bind method
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);
}
}
}