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Add pre-commit hooks (#1629)
old-commit-hash: ab83e48ec4f7c7ddaa742d9797b0d38646fdb268
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@@ -25,14 +25,14 @@ by generating a rotation matrix and multiplying.
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Orientation Conventations
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------
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Quaternions, rotation matrices and euler angles are three
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Quaternions, rotation matrices and euler angles are three
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equivalent representations of orientation and all three are
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used throughout the code base.
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For euler angles the preferred convention is [roll, pitch, yaw]
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which corresponds to rotations around the [x, y, z] axes. All
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euler angles should always be in radians or radians/s unless
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for plotting or display purposes. For quaternions the hamilton
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for plotting or display purposes. For quaternions the hamilton
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notations is preferred which is [q<sub>w</sub>, q<sub>x</sub>, q<sub>y</sub>, q<sub>z</sub>]. All quaternions
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should always be normalized with a strictly positive q<sub>w</sub>. **These
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quaternions are a unique representation of orientation whereas euler angles
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@@ -49,7 +49,7 @@ EONs are not all mounted in the exact same way. To compensate for the effects of
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Example
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------
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To transform global Mesh3D positions and orientations (positions_ecef, quats_ecef) into the local frame described by the
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To transform global Mesh3D positions and orientations (positions_ecef, quats_ecef) into the local frame described by the
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first position and orientation from Mesh3D one would do:
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```
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ecef_from_local = rot_from_quat(quats_ecef[0])
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