#LyX 1.3 created this file. For more info see http://www.lyx.org/ \lyxformat 221 \textclass book \language english \inputencoding default \fontscheme bookman \graphics default \float_placement h \paperfontsize 10 \spacing single \papersize Default \paperpackage a4wide \use_geometry 0 \use_amsmath 0 \use_natbib 0 \use_numerical_citations 0 \paperorientation portrait \secnumdepth 5 \tocdepth 5 \paragraph_separation skip \defskip smallskip \quotes_language english \quotes_times 2 \papercolumns 1 \papersides 2 \paperpagestyle default \layout Chapter Kinematics in EMC2 \layout Section Introduction \layout Standard When we talk about \begin_inset LatexCommand \index{CNC machines} \end_inset CNC machines, we usually think about machines that are commanded to move to certain locations and perform various tasks. In order to have an unified view of the machine space, and to make it fit the human point of view over 3D space, most of the machines (if not all) use a common coordinate system called the Cartesian Coordinate System. \layout Standard The Cartesian Coordinate system is composed of 3 axes (X, Y, Z) each perpendicul ar to the other 2. \begin_inset Foot collapsed true \layout Standard The word \begin_inset Quotes eld \end_inset axes \begin_inset Quotes erd \end_inset is also commonly (and wrongly) used when talking about CNC machines, and referring to the moving directions of the machine. \end_inset \layout Standard When we talk about a G-code program (RS274NGC) we talk about a number of commands (G0, G1, etc.) which have positions as parameters (X- Y- Z-). These positions refer exactly to Cartesian positions. Part of the EMC2 motion controller is responsible for translating those positions into positions which correspond to the machine \begin_inset LatexCommand \index{kinematics} \end_inset kinematics \begin_inset Foot collapsed true \layout Standard Kinematics: a two way function to transform from Cartesian space to joint space \end_inset . \layout Subsection Joints vs. Axes \layout Standard A joint of a CNC machine is a one of the physical degrees of freedom of the machine. This might be linear (leadscrews) or rotary (rotary tables, robot arm joints). There can be any number of joints on a certain machine. For example a typical robot has 6 joints, and a typical simple milling machine has only 3. \layout Standard There are certain machines where the joints are layed out to match kinematics axes (joint 0 along axis X, joint 1 along axis Y, joint 2 along axis Z), and these machines are called \begin_inset LatexCommand \index{Cartesian machines} \end_inset Cartesian machines (or machines with \begin_inset LatexCommand \index{Trivial Kinematics} \end_inset Trivial Kinematics). These are the most common machines used in milling, but are not very common in other domains of machine control (e.g. welding: puma-typed robots). \layout Section Trivial Kinematics \layout Standard As we said there is a group of machines in which each joint is placed along one of the Cartesian axes. On these machines the mapping from Cartesian space (the G-code program) to the joint space (the actual actuators of the machine) is trivial. It is a simple 1:1 mapping: \layout LyX-Code pos->tran.x = joints[0]; \newline pos->tran.y = joints[1]; \newline pos->tran.z = joints[2]; \newline pos->a = joints[3]; \newline pos->b = joints[4]; \newline pos->c = joints[5]; \layout LyX-Code \layout Standard In the above code snippet one can see how the mapping is done: the X position is identical with the joint 0, Y with joint 1 etc. The above refers to the direct kinematics (one way of the transformation) whereas the next code part refers to the inverse kinematics (or the inverse way of the transformation): \layout LyX-Code joints[0] = pos->tran.x; \newline joints[1] = pos->tran.y; \newline joints[2] = pos->tran.z; \newline joints[3] = pos->a; \newline joints[4] = pos->b; \newline joints[5] = pos->c; \layout Standard As one can see, it's pretty straightforward to do the transformation for a trivial kins (or Cartesian) machine. It gets a bit more complicated if the machine is missing one of the axes. \begin_inset Foot collapsed false \layout Standard If a machine (e.g. a lathe) is set up with only the axes X,Z & A, and the EMC2 inifile holds only these 3 joints defined, then the above matching will be faulty. That is because we actually have (joint0=x, joint1=Z, joint2=A) whereas the above assumes joint1=Y. To make it easily work in EMC2 one needs to define all axes (XYZA), then use a simple loopback in HAL for the unused Y axis. \end_inset \begin_inset Foot collapsed false \layout Standard One other way of making it work, is by changing the matching code and recompilin g the software. \end_inset \layout Section Non-trivial kinematics \layout Standard There can be quite a few types of machine setups (robots: puma, scara; hexapods etc.). Each of them is set up using linear and rotary joints. These joints don't usually match with the Cartesian coordinates, therefor there needs to be a kinematics function which does the conversion (actually 2 functions: forward and inverse kinematics function). \layout Standard To illustrate the above, we will analyze a simple kinematics called bipod (a simplified version of the tripod, which is a simplified version of the hexapod). \layout Standard \begin_inset Float figure wide false collapsed false \layout Caption Bipod setup \begin_inset LatexCommand \label{cap:Bipod-setup} \end_inset \layout Standard \begin_inset Graphics filename bipod.png scale 80 \end_inset \end_inset \layout Standard The Bipod we are talking about is a device that consists of 2 motors placed on a wall, from which a device is hanged using some wire. The joints in this case are the distances from the motors to the device (named AD and BD in figure \begin_inset LatexCommand \ref{cap:Bipod-setup} \end_inset ). \layout Standard The position of the motors is fixed by convention. Motor A is in (0,0), which means that its X coordinate is 0, and its Y coordinate is also 0. Motor B is placed in (Bx, 0), which means that its X coordinate is Bx. \layout Standard Our tooltip will be in point D which gets defined by the distances AD and BD, and by the Cartesian coordinates Dx, Dy. \layout Standard The job of the kinematics is to transform from joint lengths (AD, BD) to Cartesian coordinates (Dx, Dy) and vice-versa. \layout Subsection Forward transformation \begin_inset LatexCommand \label{sub:Forward-transformation} \end_inset \layout Standard To transform from joint space into Cartesian space we will use some trigonometry rules (the right triangles determined by the points (0,0), (Dx,0), (Dx,Dy) and the triangle (Dx,0), (Bx,0) and (Dx,Dy). \layout Standard we can easily see that \begin_inset Formula $AD^{2}=x^{2}+y^{2}$ \end_inset , likewise \begin_inset Formula $BD^{2}=(Bx-x)^{2}+y^{2}$ \end_inset . \layout Standard If we subtract one from the other we will get: \layout Standard \begin_inset Formula \[ AD^{2}-BD^{2}=x^{2}+y^{2}-x^{2}+2*x*Bx-Bx^{2}-y^{2}\] \end_inset \layout Standard and therefore: \layout Standard \begin_inset Formula \[ x=\frac{AD^{2}-BD^{2}+Bx^{2}}{2*Bx}\] \end_inset \layout Standard From there we calculate: \layout Standard \begin_inset Formula \[ y=\sqrt{AD^{2}-x^{2}}\] \end_inset \layout Standard Note that the calculation for y involves the square root of a difference, which may not result in a real number. If there is no single Cartesian coordinate for this joint position, then the position is said to be a singularity. In this case, the forward kinematics return -1. \layout Standard Translated to actual code: \layout LyX-Code double AD2 = joints[0] * joints[0]; \newline double BD2 = joints[1] * joints[1]; \newline double x = (AD2 - BD2 + Bx * Bx) / (2 * Bx); \newline double y2 = AD2 - x * x; \newline if(y2 < 0) return -1; \newline pos->tran.x = x; \newline pos->tran.y = sqrt(y2); \layout LyX-Code return 0; \layout LyX-Code \layout Subsection Inverse transformation \begin_inset LatexCommand \label{sub:Inverse-transformation} \end_inset \layout Standard The inverse kinematics is lots easier in our example, as we can write it directly: \layout Standard \begin_inset Formula \[ AD=\sqrt{x^{2}+y^{2}}\] \end_inset \layout Standard \begin_inset Formula \[ BD=\sqrt{(Bx-x)^{2}+y^{2}}\] \end_inset \layout Standard or translated to actual code: \layout LyX-Code double x2 = pos->tran.x * pos->tran.x; \newline double y2 = pos->tran.y * pos->tran.y; \newline joints[0] = sqrt(x2 + y2); \newline joints[1] = sqrt((Bx - pos->tran.x)*(Bx - pos->tran.x) + y2); \newline return 0; \layout Section Implementation details \layout Standard A kinematics module is implemented as a HAL component, and is permitted to export pins and parameters. It consists of several functions: \layout Itemize \family typewriter int kinematicsForward(const double *joint, EmcPose *world, const KINEMATICS_FORW ARD_FLAGS *fflags, KINEMATICS_INVERSE_FLAGS *iflags) \begin_deeper \layout Standard Implements the forward kinematics function as described in section \begin_inset LatexCommand \ref{sub:Forward-transformation} \end_inset . \end_deeper \layout Itemize \family typewriter extern int kinematicsInverse(const EmcPose * world, double *joints, const KINEMATICS_INVERSE_FLAGS *iflags, KINEMATICS_FORWARD_FLAGS *fflags) \begin_deeper \layout Standard Implements the inverse kinematics function as described in section \begin_inset LatexCommand \ref{sub:Inverse-transformation} \end_inset . \end_deeper \layout Itemize \family typewriter extern KINEMATICS_TYPE kinematicsType(void) \begin_deeper \layout Standard Returns the kinematics type identifier. \end_deeper \layout Itemize \family typewriter int kinematicsHome(EmcPose *world, double *joint, KINEMATICS_FORWARD_FLAGS *fflags, KINEMATICS_INVERSE_FLAGS *iflags) \begin_deeper \layout Standard The home kinematics function sets all its arguments to their proper values at the known home position. When called, these should be set, when known, to initial values, e.g., from an INI file. If the home kinematics can accept arbitrary starting points, these initial values should be used. \end_deeper \layout Itemize int rtapi_app_main(void) \layout Itemize void rtapi_app_exit(void) \begin_deeper \layout Standard These are the standard setup and tear-down functions of RTAPI modules. \the_end