text: // This file is part of libigl, a simple c++ geometry processing library.
  // 
  // Copyright (C) 2015 Alec Jacobson <alecjacobson@gmail.com>
  // 
  // This Source Code Form is subject to the terms of the Mozilla Public License 
  // v. 2.0. If a copy of the MPL was not distributed with this file, You can 
  // obtain one at http://mozilla.org/MPL/2.0/.
  #ifndef IGL_DEFORM_SKELETON_H
  #define IGL_DEFORM_SKELETON_H
  #include "igl_inline.h"
  #include <Eigen/Core>
  #include <Eigen/Geometry>
  #include <Eigen/StdVector>
  #include <vector>
  namespace igl
  {
    // Deform a skeleton.
    //
    // Inputs:
    //   C  #C by 3 list of joint positions
    //   BE  #BE by 2 list of bone edge indices
    //   vA  #BE list of bone transformations
    // Outputs
    //   CT  #BE*2 by 3 list of deformed joint positions
    //   BET  #BE by 2 list of bone edge indices (maintains order)
    //
    IGL_INLINE void deform_skeleton(
      const Eigen::MatrixXd & C,
      const Eigen::MatrixXi & BE,
      const std::vector<
        Eigen::Affine3d,Eigen::aligned_allocator<Eigen::Affine3d> > & vA,
      Eigen::MatrixXd & CT,
      Eigen::MatrixXi & BET);
    // Inputs:
    //   T  #BE*4 by 3 list of stacked transformation matrix
    IGL_INLINE void deform_skeleton(
      const Eigen::MatrixXd & C,
      const Eigen::MatrixXi & BE,
      const Eigen::MatrixXd & T,
      Eigen::MatrixXd & CT,
      Eigen::MatrixXi & BET);
  }
    
  #ifndef IGL_STATIC_LIBRARY
  #  include "deform_skeleton.cpp"
  #endif
  #endif
  