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fix bug #278: geometry tutorial
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@ -48,7 +48,7 @@ Rotation2D<float> rot2(angle_in_radian);\endcode</td></tr>
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AngleAxis<float> aa(angle_in_radian, Vector3f(ax,ay,az));\endcode</td></tr>
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AngleAxis<float> aa(angle_in_radian, Vector3f(ax,ay,az));\endcode</td></tr>
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<tr><td>
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<tr><td>
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3D rotation as a \ref Quaternion "quaternion"</td><td>\code
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3D rotation as a \ref Quaternion "quaternion"</td><td>\code
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Quaternion<float> q = AngleAxis<float>(angle_in_radian, axis);\endcode</td></tr>
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Quaternion<float> q; q = AngleAxis<float>(angle_in_radian, axis);\endcode</td></tr>
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<tr class="alt"><td>
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<tr class="alt"><td>
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N-D Scaling</td><td>\code
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N-D Scaling</td><td>\code
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Scaling<float,2>(sx, sy)
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Scaling<float,2>(sx, sy)
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@ -88,13 +88,13 @@ Any of the above transformation types can be converted to any other types of the
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or to a more generic type. Here are some additional examples:
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or to a more generic type. Here are some additional examples:
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<table class="manual">
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<table class="manual">
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<tr><td>\code
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<tr><td>\code
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Rotation2Df r = Matrix2f(..); // assumes a pure rotation matrix
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Rotation2Df r; r = Matrix2f(..); // assumes a pure rotation matrix
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AngleAxisf aa = Quaternionf(..);
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AngleAxisf aa; aa = Quaternionf(..);
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AngleAxisf aa = Matrix3f(..); // assumes a pure rotation matrix
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AngleAxisf aa; aa = Matrix3f(..); // assumes a pure rotation matrix
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Matrix2f m = Rotation2Df(..);
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Matrix2f m; m = Rotation2Df(..);
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Matrix3f m = Quaternionf(..); Matrix3f m = Scaling3f(..);
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Matrix3f m; m = Quaternionf(..); Matrix3f m; m = Scaling3f(..);
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Affine3f m = AngleAxis3f(..); Affine3f m = Scaling3f(..);
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Affine3f m; m = AngleAxis3f(..); Affine3f m; m = Scaling3f(..);
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Affine3f m = Translation3f(..); Affine3f m = Matrix3f(..);
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Affine3f m; m = Translation3f(..); Affine3f m; m = Matrix3f(..);
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\endcode</td></tr>
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\endcode</td></tr>
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</table>
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</table>
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