3#define GLM_ENABLE_EXPERIMENTAL
4#include <glm/gtx/matrix_decompose.hpp>
14 glm::vec4 perspective;
17 m_nameToIndex[copy.
name] = m_bones.size();
18 m_bones.push_back(copy);
23 auto it = m_nameToIndex.find(name);
24 if (it == m_nameToIndex.end())
28 return static_cast<i32>(it->second);
Bone hierarchy + bind/offset matrices for GPU-skinned meshes.
i32 FindBoneIndex(const std::string &name) const
void AddBone(const Bone &bone)
int32_t i32
Signed 32-bit integer — used for GL enums and sizes.
glm::mat4 localBind
Local bind transform (relative to parent).