction_outlines);
	Array get_obstruction_outlines() const;

	void add_traversable_outline(const PoolVector2Array &p_shape_outline);
	void add_obstruction_outline(const PoolVector2Array &p_shape_outline);

	bool has_data() { return traversable_outlines.size(); };
	void clear();

	NavigationMeshSourceGeometryData2D();
	~NavigationMeshSourceGeometryData2D();
};

#endif // NAVIGATION_MESH_SOURCE_GEOMETRY_DATA_2D_H
