/*************************************************************************/
/*  skeleton_editor_plugin.h                                             */
/*************************************************************************/
/*                       This file is part of:                           */
/*                           GODOT ENGINE                                */
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/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.                 */
/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).   */
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/*************************************************************************/

#ifndef SKELETON_EDITOR_PLUGIN_H
#define SKELETON_EDITOR_PLUGIN_H

#include "editor/editor_node.h"
#include "editor/editor_plugin.h"
#include "scene/3d/skeleton.h"

class PhysicalBone;
class Joint;

class SkeletonEditor : public Node {
	GDCLASS(SkeletonEditor, Node);

	enum Menu {
		MENU_OPTION_CREATE_PHYSICAL_SKELETON
	};

	struct BoneInfo {
		PhysicalBone *physical_bone;
		Transform relative_rest; // Relative to skeleton node
		BoneInfo() :
				physical_bone(NULL) {}
	};

	Skeleton *skeleton;

	MenuButton *options;

	void _on_click_option(int p_option);

	friend class SkeletonEditorPlugin;

protected:
	void _notification(int p_what);
	void _node_removed(Node *p_node);
	static void _bind_methods();

	void create_physical_skeleton();
	PhysicalBone *create_physical_bone(int bone_id, int bone_child_id, const Vector<BoneInfo> &bones_infos);

public:
	void edit(Skeleton *p_node);

	SkeletonEditor();
	~SkeletonEditor();
};

class SkeletonEditorPlugin : public EditorPlugin {

	GDCLASS(SkeletonEditorPlugin, EditorPlugin);

	EditorNode *editor;
	SkeletonEditor *skeleton_editor;

public:
	virtual String get_name() const { return "Skeleton"; }
	virtual bool has_main_screen() const { return false; }
	virtual void edit(Object *p_object);
	virtual bool handles(Object *p_object) const;
	virtual void make_visible(bool p_visible);

	SkeletonEditorPlugin(EditorNode *p_node);
	~SkeletonEditorPlugin();
};

#endif // SKELETON_EDITOR_PLUGIN_H
