使用VC2017結(jié)合OPENCV4.30實(shí)現(xiàn)機(jī)器人坐標(biāo)系與傳感器坐標(biāo)系的手眼標(biāo)定。可以計(jì)算出機(jī)器人的工具坐標(biāo)系和傳感器坐標(biāo)系的相對位置關(guān)系矩陣。自己親自測試,好用。
- // HandEyeCalibrationTest.cpp : 此文件包含 "main" 函數(shù)。程序執(zhí)行將在此處開始并結(jié)束。
- //
- #include <opencv2/opencv.hpp>
- #include <iostream>
- #include <math.h>
- //#pragma comment( lib, "opencv_world430.lib" )
- using namespace std;
- using namespace cv;
- Mat R_T2HomogeneousMatrix(const Mat& R, const Mat& T);
- void HomogeneousMtr2RT(Mat& HomoMtr, Mat& R, Mat& T);
- bool isRotatedMatrix(Mat& R);
- Mat eulerAngleToRotateMatrix(const Mat& eulerAngle, const std::string& seq);
- Mat quaternionToRotatedMatrix(const Vec4d& q);
- Mat attitudeVectorToMatrix(const Mat& m, bool useQuaternion, const string& seq);
- //數(shù)據(jù)使用的已有的值
- //相機(jī)中13組標(biāo)定板的位姿,x,y,z,rx,ry,rz,
- Mat_<double> CalPose = (cv::Mat_<double>(9, 6) <<
- -2.602917e+01, -2.058909e+01, 2.001158e+02, -2.222308e+00, -2.200891e+00, 1.038314e-02,
- -2.109788e+01, -1.966766e+01, 1.820841e+02, 2.145852e+00, 2.143222e+00, 3.322979e-01,
- -2.571942e+01, -1.872411e+01, 2.013287e+02, -2.108920e+00, -2.134951e+00, 1.931600e-01,
- -2.488133e+01, -1.828509e+01, 1.956522e+02, -2.047373e+00, -2.027428e+00, 4.624128e-02,
- -2.920918e+01, -2.170171e+01, 2.143397e+02, 2.174664e+00, 2.123216e+00, -1.765171e-01,
- -2.518449e+01, -1.630078e+01, 2.110271e+02, 2.229811e+00, 2.162015e+00, -2.832562e-01,
- -2.729219e+01, -1.855265e+01, 1.884390e+02, -2.130600e+00, -2.041023e+00, 2.669174e-02,
- -2.754954e+01, -1.465493e+01, 1.886429e+02, -2.204029e+00, -2.089585e+00, -1.583544e-01,
- -2.716471e+01, -1.718814e+01, 1.924382e+02, -2.287743e+00, -2.088326e+00, -2.886300e-01);
- //機(jī)械臂末端13組位姿,x,y,z,rx,ry,rz
- Mat_<double> ToolPose = (cv::Mat_<double>(9, 6) <<
- 1437.754, 385.919, 40.011, -8.792, 18.557, -17.376,
- 1437.714, 387.617, 34.178, -23.661, 16.950, -21.540,
- 1440.563, 382.431, 36.997, 0.829, 22.108, -12.817,
- 1440.555, 385.317, 45.598, -1.599, 30.965, -14.361,
- 1433.627, 385.860, 37.482, -4.907, 10.576, -16.978,
- 1439.363, 390.483, 34.553, 0.388, 13.051, -15.847,
- 1438.171, 387.592, 36.215, -4.281, 27.707, -17.485,
- 1442.171, 388.187, 41.308, -13.644, 25.154, -21.693,
- 1439.222, 392.200, 48.119, -19.865, 22.540, -25.981);
- int main(int argc, char** argv)
- {
- //數(shù)據(jù)聲明
- vector<Mat> R_gripper2base;
- vector<Mat> T_gripper2base;
- vector<Mat> R_target2cam;
- vector<Mat> T_target2cam;
- Mat R_cam2gripper = Mat(3, 3, CV_64FC1); //相機(jī)與機(jī)械臂末端坐標(biāo)系的旋轉(zhuǎn)矩陣與平移矩陣
- Mat T_cam2gripper = Mat(3, 1, CV_64FC1);
- Mat Homo_cam2gripper = Mat(4, 4, CV_64FC1);
- vector<Mat> Homo_target2cam;
- vector<Mat> Homo_gripper2base;
- Mat tempR, tempT, temp;
- for (int i = 0; i < CalPose.rows; i++) //計(jì)算標(biāo)定板與相機(jī)間的齊次矩陣(旋轉(zhuǎn)矩陣與平移向量)
- {
- temp = attitudeVectorToMatrix(CalPose.row(i), false, ""); //注意seq為空,相機(jī)與標(biāo)定板間的為旋轉(zhuǎn)向量
- Homo_target2cam.push_back(temp);
- HomogeneousMtr2RT(temp, tempR, tempT);
- /*cout << i << "::" << temp << endl;
- cout << i << "::" << tempR << endl;
- cout << i << "::" << tempT << endl;*/
- R_target2cam.push_back(tempR);
- T_target2cam.push_back(tempT);
- }
- for (int j = 0; j < ToolPose.rows; j++) //計(jì)算機(jī)械臂末端坐標(biāo)系與機(jī)器人基坐標(biāo)系之間的齊次矩陣
- {
- temp = attitudeVectorToMatrix(ToolPose.row(j), false, "xyz"); //注意seq不是空,機(jī)械臂末端坐標(biāo)系與機(jī)器人基坐標(biāo)系之間的為歐拉角
- Homo_gripper2base.push_back(temp);
- HomogeneousMtr2RT(temp, tempR, tempT);
- /*cout << j << "::" << temp << endl;
- cout << j << "::" << tempR << endl;
- cout << j << "::" << tempT << endl;*/
- R_gripper2base.push_back(tempR);
- T_gripper2base.push_back(tempT);
- }
- //TSAI計(jì)算速度最快
- calibrateHandEye(R_gripper2base, T_gripper2base, R_target2cam, T_target2cam, R_cam2gripper, T_cam2gripper, CALIB_HAND_EYE_TSAI);
- Homo_cam2gripper = R_T2HomogeneousMatrix(R_cam2gripper, T_cam2gripper);
- cout << Homo_cam2gripper << endl;
- cout << "Homo_cam2gripper 是否包含旋轉(zhuǎn)矩陣:" << isRotatedMatrix(Homo_cam2gripper) << endl;
- FileStorage fs(".\\Homo_cam2gripper.xml", FileStorage::WRITE);
- fs << "Homo_cam2gripper" << Homo_cam2gripper;
- fs.release();
- ///////////////////////////////////////////////////////////////////////////////////////////////////////////
- /**************************************************
- * @note 手眼系統(tǒng)精度測試,原理是標(biāo)定板在機(jī)器人基坐標(biāo)系中位姿固定不變,
- * 可以根據(jù)這一點(diǎn)進(jìn)行演算
- **************************************************/
- //使用1,2組數(shù)據(jù)驗(yàn)證 標(biāo)定板在機(jī)器人基坐標(biāo)系中位姿固定不變
- cout << "1 : " << Homo_gripper2base[0] * Homo_cam2gripper * Homo_target2cam[0] << endl;
- cout << "2 : " << Homo_gripper2base[1] * Homo_cam2gripper * Homo_target2cam[1] << endl;
- //標(biāo)定板在相機(jī)中的位姿
- cout << "3 : " << Homo_target2cam[1] << endl;
- cout << "4 : " << Homo_cam2gripper.inv() * Homo_gripper2base[1].inv() * Homo_gripper2base[0] * Homo_cam2gripper * Homo_target2cam[0] << endl;
- cout << "----手眼系統(tǒng)測試-----" << endl;
- cout << "機(jī)械臂下標(biāo)定板XYZ為:" << endl;
- for (size_t i = 0; i < Homo_target2cam.size(); i++)
- {
- Mat chessPos{ 0.0,0.0,0.0,1.0 }; //4*1矩陣,單獨(dú)求機(jī)械臂坐標(biāo)系下,標(biāo)定板XYZ
- Mat worldPos = Homo_gripper2base[i] * Homo_cam2gripper * Homo_target2cam[i] * chessPos;
- cout << i << ": " << worldPos.t() << endl;
- }
- waitKey(0);
- return 0;
- }
- /**************************************************
- * @brief 將旋轉(zhuǎn)矩陣與平移向量合成為齊次矩陣
- * @note
- * @param Mat& R 3*3旋轉(zhuǎn)矩陣
- * @param Mat& T 3*1平移矩陣
- * @return Mat 4*4齊次矩陣
- **************************************************/
- Mat R_T2HomogeneousMatrix(const Mat& R, const Mat& T)
- {
- Mat HomoMtr;
- Mat_<double> R1 = (Mat_<double>(4, 3) <<
- R.at<double>(0, 0), R.at<double>(0, 1), R.at<double>(0, 2),
- R.at<double>(1, 0), R.at<double>(1, 1), R.at<double>(1, 2),
- R.at<double>(2, 0), R.at<double>(2, 1), R.at<double>(2, 2),
- 0, 0, 0);
- Mat_<double> T1 = (Mat_<double>(4, 1) <<
- T.at<double>(0, 0),
- T.at<double>(1, 0),
- T.at<double>(2, 0),
- 1);
- cv::hconcat(R1, T1, HomoMtr); //矩陣拼接
- return HomoMtr;
- }
- /**************************************************
- * @brief 齊次矩陣分解為旋轉(zhuǎn)矩陣與平移矩陣
- * @note
- * @param const Mat& HomoMtr 4*4齊次矩陣
- * @param Mat& R 輸出旋轉(zhuǎn)矩陣
- * @param Mat& T 輸出平移矩陣
- * @return
- **************************************************/
- void HomogeneousMtr2RT(Mat& HomoMtr, Mat& R, Mat& T)
- {
- //Mat R_HomoMtr = HomoMtr(Rect(0, 0, 3, 3)); //注意Rect取值
- //Mat T_HomoMtr = HomoMtr(Rect(3, 0, 1, 3));
- //R_HomoMtr.copyTo(R);
- //T_HomoMtr.copyTo(T);
- /*HomoMtr(Rect(0, 0, 3, 3)).copyTo(R);
- HomoMtr(Rect(3, 0, 1, 3)).copyTo(T);*/
- Rect R_rect(0, 0, 3, 3);
- Rect T_rect(3, 0, 1, 3);
- R = HomoMtr(R_rect);
- T = HomoMtr(T_rect);
- }
- /**************************************************
- * @brief 檢查是否是旋轉(zhuǎn)矩陣
- * @note
- * @param
- * @param
- * @param
- * @return true : 是旋轉(zhuǎn)矩陣, false : 不是旋轉(zhuǎn)矩陣
- **************************************************/
- bool isRotatedMatrix(Mat& R) //旋轉(zhuǎn)矩陣的轉(zhuǎn)置矩陣是它的逆矩陣,逆矩陣 * 矩陣 = 單位矩陣
- {
- Mat temp33 = R({ 0,0,3,3 }); //無論輸入是幾階矩陣,均提取它的三階矩陣
- Mat Rt;
- transpose(temp33, Rt); //轉(zhuǎn)置矩陣
- Mat shouldBeIdentity = Rt * temp33;//是旋轉(zhuǎn)矩陣則乘積為單位矩陣
- Mat I = Mat::eye(3, 3, shouldBeIdentity.type());
- return cv::norm(I, shouldBeIdentity) < 1e-6;
- }
- /**************************************************
- * @brief 歐拉角轉(zhuǎn)換為旋轉(zhuǎn)矩陣
- * @note
- * @param const std::string& seq 指定歐拉角的排列順序;(機(jī)械臂的位姿類型有xyz,zyx,zyz幾種,需要區(qū)分)
- * @param const Mat& eulerAngle 歐拉角(1*3矩陣), 角度值
- * @param
- * @return 返回3*3旋轉(zhuǎn)矩陣
- **************************************************/
- Mat eulerAngleToRotateMatrix(const Mat& eulerAngle, const std::string& seq)
- {
- CV_Assert(eulerAngle.rows == 1 && eulerAngle.cols == 3);//檢查參數(shù)是否正確
- eulerAngle /= (180 / CV_PI); //度轉(zhuǎn)弧度
- Matx13d m(eulerAngle); //<double, 1, 3>
- auto rx = m(0, 0), ry = m(0, 1), rz = m(0, 2);
- auto rxs = sin(rx), rxc = cos(rx);
- auto rys = sin(ry), ryc = cos(ry);
- auto rzs = sin(rz), rzc = cos(rz);
- //XYZ方向的旋轉(zhuǎn)矩陣
- Mat RotX = (Mat_<double>(3, 3) << 1, 0, 0,
- 0, rxc, -rxs,
- 0, rxs, rxc);
- Mat RotY = (Mat_<double>(3, 3) << ryc, 0, rys,
- 0, 1, 0,
- -rys, 0, ryc);
- Mat RotZ = (Mat_<double>(3, 3) << rzc, -rzs, 0,
- rzs, rzc, 0,
- 0, 0, 1);
- //按順序合成后的旋轉(zhuǎn)矩陣
- cv::Mat rotMat;
- if (seq == "zyx") rotMat = RotX * RotY * RotZ;
- else if (seq == "yzx") rotMat = RotX * RotZ * RotY;
- else if (seq == "zxy") rotMat = RotY * RotX * RotZ;
- else if (seq == "yxz") rotMat = RotZ * RotX * RotY;
- else if (seq == "xyz") rotMat = RotZ * RotY * RotX;
- else if (seq == "xzy") rotMat = RotY * RotZ * RotX;
- else
- {
- cout << "Euler Angle Sequence string is wrong...";
- }
- if (!isRotatedMatrix(rotMat)) //歐拉角特殊情況下會(huì)出現(xiàn)死鎖
- {
- cout << "Euler Angle convert to RotatedMatrix failed..." << endl;
- exit(-1);
- }
- return rotMat;
- }
- /**************************************************
- * @brief 將四元數(shù)轉(zhuǎn)換為旋轉(zhuǎn)矩陣
- * @note
- * @param const Vec4d& q 歸一化的四元數(shù): q = q0 + q1 * i + q2 * j + q3 * k;
- * @return 返回3*3旋轉(zhuǎn)矩陣R
- **************************************************/
- Mat quaternionToRotatedMatrix(const Vec4d& q)
- {
- double q0 = q[0], q1 = q[1], q2 = q[2], q3 = q[3];
- double q0q0 = q0 * q0, q1q1 = q1 * q1, q2q2 = q2 * q2, q3q3 = q3 * q3;
- double q0q1 = q0 * q1, q0q2 = q0 * q2, q0q3 = q0 * q3;
- double q1q2 = q1 * q2, q1q3 = q1 * q3;
- double q2q3 = q2 * q3;
- //根據(jù)公式得來
- Mat RotMtr = (Mat_<double>(3, 3) << (q0q0 + q1q1 - q2q2 - q3q3), 2 * (q1q2 + q0q3), 2 * (q1q3 - q0q2),
- 2 * (q1q2 - q0q3), (q0q0 - q1q1 + q2q2 - q3q3), 2 * (q2q3 + q0q1),
- 2 * (q1q3 + q0q2), 2 * (q2q3 - q0q1), (q0q0 - q1q1 - q2q2 + q3q3));
- //這種形式等價(jià)
- /*Mat RotMtr = (Mat_<double>(3, 3) << (1 - 2 * (q2q2 + q3q3)), 2 * (q1q2 - q0q3), 2 * (q1q3 + q0q2),
- 2 * (q1q2 + q0q3), 1 - 2 * (q1q1 + q3q3), 2 * (q2q3 - q0q1),
- 2 * (q1q3 - q0q2), 2 * (q2q3 + q0q1), (1 - 2 * (q1q1 + q2q2)));*/
- return RotMtr;
- }
- /**************************************************
- * @brief 將采集的原始數(shù)據(jù)轉(zhuǎn)換為齊次矩陣(從機(jī)器人控制器中獲得的)
- * @note
- * @param Mat& m 1*6//1*10矩陣 , 元素為: x,y,z,rx,ry,rz or x,y,z, q0,q1,q2,q3,rx,ry,rz
- * @param bool useQuaternion 原始數(shù)據(jù)是否使用四元數(shù)表示
- * @param string& seq 原始數(shù)據(jù)使用歐拉角表示時(shí),坐標(biāo)系的旋轉(zhuǎn)順序
- * @return 返回轉(zhuǎn)換完的齊次矩陣
- **************************************************/
- Mat attitudeVectorToMatrix(const Mat& m, bool useQuaternion, const string& seq)
- {
- CV_Assert(m.total() == 6 || m.total() == 10);
- //if (m.cols == 1) //轉(zhuǎn)置矩陣為行矩陣
- // m = m.t();
- Mat temp = Mat::eye(4, 4, CV_64FC1);
- if (useQuaternion)
- {
- Vec4d quaternionVec = m({ 3,0,4,1 }); //讀取存儲(chǔ)的四元數(shù)
- quaternionToRotatedMatrix(quaternionVec).copyTo(temp({ 0,0,3,3 }));
- }
- else
- {
- Mat rotVec;
- if (m.total() == 6)
- {
- rotVec = m({ 3,0,3,1 }); //讀取存儲(chǔ)的歐拉角
- }
- if (m.total() == 10)
- {
- rotVec = m({ 7,0,3,1 });
- }
- //如果seq為空,表示傳入的是3*1旋轉(zhuǎn)向量,否則,傳入的是歐拉角
- if (0 == seq.compare(""))
- {
- Rodrigues(rotVec, temp({ 0,0,3,3 })); //羅德利斯轉(zhuǎn)換
- }
- else
- {
- eulerAngleToRotateMatrix(rotVec, seq).copyTo(temp({ 0,0,3,3 }));
- }
- }
- //存入平移矩陣
- temp({ 3,0,1,3 }) = m({ 0,0,3,1 }).t();
- return temp; //返回轉(zhuǎn)換結(jié)束的齊次矩陣
- }
復(fù)制代碼
【必讀】版權(quán)免責(zé)聲明
1、本主題所有言論和內(nèi)容純屬會(huì)員個(gè)人意見,與本論壇立場無關(guān)。2、本站對所發(fā)內(nèi)容真實(shí)性、客觀性、可用性不做任何保證也不負(fù)任何責(zé)任,網(wǎng)友之間僅出于學(xué)習(xí)目的進(jìn)行交流。3、對提供的數(shù)字內(nèi)容不擁有任何權(quán)利,其版權(quán)歸原著者擁有。請勿將該數(shù)字內(nèi)容進(jìn)行商業(yè)交易、轉(zhuǎn)載等行為,該內(nèi)容只為學(xué)習(xí)所提供,使用后發(fā)生的一切問題與本站無關(guān)。 4、本網(wǎng)站不保證本站提供的下載資源的準(zhǔn)確性、安全性和完整性;同時(shí)本網(wǎng)站也不承擔(dān)用戶因使用這些下載資源對自己和他人造成任何形式的損失或傷害。 5、本網(wǎng)站所有軟件和資料均為網(wǎng)友推薦收集整理而來,僅供學(xué)習(xí)用途使用,請務(wù)必下載后兩小時(shí)內(nèi)刪除,禁止商用。6、如有侵犯你版權(quán)的,請及時(shí)聯(lián)系我們(電子郵箱1370723259@qq.com)指出,本站將立即改正。
|