-/* void Model::calcBoneTransforms(aiNode &node, glm::mat4 parentTrans = glm::mat4(1), BoneTransforms boneTrans = BoneTransforms()) { */
-/* glm::mat4 animTrans(1.f); */
-/* if (animMap->count(std::string(ai.mName.C_Str()))) { */
-/* for (const Animation anim: animMap->at(std::string(ai.mName.C_Str()))) { */
-/* float t = fmod(tick, anim.duration); */
-/* for (const aiNodeAnim *nodeAnim: anim.nodeAnims) { */
-/* animTrans *= lerpPosition(nodeAnim, t); */
-/* animTrans *= lerpRotation(nodeAnim, t); */
-/* animTrans *= lerpScaling(nodeAnim, t); */
-/* } */
-/* } */
-/* } */