Lines Matching full:matrix
13 \note If you are working with OpenGL 4x4 matrices then Affine3f and Affine3d are what you want. Since Eigen defaults to column-major storage, you can directly use the Transform::data() method to pass your transformation matrix to OpenGL.
64 Matrix<float,N> t = concatenation_of_rotations_and_scalings;
65 Matrix<float,2> t = Rotation2Df(a) * Scaling(s);
66 Matrix<float,3> t = AngleAxisf(a,axis) * Scaling(s);\endcode</td></tr>
75 designed to simplify the creation/initialization of linear (Matrix) and affine (Transform)
84 Rotation2Df r; r = Matrix2f(..); // assumes a pure rotation matrix
86 AngleAxisf aa; aa = Matrix3f(..); // assumes a pure rotation matrix
115 is a (Dim+1)^2 matrix. In Eigen we have chosen to not distinghish between points and
152 full read-write access to the internal matrix</td><td>\code
153 t.matrix() = matN1xN1; // N1 means N+1
154 matN1xN1 = t.matrix();
158 t(i,j) = scalar; <=> t.matrix()(i,j) = scalar;
159 scalar = t(i,j); <=> scalar = t.matrix()(i,j);
172 extract the rotation matrix</td><td>\code
231 to create a rotation matrix according to the 2-1-2 convention.</td><td>\code