/**************************************************************************/
/*  navigation_mesh_source_geometry_data_3d.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_3D_H
#define NAVIGATION_MESH_SOURCE_GEOMETRY_DATA_3D_H

#include "core/os/rw_lock.h"
#include "scene/resources/mesh.h"

class NavigationMeshSourceGeometryData3D : public Resource {
	GDCLASS(NavigationMeshSourceGeometryData3D, Resource);
	RWLock geometry_rwlock;

	Vector<float> vertices;
	Vector<int> indices;

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();

private:
	void _add_vertex(const Vector3 &p_vec3);
	void _add_mesh(const Ref<Mesh> &p_mesh, const Transform3D &p_xform);
	void _add_mesh_array(const Array &p_array, const Transform3D &p_xform);
	void _add_faces(const PackedVector3Array &p_faces, const Transform3D &p_xform);

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		static inline uint32_t VERSION = 1; // Increase when format changes so we can detect outdated formats and provide compatibility.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;
		float elevation = 0.0;
		float height = 0.0;
		bool carve = false;
	};

	// 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
	Transform3D root_node_transform;

	void set_vertices(const Vector<float> &p_vertices);
	const Vector<float> &get_vertices() const;

	void set_indices(const Vector<int> &p_indices);
	const Vector<int> &get_indices() const;

	void append_arrays(const Vector<float> &p_vertices, const Vector<int> &p_indices);

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

	void add_mesh(const Ref<Mesh> &p_mesh, const Transform3D &p_xform);
	void add_mesh_array(const Array &p_mesh_array, const Transform3D &p_xform);
	void add_faces(const PackedVector3Array &p_faces, const Transform3D &p_xform);

	void merge(const Ref<NavigationMeshSourceGeometryData3D> &p_other_geometry);

	void add_projected_obstruction(const Vector<Vector3> &p_vertices, float p_elevation, float p_height, bool p_carve);
	Vector<ProjectedObstruction> _get_projected_obstructions() const;

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

	void set_data(const Vector<float> &p_vertices, const Vector<int> &p_indices, Vector<ProjectedObstruction> &p_projected_obstructions);
	void get_data(Vector<float> &r_vertices, Vector<int> &r_indices, Vector<ProjectedObstruction> &r_projected_obstructions);

	NavigationMeshSourceGeometryData3D() {}
	~NavigationMeshSourceGeometryData3D() { clear(); }
};

#endif // NAVIGATION_MESH_SOURCE_GEOMETRY_DATA_3D_H
