/**************************************************************************/
/*  nav_link_3d.h                                                         */
/**************************************************************************/
/*                         This file is part of:                          */
/*                             GODOT ENGINE                               */
/*                        https://godotengine.org                         */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.                  */
/*                                                                        */
/* Permission is hereby granted, free of charge, to any person obtaining  */
/* a copy of this software and associated documentation files (the        */
/* "Software"), to deal in the Software without restriction, including    */
/* without limitation the rights to use, copy, modify, merge, publish,    */
/* distribute, sublicense, and/or sell copies of the Software, and to     */
/* permit persons to whom the Software is furnished to do so, subject to  */
/* the following conditions:                                              */
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/* The above copyright notice and this permission notice shall be         */
/* included in all copies or substantial portions of the Software.        */
/*                                                                        */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,        */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF     */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,   */
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/**************************************************************************/

#pragma once

#include "3d/nav_base_iteration_3d.h"
#include "nav_base_3d.h"
#include "nav_utils_3d.h"

class NavLinkIteration3D : public NavBaseIteration3D {
	GDCLASS(NavLinkIteration3D, NavBaseIteration3D);

public:
	bool bidirectional = true;
	Vector3 start_position;
	Vector3 end_position;

	Vector3 get_start_position() const { return start_position; }
	Vector3 get_end_position() const { return end_position; }
	bool is_bidirectional() const { return bidirectional; }

	virtual ~NavLinkIteration3D() override {
		navmesh_polygons.clear();
		internal_connections.clear();
	}
};

#include "core/templates/self_list.h"

class NavLink3D : public NavBase3D {
	NavMap3D *map = nullptr;
	bool bidirectional = true;
	Vector3 start_position;
	Vector3 end_position;
	bool enabled = true;

	SelfList<NavLink3D> sync_dirty_request_list_element;

	uint32_t iteration_id = 0;

	mutable RWLock iteration_rwlock;
	Ref<NavLinkIteration3D> iteration;

	bool iteration_dirty = true;
	bool iteration_building = false;
	bool iteration_ready = false;

	void _build_iteration();
	void _sync_iteration();

public:
	NavLink3D();
	~NavLink3D();

	uint32_t get_iteration_id() const { return iteration_id; }

	void set_map(NavMap3D *p_map);
	NavMap3D *get_map() const {
		return map;
	}

	void set_enabled(bool p_enabled);
	bool get_enabled() const { return enabled; }

	void set_bidirectional(bool p_bidirectional);
	bool is_bidirectional() const {
		return bidirectional;
	}

	void set_start_position(Vector3 p_position);
	Vector3 get_start_position() const {
		return start_position;
	}

	void set_end_position(Vector3 p_position);
	Vector3 get_end_position() const {
		return end_position;
	}

	// NavBase properties.
	virtual void set_navigation_layers(uint32_t p_navigation_layers) override;
	virtual void set_enter_cost(real_t p_enter_cost) override;
	virtual void set_travel_cost(real_t p_travel_cost) override;
	virtual void set_owner_id(ObjectID p_owner_id) override;

	bool sync();
	void request_sync();
	void cancel_sync_request();

	Ref<NavLinkIteration3D> get_iteration();
};
