/*************************************************************************/
/*  bone_attachment.h                                                    */
/*************************************************************************/
/*                       This file is part of:                           */
/*                           GODOT ENGINE                                */
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/*************************************************************************/
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur.                 */
/*                                                                       */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the       */
/* "Software"), to deal in the Software without restriction, including   */
/* without limitation the rights to use, copy, modify, merge, publish,   */
/* distribute, sublicense, and/or sell copies of the Software, and to    */
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/*************************************************************************/
#ifndef BONE_ATTACHMENT_H
#define BONE_ATTACHMENT_H

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

class BoneAttachment : public Spatial {

	GDCLASS(BoneAttachment,Spatial);

	bool bound;
	String bone_name;

	void _check_bind();
	void _check_unbind();
protected:

	bool _get(const StringName& p_name,Variant &r_ret) const;
	bool _set(const StringName& p_name, const Variant& p_value);
	void _get_property_list( List<PropertyInfo>* p_list ) const;
	void _notification(int p_what);

	static void _bind_methods();

public:

	void set_bone_name(const String& p_name);
	String get_bone_name() const;

	BoneAttachment();
};

#endif // BONE_ATTACHMENT_H
