MATLAB SIMULINK 3D ANIMATION 5 Bedienungsanleitung Seite 36

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While object positions are usually available in the form required by VRML
(Cartesian coordinates), rotations have to be usually converted from some
other rotation representation. In many cases, object rotations are defined
using the rotation matrix representation. For converting such rotations into
VRML format, there is the Rotation Matrix to VRML Rotation block available in
the vrlib/Utilities sub-library.
At this point it is again important to distinguish the 2 cases depending on the
virtual scene hierarchy:
All parts in Simulink are defined in global coordinates, virtual scene has a
flat structure of independent objects
Object positions: Send to VR Sink all positions in global coordinates.
Object rotations: Send to VR Sink all rotations in global coordinates,
with centre of rotation defined in the coordinate system
origin.
As the default centre of rotation of VRML Transform objects
is [0 0 0 ], it is usually not necessary to define the centre of
rotation for each part in the VRML file specifically.
All parts in Simulink model follow hierarchical relations, virtual scene has
a nested structure
Object positions: Send to VR Sink all positions in local coordinates of
(relative to) their parents predecessors in the object
hierarchy. Example robot’s tool position relative to the
robot’s hand.
Object rotations: Send to VR Sink all rotations in local coordinates of
(relative to) their parents predecessors in the object
hierarchy. Example robot’s tool rotation relative to the
robot’s hand.
In this case, it is usually necessary to collocate center of
rotation defined in the virtual scene with the center of
rotation defined in the Simulink model, to match visually
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