/**************************************************************************/
/*  openxr_composition_layer_cylinder.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 OPENXR_COMPOSITION_LAYER_CYLINDER_H
#define OPENXR_COMPOSITION_LAYER_CYLINDER_H

#include <openxr/openxr.h>

#include "openxr_composition_layer.h"

class OpenXRCompositionLayerCylinder : public OpenXRCompositionLayer {
	GDCLASS(OpenXRCompositionLayerCylinder, OpenXRCompositionLayer);

	XrCompositionLayerCylinderKHR composition_layer;

	float radius = 1.0;
	float aspect_ratio = 1.0;
	float central_angle = Math_PI / 2.0;
	uint32_t fallback_segments = 10;

protected:
	static void _bind_methods();

	void _notification(int p_what);

	void update_transform();

	virtual Ref<Mesh> _create_fallback_mesh() override;

public:
	void set_radius(float p_radius);
	float get_radius() const;

	void set_aspect_ratio(float p_aspect_ratio);
	float get_aspect_ratio() const;

	void set_central_angle(float p_angle);
	float get_central_angle() const;

	void set_fallback_segments(uint32_t p_fallback_segments);
	uint32_t get_fallback_segments() const;

	virtual Vector2 intersects_ray(const Vector3 &p_origin, const Vector3 &p_direction) const override;

	OpenXRCompositionLayerCylinder();
	~OpenXRCompositionLayerCylinder();
};

#endif // OPENXR_COMPOSITION_LAYER_CYLINDER_H
