/** * Marlin 3D Printer Firmware * Copyright (c) 2020 MarlinFirmware [https://github.com/MarlinFirmware/Marlin] * * Based on Sprinter and grbl. * Copyright (c) 2011 Camiel Gubbels / Erik van der Zalm * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see . * */ /** * vector_3.cpp - Vector library for bed leveling * Copyright (c) 2012 Lars Brubaker. All right reserved. * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Lesser General Public * License as published by the Free Software Foundation; either * version 2.1 of the License, or (at your option) any later version. * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * Lesser General Public License for more details. * * You should have received a copy of the GNU Lesser General Public * License along with this library; if not, write to the Free Software * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA */ #include "../inc/MarlinConfig.h" #if ABL_PLANAR || ENABLED(AUTO_BED_LEVELING_UBL) #include "vector_3.h" #include /** * vector_3 */ vector_3 vector_3::cross(const vector_3 &left, const vector_3 &right) { return vector_3(left.y * right.z - left.z * right.y, // YZ cross left.z * right.x - left.x * right.z, // ZX cross left.x * right.y - left.y * right.x); // XY cross } vector_3 vector_3::get_normal() const { vector_3 normalized = *this; normalized.normalize(); return normalized; } float vector_3::magnitude() const { return SQRT(sq(x) + sq(y) + sq(z)); } void vector_3::normalize() { *this *= RSQRT(sq(x) + sq(y) + sq(z)); } // Apply a rotation to the matrix void vector_3::apply_rotation(const matrix_3x3 &matrix) { const float _x = x, _y = y, _z = z; *this = { matrix.vectors[0].x * _x + matrix.vectors[1].x * _y + matrix.vectors[2].x * _z, matrix.vectors[0].y * _x + matrix.vectors[1].y * _y + matrix.vectors[2].y * _z, matrix.vectors[0].z * _x + matrix.vectors[1].z * _y + matrix.vectors[2].z * _z }; } void vector_3::debug(FSTR_P const title) { SERIAL_ECHOF(title); SERIAL_ECHOPAIR_F_P(SP_X_STR, x, 6); SERIAL_ECHOPAIR_F_P(SP_Y_STR, y, 6); SERIAL_ECHOLNPAIR_F_P(SP_Z_STR, z, 6); } /** * matrix_3x3 */ void matrix_3x3::apply_rotation_xyz(float &_x, float &_y, float &_z) { vector_3 vec = vector_3(_x, _y, _z); vec.apply_rotation(*this); _x = vec.x; _y = vec.y; _z = vec.z; } // Reset to identity. No rotate or translate. void matrix_3x3::set_to_identity() { LOOP_L_N(i, 3) LOOP_L_N(j, 3) vectors[i][j] = float(i == j); } // Create a matrix from 3 vector_3 inputs matrix_3x3 matrix_3x3::create_from_rows(const vector_3 &row_0, const vector_3 &row_1, const vector_3 &row_2) { //row_0.debug(F("row_0")); //row_1.debug(F("row_1")); //row_2.debug(F("row_2")); matrix_3x3 new_matrix; new_matrix.vectors[0] = row_0; new_matrix.vectors[1] = row_1; new_matrix.vectors[2] = row_2; //new_matrix.debug(F("new_matrix")); return new_matrix; } // Create a matrix rotated to point towards a target matrix_3x3 matrix_3x3::create_look_at(const vector_3 &target) { const vector_3 z_row = target.get_normal(), x_row = vector_3(1, 0, -target.x / target.z).get_normal(), y_row = vector_3::cross(z_row, x_row).get_normal(); // x_row.debug(F("x_row")); // y_row.debug(F("y_row")); // z_row.debug(F("z_row")); // create the matrix already correctly transposed matrix_3x3 rot = matrix_3x3::create_from_rows(x_row, y_row, z_row); // rot.debug(F("rot")); return rot; } // Get a transposed copy of the matrix matrix_3x3 matrix_3x3::transpose(const matrix_3x3 &original) { matrix_3x3 new_matrix; LOOP_L_N(i, 3) LOOP_L_N(j, 3) new_matrix.vectors[i][j] = original.vectors[j][i]; return new_matrix; } void matrix_3x3::debug(FSTR_P const title) { if (title) SERIAL_ECHOLNF(title); LOOP_L_N(i, 3) { LOOP_L_N(j, 3) { serial_offset(vectors[i][j], 2); SERIAL_CHAR(' '); } SERIAL_EOL(); } } #endif // HAS_ABL_OR_UBL