python from pyquaternion import Quaternion # 定义欧拉角(以弧度为单位) roll = 0.5 #绕X轴旋转的角度 pitch = 1.5 #绕Y轴旋转的角度 yaw = -1.5 #绕Z轴旋转的角度 # 创建四元数 quaternion = Quaternion.from_euler_angles(roll, pitch, yaw) # 输出四元数
q1 = np.quaternion(1,2,3,4) q2 = quaternion.from_float_array([1,2,3,4]) # 生成的都是单位四元数 q3 = quaternion.from_rotation_matrix([[1,2,3],[1,2,3],[1,2,3]]) q4 = quaternion.from_euler_angles([1,2,3]) print(q1,q2,q3,q4) 1. 2. 3. 4. 5. 6. 7. 四元数...
pip install numpy-quaternion 安装完成后,就可以在Python脚本中导入并使用它了。 基础用法 创建四元数 首先,来看看如何创建一个四元数。四元数由一个实部和三个虚部组成,可以通过多种方式创建: importnumpyasnpfromnumpy_quaternionimportquaternion# 从欧拉角创建四元数euler_angles=np.array([0.1,0.2,0.3])q1=qu...
```python from numpy import Quaternion q = Quaternion.from_euler_angles(angle1, angle2, angle3, degrees=True)```这将创建一个四元数,表示按照x-y-z顺序旋转angle1、angle2和angle3度。需要注意的是,角度的单位默认为弧度,可以使用degrees=True来指定单位为角度。除了x-y-z顺序,还有其他常见的旋转...
返回围绕 z 轴旋转 euler.z 度、围绕 x 轴旋转 euler.x 度、围绕 y 轴旋转 euler.y 度(按此顺序)的旋转。可以从四元数中读取欧拉角。注意:如果该欧拉旋转出现万向节锁,会导致四元数返回的EulerAngle异常 示例 fromcommon.utils.mcmathimportQuaternion q=Quaternion.Euler(30,15,45)# 创建一个先围绕z轴旋...
Fixed quaternion from euler example. Values are already in radians. Checklist Signed all commits for DCO Added tests Updated documentation (as needed) Updated migration guide (as needed) Consider updating Python bindings (if the library has them) codecheck passed (See contributing) All tests passed...
self.euler = attitude else: raise TypeError("attitude is not valid") @property def q(self): """ Get the quaternion :returns: array containing the quaternion elements """ if self._q is None: if self._euler is not None: # get q from euler self._q = self._euler...
andfrom_rotation_vector, and for spherical coordinates usingas_spherical_coordsandfrom_spherical_coords. Finally, it is possible to derive the Euler angles from a quaternion usingas_euler_angles, or create a quaternion from Euler angles usingfrom_euler_angles— though be aware that Euler angles ...
最後に Pythonでクォータニオンを扱う需要ってどこにあるんでしょうか?UnityはC#だしそもそもUnityの機能使えって話だし,ロボットではPythonは遅すぎて論外だし… Register as a new user and use Qiita more conveniently You get articles that match your needs ...
Unity:Quaternion(四元数) (一)四元数理解四元数左乘向量,表示将该向量按照四元数表示的角度旋转。 例如:Vector3point = new Vector3(0,0,10... *=Quaternion.Euler(0,1,0); —可使物体沿自身坐标Y轴旋转 this.transform.Rotate(Vector3eulerAngles); —内部就是使用四元数相乘实现 ...