/***************************************************************************
 *                          Zanoza Modeler v2.x                            *
 *      This is unpublished propietary source code of Zanoza Software.     *
 *      The copyright notice does not evidence any actual or intended      *
 *                    publication of such source code.                     *
 *                                                                         *
 *                Copyright (c) 2002-2008 Zanoza Software.                 *
 *                                                                         *
 *                        All rights reserved.                             *
 ***************************************************************************
 *--------------------------------------------------------------------------
 * @author:   Oleg Melashenko
 *--------------------------------------------------------------------------
 * @purpose:  Declaration of the class ISkeletonNode
 *   In current implelemntation ISkeletonNode renders all it's bones.
 *   Also, skeleton node transformation does not affect any meshes
 *   that use this skeleton.
 *--------------------------------------------------------------------------
 * @created: Tuesday, November 23, 2004 15:31:23
 */

#if !defined(ISkeletonNode_h_included)
#define ISkeletonNode_h_included
//forward declaration of this class might require
namespace scene
{ class ISkeletonNode; };
#include <zmodeler.h>
#include <scene/zmSceneTypes.h>
#include <scene/INode.h>
#include <scene/IBoneNode.h>
#include <core/ui/IViewport.h>


namespace scene
{
  
  class ISkeletonNode : public scene::INode
  {
  public:
    virtual ZRESULT setPosMode(eSkeletonMode mode)=0;
    virtual ZRESULT getPosMode(eSkeletonMode& mode)=0;
    virtual ZRESULT getBoneByID(long nID, scene::IBoneNode** ppBone)=0;
    virtual ZRESULT setCurrentBone(long nID)=0;
    virtual ZRESULT getCurrentBone(long& nID)=0;
    virtual ZRESULT setWorldMatrices(IDevice* pDevice, scene::INode* pNode, core::ui::IViewport* pViewport)=0;
  
  };//class ISkeletonNode
};//scene

#endif
