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tf2 rolling
tf2 maintains the relationship between coordinate frames in a tree structure buffered in time, and lets the user transform points, vectors, etc between any two coordinate frames at any desired point in time.
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#include <tf2/visibility_control.h>#include <tf2/LinearMath/Transform.hpp>#include <tf2/LinearMath/Quaternion.hpp>#include <tf2/impl/utils.hpp>
Go to the source code of this file.
Namespaces | |
| namespace | tf2 |
Functions | |
| template<class A > | |
| void | tf2::getEulerYPR (const A &a, double &yaw, double &pitch, double &roll) |
| template<class A > | |
| double | tf2::getYaw (const A &a) |
| template<class A > | |
| A | tf2::getTransformIdentity () |