text: /* Copyright (c) <2003-2016> <Newton Game Dynamics>
  * 
  * This software is provided 'as-is', without any express or implied
  * warranty. In no event will the authors be held liable for any damages
  * arising from the use of this software.
  * 
  * Permission is granted to anyone to use this software for any purpose,
  * including commercial applications, and to alter it and redistribute it
  * freely
  */
  
  #ifndef __D_ANIM_IK_RIG_JOINT_H__
  #define __D_ANIM_IK_RIG_JOINT_H__
  
  #include "dAnimationStdAfx.h"
  #include "dAnimAcyclicJoint.h"
  
  class dAnimIKController;
  
  class dAnimIKRigJoint: public dAnimAcyclicJoint
  {
  	public:
  	dAnimIKRigJoint(dAnimIKRigJoint* const parent);
  	virtual ~dAnimIKRigJoint();
  
  	dAnimIKController* GetRoot() {return m_root;}
  //	virtual NewtonBody* GetNewtonBody() const {return NULL;}
  	virtual dAnimIKRigJoint* GetAsIKRigJoint() { return this; }
  //	virtual void Init(NewtonBody* const body);
  
  	protected:
  //	void RigidBodyToStates();
  //	void ApplyExternalForce(dFloat timestep) {}
  //	void UpdateLocalTransforms (dAnimIDManager* const manager) const;
  	
  	dAnimIKController* m_root;
  };
  
  #endif
  
  