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47
deps_src/libigl/igl/embree/bone_heat.h
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deps_src/libigl/igl/embree/bone_heat.h
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// This file is part of libigl, a simple c++ geometry processing library.
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//
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// Copyright (C) 2013 Alec Jacobson <alecjacobson@gmail.com>
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//
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// This Source Code Form is subject to the terms of the Mozilla Public License
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// v. 2.0. If a copy of the MPL was not distributed with this file, You can
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// obtain one at http://mozilla.org/MPL/2.0/.
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#ifndef IGL_EMBREE_BONE_HEAT_H
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#define IGL_EMBREE_BONE_HEAT_H
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#include "../igl_inline.h"
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#include <Eigen/Core>
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namespace igl
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{
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namespace embree
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{
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// BONE_HEAT Compute skinning weights W given a surface mesh (V,F) and an
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// internal skeleton (C,BE) according to "Automatic Rigging" [Baran and
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// Popovic 2007].
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//
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// Inputs:
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// V #V by 3 list of mesh vertex positions
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// F #F by 3 list of mesh corner indices into V
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// C #C by 3 list of joint locations
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// P #P list of point handle indices into C
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// BE #BE by 2 list of bone edge indices into C
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// CE #CE by 2 list of cage edge indices into **P**
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// Outputs:
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// W #V by #P+#BE matrix of weights.
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// Returns true only on success.
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//
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IGL_INLINE bool bone_heat(
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const Eigen::MatrixXd & V,
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const Eigen::MatrixXi & F,
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const Eigen::MatrixXd & C,
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const Eigen::VectorXi & P,
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const Eigen::MatrixXi & BE,
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const Eigen::MatrixXi & CE,
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Eigen::MatrixXd & W);
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}
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};
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#ifndef IGL_STATIC_LIBRARY
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# include "bone_heat.cpp"
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#endif
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#endif
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