/**************************************************************************/
/*  navigation_constants_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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#pragma once

namespace NavigationEnums2D {

enum PathfindingAlgorithm {
	PATHFINDING_ALGORITHM_ASTAR = 0,
};

enum PathPostProcessing {
	PATH_POSTPROCESSING_CORRIDORFUNNEL = 0,
	PATH_POSTPROCESSING_EDGECENTERED,
	PATH_POSTPROCESSING_NONE,
};

enum PathSegmentType {
	PATH_SEGMENT_TYPE_REGION = 0,
	PATH_SEGMENT_TYPE_LINK
};

enum PathMetadataFlags {
	PATH_INCLUDE_NONE = 0,
	PATH_INCLUDE_TYPES = 1,
	PATH_INCLUDE_RIDS = 2,
	PATH_INCLUDE_OWNERS = 4,
	PATH_INCLUDE_ALL = PATH_INCLUDE_TYPES | PATH_INCLUDE_RIDS | PATH_INCLUDE_OWNERS
};

} //namespace NavigationEnums2D

namespace NavigationDefaults2D {

// Rasterization.

// Same as in 3D but larger since 1px is treated as 1m.
constexpr float NAV_MESH_CELL_SIZE = 1.0f; // Must match ProjectSettings default 2D cell_size.
constexpr float NAV_MESH_CELL_SIZE_MIN = 0.01f;
constexpr const char *const NAV_MESH_CELL_SIZE_HINT = "0.001,100,0.001,or_greater";

// Map.

constexpr float EDGE_CONNECTION_MARGIN = 1.0f;
constexpr float LINK_CONNECTION_RADIUS = 4.0f;
constexpr int path_search_max_polygons = 4096;

// Agent.

constexpr float AVOIDANCE_AGENT_RADIUS = 10.0;
constexpr float AVOIDANCE_AGENT_MAX_SPEED = 100.0;
constexpr float AVOIDANCE_AGENT_TIME_HORIZON_AGENTS = 1.0;
constexpr float AVOIDANCE_AGENT_TIME_HORIZON_OBSTACLES = 0.0;
constexpr int AVOIDANCE_AGENT_MAX_NEIGHBORS = 10;
constexpr float AVOIDANCE_AGENT_NEIGHBOR_DISTANCE = 500.0;

} //namespace NavigationDefaults2D
