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I found a solution for the rotation problem:
KDL::Rotation rotation(m[0], m[1], m[2], m[3], m[4], m[5], m[6], m[7], m[8]); double rX, rY, rZ; rotation.GetRPY(rX, rY, rZ); //get the roll, pitch and yaw values tf::Transform transform; transform.setOrigin(tf::Vector3(x, y, z)); transform.setRotation(tf::Quaternion(rZ, -rY, -rX));
Cheers, Julian
The text was updated successfully, but these errors were encountered:
Hi Julian,
thanks for your contribution. We will have a look into this.
Kind Regards, Yianni http://isrc.ulster.ac.uk/staff/IGatsoulis
On 29/09/11 14:53, loejuli wrote:
I found a solution for the rotation problem: KDL::Rotation rotation(m[0], m[1], m[2], m[3], m[4], m[5], m[6], m[7], m[8]); double rX, rY, rZ; rotation.GetRPY(rX, rY, rZ); //get the roll, pitch and yaw values tf::Transform transform; transform.setOrigin(tf::Vector3(x, y, z)); transform.setRotation(tf::Quaternion(rZ, -rY, -rX)); It's probably not the right way to submit something like this but it is still a solution ;) Cheers, Julian
It's probably not the right way to submit something like this but it is still a solution ;)
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I found a solution for the rotation problem:
Cheers, Julian
The text was updated successfully, but these errors were encountered: