/*************************************************************************/
/*  navigation_mesh_instance.h                                           */
/*************************************************************************/
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur.                 */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md).   */
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/*************************************************************************/

#ifndef NAVIGATION_MESH_INSTANCE_H
#define NAVIGATION_MESH_INSTANCE_H

#include "scene/3d/spatial.h"
#include "scene/resources/mesh.h"
#include "scene/resources/navigation_mesh.h"

class Navigation;

class NavigationMeshInstance : public Spatial {
	GDCLASS(NavigationMeshInstance, Spatial);

	bool enabled = true;
	RID region;
	Ref<NavigationMesh> navmesh;

	real_t enter_cost = 0.0;
	real_t travel_cost = 1.0;

	uint32_t navigation_layers = 1;
	Navigation *navigation = nullptr;
	Node *debug_view = nullptr;
	Thread bake_thread;

protected:
	void _notification(int p_what);
	static void _bind_methods();
	void _changed_callback(Object *p_changed, const char *p_prop);

public:
	void set_enabled(bool p_enabled);
	bool is_enabled() const;

	void set_navigation_layers(uint32_t p_navigation_layers);
	uint32_t get_navigation_layers() const;

	RID get_region_rid() const;

	void set_enter_cost(real_t p_enter_cost);
	real_t get_enter_cost() const;

	void set_travel_cost(real_t p_travel_cost);
	real_t get_travel_cost() const;

	void set_navigation_mesh(const Ref<NavigationMesh> &p_navmesh);
	Ref<NavigationMesh> get_navigation_mesh() const;

	/// Bakes the navigation mesh; once done, automatically
	/// sets the new navigation mesh and emits a signal
	void bake_navigation_mesh(bool p_on_thread);
	void _bake_finished(Ref<NavigationMesh> p_nav_mesh);

	String get_configuration_warning() const;

	NavigationMeshInstance();
	~NavigationMeshInstance();
};

#endif // NAVIGATION_MESH_INSTANCE_H