text: /*************************************************************************/
  /*  skeleton.h                                                           */
  /*************************************************************************/
  /*                       This file is part of:                           */
  /*                           GODOT ENGINE                                */
  /*                    http://www.godotengine.org                         */
  /*************************************************************************/
  /* Copyright (c) 2007-2015 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:                                             */
  /*                                                                       */
  /* 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.                */
  /*************************************************************************/
  #ifndef SKELETON_H
  #define SKELETON_H
  
  #include "scene/3d/spatial.h"
  #include "rid.h"
  
  /**
  	@author Juan Linietsky <reduzio@gmail.com>
  */
  class Skeleton : public Spatial {
  
  	OBJ_TYPE( Skeleton, Spatial );
  
  	struct Bone {
  
  		String name;
  
  		bool enabled;
  		int parent;
  
  		Transform rest;
  		Transform rest_global_inverse;
  		 
  		Transform pose;
  		Transform pose_global;
  
  		bool custom_pose_enable;
  		Transform custom_pose;
  		
  		List<uint32_t> nodes_bound;
  		
  		Bone() { parent=-1; enabled=true; custom_pose_enable=false; }
  	};
  
  	bool rest_global_inverse_dirty;
  
  	Vector<Bone> bones;
  	
  	RID skeleton;
  	
  	void _make_dirty();
  	bool dirty;
  	
  //bind helpers
  	Array _get_bound_child_nodes_to_bone(int p_bone) const {
  	
  		Array bound;
  		List<Node*> childs;
  		get_bound_child_nodes_to_bone(p_bone,&childs);
  		
  		for (int i=0;i<childs.size();i++) {
  		
  			bound.push_back( childs[i] );
  		}
  		return bound;
  	}
  
  	virtual RES _get_gizmo_geometry() const;
  
  protected:
  
  	bool _get(const StringName& p_name,Variant &r_ret) const;
  	bool _set(const StringName& p_name, const Variant& p_value);
  	void _get_property_list( List<PropertyInfo>* p_list ) const;
  	void _notification(int p_what);
  	static void _bind_methods();
  	
  public:
  
  	enum {
  	
  		NOTIFICATION_UPDATE_SKELETON=50
  	};
  
  
  	RID get_skeleton() const;
  
  	// skeleton creation api
  	void add_bone(const String&p_name);
  	int find_bone(String p_name) const;
  	String get_bone_name(int p_bone) const;
  	
  	void set_bone_parent(int p_bone, int p_parent);
  	int get_bone_parent(int p_bone) const;
  
  	int get_bone_count() const;
  	
  	void set_bone_rest(int p_bone, const Transform& p_rest);
  	Transform get_bone_rest(int p_bone) const;
  	Transform get_bone_transform(int p_bone) const;
  	Transform get_bone_global_pose(int p_bone) const;
  
  	void set_bone_global_pose(int p_bone,const Transform& p_pose);
  
  	void set_bone_enabled(int p_bone, bool p_enabled);
  	bool is_bone_enabled(int p_bone) const;
  	
  	void bind_child_node_to_bone(int p_bone,Node *p_node);
  	void unbind_child_node_from_bone(int p_bone,Node *p_node);
  	void get_bound_child_nodes_to_bone(int p_bone,List<Node*> *p_bound) const;
  	
  	void clear_bones();
  	
  	// posing api
  	
  	void set_bone_pose(int p_bone, const Transform& p_pose);
  	Transform get_bone_pose(int p_bone) const;
  
  	void set_bone_custom_pose(int p_bone, const Transform& p_custom_pose);
  	Transform get_bone_custom_pose(int p_bone) const;
  
  	void localize_rests(); // used for loaders and tools
  	
  	Skeleton();	
  	~Skeleton();
  
  };
  
  #endif
  