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Fix matrix to quaternion (and angleaxis) conversion for matrix expression.
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@ -739,8 +739,9 @@ template<typename Other>
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struct quaternionbase_assign_impl<Other,3,3>
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{
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typedef typename Other::Scalar Scalar;
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template<class Derived> static inline void run(QuaternionBase<Derived>& q, const Other& mat)
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template<class Derived> static inline void run(QuaternionBase<Derived>& q, const Other& a_mat)
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{
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const typename internal::nested_eval<Other,2>::type mat(a_mat);
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using std::sqrt;
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// This algorithm comes from "Quaternion Calculus and Fast Animation",
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// Ken Shoemake, 1987 SIGGRAPH course notes
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@ -49,6 +49,7 @@ template<typename Scalar, int Options> void quaternion(void)
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*/
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using std::abs;
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typedef Matrix<Scalar,3,1> Vector3;
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typedef Matrix<Scalar,3,3> Matrix3;
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typedef Matrix<Scalar,4,1> Vector4;
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typedef Quaternion<Scalar,Options> Quaternionx;
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typedef AngleAxis<Scalar> AngleAxisx;
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@ -101,6 +102,11 @@ template<typename Scalar, int Options> void quaternion(void)
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q2 = q1.toRotationMatrix();
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VERIFY_IS_APPROX(q1*v1,q2*v1);
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Matrix3 rot1(q1);
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VERIFY_IS_APPROX(q1*v1,rot1*v1);
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Quaternionx q3(rot1.transpose()*rot1);
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VERIFY_IS_APPROX(q3*v1,v1);
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// angle-axis conversion
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AngleAxisx aa = AngleAxisx(q1);
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