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Relatively straightforward changes to wording of documentation, focusing particularly on the sparse and (to a lesser extent) geometry pages.
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@@ -6,7 +6,7 @@ namespace Eigen {
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\li \b Previous: \ref TutorialReductionsVisitorsBroadcasting
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\li \b Next: \ref TutorialSparse
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In this tutorial, we will shortly introduce the many possibilities offered by the \ref Geometry_Module "geometry module", namely 2D and 3D rotations and projective or affine transformations.
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In this tutorial, we will briefly introduce the many possibilities offered by the \ref Geometry_Module "geometry module", namely 2D and 3D rotations and projective or affine transformations.
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\b Table \b of \b contents
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- \ref TutorialGeoElementaryTransformations
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@@ -78,7 +78,7 @@ representations are rotation matrices, while for other usages Quaternion is the
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representation of choice as they are compact, fast and stable. Finally Rotation2D and
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AngleAxis are mainly convenient types to create other rotation objects.
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<strong>Notes on Translation and Scaling</strong>\n Likewise AngleAxis, these classes were
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<strong>Notes on Translation and Scaling</strong>\n Like AngleAxis, these classes were
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designed to simplify the creation/initialization of linear (Matrix) and affine (Transform)
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transformations. Nevertheless, unlike AngleAxis which is inefficient to use, these classes
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might still be interesting to write generic and efficient algorithms taking as input any
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@@ -186,7 +186,7 @@ matNxN = t.extractRotation();
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While transformation objects can be created and updated concatenating elementary transformations,
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the Transform class also features a procedural API:
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<table class="manual">
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<tr><th></th><th>procedurale API</th><th>equivalent natural API </th></tr>
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<tr><th></th><th>procedural API</th><th>equivalent natural API </th></tr>
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<tr><td>Translation</td><td>\code
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t.translate(Vector_(tx,ty,..));
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t.pretranslate(Vector_(tx,ty,..));
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@@ -234,7 +234,7 @@ t = Translation_(..) * t * RotationType(..) * Translation_(..) * Scaling_(..);
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<table class="manual">
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<tr><td style="max-width:30em;">
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Euler angles might be convenient to create rotation objects.
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On the other hand, since there exist 24 differents convension,they are pretty confusing to use. This example shows how
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On the other hand, since there exist 24 different conventions, they are pretty confusing to use. This example shows how
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to create a rotation matrix according to the 2-1-2 convention.</td><td>\code
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Matrix3f m;
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m = AngleAxisf(angle1, Vector3f::UnitZ())
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