块指的是矩阵或数组中的一个矩形区域,块表达式可以用于左值或者右值
Eigen中最常用的块操作是block()方法,共有两个版本:
块大小为(p,q),起始索引为(i,j)
版本1,动态构建块大小表达式:matrix.block.block(i,j,p,q)
版本2,固定大小构建块的表达式:matrix.block
(i,j)
这两个表达式语义上相同,唯一的区别是如果块的尺寸比较小的话固定尺寸版本的块操作运行更快,但是需要在编译阶段知道大小。
#include
#include
using namespace std;
int main()
{
Eigen::MatrixXf m(4,4);
m << 1, 2, 3, 4,
5, 6, 7, 8,
9,10,11,12,
13,14,15,16;
cout << "Block in the middle" << endl;
cout << m.block<2,2>(1,1) << endl << endl;
for (int i = 1; i <= 3; ++i)
{
cout << "Block of size " << i << "x" << i << endl;
cout << m.block(0,0,i,i) << endl << endl;
}
}
输出:
Block in the middle 6 7 10 11 Block of size 1x1 1 Block of size 2x2 1 2 5 6 Block of size 3x3 1 2 3 5 6 7 9 10 11
上述例子中的块操作方法作为表达式的右值,意味着是只读形式的,然而,块操作也可以作为左值使用,意味着你可以给他赋值。下面的例子说明了这一点,当然对于矩阵的操作是一样的。
#include
#include
using namespace std;
using namespace Eigen;
int main()
{
Array22f m;
m << 1,2,
3,4;
Array44f a = Array44f::Constant(0.6);
cout << "Here is the array a:" << endl << a << endl << endl;
a.block<2,2>(1,1) = m;
cout << "Here is now a with m copied into its central 2x2 block:" << endl << a << endl << endl;
a.block(0,0,2,3) = a.block(2,1,2,3);
cout << "Here is now a with bottom-right 2x3 block copied into top-left 2x2 block:" << endl << a << endl << endl;
}
Here is the array a:
0.6 0.6 0.6 0.6
0.6 0.6 0.6 0.6
0.6 0.6 0.6 0.6
0.6 0.6 0.6 0.6Here is now a with m copied into its central 2x2 block:
0.6 0.6 0.6 0.6
0.6 1 2 0.6
0.6 3 4 0.6
0.6 0.6 0.6 0.6Here is now a with bottom-right 2x3 block copied into top-left 2x2 block:
3 4 0.6 0.6
0.6 0.6 0.6 0.6
0.6 3 4 0.6
0.6 0.6 0.6 0.6
旋转角为alpha(顺时针),旋转轴为(x,y,z)
Eigen::AngleAxisd rotation_vector(alpha,Vector3d(x,y,z))
Eigen::AngleAxisd yawAngle(alpha,Vector3d::UnitZ());
Eigen::Matrix3d rotation_matrix;
rotation_matrix=rotation_vector.matrix();
Eigen::Matrix3d rotation_matrix;
rotation_matrix=rotation_vector.toRotationMatrix();
Eigen::Vector3d eulerAngle=rotation_vector.matrix().eulerAngles(0,1,2);
Eigen::Quaterniond quaternion(rotation_vector);
Eigen::Quaterniond quaternion;
Quaterniond quaternion;Eigen::Quaterniond quaternion;
quaternion=rotation_vector;
Eigen::Matrix3d rotation_matrix;
rotation_matrix<
Eigen::AngleAxisd rotation_vector(rotation_matrix);
Eigen::AngleAxisd rotation_vector;
rotation_vector=rotation_matrix;Eigen::AngleAxisd rotation_vector;
rotation_vector.fromRotationMatrix(rotation_matrix);
Eigen::Vector3d eulerAngle=rotation_matrix.eulerAngles(0,1,2);
Eigen::Quaterniond quaternion(rotation_matrix);
Eigen::Quaterniond quaternion;
quaternion=rotation_matrix;
Eigen::Vector3d eulerAngle(roll,pitch,yaw);
Eigen::AngleAxisd rollAngle(AngleAxisd(eulerAngle(0),Vector3d::UnitX()));
Eigen::AngleAxisd pitchAngle(AngleAxisd(eulerAngle(1),Vector3d::UnitY()));
Eigen::AngleAxisd yawAngle(AngleAxisd(eulerAngle(2),Vector3d::UnitZ()));
Eigen::AngleAxisd rotation_vector;
rotation_vector=yawAngle*pitchAngle*rollAngle;
Eigen::AngleAxisd rollAngle(AngleAxisd(eulerAngle(0),Vector3d::UnitX()));
Eigen::AngleAxisd pitchAngle(AngleAxisd(eulerAngle(1),Vector3d::UnitY()));
Eigen::AngleAxisd yawAngle(AngleAxisd(eulerAngle(2),Vector3d::UnitZ()));
Eigen::Matrix3d rotation_matrix;
rotation_matrix=yawAngle*pitchAngle*rollAngle;
Eigen::AngleAxisd rollAngle(AngleAxisd(eulerAngle(0),Vector3d::UnitX()));
Eigen::AngleAxisd pitchAngle(AngleAxisd(eulerAngle(1),Vector3d::UnitY()));
Eigen::AngleAxisd yawAngle(AngleAxisd(eulerAngle(2),Vector3d::UnitZ()));
Eigen::Quaterniond quaternion;
quaternion=yawAngle*pitchAngle*rollAngle;
Eigen::Quaterniond quaternion(w,x,y,z);0
Eigen::AngleAxisd rotation_vector(quaternion);
Eigen::AngleAxisd rotation_vector;
rotation_vector=quaternion;
Eigen::Matrix3d rotation_matrix;
rotation_matrix=quaternion.matrix();Eigen::Matrix3d rotation_matrix;
rotation_matrix=quaternion.toRotationMatrix();
Eigen::Vector3d eulerAngle=quaternion.matrix().eulerAngles(0,1,2);
Isometry3d T=Isometry3d::Identity();
T.rotate(rotation_vector1);
T.pretranslate(t);
cout<<"齐次欧式变换:\n"<