/*  -*-c++-*- 
 *  Copyright (C) 2008 Cedric Pinson <mornifle@plopbyte.net>
 *
 * This library is open source and may be redistributed and/or modified under  
 * the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or 
 * (at your option) any later version.  The full license is in LICENSE file
 * included with this distribution, and on the openscenegraph.org website.
 * 
 * This library is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the 
 * OpenSceneGraph Public License for more details.
*/

#ifndef OSGANIMATION_SKELETON_H
#define OSGANIMATION_SKELETON_H

#include <osg/MatrixTransform>
#include <osgAnimation/Bone>
#include <osgAnimation/Export>

namespace osgAnimation 
{

    class OSGANIMATION_EXPORT Skeleton : public Bone
    {
    public:
        META_Node(osgAnimation, Skeleton);

        struct OSGANIMATION_EXPORT UpdateSkeleton : public osg::NodeCallback
        {
            META_Object(osgAnimation, UpdateSkeleton);
            UpdateSkeleton() {}
            UpdateSkeleton(const UpdateSkeleton& us, const osg::CopyOp& copyop= osg::CopyOp::SHALLOW_COPY) : osg::NodeCallback(us, copyop) {}
            virtual void operator()(osg::Node* node, osg::NodeVisitor* nv);
        };

        Skeleton(const Skeleton& b, const osg::CopyOp& copyop= osg::CopyOp::SHALLOW_COPY) : Bone(b,copyop) {}
        Skeleton();
        void setDefaultUpdateCallback(void);
        void computeBindMatrix() { _invBindInSkeletonSpace = osg::Matrix::inverse(_bindInBoneSpace); _needToRecomputeBindMatrix = false; }
    };

}

#endif
