Iterates over each bone in the tree structure by ref
Buffer which has reserved as many items as bones exist in this armature, can be used for recursive iteration.
import voxelman.graphics.color : Colors; Batch head = Batch.cube(vec3(0.5f, 0.5f, 0.5f), Colors.white, true); Batch body_ = Batch.cube(vec3(0.5f, 0.8f, 0.5f), Colors.white, true); Armature armature = Armature("human", translationMatrix(vec3(0, 1.5f, 0))); armature.addRoot("body", body_, Matrix4f.identity); armature.addChild("body", "head", head, translationMatrix(vec3(0, 0.65f, 0))); // after adding all bones auto bodyBone = armature.findBoneByName("body"); auto headBone = armature.findBoneByName("head"); // bones should not be modified at this point as they might mess up bone references bodyBone.rotate(vec3(degtorad(90.0f), 0, 0)); headBone.rotate(vec3(0, degtorad(90.0f), 0)); // should be bent down, looking left now