Auterion App SDK
Auterion SDK is a library that can be used by AuterionOS apps to communicate with the system.
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#include <Eigen/Eigen>
Go to the source code of this file.
Functions | |
constexpr float | auterion::literals::operator""_deg (long double degrees) |
constexpr float | auterion::literals::operator""_rad (long double radians) |
float | auterion::radToDeg (const float rad) |
Converts radians to degrees. | |
double | auterion::radToDeg (const double rad) |
float | auterion::degToRad (const float deg) |
Converts degrees to radians. | |
double | auterion::degToRad (const double deg) |
float | auterion::wrapAngleToPlusMinusPi (float yaw) |
Wraps an angle to the range [-pi, pi). More... | |
double | auterion::wrapAngleToPlusMinusPi (double yaw) |
Eigen::Vector3f | auterion::quaternionToEulerRpy (const Eigen::Quaternionf &q) |
Converts a quaternion to RPY extrinsic Tait-Bryan Euler angles (YPR intrinsic) XYZ axes correspond to RPY angles respectively. More... | |
Eigen::Vector3d | auterion::quaternionToEulerRpy (const Eigen::Quaterniond &q) |
Eigen::Quaternionf | auterion::eulerRpyToQuaternion (const Eigen::Vector3f &euler) |
Converts RPY extrinsic Tait-Bryan Euler angles (YPR intrinsic) to quaternion. More... | |
Eigen::Quaterniond | auterion::eulerRpyToQuaternion (const Eigen::Vector3d &euler) |
Eigen::Quaternionf | auterion::eulerRpyToQuaternion (const float roll, const float pitch, const float yaw) |
Converts RPY extrinsic Tait-Bryan Euler angles (YPR intrinsic) to quaternion. More... | |
Eigen::Quaterniond | auterion::eulerRpyToQuaternion (const double roll, const double pitch, const double yaw) |
float | auterion::quaternionToRoll (const Eigen::Quaternionf &q) |
Convert quaternion to roll angle in extrinsic RPY order (intrinsic YPR) More... | |
double | auterion::quaternionToRoll (const Eigen::Quaterniond &q) |
float | auterion::quaternionToPitch (const Eigen::Quaternionf &q) |
Convert quaternion to pitch angle in extrinsic RPY order (intrinsic YPR) More... | |
double | auterion::quaternionToPitch (const Eigen::Quaterniond &q) |
float | auterion::quaternionToYaw (const Eigen::Quaternionf &q) |
Convert quaternion to yaw angle in extrinsic RPY order (intrinsic YPR) More... | |
double | auterion::quaternionToYaw (const Eigen::Quaterniond &q) |
All rotations and axis systems follow the right-hand rule
Euler angles follow the convention of a 1-2-3 extrinsic 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 fixed X axis by an angle of "roll" 2) We rotate about our fixed Y axis by an angle of "pitch" 3) We rotate abour our fixed Z axis by an angle of "yaw"
Note that this convention is equivalent to that of a 3-2-1 intrinsic Tait-Bryan rotation sequence, i.e. 1) We rotate about our initial Z axis by an angle of "yaw" 2) We rotate about the newly created Y' axis by an angle of "pitch" 3) We rotate about the newly created X'' axis by an angle of "roll"