From 35f7829af10c61e33dd2e2a7a015058e11a11ea0 Mon Sep 17 00:00:00 2001 From: Stanislaw Halik Date: Sat, 25 Mar 2017 14:17:07 +0100 Subject: update --- eigen/doc/TutorialGeometry.dox | 9 +++++---- 1 file changed, 5 insertions(+), 4 deletions(-) (limited to 'eigen/doc/TutorialGeometry.dox') diff --git a/eigen/doc/TutorialGeometry.dox b/eigen/doc/TutorialGeometry.dox index 372a275..2e1420f 100644 --- a/eigen/doc/TutorialGeometry.dox +++ b/eigen/doc/TutorialGeometry.dox @@ -126,11 +126,12 @@ Apply the transformation to a \b vector \code VectorNf vec1, vec2; vec2 = t.linear() * vec1;\endcode -Apply a \em general transformation \n to a \b normal \b vector -(explanations)\code +Apply a \em general transformation \n to a \b normal \b vector \n +\code VectorNf n1, n2; MatrixNf normalMatrix = t.linear().inverse().transpose(); n2 = (normalMatrix * n1).normalized();\endcode +(See subject 5.27 of this faq for the explanations) Apply a transformation with \em pure \em rotation \n to a \b normal \b vector (no scaling, no shear)\code @@ -231,8 +232,8 @@ On the other hand, since there exist 24 different conventions, they are pretty c to create a rotation matrix according to the 2-1-2 convention.\code Matrix3f m; m = AngleAxisf(angle1, Vector3f::UnitZ()) -* * AngleAxisf(angle2, Vector3f::UnitY()) -* * AngleAxisf(angle3, Vector3f::UnitZ()); + * AngleAxisf(angle2, Vector3f::UnitY()) + * AngleAxisf(angle3, Vector3f::UnitZ()); \endcode -- cgit v1.2.3