+ GLuint progId, vao, numIndices;
+ unsigned int materialIndex;
+ BoneMap boneMap;
+ };
+
+ public:
+ Model(const aiScene *scene, Program p);
+ void draw(Skybox skybox, const float tick) const;
+
+ class Node {
+ public:
+ Node(const aiNode &aiNode, GLuint progId, AnimMap *animMap);
+ void draw(const std::vector<Mesh> &meshes, const std::vector<Material> &materials, const Skybox s, const float tick, const BoneTransforms &boneTransforms, glm::mat4 parentModel) const;
+ const std::vector<Node*> &getChildren() const { return children; }
+ Node* findNode(const aiNode &aiNode);
+ const aiNode &ai;
+
+ // an extra transform
+ glm::mat4 transform = glm::mat4(1);