#ifndef ROOM_H
#define ROOM_H
/*************************************************************************/
/*  room.h                                                               */
/*************************************************************************/
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/*                           GODOT ENGINE                                */
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#include "core/containers/local_vector.h"
#include "core/math/geometry.h"
#include "core/containers/rid.h"
#include "spatial.h"

class Portal;

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

	friend class RoomManager;
	friend class RoomGroup;
	friend class Portal;
	friend class RoomGizmoPlugin;
	friend class RoomEditorPlugin;
	friend class RoomSpatialGizmo;

	RID _room_rid;

public:
	struct SimplifyInfo {
		SimplifyInfo() { set_simplify(0.5); }
		void set_simplify(real_t p_value, real_t p_room_size = 0.0);
		bool add_plane_if_unique(LocalVector<Plane, int32_t> &r_planes, const Plane &p) const;
		real_t _plane_simplify = 0.5;
		real_t _plane_simplify_dot = 0.98;
		real_t _plane_simplify_dist = 0.08;
	};

	Room();
	~Room();

	void set_room_simplify(real_t p_value);
	real_t get_room_simplify() const { return _simplify_info._plane_simplify; }

	// whether to use the room manager default
	void set_use_default_simplify(bool p_use);
	bool get_use_default_simplify() const { return _use_default_simplify; }

	void set_points(const PoolVector<Vector3> &p_points);
	PoolVector<Vector3> get_points() const;

	// primarily for the gizmo
	void set_point(int p_idx, const Vector3 &p_point);

	// editor only
	PoolVector<Vector3> generate_points();

	String get_configuration_warning() const;

private:
	// call during each conversion
	void clear();

	void _changed(bool p_regenerate_bounds = false);
	template <class T>
	static bool detect_nodes_of_type(const Node *p_node, bool p_ignore_first_node = true);
	template <typename T>
	static bool detect_nodes_using_lambda(const Node *p_node, T p_lambda, bool p_ignore_first_node = true);

	// note this is client side, and does not use the final planes stored in the PortalRenderer
	bool contains_point(const Vector3 &p_pt) const;

	// planes forming convex hull of room
	LocalVector<Plane, int32_t> _planes;

	// preliminary planes are created during the first conversion pass,
	// they do not include the portals, and are used for identifying auto
	// linkage of rooms by portals
	LocalVector<Plane, int32_t> _preliminary_planes;

	Geometry::MeshData _bound_mesh_data;
	AABB _aabb;

	// editable points making up the bound
	PoolVector<Vector3> _bound_pts;

#ifdef TOOLS_ENABLED
	// to help with editing, when converting, we can generate overlap zones
	// that occur between rooms. Ideally these should not occur, as rooms
	// should be convex and non-overlapping. But if they do occur, they should
	// be minimized.
	Vector<Geometry::MeshData> _gizmo_overlap_zones;
#endif

	// makes sure lrooms are not converted more than once per
	// call to rooms_convert
	int _conversion_tick = -1;

	// room ID during conversion, used for matching portals links to rooms
	int _room_ID;

	// room priority allows rooms to be placed inside other rooms,
	// such as a house on a landscape room.
	// If the camera is inside more than one room, the higher priority room
	// will *win* (e.g. house, rather than landscape)
	int _room_priority = 0;

	// a room may be in one or several roomgroups
	LocalVector<int, int32_t> _roomgroups;

	// list of portal ids from or to this room, just used in conversion to determine room bound
	LocalVector<int, int32_t> _portals;

	// each room now stores simplification data
	SimplifyInfo _simplify_info;
	bool _use_default_simplify = true;

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

template <class T>
bool Room::detect_nodes_of_type(const Node *p_node, bool p_ignore_first_node) {
	if (Object::cast_to<T>(p_node) && (!p_ignore_first_node)) {
		return true;
	}

	for (int n = 0; n < p_node->get_child_count(); n++) {
		if (detect_nodes_of_type<T>(p_node->get_child(n), false)) {
			return true;
		}
	}

	return false;
}

template <typename T>
bool Room::detect_nodes_using_lambda(const Node *p_node, T p_lambda, bool p_ignore_first_node) {
	if (p_lambda(p_node) && !p_ignore_first_node) {
		return true;
	}

	for (int n = 0; n < p_node->get_child_count(); n++) {
		if (detect_nodes_using_lambda(p_node->get_child(n), p_lambda, false)) {
			return true;
		}
	}
	return false;
}

#endif