/*************************************************************************/
/*  navigation.h                                                         */
/*************************************************************************/
/*                       This file is part of:                           */
/*                           GODOT ENGINE                                */
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/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.                 */
/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md).   */
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/*************************************************************************/

#ifndef NAVIGATION_H
#define NAVIGATION_H

#include "scene/3d/navigation_mesh_instance.h"
#include "scene/3d/spatial.h"

class Navigation : public Spatial {

	GDCLASS(Navigation, Spatial);

	RID map;

	Vector3 up;
	real_t cell_size;
	real_t edge_connection_margin;

protected:
	static void _bind_methods();
	void _notification(int p_what);

public:
	RID get_rid() const {
		return map;
	}

	void set_up_vector(const Vector3 &p_up);
	Vector3 get_up_vector() const;

	void set_cell_size(float p_cell_size);
	float get_cell_size() const {
		return cell_size;
	}

	void set_edge_connection_margin(float p_edge_connection_margin);
	float get_edge_connection_margin() const {
		return edge_connection_margin;
	}

	Vector<Vector3> get_simple_path(const Vector3 &p_start, const Vector3 &p_end, bool p_optimize = true) const;
	Vector3 get_closest_point_to_segment(const Vector3 &p_from, const Vector3 &p_to, bool p_use_collision = false) const;
	Vector3 get_closest_point(const Vector3 &p_point) const;
	Vector3 get_closest_point_normal(const Vector3 &p_point) const;
	RID get_closest_point_owner(const Vector3 &p_point) const;

	Navigation();
	~Navigation();
};

#endif // NAVIGATION_H