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)); }