PX4 Firmware
PX4 Autopilot Software http://px4.io
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All rotations and axis systems follow the right-hand rule. More...
#include "math.hpp"
Go to the source code of this file.
Classes | |
class | matrix::Dcm< Type > |
Direction cosine matrix class. More... | |
class | matrix::Quaternion< Type > |
Quaternion class. More... | |
class | matrix::Euler< Type > |
Euler angles class. More... | |
Namespaces | |
matrix | |
Typedefs | |
typedef Euler< float > | matrix::Eulerf |
All rotations and axis systems follow the right-hand rule.
An instance of this class defines a rotation from coordinate frame 1 to coordinate frame 2. It follows the convention of a 3-2-1 intrinsic Tait-Bryan rotation sequence. In order to go from frame 1 to frame 2 we apply the following rotations consecutively. 1) We rotate about our initial Z axis by an angle of _psi. 2) We rotate about the newly created Y' axis by an angle of _theta. 3) We rotate about the newly created X'' axis by an angle of _phi.
Definition in file Euler.hpp.