return m;
}
+const Model::Node &Model::Node::getRoot() const {
+ const Model::Node *rootPtr = this;
+ while (rootPtr->parent != nullptr)
+ rootPtr = rootPtr->parent;
+ const Model::Node &root = *rootPtr;
+ return root;
+}
+
void Model::Node::draw( const std::vector<Mesh> &meshes,
const std::vector<Material> &materials,
const Skybox skybox,
}
}
- printHierarchy(scene->mRootNode);
-
root = new Node(*(scene->mRootNode), p.progId, &animMap, allBones, nullptr);
}