/**************************************************************************/
/*  navigation_utilities.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_UTILITIES_H
#define NAVIGATION_UTILITIES_H

#include "core/math/vector3.h"
#include "core/variant/typed_array.h"

namespace NavigationUtilities {

enum PathfindingAlgorithm {
	PATHFINDING_ALGORITHM_ASTAR = 0,
};

enum PathPostProcessing {
	PATH_POSTPROCESSING_CORRIDORFUNNEL = 0,
	PATH_POSTPROCESSING_EDGECENTERED,
};

enum PathSegmentType {
	PATH_SEGMENT_TYPE_REGION = 0,
	PATH_SEGMENT_TYPE_LINK
};

enum PathMetadataFlags {
	PATH_INCLUDE_NONE = 0,
	PATH_INCLUDE_TYPES = 1,
	PATH_INCLUDE_RIDS = 2,
	PATH_INCLUDE_OWNERS = 4,
	PATH_INCLUDE_ALL = PATH_INCLUDE_TYPES | PATH_INCLUDE_RIDS | PATH_INCLUDE_OWNERS
};

struct PathQueryParameters {
	PathfindingAlgorithm pathfinding_algorithm = PATHFINDING_ALGORITHM_ASTAR;
	PathPostProcessing path_postprocessing = PATH_POSTPROCESSING_CORRIDORFUNNEL;
	RID map;
	Vector3 start_position;
	Vector3 target_position;
	uint32_t navigation_layers = 1;
	BitField<PathMetadataFlags> metadata_flags = PATH_INCLUDE_ALL;
};

struct PathQueryResult {
	PackedVector3Array path;
	PackedInt32Array path_types;
	TypedArray<RID> path_rids;
	PackedInt64Array path_owner_ids;
};

} //namespace NavigationUtilities

#endif // NAVIGATION_UTILITIES_H