/**************************************************************************/
/*  animation_cache.h                                                     */
/**************************************************************************/
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/*                             GODOT ENGINE                               */
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.                  */
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#ifndef ANIMATION_CACHE_H
#define ANIMATION_CACHE_H

#include "scene/3d/skeleton.h"
#include "scene/resources/animation.h"

class AnimationCache : public Object {
	GDCLASS(AnimationCache, Object);

	struct Path {
		RES resource;
		Object *object;
		Skeleton *skeleton; // haxor
		Node *node;
		Spatial *spatial;

		int bone_idx;
		Vector<StringName> subpath;
		bool valid;
		Path() {
			object = nullptr;
			skeleton = nullptr;
			node = nullptr;
			bone_idx = -1;
			valid = false;
			spatial = nullptr;
		}
	};

	Set<Node *> connected_nodes;
	Vector<Path> path_cache;

	Node *root;
	Ref<Animation> animation;
	bool cache_dirty;
	bool cache_valid;

	void _node_exit_tree(Node *p_node);

	void _clear_cache();
	void _update_cache();
	void _animation_changed();

protected:
	static void _bind_methods();

public:
	void set_track_transform(int p_idx, const Transform &p_transform);
	void set_track_value(int p_idx, const Variant &p_value);
	void call_track(int p_idx, const StringName &p_method, const Variant **p_args, int p_argcount, Variant::CallError &r_error);

	void set_all(float p_time, float p_delta = 0);

	void set_animation(const Ref<Animation> &p_animation);
	void set_root(Node *p_root);

	AnimationCache();
};

#endif // ANIMATION_CACHE_H
