mavsdk::Camera::Quaternion Struct Reference
#include: camera.h
Quaternion type.
All rotations and axis systems follow the right-hand rule. The Hamilton quaternion product definition is used. A zero-rotation quaternion is represented by (1,0,0,0). The quaternion could also be written as w + xi + yj + zk.
For more info see: https://en.wikipedia.org/wiki/Quaternion
Data Fields
float w {} - Quaternion entry 0, also denoted as a.
float x {} - Quaternion entry 1, also denoted as b.
float y {} - Quaternion entry 2, also denoted as c.
float z {} - Quaternion entry 3, also denoted as d.
Field Documentation
w
float mavsdk::Camera::Quaternion::w {}
Quaternion entry 0, also denoted as a.
x
float mavsdk::Camera::Quaternion::x {}
Quaternion entry 1, also denoted as b.
y
float mavsdk::Camera::Quaternion::y {}
Quaternion entry 2, also denoted as c.
z
float mavsdk::Camera::Quaternion::z {}
Quaternion entry 3, also denoted as d.