/**************************************************************************/
/*  navigation_mesh_source_geometry_data_2d.h                             */
/**************************************************************************/
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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_MESH_SOURCE_GEOMETRY_DATA_2D_H
#define NAVIGATION_MESH_SOURCE_GEOMETRY_DATA_2D_H

#include "core/os/rw_lock.h"
#include "scene/2d/node_2d.h"
#include "scene/resources/2d/navigation_polygon.h"

class NavigationMeshSourceGeometryData2D : public Resource {
	GDCLASS(NavigationMeshSourceGeometryData2D, Resource);
	RWLock geometry_rwlock;

	Vector<Vector<Vector2>> traversable_outlines;
	Vector<Vector<Vector2>> obstruction_outlines;

public:
	struct ProjectedObstruction;

private:
	Vector<ProjectedObstruction> _projected_obstructions;

protected:
	bool _set(const StringName &p_name, const Variant &p_value);
	bool _get(const StringName &p_name, Variant &r_ret) const;
	static void _bind_methods();

public:
	struct ProjectedObstruction {
		static inline uint32_t VERSION = 1; // Increase when format changes so we can detect outdated formats and provide compatibility.

		Vector<float> vertices;
		bool carve = false;
	};

	void _set_traversable_outlines(const Vector<Vector<Vector2>> &p_traversable_outlines);
	const Vector<Vector<Vector2>> &_get_traversable_outlines() const;

	void _set_obstruction_outlines(const Vector<Vector<Vector2>> &p_obstruction_outlines);
	const Vector<Vector<Vector2>> &_get_obstruction_outlines() const;

	void _add_traversable_outline(const Vector<Vector2> &p_shape_outline);
	void _add_obstruction_outline(const Vector<Vector2> &p_shape_outline);

	// kept root node transform here on the geometry data
	// if we add this transform to all exposed functions we need to break comp on all functions later
	// when navmesh changes from global transform to relative to navregion
	// but if it stays here we can just remove it and change the internal functions only
	Transform2D root_node_transform;

	void set_traversable_outlines(const TypedArray<Vector<Vector2>> &p_traversable_outlines);
	TypedArray<Vector<Vector2>> get_traversable_outlines() const;

	void set_obstruction_outlines(const TypedArray<Vector<Vector2>> &p_obstruction_outlines);
	TypedArray<Vector<Vector2>> get_obstruction_outlines() const;

	void append_traversable_outlines(const TypedArray<Vector<Vector2>> &p_traversable_outlines);
	void append_obstruction_outlines(const TypedArray<Vector<Vector2>> &p_obstruction_outlines);

	void add_traversable_outline(const PackedVector2Array &p_shape_outline);
	void add_obstruction_outline(const PackedVector2Array &p_shape_outline);

	bool has_data();
	void clear();
	void clear_projected_obstructions();

	void add_projected_obstruction(const Vector<Vector2> &p_vertices, bool p_carve);
	Vector<ProjectedObstruction> _get_projected_obstructions() const;

	void set_projected_obstructions(const Array &p_array);
	Array get_projected_obstructions() const;

	void merge(const Ref<NavigationMeshSourceGeometryData2D> &p_other_geometry);

	void set_data(const Vector<Vector<Vector2>> &p_traversable_outlines, const Vector<Vector<Vector2>> &p_obstruction_outlines, Vector<ProjectedObstruction> &p_projected_obstructions);
	void get_data(Vector<Vector<Vector2>> &r_traversable_outlines, Vector<Vector<Vector2>> &r_obstruction_outlines, Vector<ProjectedObstruction> &r_projected_obstructions);

	NavigationMeshSourceGeometryData2D() {}
	~NavigationMeshSourceGeometryData2D() { clear(); }
};

#endif // NAVIGATION_MESH_SOURCE_GEOMETRY_DATA_2D_H
