function [stewart] = initializeParameters(stewart) %% Connection points on base and top plate w.r.t. World frame at the center of the base plate stewart.pos_base = zeros(6, 3); stewart.pos_top = zeros(6, 3); alpha_b = stewart.BP.leg.ang*pi/180; % angle de décalage par rapport à 120 deg (pour positionner les supports bases) alpha_t = stewart.TP.leg.ang*pi/180; % +- offset angle from 120 degree spacing on top height = (stewart.h-stewart.BP.thickness-stewart.TP.thickness-stewart.Leg.sphere.bottom-stewart.Leg.sphere.top-stewart.SP.thickness.bottom-stewart.SP.thickness.top)*0.001; % TODO radius_b = stewart.BP.leg.rad*0.001; % rayon emplacement support base radius_t = stewart.TP.leg.rad*0.001; % top radius in meters for i = 1:3 % base points angle_m_b = (2*pi/3)* (i-1) - alpha_b; angle_p_b = (2*pi/3)* (i-1) + alpha_b; stewart.pos_base(2*i-1,:) = [radius_b*cos(angle_m_b), radius_b*sin(angle_m_b), 0.0]; stewart.pos_base(2*i,:) = [radius_b*cos(angle_p_b), radius_b*sin(angle_p_b), 0.0]; % top points % Top points are 60 degrees offset angle_m_t = (2*pi/3)* (i-1) - alpha_t + 2*pi/6; angle_p_t = (2*pi/3)* (i-1) + alpha_t + 2*pi/6; stewart.pos_top(2*i-1,:) = [radius_t*cos(angle_m_t), radius_t*sin(angle_m_t), height]; stewart.pos_top(2*i,:) = [radius_t*cos(angle_p_t), radius_t*sin(angle_p_t), height]; end % permute pos_top points so that legs are end points of base and top points stewart.pos_top = [stewart.pos_top(6,:); stewart.pos_top(1:5,:)]; %6th point on top connects to 1st on bottom stewart.pos_top_tranform = stewart.pos_top - height*[zeros(6, 2),ones(6, 1)]; %% leg vectors legs = stewart.pos_top - stewart.pos_base; leg_length = zeros(6, 1); leg_vectors = zeros(6, 3); for i = 1:6 leg_length(i) = norm(legs(i,:)); leg_vectors(i,:) = legs(i,:) / leg_length(i); end stewart.Leg.lenght = 1000*leg_length(1)/1.5; stewart.Leg.shape.bot = [0 0; ... stewart.Leg.rad.bottom 0; ... stewart.Leg.rad.bottom stewart.Leg.lenght; ... stewart.Leg.rad.top stewart.Leg.lenght; ... stewart.Leg.rad.top 0.2*stewart.Leg.lenght; ... 0 0.2*stewart.Leg.lenght]; %% Calculate revolute and cylindrical axes rev1 = zeros(6, 3); rev2 = zeros(6, 3); cyl1 = zeros(6, 3); for i = 1:6 rev1(i,:) = cross(leg_vectors(i,:), [0 0 1]); rev1(i,:) = rev1(i,:) / norm(rev1(i,:)); rev2(i,:) = - cross(rev1(i,:), leg_vectors(i,:)); rev2(i,:) = rev2(i,:) / norm(rev2(i,:)); cyl1(i,:) = leg_vectors(i,:); end %% Coordinate systems stewart.lower_leg = struct('rotation', eye(3)); stewart.upper_leg = struct('rotation', eye(3)); for i = 1:6 stewart.lower_leg(i).rotation = [rev1(i,:)', rev2(i,:)', cyl1(i,:)']; stewart.upper_leg(i).rotation = [rev1(i,:)', rev2(i,:)', cyl1(i,:)']; end %% Position Matrix stewart.M_pos_base = stewart.pos_base + (height+(stewart.TP.thickness+stewart.Leg.sphere.top+stewart.SP.thickness.top+stewart.jacobian)*1e-3)*[zeros(6, 2),ones(6, 1)]; %% Compute Jacobian Matrix aa = stewart.pos_top_tranform + (stewart.jacobian - stewart.TP.thickness - stewart.SP.height.top)*1e-3*[zeros(6, 2),ones(6, 1)]; stewart.J = getJacobianMatrix(leg_vectors', aa'); end