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Added MatrixBase::Unit*() static function to easily create unit/basis vectors.
Removed EulerAngles, addes typdefs for Quaternion and AngleAxis, and added automatic conversions from Quaternion/AngleAxis to Matrix3 such that: Matrix3f m = AngleAxisf(0.2,Vector3f::UnitX) * AngleAxisf(0.2,Vector3f::UnitY); just works.
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@@ -53,6 +53,11 @@ template<typename MatrixType> void scalarAdd(const MatrixType& m)
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m3 = m1;
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m3.cwise() -= s1;
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VERIFY_IS_APPROX(m3, m1.cwise() - s1);
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VERIFY_IS_APPROX(m1.colwise().sum().sum(), m1.sum());
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VERIFY_IS_APPROX(m1.rowwise().sum().sum(), m1.sum());
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VERIFY_IS_NOT_APPROX((m1.rowwise().sum()*2).sum(), m1.sum());
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VERIFY_IS_APPROX(m1.colwise().sum(), m1.colwise().redux(ei_scalar_sum_op<Scalar>()));
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}
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template<typename MatrixType> void comparisons(const MatrixType& m)
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