/*************************************************************************/
/*  skin.h                                                               */
/*************************************************************************/
/*                       This file is part of:                           */
/*                           GODOT ENGINE                                */
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/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur.                 */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md).   */
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/* "Software"), to deal in the Software without restriction, including   */
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/*************************************************************************/

#ifndef SKIN_H
#define SKIN_H

#include "core/io/resource.h"

class Skin : public Resource {
	GDCLASS(Skin, Resource)

	struct Bind {
		int bone = -1;
		StringName name;
		Transform3D pose;
	};

	Vector<Bind> binds;

	Bind *binds_ptr = nullptr;
	int bind_count = 0;

protected:
	bool _set(const StringName &p_name, const Variant &p_value);
	bool _get(const StringName &p_name, Variant &r_ret) const;
	void _get_property_list(List<PropertyInfo> *p_list) const;

	virtual void reset_state() override;
	static void _bind_methods();

public:
	void set_bind_count(int p_size);
	inline int get_bind_count() const { return bind_count; }

	void add_bind(int p_bone, const Transform3D &p_pose);
	void add_named_bind(const String &p_name, const Transform3D &p_pose);

	void set_bind_bone(int p_index, int p_bone);
	void set_bind_pose(int p_index, const Transform3D &p_pose);
	void set_bind_name(int p_index, const StringName &p_name);

	inline int get_bind_bone(int p_index) const {
		ERR_FAIL_INDEX_V(p_index, bind_count, -1);
		return binds_ptr[p_index].bone;
	}

	inline StringName get_bind_name(int p_index) const {
		ERR_FAIL_INDEX_V(p_index, bind_count, StringName());
		return binds_ptr[p_index].name;
	}

	inline Transform3D get_bind_pose(int p_index) const {
		ERR_FAIL_INDEX_V(p_index, bind_count, Transform3D());
		return binds_ptr[p_index].pose;
	}

	void clear_binds();

	Skin();
};

#endif // SKIN_H