public Vector3 GetRotationEulerUnity(int solution)
            {
                Vector3 rotationEuler = TfUtils.GetEulerYPR(new Quaternion(_x, _y, _z, _w), solution) * Mathf.Rad2Deg;

                return(new Vector3(rotationEuler.z, -rotationEuler.x, -rotationEuler.y));
            }
 public Vector3 GetRotationEulerROS(int solution)
 {
     return(TfUtils.GetEulerYPR(new Quaternion(_x, _y, _z, _w), solution));
 }