62 double theta = axis.norm();
63 Vec3 w = axis / theta;
66 return Mat3::Identity() +
sin(theta) * W + (1 -
cos(theta)) * W * W;
71 Vec3 xc = Vec3::UnitY().cross(zc).normalized();
72 Vec3 yc = zc.cross(xc);
92 Vec* variance_pointer) {
93 Vec& mean = *mean_pointer;
94 Vec& variance = *variance_pointer;
100 for (
int i = 0; i < n; ++i) {
103 for (
int j = 0; j < m; ++j) {
106 variance(i) +=
x *
x;
111 for (
int i = 0; i < n; ++i) {
112 variance(i) = variance(i) / m -
Square(mean(i));
119 int m1 =
left.cols();
120 int m2 =
right.cols();
122 stacked->resize(n, m1 + m2);
123 stacked->block(0, 0, n, m1) =
left;
124 stacked->block(0, m1, n, m2) =
right;
128 assert(
A.rows() == 2);
129 *
v <<
A(0, i),
A(1, i);
132 assert(
A.rows() == 3);
133 *
v <<
A(0, i),
A(1, i),
A(2, i);
136 assert(
A.rows() == 4);
137 *
v <<
A(0, i),
A(1, i),
A(2, i),
A(3, i);
NSNotificationCenter * center
_GL_VOID GLfloat value _GL_VOID_RET _GL_VOID const GLuint GLboolean *residences _GL_BOOL_RET _GL_VOID GLsizei GLfloat GLfloat GLfloat GLfloat const GLubyte *bitmap _GL_VOID_RET _GL_VOID GLenum const void *lists _GL_VOID_RET _GL_VOID const GLdouble *equation _GL_VOID_RET _GL_VOID GLdouble GLdouble blue _GL_VOID_RET _GL_VOID GLfloat GLfloat blue _GL_VOID_RET _GL_VOID GLint GLint blue _GL_VOID_RET _GL_VOID GLshort GLshort blue _GL_VOID_RET _GL_VOID GLubyte GLubyte blue _GL_VOID_RET _GL_VOID GLuint GLuint blue _GL_VOID_RET _GL_VOID GLushort GLushort blue _GL_VOID_RET _GL_VOID GLbyte GLbyte GLbyte alpha _GL_VOID_RET _GL_VOID GLdouble GLdouble GLdouble alpha _GL_VOID_RET _GL_VOID GLfloat GLfloat GLfloat alpha _GL_VOID_RET _GL_VOID GLint GLint GLint alpha _GL_VOID_RET _GL_VOID GLshort GLshort GLshort alpha _GL_VOID_RET _GL_VOID GLubyte GLubyte GLubyte alpha _GL_VOID_RET _GL_VOID GLuint GLuint GLuint alpha _GL_VOID_RET _GL_VOID GLushort GLushort GLushort alpha _GL_VOID_RET _GL_VOID GLenum mode _GL_VOID_RET _GL_VOID GLint GLsizei GLsizei GLenum type _GL_VOID_RET _GL_VOID GLsizei GLenum GLenum const void *pixels _GL_VOID_RET _GL_VOID const void *pointer _GL_VOID_RET _GL_VOID GLdouble v _GL_VOID_RET _GL_VOID GLfloat v _GL_VOID_RET _GL_VOID GLint GLint i2 _GL_VOID_RET _GL_VOID GLint j _GL_VOID_RET _GL_VOID GLfloat param _GL_VOID_RET _GL_VOID GLint param _GL_VOID_RET _GL_VOID GLdouble right
ATTR_WARN_UNUSED_RESULT const BMVert * v
SIMD_FORCE_INLINE const btScalar & w() const
Return the w value.
SIMD_FORCE_INLINE btScalar angle(const btVector3 &v) const
Return the angle between this and another vector.
INLINE Rall1d< T, V, S > cos(const Rall1d< T, V, S > &arg)
INLINE Rall1d< T, V, S > sin(const Rall1d< T, V, S > &arg)
Mat3 CrossProductMatrix(const Vec3 &x)
Eigen::Matrix< double, 3, 3 > Mat3
Mat3 RotationAroundX(double angle)
void MatrixColumn(const Mat &A, int i, Vec2 *v)
void MeanAndVarianceAlongRows(const Mat &A, Vec *mean_pointer, Vec *variance_pointer)
Mat3 RotationRodrigues(const Vec3 &axis)
void HorizontalStack(const Mat &left, const Mat &right, Mat *stacked)
Mat3 RotationAroundZ(double angle)
Mat3 RotationAroundY(double angle)