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.

© MAVSDK Development Team 2017-2023. License: CC BY 4.0            Updated: 2023-12-27 03:10:20

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