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The Euler angle-based method applies X,Y,Z rotations one-by-one while the quaternion-based one applies rotations in all the axes simultaneously. This difference would result in errors when a large angular motion occur. If you are interested in theoretical details, I recommend taking a look at documents about SO3 expmap.
Thank you for your reply. It is very helpful.
Please allow me to ask an additional question.
In the article you gave me, I think the calculation would be as follows since it is the derivative of each element of the quaternion.
Can I derive the same equation from here as you?
I am studying localization with your program.
Let me ask you a question about the implementation details.
I am not sure how to derive this equation for the following quaternion calculation, although the result seems to be correct.
hdl_localization/include/hdl_localization/pose_system.hpp
Lines 79 to 81 in 8ba183c
I believe the following equation can be implemented using Euler angles
Therefore, my questions are two
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