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Split Rotation.h to Rotation2D.h and RotationBase.h,
and more code factorization based on RotationBase. Added notes about the main aim of the Translation and Scaling classes.
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@@ -432,29 +432,4 @@ struct ei_quaternion_assign_impl<Other,4,1>
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}
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};
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/** \geometry_module
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*
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* Constructs a 3x3 rotation matrix from the quaternion \a q
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*
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* \sa Matrix(const AngleAxis&)
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*/
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template<typename _Scalar, int _Rows, int _Cols, int _Storage, int _MaxRows, int _MaxCols>
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Matrix<_Scalar, _Rows, _Cols, _Storage, _MaxRows, _MaxCols>::Matrix(const Quaternion<Scalar>& q)
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{
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EIGEN_STATIC_ASSERT_MATRIX_SPECIFIC_SIZE(Matrix,3,3);
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*this = q.toRotationMatrix();
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}
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/** \geometry_module
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*
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* Set a 3x3 rotation matrix from the quaternion \a q
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*/
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template<typename _Scalar, int _Rows, int _Cols, int _Storage, int _MaxRows, int _MaxCols>
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Matrix<_Scalar, _Rows, _Cols, _Storage, _MaxRows, _MaxCols>&
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Matrix<_Scalar, _Rows, _Cols, _Storage, _MaxRows, _MaxCols>::operator=(const Quaternion<Scalar>& q)
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{
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EIGEN_STATIC_ASSERT_MATRIX_SPECIFIC_SIZE(Matrix,3,3);
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return *this = q.toRotationMatrix();
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}
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#endif // EIGEN_QUATERNION_H
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