/*************************************************************************/
/*  fbx_bone.cpp                                                         */
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#include "fbx_bone.h"

#include "fbx_node.h"
#include "import_state.h"

Ref<FBXNode> FBXSkinDeformer::get_link(const ImportState &state) const {
	print_verbose("bone name: " + bone->bone_name);

	// safe for when deformers must be polyfilled when skin has different count of binds to bones in the scene ;)
	if (!cluster) {
		return nullptr;
	}

	ERR_FAIL_COND_V_MSG(cluster->TargetNode() == nullptr, nullptr, "bone has invalid target node");

	Ref<FBXNode> link_node;
	uint64_t id = cluster->TargetNode()->ID();
	if (state.fbx_target_map.has(id)) {
		link_node = state.fbx_target_map[id];
	} else {
		print_error("link node not found for " + itos(id));
	}

	// the node in space this is for, like if it's FOR a target.
	return link_node;
}
