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Robotics/Kinematics/ElementaryTransformSequence.openplx

ElementaryTransformSequence

ElementaryTransform:
    static fn tx(x: Real) -> ElementaryTransform
    static fn ty(y: Real) -> ElementaryTransform
    static fn tz(z: Real) -> ElementaryTransform
    static fn Rx(theta: Real) -> ElementaryTransform
    static fn Ry(theta: Real) -> ElementaryTransform
    static fn Rz(theta: Real) -> ElementaryTransform
    static fn tx_free(flip: Bool) -> ElementaryTransform
    static fn ty_free(flip: Bool) -> ElementaryTransform
    static fn tz_free(flip: Bool) -> ElementaryTransform
    static fn Rx_free(flip: Bool) -> ElementaryTransform
    static fn Ry_free(flip: Bool) -> ElementaryTransform
    static fn Rz_free(flip: Bool) -> ElementaryTransform
    static fn calculateElementaryTransformSequence(system: Physics3D.System, base: Physics3D.Interactions.MateConnector, end: Physics3D.Interactions.MateConnector) -> Robotics.Kinematics.ElementaryTransform[]
    static fn fkine(ets: ElementaryTransform[], q: Real[]) -> Math.AffineTransform
    static fn position_from_ets(ets: ElementaryTransform[], joint_index: Int) -> Math.Vec3
    static fn main_axis_from_ets(ets: ElementaryTransform[], joint_index: Int) -> Math.Vec3
    static fn normal_from_ets(ets: ElementaryTransform[], joint_index: Int) -> Math.Vec3
    type is String: "tx" # tx | ty | tz | Rx | Ry | Rz (case insensitive)
    c is Real: 0.0
    free is Bool: false
    flip is Bool: false

trait FromETS:
    ets is ElementaryTransform[]
    joint_index is Int: 0
    position: ElementaryTransform.position_from_ets(ets, joint_index)
    main_axis: ElementaryTransform.main_axis_from_ets(ets, joint_index)
    normal: ElementaryTransform.normal_from_ets(ets, joint_index)

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