/*
-----------------------------------------------------------------------------
This source file is part of OGRE
    (Object-oriented Graphics Rendering Engine)
For the latest info, see http://www.ogre3d.org/

Copyright (c) 2000-2005 The OGRE Team
Also see acknowledgements in Readme.html

This program is free software; you can redistribute it and/or modify it under
the terms of the GNU Lesser General Public License as published by the Free Software
Foundation; either version 2 of the License, or (at your option) any later
version.

This program 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 GNU Lesser General Public License for more details.

You should have received a copy of the GNU Lesser General Public License along with
this program; if not, write to the Free Software Foundation, Inc., 59 Temple
Place - Suite 330, Boston, MA 02111-1307, USA, or go to
http://www.gnu.org/copyleft/lesser.txt.
-----------------------------------------------------------------------------
*/
#include "OgreStableHeaders.h"

#include "OgreBone.h"
#include "OgreSkeleton.h"
#include "OgreTagPoint.h"

namespace Ogre {

    //---------------------------------------------------------------------
    Bone::Bone(unsigned short handle, Skeleton* creator) 
        : Node(), mHandle(handle), mManuallyControlled(false), mCreator(creator)
    {
    }
    //---------------------------------------------------------------------
    Bone::Bone(const String& name, unsigned short handle, Skeleton* creator) 
        : Node(name), mHandle(handle), mManuallyControlled(false), mCreator(creator)
    {
    }
    //---------------------------------------------------------------------
    Bone::~Bone()
    {
    }
    //---------------------------------------------------------------------
    Bone* Bone::createChild(unsigned short handle, const Vector3& translate, 
        const Quaternion& rotate)
    {
        Bone* retBone = mCreator->createBone(handle);
        retBone->translate(translate);
        retBone->rotate(rotate);
        this->addChild(retBone);
        return retBone;
    }
    //---------------------------------------------------------------------
    Node* Bone::createChildImpl(void)
    {
        return mCreator->createBone();
    }
    //---------------------------------------------------------------------
    Node* Bone::createChildImpl(const String& name)
    {
        return mCreator->createBone(name);
    }
    //---------------------------------------------------------------------
    void Bone::setBindingPose(void)
    {
        setInitialState();

        // Save inverse derived, used for mesh transform later (assumes _update() has been called by Skeleton)
        makeInverseTransform(_getDerivedPosition(), Vector3::UNIT_SCALE , 
            _getDerivedOrientation(), mBindDerivedInverseTransform);
    }
    //---------------------------------------------------------------------
    void Bone::reset(void)
    {
        resetToInitialState();
    }
    //---------------------------------------------------------------------
    void Bone::setManuallyControlled(bool manuallyControlled) {
        this->mManuallyControlled = manuallyControlled;
    }
    //---------------------------------------------------------------------
    bool Bone::isManuallyControlled() const {
        return mManuallyControlled;
    }
    //---------------------------------------------------------------------
    const Matrix4& Bone::_getBindingPoseInverseTransform(void) const
    {
        return mBindDerivedInverseTransform;
    }
    //---------------------------------------------------------------------
    unsigned short Bone::getHandle(void) const
    {
        return mHandle;
    }





}

