HaxeJolt
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// Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
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// SPDX-FileCopyrightText: 2026 Jorrit Rouwe
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// SPDX-License-Identifier: MIT
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float3 SkinRenderVertex(uint inVertexIndex)
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{
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// Calculating resulting render position
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float3 out_position = float3(0, 0, 0);
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for (uint idx = inVertexIndex * cHairNumSVertexInfluences, idx_end = idx + cHairNumSVertexInfluences; idx < idx_end; ++idx)
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{
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JPH_HairSVertexInfluence inf = gSVertexInfluences[idx];
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JPH_HairPosition sim_vtx = gPositions[inf.mVertexIndex];
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out_position += inf.mWeight * (sim_vtx.mPosition + JPH_QuatMulVec3(sim_vtx.mRotation, inf.mRelativePosition));
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}
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return out_position;
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}
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