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float | x |
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float | y |
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float | z |
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float | w |
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Definition at line 8 of file Quaternion.h.
◆ Quaternion() [1/2]
◆ Quaternion() [2/2]
Quaternion |
( |
float |
ww, |
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float |
xx, |
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float |
yy, |
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float |
zz |
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) |
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inline |
◆ FromRotationMatrix() [1/2]
static Quaternion FromRotationMatrix |
( |
double * |
m | ) |
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inlinestatic |
◆ FromRotationMatrix() [2/2]
◆ getPitch()
double getPitch |
( |
bool |
reprojectAxis = true | ) |
const |
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inline |
Calculate the local pitch element of this quaternion
- Parameters
-
reprojectAxis | By default the method returns the 'intuitive' result that is, if you projected the local Z of the quaternion onto the X and Y axes, the angle between them is returned. If set to true though, the result is the actual yaw that will be used to implement the quaternion, which is the shortest possible path to get to the same orientation and may involve less axial rotation. The co-domain of the returned value is from -180 to 180 degrees. |
Definition at line 185 of file Quaternion.h.
◆ getRoll()
double getRoll |
( |
bool |
reprojectAxis = true | ) |
const |
|
inline |
Calculate the local roll element of this quaternion.
- Parameters
-
reprojectAxis | By default the method returns the 'intuitive' result that is, if you projected the local Y of the quaternion onto the X and Y axes, the angle between them is returned. If set to false though, the result is the actual yaw that will be used to implement the quaternion, which is the shortest possible path to get to the same orientation and may involve less axial rotation. The co-domain of the returned value is from -180 to 180 degrees. |
Definition at line 156 of file Quaternion.h.
◆ getYaw()
double getYaw |
( |
bool |
reprojectAxis = true | ) |
const |
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inline |
Calculate the local roll element of this quaternion.
- Parameters
-
reprojectAxis | By default the method returns the 'intuitive' result that is, if you projected the local Y of the quaternion onto the X and Y axes, the angle between them is returned. If set to false though, the result is the actual yaw that will be used to implement the quaternion, which is the shortest possible path to get to the same orientation and may involve less axial rotation. The co-domain of the returned value is from -180 to 180 degrees. |
Definition at line 213 of file Quaternion.h.
◆ Inverse()
◆ operator*() [1/2]
◆ operator*() [2/2]
◆ operator+()
◆ operator-()
◆ IDENTITY
◆ ZERO
The documentation for this class was generated from the following files:
- G:/work/subversion/scol-technologies/trunk/scol/plugins/sensor/include/tools/Quaternion.h
- G:/work/subversion/scol-technologies/trunk/scol/plugins/sensor/src/tools/Quaternion.cpp