Position3D
Description
Represents three-dimensional position. This type is most commonly used with camera calibration functions.
The rotation convention assumes three intrinsic rotations, in the following order:
- Rotate clockwise around X-axis by φ (phi, a.k.a. yaw, heading or azimuth).
- Rotate upwards around Y-axis by θ (theta, a.k.a. pitch or elevation).
- Rotate clockwise around Z-axis by ψ (psi, a.k.a. roll or bank).
struct Position3D { float x; float y; float z; float phi; float theta; float psi; };
Structure fields and default values (if defined) are described below:
- Real X
- Real Y
- Real Z
- Real Phi - Rotation around X axis
- Real Theta - Rotation around Y axis
- Real Psi - Rotation around Z axis
struct Position3D { Real X; Real Y; Real Z; Real Phi; Real Theta; Real Psi; Real X( void ) const { return X; }; Real Y( void ) const { return Y; }; Real Z( void ) const { return Z; }; Real Phi( void ) const { return Phi; }; Real Theta( void ) const { return Theta; }; Real Psi( void ) const { return Psi; }; bool operator == ( const avl::Position3D& rhs ) const { return X == rhs.X && Y == rhs.Y && Z == rhs.Z && Phi == rhs.Phi && Theta == rhs.Theta && Psi == rhs.Psi; } bool operator != ( const avl::Position3D& rhs ) const { return !(operator==(rhs)); } };