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1 #include <unsupported/Eigen/EulerAngles>
2 #include <iostream>
3 
4 using namespace Eigen;
5 
main()6 int main()
7 {
8   // A common Euler system by many armies around the world,
9   //  where the first one is the azimuth(the angle from the north -
10   //   the same angle that is show in compass)
11   //  and the second one is elevation(the angle from the horizon)
12   //  and the third one is roll(the angle between the horizontal body
13   //   direction and the plane ground surface)
14   // Keep remembering we're using radian angles here!
15   typedef EulerSystem<-EULER_Z, EULER_Y, EULER_X> MyArmySystem;
16   typedef EulerAngles<double, MyArmySystem> MyArmyAngles;
17 
18   MyArmyAngles vehicleAngles(
19     3.14/*PI*/ / 2, /* heading to east, notice that this angle is counter-clockwise */
20     -0.3, /* going down from a mountain */
21     0.1); /* slightly rolled to the right */
22 
23   // Some Euler angles representation that our plane use.
24   EulerAnglesZYZd planeAngles(0.78474, 0.5271, -0.513794);
25 
26   MyArmyAngles planeAnglesInMyArmyAngles = MyArmyAngles::FromRotation<true, false, false>(planeAngles);
27 
28   std::cout << "vehicle angles(MyArmy):     " << vehicleAngles << std::endl;
29   std::cout << "plane angles(ZYZ):        " << planeAngles << std::endl;
30   std::cout << "plane angles(MyArmy):     " << planeAnglesInMyArmyAngles << std::endl;
31 
32   // Now lets rotate the plane a little bit
33   std::cout << "==========================================================\n";
34   std::cout << "rotating plane now!\n";
35   std::cout << "==========================================================\n";
36 
37   Quaterniond planeRotated = AngleAxisd(-0.342, Vector3d::UnitY()) * planeAngles;
38 
39   planeAngles = planeRotated;
40   planeAnglesInMyArmyAngles = MyArmyAngles::FromRotation<true, false, false>(planeRotated);
41 
42   std::cout << "new plane angles(ZYZ):     " << planeAngles << std::endl;
43   std::cout << "new plane angles(MyArmy): " << planeAnglesInMyArmyAngles << std::endl;
44 
45   return 0;
46 }
47