use hecs::Entity;
use nalgebra::Matrix4;
/// A component that adds a "skinned joint" to an entity.
/// For more detail, check out the [glTF spec](https://www.khronos.org/registry/glTF/specs/2.0/glTF-2.0.html#skins-overview)
/// Automatically added by `gltf_loader` for nodes that contain skin data
#[derive(Debug, Clone, Copy, PartialEq)]
pub struct Joint {
/// Pointer to the root of the skeleton
pub skeleton_root: Entity,
/// Inverse bind matrix used to apply the skin in the vertex shader
pub inverse_bind_matrix: Matrix4<f32>,
}