Claude: Rotation-Fix
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@@ -322,7 +322,16 @@ function buildSkeletonFK(robot, angles) {
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const skel = link.skeleton;
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if (skel?.from && skel?.to) {
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const [fx, fy, fz] = skel.from;
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const [tx, ty, tz] = skel.to;
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// Endpunkt folgt dem (kalibrierten) jointToParent.origin des einzigen
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// Kind-Links, statt der statischen skeleton.to-Koordinate. Dadurch wandert
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// z.B. die Basis-Linie mit, wenn der Arm1-Pivot in Y/Z kalibriert wurde.
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let toCoord = skel.to;
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const childNames = order.filter(cn => links[cn]?.parent === linkName);
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if (childNames.length === 1) {
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const childOrigin = links[childNames[0]]?.jointToParent?.origin;
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if (Array.isArray(childOrigin) && childOrigin.length >= 3) toCoord = childOrigin;
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}
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const [tx, ty, tz] = toCoord;
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const fromW = new THREE.Vector3(fx * S, fz * S, -fy * S).applyMatrix4(childFrame);
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const toW = new THREE.Vector3(tx * S, tz * S, -ty * S).applyMatrix4(childFrame);
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@@ -347,22 +356,31 @@ function buildSkeletonFK(robot, angles) {
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const posWorld = new THREE.Vector3(lx * S, lz * S, -ly * S).applyMatrix4(childFrame);
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const markerSizeM = (m.size ?? 25) * S;
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const [nx, ny, nz] = m.normal ?? [0, 0, 1];
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const normalW = new THREE.Vector3(nx, nz, -ny).transformDirection(childFrame).normalize();
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// P1: Quadrat mit spin-Rotation (um die Marker-Normale in Welt-Koordinaten)
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const markerMesh = makeMarkerSquareOriented(posWorld, normalW, markerSizeM, col);
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// Marker-Orientierung ZUERST im lokalen Link-Frame bauen, DANN die volle
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// childFrame-Rotation anwenden. So wird der Roll (Drehung des Markers um
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// seine eigene Normale) korrekt mitgeführt — auch wenn die Link-Drehachse
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// parallel zur Marker-Normale liegt (z.B. Marker 197: normal [-1,0,0] ∥
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// Arm1-Achse [-1,0,0]). Eine reine Welt-Normalen-Rekonstruktion würde
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// genau diesen Anteil verlieren.
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const nLocal = new THREE.Vector3(nx, nz, -ny).normalize(); // robot→three.js
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const spinRad = ((m.spin ?? 0) * Math.PI) / 180;
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if (Math.abs(spinRad) > 1e-6) {
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markerMesh.quaternion.premultiply(
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new THREE.Quaternion().setFromAxisAngle(normalW, spinRad)
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);
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}
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const qNormalLoc = new THREE.Quaternion().setFromUnitVectors(new THREE.Vector3(0, 0, 1), nLocal);
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const qSpinLoc = new THREE.Quaternion().setFromAxisAngle(nLocal, spinRad);
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const qMarkerLoc = qSpinLoc.multiply(qNormalLoc); // Q_spin ∘ Q_normal (lokal)
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const qFrame = new THREE.Quaternion().setFromRotationMatrix(childFrame);
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const qMarkerW = qFrame.clone().multiply(qMarkerLoc); // in Welt drehen
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const normalW = nLocal.clone().applyQuaternion(qFrame).normalize();
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// P1: orientiertes Quadrat (Normale + Roll + Spin in einem Quaternion).
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// PlaneGeometry hat nativ die +Z-Normale, qMarkerW dreht +Z auf die
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// Marker-Normale inkl. Link-Roll und Spin.
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const markerMesh = makeMarkerSquareQuat(posWorld, qMarkerW, markerSizeM, col);
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gArmMarkers.add(markerMesh);
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gArmMarkers.add(makeSphere(posWorld, 0.0006, col));
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// P3b (Modell-Seite): Orientierungszeiger zur Ecke 0 (top-left bei spin=0)
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// markerMesh.quaternion kodiert bereits Q_normal ∘ Q_spin
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const ptrDir = new THREE.Vector3(1, 1, 0).normalize().applyQuaternion(markerMesh.quaternion);
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const ptrDir = new THREE.Vector3(1, 1, 0).normalize().applyQuaternion(qMarkerW);
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const corner0W = posWorld.clone().add(ptrDir.multiplyScalar(markerSizeM * Math.SQRT1_2));
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gArmMarkers.add(makeLine(posWorld, corner0W, col, 0.9));
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gArmMarkers.add(makeSphere(corner0W, 0.0008, col));
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@@ -454,15 +472,15 @@ function makeMarkerSquare(pos, size, color) {
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return m;
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}
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function makeMarkerSquareOriented(pos, normalVec, size, color) {
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// Quadrat mit voll vorgegebener Orientierung (Quaternion). PlaneGeometry hat
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// nativ die +Z-Normale; das Quaternion dreht den Marker komplett (Normale, Roll,
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// Spin) – nötig, damit der Roll bei achs-paralleler Normale nicht verloren geht.
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function makeMarkerSquareQuat(pos, quat, size, color) {
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const geo = new THREE.PlaneGeometry(size, size);
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const mat = new THREE.MeshPhongMaterial({ color, side: THREE.DoubleSide, transparent: true, opacity: 0.85 });
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const mesh = new THREE.Mesh(geo, mat);
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mesh.position.copy(pos);
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const n = normalVec.clone().normalize();
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if (n.lengthSq() > 1e-9) {
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mesh.quaternion.setFromUnitVectors(new THREE.Vector3(0, 0, 1), n);
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}
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mesh.quaternion.copy(quat);
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return mesh;
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}
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@@ -295,7 +295,7 @@
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{"id": 198, "name": "aruco_198", "position": [0, -160, 35], "normal": [0, 0, 1], "size": 25, "spin": 90},
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{"id": 229, "name": "aruco_229", "position": [0, -250, 35], "normal": [0, 0, 1], "size": 25, "spin": 90},
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{"id": 242, "name": "aruco_242", "position": [0, -250, -35], "normal": [0, 0, -1], "size": 25, "spin": 0},
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{"id": 243, "name": "aruco_243", "position": [0, -285, 0], "normal": [0, -1, 0], "size": 25, "spin": 90},
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{"id": 243, "name": "aruco_243", "position": [0, -285, 0], "normal": [0, -1, 0], "size": 25, "spin": 180},
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{"id": 197, "name": "aruco_197", "position": [-35, -250, 0], "normal": [-1, 0, 0], "size": 25, "spin": 0}
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],
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"model": [
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