/**************************************************************************/
/*  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 Node {
	GDCLASS(NavigationObstacle3D, Node);

	Node3D *parent_node3d = nullptr;

	RID agent;
	RID map_before_pause;
	RID map_override;

	bool estimate_radius = true;
	real_t radius = 1.0;

protected:
	static void _bind_methods();
	void _validate_property(PropertyInfo &p_property) const;
	void _notification(int p_what);

public:
	NavigationObstacle3D();
	virtual ~NavigationObstacle3D();

	RID get_rid() const {
		return agent;
	}

	void set_agent_parent(Node *p_agent_parent);

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

	void set_estimate_radius(bool p_estimate_radius);
	bool is_radius_estimated() const {
		return estimate_radius;
	}
	void set_radius(real_t p_radius);
	real_t get_radius() const {
		return radius;
	}

	PackedStringArray get_configuration_warnings() const override;

	void _avoidance_done(Vector3 p_new_velocity); // Dummy

private:
	void initialize_agent();
	void reevaluate_agent_radius();
	real_t estimate_agent_radius() const;
};

#endif // NAVIGATION_OBSTACLE_3D_H
