/**************************************************************************/
/*  gltf_skin.h                                                           */
/**************************************************************************/
/*                         This file is part of:                          */
/*                             GODOT ENGINE                               */
/*                        https://godotengine.org                         */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.                  */
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/* a copy of this software and associated documentation files (the        */
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/**************************************************************************/

#ifndef GLTF_SKIN_H
#define GLTF_SKIN_H

#include "../gltf_defines.h"
#include "core/resource.h"

class GLTFSkin : public Resource {
	GDCLASS(GLTFSkin, Resource);
	friend class GLTFDocument;

private:
	// The "skeleton" property defined in the gltf spec. -1 = Scene Root
	GLTFNodeIndex skin_root = -1;

	Vector<GLTFNodeIndex> joints_original;
	Vector<Transform> inverse_binds;

	// Note: joints + non_joints should form a complete subtree, or subtrees
	// with a common parent

	// All nodes that are skins that are caught in-between the original joints
	// (inclusive of joints_original)
	Vector<GLTFNodeIndex> joints;

	// All Nodes that are caught in-between skin joint nodes, and are not
	// defined as joints by any skin
	Vector<GLTFNodeIndex> non_joints;

	// The roots of the skin. In the case of multiple roots, their parent *must*
	// be the same (the roots must be siblings)
	Vector<GLTFNodeIndex> roots;

	// The GLTF Skeleton this Skin points to (after we determine skeletons)
	GLTFSkeletonIndex skeleton = -1;

	// A mapping from the joint indices (in the order of joints_original) to the
	// Godot Skeleton's bone_indices
	Map<int, int> joint_i_to_bone_i;
	Map<int, StringName> joint_i_to_name;

	// The Actual Skin that will be created as a mapping between the IBM's of
	// this skin to the generated skeleton for the mesh instances.
	Ref<Skin> godot_skin;

protected:
	static void _bind_methods();

public:
	GLTFNodeIndex get_skin_root();
	void set_skin_root(GLTFNodeIndex p_skin_root);

	Vector<GLTFNodeIndex> get_joints_original();
	void set_joints_original(Vector<GLTFNodeIndex> p_joints_original);

	Array get_inverse_binds();
	void set_inverse_binds(Array p_inverse_binds);

	Vector<GLTFNodeIndex> get_joints();
	void set_joints(Vector<GLTFNodeIndex> p_joints);

	Vector<GLTFNodeIndex> get_non_joints();
	void set_non_joints(Vector<GLTFNodeIndex> p_non_joints);

	Vector<GLTFNodeIndex> get_roots();
	void set_roots(Vector<GLTFNodeIndex> p_roots);

	int get_skeleton();
	void set_skeleton(int p_skeleton);

	Dictionary get_joint_i_to_bone_i();
	void set_joint_i_to_bone_i(Dictionary p_joint_i_to_bone_i);

	Dictionary get_joint_i_to_name();
	void set_joint_i_to_name(Dictionary p_joint_i_to_name);

	Ref<Skin> get_godot_skin();
	void set_godot_skin(Ref<Skin> p_godot_skin);
};

#endif // GLTF_SKIN_H
