bind method

  1. @override
void bind(
  1. GraphicsDevice device
)
override

Implementation

@override
void bind(GraphicsDevice device) {
  final nodes = model.processNodes(_animation);
  for (final MapEntry(key: index, value: node) in nodes.entries) {
    if (_hiddenNodes.contains(index)) {
      continue;
    }

    final mesh = node.node.mesh;
    if (mesh != null) {
      device.jointsInfo.jointTransformsPerSurface = node.jointTransforms;
      world.device
        ..model.setFrom(transformMatrix.multiplied(node.combinedTransform))
        ..bindMesh(mesh);
    }
  }
}