Robot Modeling and Control. Mark W. Spong

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href="#ulink_e474a145-647a-5197-ac99-1925c3878b7a">2.29), then sθ > 0, and

      (2.31)numbered Display Equation

      (2.32)numbered Display Equation

      If we choose the value for θ given by Equation (2.30), then sθ < 0, and

      (2.33)numbered Display Equation

      (2.34)numbered Display Equation

      Thus, there are two solutions depending on the sign chosen for θ.

      If r13 = r23 = 0, then the fact that is orthogonal implies that r33 = ±1, and that r31 = r32 = 0. Thus, has the form

      (2.35)numbered Display Equation

      If r33 = 1, then cθ = 1 and sθ = 0, so that θ = 0. In this case, Equation (2.27) becomes

numbered Display Equation

      Thus, the sum ϕ + ψ can be determined as

      (2.36)numbered Display Equation

      Since only the sum ϕ + ψ can be determined in this case, there are infinitely many solutions. In this case, we may take ϕ = 0 by convention. If r33 = −1, then cθ = −1 and sθ = 0, so that θ = π. In this case Equation (2.27) becomes

      (2.37)numbered Display Equation

      The solution is thus

      (2.38)numbered Display Equation

      As before there are infinitely many solutions.

      2.5.2 Roll, Pitch, Yaw Angles

The 3D rotation matrices illustrate three different types of rotation angles: roll, pitch and yaw.

      We specify the order of rotation as xyz, in other words, first a yaw about x0 through an angle ψ, then pitch about the y0 by an angle θ, and finally roll about the z0 by an angle ϕ.2 Since the successive rotations are relative to the fixed frame, the resulting transformation matrix is given by

      Of course, instead of yaw-pitch-roll relative to the fixed frames we could also interpret the above transformation as roll-pitch-yaw, in that order, each taken with respect to the current frame. The end result is the same matrix as in Equation (2.39).

      The three angles ϕ, θ, and ψ can be obtained for a given rotation matrix using a method that is similar to that used to derive the Euler angles above.

      2.5.3 Axis-Angle Representation

      There are several ways in which the matrix can be derived. One approach is to note that the rotational transformation will bring the world z-axis into alignment with the vector k. Therefore, a rotation about the axis k can be computed using a similarity transformation as

      (2.40)numbered Display Equation

      where

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