#ifndef NAVIGATION_OBSTACLE_H
#define NAVIGATION_OBSTACLE_H

/*************************************************************************/
/*  navigation_obstacle.h                                                */
/*************************************************************************/
/*                       This file is part of:                           */
/*                           GODOT ENGINE                                */
/*                      https://godotengine.org                          */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur.                 */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md).   */
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/* The above copyright notice and this permission notice shall be        */
/* included in all copies or substantial portions of the Software.       */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,       */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/*************************************************************************/

#include "scene/main/spatial.h"

class Navigation;
class Spatial;

class NavigationObstacle : public Spatial {
	GDCLASS(NavigationObstacle, Spatial);

	Navigation *navigation;

	RID obstacle;
	RID map_before_pause;
	RID map_override;
	RID map_current;

	real_t height;
	real_t radius;

	Vector<Vector3> vertices;

	bool avoidance_enabled;
	uint32_t avoidance_layers;

	bool use_3d_avoidance;

	Transform previous_transform;

	Vector3 velocity;
	Vector3 previous_velocity;
	bool velocity_submitted;

#ifdef DEBUG_ENABLED
	RID fake_agent_radius_debug_instance;
	Ref<ArrayMesh> fake_agent_radius_debug_mesh;

	RID static_obstacle_debug_instance;
	Ref<ArrayMesh> static_obstacle_debug_mesh;

private:
	void _update_fake_agent_radius_debug();
	void _update_static_obstacle_debug();
#endif // DEBUG_ENABLED

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

public:
	NavigationObstacle();
	virtual ~NavigationObstacle();

	void set_navigation(Navigation *p_nav);
	const Navigation *get_navigation() const {
		return navigation;
	}

	void set_navigation_node(Node *p_nav);
	Node *get_navigation_node() const;

	RID get_rid() const { return obstacle; }

	void set_avoidance_enabled(bool p_enabled);
	bool get_avoidance_enabled() const;

	void set_navigation_map(RID p_navigation_map);
	RID get_navigation_map() const;

	void set_radius(real_t p_radius);
	real_t get_radius() const {
		return radius;
	}

	void set_height(real_t p_height);
	real_t get_height() const { return height; }

	void set_vertices(const Vector<Vector3> &p_vertices);
	Vector<Vector3> get_vertices() const { return vertices; };

	void set_avoidance_layers(uint32_t p_layers);
	uint32_t get_avoidance_layers() const;

	void set_avoidance_layer_value(int p_layer_number, bool p_value);
	bool get_avoidance_layer_value(int p_layer_number) const;

	void set_use_3d_avoidance(bool p_use_3d_avoidance);
	bool get_use_3d_avoidance() const { return use_3d_avoidance; }

	void set_velocity(const Vector3 p_velocity);
	Vector3 get_velocity() const { return velocity; };

	void _avoidance_done(Vector3 p_new_velocity); // Dummy

private:
	void _update_map(RID p_map);
	void _update_position(const Vector3 p_position);
	void _update_use_3d_avoidance(bool p_use_3d_avoidance);
};

#endif