/**************************************************************************/
/*  navigation_obstacle_3d.h                                              */
/**************************************************************************/
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/*                             GODOT ENGINE                               */
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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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#ifndef NAVIGATION_OBSTACLE_3D_H
#define NAVIGATION_OBSTACLE_3D_H

#include "scene/3d/node_3d.h"

class NavigationObstacle3D : public Node3D {
	GDCLASS(NavigationObstacle3D, Node3D);

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

	real_t height = 1.0;
	real_t radius = 0.0;

	Vector<Vector3> vertices;

	bool avoidance_enabled = true;
	uint32_t avoidance_layers = 1;

	bool use_3d_avoidance = false;

	Vector3 velocity;
	Vector3 previous_velocity;
	bool velocity_submitted = false;

	bool affect_navigation_mesh = false;
	bool carve_navigation_mesh = false;

#ifdef DEBUG_ENABLED
	RID fake_agent_radius_debug_instance_rid;
	RID fake_agent_radius_debug_mesh_rid;

	RID static_obstacle_debug_instance_rid;
	RID static_obstacle_debug_mesh_rid;

private:
	void _update_debug();
	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:
	NavigationObstacle3D();
	virtual ~NavigationObstacle3D();

	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);
	const 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

	void set_affect_navigation_mesh(bool p_enabled);
	bool get_affect_navigation_mesh() const;

	void set_carve_navigation_mesh(bool p_enabled);
	bool get_carve_navigation_mesh() const;

	PackedStringArray get_configuration_warnings() const override;

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

#endif // NAVIGATION_OBSTACLE_3D_H
