text: //
  // Copyright (c) 2008-2020 the Urho3D project.
  //
  // 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:
  //
  // 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 MERCHANTABILITY,
  // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
  // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
  // THE SOFTWARE.
  //
  
  #pragma once
  
  #include "../Scene/Component.h"
  
  namespace Urho3D
  {
  
  /// A link between otherwise unconnected regions of the navigation mesh.
  class URHO3D_API OffMeshConnection : public Component
  {
      URHO3D_OBJECT(OffMeshConnection, Component);
  
  public:
      /// Construct.
      explicit OffMeshConnection(Context* context);
      /// Destruct.
      ~OffMeshConnection() override;
      /// Register object factory.
      /// @nobind
      static void RegisterObject(Context* context);
  
      /// Apply attribute changes that can not be applied immediately. Called after scene load or a network update.
      void ApplyAttributes() override;
      /// Visualize the component as debug geometry.
      void DrawDebugGeometry(DebugRenderer* debug, bool depthTest) override;
  
      /// Set endpoint node.
      /// @property
      void SetEndPoint(Node* node);
      /// Set radius.
      /// @property
      void SetRadius(float radius);
      /// Set bidirectional flag. Default true.
      /// @property
      void SetBidirectional(bool enabled);
      /// Set a user assigned mask.
      /// @property
      void SetMask(unsigned newMask);
      /// Sets the assigned area Id for the connection.
      /// @property
      void SetAreaID(unsigned newAreaID);
  
      /// Return endpoint node.
      /// @property
      Node* GetEndPoint() const;
  
      /// Return radius.
      /// @property
      float GetRadius() const { return radius_; }
  
      /// Return whether is bidirectional.
      /// @property
      bool IsBidirectional() const { return bidirectional_; }
  
      /// Return the user assigned mask.
      /// @property
      unsigned GetMask() const { return mask_; }
  
      /// Return the user assigned area ID.
      /// @property
      unsigned GetAreaID() const { return areaId_; }
  
  private:
      /// Mark end point dirty.
      void MarkEndPointDirty() { endPointDirty_ = true; }
      /// Endpoint node.
      WeakPtr<Node> endPoint_;
      /// Endpoint node ID.
      unsigned endPointID_;
      /// Radius.
      float radius_;
      /// Bidirectional flag.
      bool bidirectional_;
      /// Endpoint changed flag.
      bool endPointDirty_;
      /// Flags mask to represent properties of this mesh.
      unsigned mask_;
      /// Area id to be used for this off mesh connection's internal poly.
      unsigned areaId_;
  };
  
  }
  