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   18 #ifndef GZ_MATH_EIGEN3_CONVERSIONS_HH_ 
   19 #define GZ_MATH_EIGEN3_CONVERSIONS_HH_ 
   21 #include <Eigen/Geometry> 
   48           const gz::math::AxisAlignedBox &_b)
 
   63             matrix(i, j) = _m(i, j);
 
   75       template<
typename Precision>
 
   79         Eigen::Matrix<Precision, 6, 6> matrix;
 
   84             matrix(i, j) = _m(i, j);
 
  110         Eigen::Isometry3d tf = Eigen::Isometry3d::Identity();
 
  111         tf.translation() = 
convert(_pose.Pos());
 
  134           const Eigen::AlignedBox3d &_b)
 
  136         gz::math::AxisAlignedBox box;
 
  153             matrix(i, j) = _m(i, j);
 
  165       template<
typename Precision>
 
  174             matrix(i, j) = _m(i, j);
 
  
Matrix3< double > Matrix3d
Definition: gz/math/Matrix3.hh:548
 
Encapsulates a position and rotation in three space.
Definition: gz/math/Pose3.hh:34
 
Definition: gz/math/AdditivelySeparableScalarField3.hh:27
 
Eigen::Vector3d convert(const Vector3d &_v)
Convert from Vector3d to Eigen::Vector3d.
Definition: gz/math/eigen3/Conversions.hh:38
 
const Quaternion< T > & Rot() const
Get the rotation.
Definition: gz/math/Pose3.hh:420
 
T X() const
Get the x value.
Definition: gz/math/Vector3.hh:654
 
A 3x3 matrix class.
Definition: gz/math/Matrix3.hh:40
 
const Vector3d & Max() const
Get the maximum corner.
 
A quaternion class.
Definition: gz/math/Matrix3.hh:35
 
Pose3< double > Pose3d
Definition: gz/math/Pose3.hh:495
 
Quaternion< double > Quaterniond
Definition: gz/math/Quaternion.hh:1101
 
const Vector3< T > & Pos() const
Get the position.
Definition: gz/math/Pose3.hh:361
 
T Z() const
Get the z value.
Definition: gz/math/Vector3.hh:668
 
const T & Y() const
Get the y component.
Definition: gz/math/Quaternion.hh:979
 
The Vector3 class represents the generic vector containing 3 elements. Since it's commonly used to ke...
Definition: gz/math/Vector3.hh:41
 
A 6x6 matrix class.
Definition: gz/math/Matrix6.hh:35
 
const Vector3d & Min() const
Get the minimum corner.
 
const T & Z() const
Get the z component.
Definition: gz/math/Quaternion.hh:986
 
Mathematical representation of a box that is aligned along an X,Y,Z axis.
Definition: gz/math/AxisAlignedBox.hh:42
 
const T & X() const
Get the x component.
Definition: gz/math/Quaternion.hh:972
 
T Y() const
Get the y value.
Definition: gz/math/Vector3.hh:661
 
Vector3< double > Vector3d
Definition: gz/math/Vector3.hh:770
 
const T & W() const
Get the w component.
Definition: gz/math/Quaternion.hh:965