/**************************************************************************/
/*  light_3d_gizmo_plugin.h                                               */
/**************************************************************************/
/*                         This file is part of:                          */
/*                             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 LIGHT_3D_GIZMO_PLUGIN_H
#define LIGHT_3D_GIZMO_PLUGIN_H

#include "editor/plugins/node_3d_editor_gizmos.h"

class Light3DGizmoPlugin : public EditorNode3DGizmoPlugin {
	GDCLASS(Light3DGizmoPlugin, EditorNode3DGizmoPlugin);

private:
	static float _find_closest_angle_to_half_pi_arc(const Vector3 &p_from, const Vector3 &p_to, float p_arc_radius, const Transform3D &p_arc_xform);

public:
	bool has_gizmo(Node3D *p_spatial) override;
	String get_gizmo_name() const override;
	int get_priority() const override;

	String get_handle_name(const EditorNode3DGizmo *p_gizmo, int p_id, bool p_secondary) const override;
	Variant get_handle_value(const EditorNode3DGizmo *p_gizmo, int p_id, bool p_secondary) const override;
	void set_handle(const EditorNode3DGizmo *p_gizmo, int p_id, bool p_secondary, Camera3D *p_camera, const Point2 &p_point) override;
	void commit_handle(const EditorNode3DGizmo *p_gizmo, int p_id, bool p_secondary, const Variant &p_restore, bool p_cancel = false) override;
	void redraw(EditorNode3DGizmo *p_gizmo) override;

	Light3DGizmoPlugin();
};

#endif // LIGHT_3D_GIZMO_PLUGIN_H