示例#1
0
 public virtual void Calibrate()
 {
     var conjugate = new Quaternion(RawRotation.X, RawRotation.Y, RawRotation.Z, RawRotation.W) * RotationOffset;
     conjugate.Conjugate();
     BaseRotation = conjugate;
     BasePosition = -(RawPosition * PositionScaleFactor) + _positionOffset;
 }
        private void update_needle_holder_position(Vector3D forearm_orientation)
        {
            Vector3D axis = new Vector3D();
            axis = Vector3D.CrossProduct(circle_normal, forearm_orientation);
            axis = axis / axis.Length;
            double angle;
            angle = Math.Acos(Vector3D.DotProduct(circle_normal,forearm_orientation)/(circle_normal.Length*forearm_orientation.Length));
            //needle_holder_position = 2 * circle_center - needle_tip_position;
            Vector3D temp = new Vector3D();
            temp = 2 * (circle_center - needle_tip_position);
            Quaternion q_needle_holder_position = new Quaternion(temp.X, temp.Y, temp.Z, 0);

            Quaternion q_axis = new Quaternion(Math.Sin(angle / 2) * axis.X, Math.Sin(angle / 2) * axis.Y, Math.Sin(angle / 2) * axis.Z, Math.Cos(angle / 2));
            Quaternion q_axis_conjugate = new Quaternion();
            q_axis_conjugate = q_axis;
            q_axis_conjugate.Conjugate();
            q_needle_holder_position = q_axis * q_needle_holder_position * q_axis_conjugate;
            needle_holder_position.X = q_needle_holder_position.X + needle_tip_position.X;
            needle_holder_position.Y = q_needle_holder_position.Y + needle_tip_position.Y;
            needle_holder_position.Z = q_needle_holder_position.Z + needle_tip_position.Z;
        }
        /*private void update_needle_holder_twist()
        {
            Vector3D temp = new Vector3D();
            temp = needle_holder_position - circle_center;
            needle_holder_twist = Math.Acos(Vector3D.DotProduct(temp, e_x) / (temp.Length * e_x.Length));
        }*/
        private void update_needle_holder_position()
        {
            Vector3D temp = new Vector3D();
            temp = needle_holder_position - circle_center;
            Quaternion q_needle_holder_position = new Quaternion(temp.X, temp.Y, temp.Z, 0);
            //print_quaternion(q_needle_holder_position);

            Quaternion q_circle_normal = new Quaternion(Math.Sin(-t_incr / 2) * circle_normal.X, Math.Sin(-t_incr / 2) * circle_normal.Y, Math.Sin(-t_incr / 2) * circle_normal.Z, Math.Cos(-t_incr / 2));
            Quaternion q_circle_normal_conjugate = new Quaternion();
            q_circle_normal_conjugate = q_circle_normal;
            q_circle_normal_conjugate.Conjugate();
            q_needle_holder_position = q_circle_normal * q_needle_holder_position * q_circle_normal_conjugate;
            needle_holder_position.X = q_needle_holder_position.X + circle_center.X;
            needle_holder_position.Y = q_needle_holder_position.Y + circle_center.Y;
            needle_holder_position.Z = q_needle_holder_position.Z + circle_center.Z;
            //print_quaternion(q_circle_normal);
            //print_quaternion(q_needle_holder_position);
        }
 public Vector3D update_needle_tip_position()
 {
     Vector3D circle_normal = new Vector3D();
     circle_normal = local_coordinate.e_z;
     Vector3D circle_center = new Vector3D();
     circle_center = local_coordinate.origin;
     Vector3D temp = new Vector3D();
     temp = needle_tip_position - circle_center;
     Quaternion q_needle_tip_position = new Quaternion(temp.X, temp.Y, temp.Z, 0);
     Quaternion q_circle_normal = new Quaternion(Math.Sin(-incr / 2) * circle_normal.X, Math.Sin(-incr / 2) * circle_normal.Y, Math.Sin(-incr / 2) * circle_normal.Z, Math.Cos(-incr / 2));
     Quaternion q_circle_normal_conjugate = new Quaternion();
     q_circle_normal_conjugate = q_circle_normal;
     q_circle_normal_conjugate.Conjugate();
     q_needle_tip_position = q_circle_normal * q_needle_tip_position * q_circle_normal_conjugate;
     needle_tip_position.X = q_needle_tip_position.X + circle_center.X;
     needle_tip_position.Y = q_needle_tip_position.Y + circle_center.Y;
     needle_tip_position.Z = q_needle_tip_position.Z + circle_center.Z;
     /*
     needle_tip_position = rotateAboutAxis(normal, needle_tip_position - center, incr);
     needle_tip_position = needle_tip_position + center;
     */
     return needle_tip_position;
 }