/**************************************************************************/
/*  navigation_obstacle_3d.h                                              */
/**************************************************************************/
/*                         This file is part of:                          */
/*                             GODOT ENGINE                               */
/*                        https://godotengine.org                         */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.                  */
/*                                                                        */
/* Permission is hereby granted, free of charge, to any person obtaining  */
/* a copy of this software and associated documentation files (the        */
/* "Software"), to deal in the Software without restriction, including    */
/* without limitation the rights to use, copy, modify, merge, publish,    */
/* distribute, sublicense, and/or sell copies of the Software, and to     */
/* permit persons to whom the Software is furnished to do so, subject to  */
/* the following conditions:                                              */
/*                                                                        */
/* The above copyright notice and this permission notice shall be         */
/* included in all copies or substantial portions of the Software.        */
/*                                                                        */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,        */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF     */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY   */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,   */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE      */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                 */
/**************************************************************************/

#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;

	Transform3D previous_transform;

	Vector3 velocity;
	Vector3 previous_velocity;
	bool velocity_submitted = false;

#ifdef DEBUG_ENABLED
	RID fake_agent_radius_debug_instance;
	Ref<ArrayMesh> fake_agent_radius_debug_mesh;

	RID static_obstacle_debug_instance;
	Ref<ArrayMesh> static_obstacle_debug_mesh;

private:
	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

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

#endif // NAVIGATION_OBSTACLE_3D_H