You are totally right Kenn, my explanation about bezier curves only deals with the vehicle position, not orientation.
Basically one way to represent the motion of a vehicle in space is to represent :
- Its position in T(3) NED coordinates
- Its orientation in SO(3) Rotation from NED axis
I would like to advocate that these different concerns should be kept separated as much as possible.
Indeed, in the general case, the orientation of a body in space is not related to its orientation.
As an example, I have a quadrotor frame with tiltable arms, allowing it to translate without changing its orientation. It has 6 degrees of freedom (3Rotations + 3Translations).
I really believe that this kind of vehicles on which speed and orientation are not (or less) correlated will continue to develop, and that is why we need to have an approach which does not correlate attitude with position.
I feel that when one says that roll-pitch-velocity is a more natural expression, one thinks about a particular kind of vehicle (fixed wing, heli...).
But in the general case, we need to be able to specify speed and attitude separately.
Depending on the capabilities of vehicles, there should be a priority, defining if the vehicle should try to maintain the commanded attitude, or the commanded trajectory, if it cannot do both.
If I had to represent attitude command right now, I think that I would use bezier curves in the space of normalized quaternions. This would allow to have smooth C2 rotations and easy interpolation during transitions between 2 commanded attitudes, while being very computing power-effective.
This would also avoid the infamous problem of gimbal lock which we have with (Pitch Yaw Roll).
But that is just a quick opinion, I did not think a lot about this yet.