旋转角为alpha(顺时针),旋转轴为(x,y,z)
Eigen::AngleAxisd rotation_vector(alpha,Vector3d(x,y,z))
Eigen::AngleAxisd yawAngle(alpha,Vector3d::UnitZ());
Eigen::Matrix3d rotation_matrix;
rotation_matrix=rotation_vector.matrix();
Eigen::Matrix3d rotation_matrix;
rotation_matrix=rotation_vector.toRotationMatrix();
Eigen::Vector3d eulerAngle=rotation_vector.matrix().eulerAngles(0,1,2);
Eigen::Quaterniond quaternion(rotation_vector);
Eigen::Quaterniond quaternion;
Quaterniond quaternion;
Eigen::Quaterniond quaternion;
quaternion=rotation_vector;
Eigen::Matrix3d rotation_matrix;
rotation_matrix<
Eigen::AngleAxisd rotation_vector(rotation_matrix);
Eigen::AngleAxisd rotation_vector;
rotation_vector=rotation_matrix;
Eigen::AngleAxisd rotation_vector;
rotation_vector.fromRotationMatrix(rotation_matrix);
Eigen::Vector3d eulerAngle=rotation_matrix.eulerAngles(0,1,2);
Eigen::Quaterniond quaternion(rotation_matrix);
Eigen::Quaterniond quaternion;
quaternion=rotation_matrix;
Eigen::Vector3d eulerAngle(roll,pitch,yaw);
Eigen::AngleAxisd rollAngle(AngleAxisd(eulerAngle(0),Vector3d::UnitX()));
Eigen::AngleAxisd pitchAngle(AngleAxisd(eulerAngle(1),Vector3d::UnitY()));
Eigen::AngleAxisd yawAngle(AngleAxisd(eulerAngle(2),Vector3d::UnitZ()));
Eigen::AngleAxisd rotation_vector;
rotation_vector=yawAngle*pitchAngle*rollAngle;
Eigen::AngleAxisd rollAngle(AngleAxisd(eulerAngle(0),Vector3d::UnitX()));
Eigen::AngleAxisd pitchAngle(AngleAxisd(eulerAngle(1),Vector3d::UnitY()));
Eigen::AngleAxisd yawAngle(AngleAxisd(eulerAngle(2),Vector3d::UnitZ()));
Eigen::Matrix3d rotation_matrix;
rotation_matrix=yawAngle*pitchAngle*rollAngle;
Eigen::AngleAxisd rollAngle(AngleAxisd(eulerAngle(0),Vector3d::UnitX()));
Eigen::AngleAxisd pitchAngle(AngleAxisd(eulerAngle(1),Vector3d::UnitY()));
Eigen::AngleAxisd yawAngle(AngleAxisd(eulerAngle(2),Vector3d::UnitZ()));
Eigen::Quaterniond quaternion;
quaternion=yawAngle*pitchAngle*rollAngle;
Eigen::Quaterniond quaternion(w,x,y,z);
Eigen::AngleAxisd rotation_vector(quaternion);
Eigen::AngleAxisd rotation_vector;
rotation_vector=quaternion;
Eigen::Matrix3d rotation_matrix;
rotation_matrix=quaternion.matrix();
Eigen::Matrix3d rotation_matrix;
rotation_matrix=quaternion.toRotationMatrix();
Eigen::Vector3d eulerAngle=quaternion.matrix().eulerAngles(0,1,2);
//
// Created by qian on 2021/3/7.
//
#include "iostream"
#include
#include
#include
using namespace Eigen;
using namespace std;
int main(int argc, char **argv){
Vector3d t0(1,2,3);// 初始向量
Vector3d t(3,2,1); // 平移向量
const float angle_x=30.0, angle_y=20.0, angle_z=10.0;
// *************绕XYZ为当前坐标系旋转轴************
AngleAxisd rotation_X=AngleAxisd(angle_x/180.0*M_PI,Vector3d::UnitX());
//固定坐标系的 Y 轴先投影成 X 旋转后的旋转轴,再进行旋转
AngleAxisd rotation_Y=AngleAxisd(angle_y/180.0*M_PI,rotation_X.inverse()*Vector3d::UnitY());
//固定坐标系的 Z 轴先投影成 XY 旋转后的旋转轴,再进行旋转
AngleAxisd rotation_Z=AngleAxisd(angle_z/180.0*M_PI,rotation_Y.inverse()*rotation_X.inverse()*Vector3d::UnitZ());
// 旋转向量
AngleAxisd rotation_vector1;
rotation_vector1=rotation_X*rotation_Y*rotation_Z;
cout<<"旋转角:"<