/**************************************************************************/
/*  navigation_obstacle_2d.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 NAVIGATION_OBSTACLE_2D_H
#define NAVIGATION_OBSTACLE_2D_H

#include "scene/2d/node_2d.h"

class NavigationObstacle2D : public Node2D {
	GDCLASS(NavigationObstacle2D, Node2D);

	RID obstacle;
	RID map_before_pause;
	RID map_override;
	RID map_current;

	real_t radius = 0.0;

	Vector<Vector2> vertices;

	bool avoidance_enabled = true;
	uint32_t avoidance_layers = 1;

	Transform2D previous_transform;

	Vector2 velocity;
	Vector2 previous_velocity;
	bool velocity_submitted = false;

#ifdef DEBUG_ENABLED
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:
	NavigationObstacle2D();
	virtual ~NavigationObstacle2D();

	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_vertices(const Vector<Vector2> &p_vertices);
	const Vector<Vector2> &get_vertices() const { return vertices; };

	void set_avoidance_layers(uint32_t p_layers);
	uint32_t get_avoidance_layers() const;

	void set_avoidance_mask(uint32_t p_mask);
	uint32_t get_avoidance_mask() 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_velocity(const Vector2 p_velocity);
	Vector2 get_velocity() const { return velocity; };

	void _avoidance_done(Vector3 p_new_velocity); // Dummy

private:
	void _update_map(RID p_map);
	void _update_position(const Vector2 p_position);
};

#endif // NAVIGATION_OBSTACLE_2D_H
