/**************************************************************************/
/*  openxr_render_model.h                                                 */
/**************************************************************************/
/*                         This file is part of:                          */
/*                             GODOT ENGINE                               */
/*                        https://godotengine.org                         */
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/* 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  */
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/* included in all copies or substantial portions of the Software.        */
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/**************************************************************************/

#pragma once

#include "scene/3d/node_3d.h"

#include <openxr/openxr.h>

class OpenXRRenderModel : public Node3D {
	GDCLASS(OpenXRRenderModel, Node3D);

private:
	RID render_model;
	Node3D *scene = nullptr;
	HashMap<String, Node3D *> animatable_nodes;

	void _load_render_model_scene();
	void _on_render_model_top_level_path_changed(RID p_render_model);

protected:
	static void _bind_methods();

	void _notification(int p_what);

public:
	virtual PackedStringArray get_configuration_warnings() const override;

	RID get_render_model() const;
	void set_render_model(RID p_render_model);

	String get_top_level_path() const;
};
