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APIs, concepts, guides, and more
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Define complex 3D paths using lines and arcs for moving an end effector in Cartesian space.
Path Motion allows complex 3D paths to be specified using simple geometric elements (arcs and lines) in order to define the desired path. Path motion is useful for applications that need to move an end effector in 3D cartesian space on a machine with an arbitrary kinematic model.
| Class | Composed of | notes |
|---|---|---|
| RobotPosition | Pose, RapidVector of Free Axis positions | when a Robot has non-kinematic joints |
| Pose | Vector3d, Quaternion | Made of a Vector and a Quaternion |
| Vector3d | X, Y, Z or R, P, Y | 3 64-bit floating point double values |
| Quaternion | W, X, Y, Z | 4 64-bit floating point double values |
| RapidVector | wrapped STL vector | similar to std::vector |
Lines are defined by an endpoint. The start point will either be the end point of the previously appended motion (For the first move it will be the current position).
Arcs are defined by a rotation direction, endpoint, and center.
Alternatively, the can be defined by an endpoint and radius but must then only take place on a specified plane.
Lines and arcs can be programmed as either relative or absolute.
Absolute moves will be relative to the origin point of your kinematic space. Relative moves will be relative to the start point(end point of previous move)
CartesianRobot.PathLine(Pose(1000,1000,0));
.png)
CartesianRobot.PathArc(RSIRotationDirection.Clockwise,Pose(1000,1000,0), Vector(0,1000,0)); .png)
CartesianRobot.PathArcXY(RSIRotationDirection.Clockwise,1000,1000,1000);
.png)
Setup model with 1:1 geared axis.
Get points in 3D space for rendering them.