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@@ -39,8 +39,10 @@ IGL_INLINE void igl::deform_skeleton(
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{
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{
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BET(e,0) = 2*e;
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BET(e,0) = 2*e;
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BET(e,1) = 2*e+1;
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BET(e,1) = 2*e+1;
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+ Matrix4d t;
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+ t << T.block(e*4,0,4,3).transpose(), 0,0,0,0;
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Affine3d a;
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Affine3d a;
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- a.matrix() = T.block(e*4,0,4,3).transpose();
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+ a.matrix() = t;
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Vector3d c0 = C.row(BE(e,0));
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Vector3d c0 = C.row(BE(e,0));
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Vector3d c1 = C.row(BE(e,1));
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Vector3d c1 = C.row(BE(e,1));
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CT.row(2*e) = a * c0;
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CT.row(2*e) = a * c0;
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