Relatively straightforward changes to wording of documentation, focusing particularly on the sparse and (to a lesser extent) geometry pages.

This commit is contained in:
Tim Holy
2011-06-20 22:47:58 -05:00
parent 4a95badf74
commit 16a2d896bc
4 changed files with 41 additions and 41 deletions

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