kinematics-inverse类
作者:互联网
using System; using System.Collections.Generic; using System.ComponentModel; using System.Data; using System.Drawing; using System.Linq; using System.Text; using System.Windows.Forms; using Leadshine.SMC.IDE.Motion; using System.Threading; using System.Drawing.Drawing2D; using MathNet.Numerics.LinearAlgebra; using System.IO; namespace 机器人 { public class Inverse { public Inverse() { } double con; double[] a; double[] b; double d1min, d1max; double d2min, d2max; double d3min, d3max; double R1_min, R1_max; double R2_min, R2_max; double R3_min, R3_max; double U1_min, U1_max; double U12_min, U12_max; double U2_min, U2_max; double U22_min, U22_max; double S3_min, S3_max; double S32_min, S32_max; double psi, theta, z; public static double d1, d2, d3; double R1, R2, R3, U1, U2, U12, U22, S3, S32; public static double[,] A1; //记录各位置下各运动轴位置 public static double[,] B1; //记录所有当前位置到下一位置电机运动量 public static double[,] D1; //记录所有当前位置到下一位置电机脉冲量 public void inverse_run(double[] G_Z, double[] G_A, double[] G_B) { con = Math.PI / 180; a = new double[3]; b = new double[3]; a[0] = 系统界面.a1; a[1] = 系统界面.a2; a[2] = 系统界面.a3; b[0] = 系统界面.b1; b[1] = 系统界面.b2; b[2] = 系统界面.b3; d1min = 系统界面.d1min; d1max = 系统界面.d1max; d2min = 系统界面.d2min; d2max = 系统界面.d2max; d3min = 系统界面.d3min; d3max = 系统界面.d3max; R1_min = 系统界面.R1_min; R1_max = 系统界面.R1_max; R2_min = 系统界面.R2_min; R2_max = 系统界面.R2_max; R3_min = 系统界面.R3_min; R3_max = 系统界面.R3_max; U1_min = 系统界面.U1_min; U1_max = 系统界面.U1_max; U12_min = 系统界面.U12_min; U12_max = 系统界面.U12_max; U2_min = 系统界面.U2_min; U2_max = 系统界面.U2_max; U22_min = 系统界面.U22_min; U22_max = 系统界面.U22_max; S3_min = 系统界面.S3_min; S3_max = 系统界面.S3_max; S32_min = 系统界面.S3_min; S32_max = 系统界面.S3_max; motor_pulse(G_Z, G_A, G_B); } public void motor_pulse( double[] G_Z, double[] G_A, double[] G_B) { double PKM_motor_pos0 = 211.8962010041709; A1 = new double[G_Z.Length + 1, 3]; B1 = new double[G_Z.Length, 3]; D1 = new double[G_Z.Length, 4]; A1[0, 0] = PKM_motor_pos0; A1[0, 1] = PKM_motor_pos0; A1[0, 2] = PKM_motor_pos0; for (int j = 0; j < G_Z.Length; j = j + 1) { psi = G_A[j]*con; theta = G_B[j]*con; z = G_Z[j]; inverse_position(psi, theta, z); if (R1_min < R1 && R1 < R1_max && R2_min < R2 && R2 < R2_max && R3_min < R3 && R3 < R3_max && U1_min < U1 && U1 < U1_max && U12_min < U12 && U12 < U12_max && U2_min < U2 && U2 < U2_max && U22_min < U22 && U22 < U22_max && S3_min < S3 && S3 < S3_max && d1 < d1max && d2 < d2max && d3 < d3max && d1 > d1min && d2 > d2min && d3 > d3min) { A1[j + 1, 0] = d1; A1[j + 1, 1] = d2; A1[j + 1, 2] = d3; B1[j, 0] = A1[j + 1, 0] - A1[j, 0];//各轴相对位移量 B1[j, 1] = A1[j + 1, 1] - A1[j, 1]; B1[j, 2] = A1[j + 1, 2] - A1[j, 2]; } else { MessageBox.Show("轨迹点不在空间内"); return; } } int lp1 = 4; //丝杠导程 int fp = 10000; //控制器分辨率 for (int n = 0; n < G_Z.Length; n = n + 1) { D1[n, 0] = Math.Round(B1[n, 0] * fp / lp1); D1[n, 1] = Math.Round(B1[n, 1] * fp / lp1); D1[n, 2] = Math.Round(B1[n, 2] * fp / lp1); } } public void inverse_position(double psi, double theta, double z) { var JZ = Matrix<double>.Build; //初始化一个矩阵构建对象 var XL = Vector<double>.Build; //初始化一个向量的构建对象 double phi = 0; double x = z * Math.Tan(theta); double y = 0; / double[] RotateA = { 1, 0, 0, 0, Math.Cos(psi), -Math.Sin(psi), 0, Math.Sin(psi), Math.Cos(psi) }; double[] RotateB = { Math.Cos(theta), 0, Math.Sin(theta), 0, 1, 0, -Math.Sin(theta), 0, Math.Cos(theta) }; double[] RotateC = { Math.Cos(phi), -Math.Sin(phi), 0, Math.Sin(phi), Math.Cos(phi), 0, 0, 0, 1 }; var RZ = JZ.Dense(3, 3, RotateC).Transpose(); //将一维数组转化为3X3的多维数组,数组从上之下,从左至右,transpose转置 var RY = JZ.Dense(3, 3, RotateB).Transpose(); var RX = JZ.Dense(3, 3, RotateA).Transpose(); var R = RZ * RY * RX; var vb10 = XL.Dense(3); vb10[0] =0; vb10[1] = b[0] * (-1); vb10[2] =0; //vb10 = XL.Dense(3); var vb20 = XL.Dense(3); vb20[0] = 0; vb20[1] = b[1] ; vb20[2] = 0; var vb30 = XL.Dense(3); vb30[0] = b[2] ; vb30[1] = 0; vb30[2] = 0; var vb1 = R * vb10; var vb2 = R * vb20; var vb3 = R * vb30; var va1 = XL.Dense(3); va1[0] =0; va1[1] = a[0] * (-1); va1[2] = 0; var va2 = XL.Dense(3); va2[0] = 0; va2[1] = a[1] ; va2[2] = 0; var va3 = XL.Dense(3); va3[0] = a[2] ; va3[1] = 0; va3[2] = 0; var vp = XL.Dense(3); vp[0] = x; vp[1] = y; vp[2] = z; var vc0 = XL.Dense(3); vc0[0] = 0; vc0[1] = 1; vc0[2] = 0; var vc = R * vc0; var vd = XL.Dense(3); vd[0] = 1; vd[1] = 0; vd[2] = 0; var qvw1 = vp + vb1 - va1; var qvw2 = vp + vb2 - va2; var qvw3 = vp + vb3 - va3; d1 = Math.Sqrt(qvw1[0] * qvw1[0] + qvw1[1] * qvw1[1] + qvw1[2] * qvw1[2]); d2 = Math.Sqrt(qvw2[0] * qvw2[0] + qvw2[1] * qvw2[1] + qvw2[2] * qvw2[2]); d3 = Math.Sqrt(qvw3[0] * qvw3[0] + qvw3[1] * qvw3[1] + qvw3[2] * qvw3[2]); var vw1 = qvw1 / d1; var vw2 = qvw2 / d2; var vw3 = qvw3 / d3; R1 = Math.Acos((vb1[0] * vw1[0] + vb1[1] * vw1[1] + vb1[2] * vw1[2]) / b[0]); R1 = R1 / con; U1 = Math.Acos((va1[0] * vw1[0] + va1[1] * vw1[1] + va1[2] * vw1[2]) / a[0]); U1 = U1 / con; U12 = Math.Acos(vd[0] * vw1[0] + vd[1] * vw1[1] + vd[2] * vw1[2]); U12 = U12 / con; R2 = Math.Acos((vb2[0] * vw2[0] + vb2[1] * vw2[1] + vb2[2] * vw2[2]) / b[1]); R2 = R2 / con; U2 = Math.Acos((va2[0] * vw2[0] + va2[1] * vw2[1] + va2[2] * vw2[2]) / a[1]); U2 = U2 / con; U22 = Math.Acos(vd[0] * vw2[0] + vd[1] * vw2[1] + vd[2] * vw2[2]); U22 = U22 / con; R3 = Math.Acos((va3[0] * vw3[0] + va3[1] * vw3[1] + va3[2] * vw3[2]) / a[2]); R3 = R3 / con; S3 = Math.Acos((vb3[0] * vw3[0] + vb3[1] * vw3[1] + vb3[2] * vw3[2]) / b[2]); S3 = S3 / con; S32 = Math.Acos(vc[0] * vw3[0] + vc[1] * vw3[1] + vc[2] * vw3[2]); S32 = S32 / con; } } }
标签:inverse,界面,min,double,kinematics,max,var,Math 来源: https://www.cnblogs.com/charles48789982/p/14070850.html