create_pose
— Create a 3D pose.
create_pose( : : TransX, TransY, TransZ, RotX, RotY, RotZ, OrderOfTransform, OrderOfRotation, ViewOfTransform : Pose)
create_pose
creates the 3D pose Pose
. A pose describes a
rigid 3D transformation, i.e., a transformation consisting of an arbitrary
translation and rotation, with 6 parameters: TransX
,
TransY
, and TransZ
specify the translation along the x-,
y-, and z-axis, respectively, while RotX
, RotY
, and
RotZ
describe the rotation.
3D poses are typically used in two ways: First, to describe the position and orientation of one coordinate system relative to another (e.g., the pose of a part's coordinate system relative to the camera coordinate system - in short: the pose of the part relative to the camera) and secondly, to describe how coordinates can be transformed between two coordinate systems (e.g., to transform points from part coordinates into camera coordinates).
A 3D rotation around an arbitrary axis can be represented by 3 parameters in
multiple ways. HALCON lets you choose between three of them with the
parameter OrderOfRotation
: If you pass the value 'gba' , the
rotation is described by the following chain of rotations around the three
axes (see hom_mat3d_rotate
for the content for the rotation matrices
):
is referred to as the Yaw-Pitch-Roll convention in the literature. Please note that you can “read” this chain in two ways: If you start from the right, the rotations are always performed relative to the global (i.e., fixed or “old”) coordinate system. Thus, can be read as follows: First rotate around the z-axis, then around the “old” y-axis, and finally around the “old” x-axis. In contrast, if you read from the left to the right, the rotations are performed relative to the local (i.e., “new”) coordinate system. Then, corresponds to the following: First rotate around the x-axis, the around the “new” y-axis, and finally around the “new(est)” z-axis.
Reading from right to left corresponds to the following sequence of operator calls:
hom_mat3d_identity (HomMat3DIdent) hom_mat3d_rotate (HomMat3DIdent, RotZ, 'z', 0, 0, 0, HomMat3DRotZ) hom_mat3d_rotate (HomMat3DRotZ, RotY, 'y', 0, 0, 0, HomMat3DRotYZ) hom_mat3d_rotate (HomMat3DRotYZ, RotX, 'x', 0, 0, 0, HomMat3DXYZ)
In contrast, reading from left to right corresponds to the following operator sequence:
hom_mat3d_identity (HomMat3DIdent) hom_mat3d_rotate_local (HomMat3DIdent, RotX, 'x', HomMat3DRotX) hom_mat3d_rotate_local (HomMat3DRotX, RotY, 'y', HomMat3DRotXY) hom_mat3d_rotate_local (HomMat3DRotXY, RotZ, 'z', HomMat3DXYZ)
When passing 'abg' in OrderOfRotation
, the rotation
corresponds to the following chain:
is referred to as the Roll-Pitch-Yaw convention in the literature.
If you pass 'rodriguez' in OrderOfRotation
, the rotation
parameters RotX
, RotY
, and RotZ
are interpreted as
the x-, y-, and z-component of the so-called Rodriguez rotation vector. The
direction of the vector defines the (arbitrary) axis of rotation. The length
of the vector usually defines the rotation angle with positive orientation.
Here, a variation of the Rodriguez vector is used, where the length of the
vector defines the tangent of half the rotation angle:
Please note that these 3D poses can be ambiguous, meaning a homogeneous transformation matrix can have several pose representations. For example, for with the following poses correspond to the same homogeneous transformation matrix:
create_pose(0, 0, 0, 30 , 90, 54, 'Rp+T', 'gba', 'point', Pose1) create_pose(0, 0, 0, 17, 90, 67, 'Rp+T', 'gba', 'point', Pose2)
If this leads to problems, you can instead use homogeneous transformation
matrices or quaternions (axis_angle_to_quat
) to represent rotations.
You can obtain the homogeneous transformation matrix corresponding to a pose
with the operator pose_to_hom_mat3d
. In the standard definition, this
is the following homogeneous transformation matrix which can be split into
two separate matrices, one for the translation
(H(T)) and one for the rotation
(H(R)):
The following equation describes how a point can be transformed from
coordinate system 1 (cs1) into coordinate system 2 (cs2)
with a pose, or more exactly, with the corresponding homogeneous
transformation matrix
(input and output points as homogeneous vectors, see also
affine_trans_point_3d
). Note that to transform points from
cs1 into cs2, you use the transformation matrix that
describes the pose of cs1 relative to cs2.
This corresponds to the following operator calls: pose_to_hom_mat3d(PoseOf1In2, HomMat3DFrom1In2) affine_trans_point_3d(HomMat3DFrom1In2, P1X, P1Y, P1Z, P2X, P2Y, P2Z)
So far, we described the standard pose definition. To create such poses, you
select the (default) values 'Rp+T' for the parameter
OrderOfTransform
and 'point' for ViewOfTransform
.
By specifying other values for these parameters, you can create non-standard
poses types which we describe briefly below. Please note that these
representation types are only supported for backwards compatibility; we
strongly recommend to use the standard types.
If you select 'R(p-T)' for OrderOfTransform
, the created
pose corresponds to the following chain of transformations, i.e., the
sequence of rotation and translation is reversed and the translation is
negated:
If you select 'coordinate_system' for ViewOfTransform
, the
sequence of transformations remains constant, but the rotation angles are
negated. Please note that, contrary to its name, this is not equivalent to
transforming a coordinate system!
The created 3D pose is returned in Pose
which is a tuple of length
seven. The first three elements hold the translation parameters
TransX
, TransY
, and TransZ
, followed by the
rotation parameters RotX
, RotY
, and RotZ
. The last
element codes the representation type of the pose that you selected with
the parameters OrderOfTransform
, OrderOfRotation
, and
ViewOfTransform
. The following table lists the possible
combinations. As already noted, we recommend to use only the representation
types with OrderOfTransform
= 'Rp+T' and
ViewOfTransform
= 'point' (codes 0, 2, and 4).
OrderOfTransform |
OrderOfRotation |
ViewOfTransform |
Code |
---|---|---|---|
'Rp+T' | 'gba' | 'point' | 0 |
'Rp+T' | 'abg' | 'point' | 2 |
'Rp+T' | 'rodriguez' | 'point' | 4 |
'Rp+T' | 'gba' | 'coordinate_system' | 1 |
'Rp+T' | 'abg' | 'coordinate_system' | 3 |
'Rp+T' | 'rodriguez' | 'coordinate_system' | 5 |
'R(p-T)' | 'gba' | 'point' | 8 |
'R(p-T)' | 'abg' | 'point' | 10 |
'R(p-T)' | 'rodriguez' | 'point' | 12 |
'R(p-T)' | 'gba' | 'coordinate_system' | 9 |
'R(p-T)' | 'abg' | 'coordinate_system' | 11 |
'R(p-T)' | 'rodriguez' | 'coordinate_system' | 13 |
You can convert poses into other representation types using
convert_pose_type
and query the type using get_pose_type
.
TransX
(input_control) real →
(real)
Translation along the x-axis (in [m]).
Default value: 0.1
Suggested values: -1.0, -0.75, -0.5, -0.25, -0.2, -0.1, -0.5, -0.25, -0.125, -0.01, 0.0, 0.01, 0.125, 0.25, 0.5, 0.1, 0.2, 0.25, 0.5, 0.75, 1.0
TransY
(input_control) real →
(real)
Translation along the y-axis (in [m]).
Default value: 0.1
Suggested values: -1.0, -0.75, -0.5, -0.25, -0.2, -0.1, -0.5, -0.25, -0.125, -0.01, 0.0, 0.01, 0.125, 0.25, 0.5, 0.1, 0.2, 0.25, 0.5, 0.75, 1.0
TransZ
(input_control) real →
(real)
Translation along the z-axis (in [m]).
Default value: 0.1
Suggested values: -1.0, -0.75, -0.5, -0.25, -0.2, -0.1, -0.5, -0.25, -0.125, -0.01, 0.0, 0.01, 0.125, 0.25, 0.5, 0.1, 0.2, 0.25, 0.5, 0.75, 1.0
RotX
(input_control) real →
(real)
Rotation around x-axis or x component of the Rodriguez vector (in [°] or without unit).
Default value: 90.0
Suggested values: 0.0, 90.0, 180.0, 270.0
Typical range of values: 0
≤
RotX
≤
360
RotY
(input_control) real →
(real)
Rotation around y-axis or y component of the Rodriguez vector (in [°] or without unit).
Default value: 90.0
Suggested values: 0.0, 90.0, 180.0, 270.0
Typical range of values: 0
≤
RotY
≤
360
RotZ
(input_control) real →
(real)
Rotation around z-axis or z component of the Rodriguez vector (in [°] or without unit).
Default value: 90.0
Suggested values: 0.0, 90.0, 180.0, 270.0
Typical range of values: 0
≤
RotZ
≤
360
OrderOfTransform
(input_control) string →
(string)
Order of rotation and translation.
Default value: 'Rp+T'
Suggested values: 'Rp+T' , 'R(p-T)'
OrderOfRotation
(input_control) string →
(string)
Meaning of the rotation values.
Default value: 'gba'
Suggested values: 'gba' , 'abg' , 'rodriguez'
ViewOfTransform
(input_control) string →
(string)
View of transformation.
Default value: 'point'
Suggested values: 'point' , 'coordinate_system'
Pose
(output_control) pose →
(real / integer)
3D pose.
Number of elements: 7
* Create a pose. create_pose (0.1, 0.2, 0.3, 40, 50, 60, 'Rp+T', 'gba', 'point', Pose)
create_pose
returns 2 (H_MSG_TRUE) if all parameter values are
correct. If necessary, an exception is raised.
pose_to_hom_mat3d
,
write_pose
,
camera_calibration
,
hand_eye_calibration
hom_mat3d_rotate
,
hom_mat3d_translate
,
convert_pose_type
,
get_pose_type
,
hom_mat3d_to_pose
,
pose_to_hom_mat3d
,
write_pose
,
read_pose
Foundation