Animation optimization
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@@ -20,11 +20,14 @@ public:
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, Parent(parent)
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, Name(name)
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, OffsetMatrix(offsetMatrix)
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{ }
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{
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BindTransformMatrix = glm::inverse(offsetMatrix);
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}
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std::string Name;
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glm::mat4 OffsetMatrix;
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int ID;
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glm::mat4 BindTransformMatrix;
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Bone* Parent;
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std::vector<Bone*> Children;
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