/**************************************************************************/
/*  meshinstance3d_navigation_geometry_parser_3d.cpp                      */
/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.                  */
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#include "meshinstance3d_navigation_geometry_parser_3d.h"

#include "scene/3d/mesh_instance.h"
#include "scene/resources/mesh/mesh.h"
#include "scene/resources/navigation/navigation_mesh.h"
#include "scene/resources/navigation/navigation_mesh_source_geometry_data_3d.h"

bool MeshInstance3DNavigationGeometryParser3D::parses_node(Node *p_node) {
	return (Object::cast_to<MeshInstance>(p_node) != nullptr);
}

void MeshInstance3DNavigationGeometryParser3D::parse_geometry(Node *p_node, Ref<NavigationMesh> p_navigationmesh, Ref<NavigationMeshSourceGeometryData3D> p_source_geometry) {
	NavigationMesh::ParsedGeometryType parsed_geometry_type = p_navigationmesh->get_parsed_geometry_type();

	if (Object::cast_to<MeshInstance>(p_node) && parsed_geometry_type != NavigationMesh::PARSED_GEOMETRY_STATIC_COLLIDERS) {
		MeshInstance *mesh_instance = Object::cast_to<MeshInstance>(p_node);
		Ref<Mesh> mesh = mesh_instance->get_mesh();
		if (mesh.is_valid()) {
			p_source_geometry->add_mesh(mesh, mesh_instance->get_global_transform());
		}
	}
}
