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make it clear that we are using right hand rotation convention
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@@ -2,10 +2,11 @@
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* @file Dcm.hpp
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*
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* A direction cosine matrix class.
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* All rotations and axis systems follow the right-hand rule.
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*
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* This library uses the convention that premultiplying a three dimensional
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* vector represented in coordinate system 1 will apply a rotation from coordinate system
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* 1 to coordinate system 2 to the vector. The rotation is performed following the right-hand rule.
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* 1 to coordinate system 2 to the vector.
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* Likewise, a matrix instance of this class also represents a coordinate transformation
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* from frame 2 to frame 1.
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*
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@@ -1,6 +1,8 @@
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/**
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* @file Euler.hpp
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*
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* All rotations and axis systems follow the right-hand rule
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*
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* An instance of this class defines a rotation from coordinate frame 1 to coordinate frame 2.
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* It follows the convention of an intrinsic tait-bryan 3-2-1 sequence.
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* In order to go from frame 1 to frame 2 we apply the following rotations consecutively.
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@@ -1,6 +1,8 @@
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/**
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* @file Quaternion.hpp
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*
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* All rotations and axis systems follow the right-hand rule.
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*
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* A quaternion instance of this class describes a rotation from
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* coordinate frame 1 to coordinate frame 2. The first element of the quaternion
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* represents the real part, thus, a quaternion representing a zero-rotation
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