/** * 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 . * */ #pragma once /** * 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 "../core/types.h" class matrix_3x3; struct vector_3 { union { struct { float x, y, z; }; float pos[3]; }; vector_3(const_float_t _x, const_float_t _y, const_float_t _z) : x(_x), y(_y), z(_z) {} vector_3(const xy_float_t &in) { x = in.x; TERN_(HAS_Y_AXIS, y = in.y); } vector_3(const xyz_float_t &in) { x = in.x; TERN_(HAS_Y_AXIS, y = in.y); TERN_(HAS_Z_AXIS, z = in.z); } vector_3(const xyze_float_t &in) { x = in.x; TERN_(HAS_Y_AXIS, y = in.y); TERN_(HAS_Z_AXIS, z = in.z); } vector_3() { x = y = z = 0; } // Factory method static vector_3 cross(const vector_3 &a, const vector_3 &b); // Modifiers void normalize(); void apply_rotation(const matrix_3x3 &matrix); // Accessors float magnitude() const; vector_3 get_normal() const; // Operators float& operator[](const int n) { return pos[n]; } const float& operator[](const int n) const { return pos[n]; } vector_3& operator*=(const float &v) { x *= v; y *= v; z *= v; return *this; } vector_3 operator+(const vector_3 &v) { return vector_3(x + v.x, y + v.y, z + v.z); } vector_3 operator-(const vector_3 &v) { return vector_3(x - v.x, y - v.y, z - v.z); } vector_3 operator*(const float &v) { return vector_3(x * v, y * v, z * v); } operator xy_float_t() { return xy_float_t({ x OPTARG(HAS_Y_AXIS, y) }); } operator xyz_float_t() { return xyz_float_t({ x OPTARG(HAS_Y_AXIS, y) OPTARG(HAS_Z_AXIS, z) }); } void debug(FSTR_P const title); }; struct matrix_3x3 { vector_3 vectors[3]; // Factory methods static matrix_3x3 create_from_rows(const vector_3 &row_0, const vector_3 &row_1, const vector_3 &row_2); static matrix_3x3 create_look_at(const vector_3 &target); static matrix_3x3 transpose(const matrix_3x3 &original); void set_to_identity(); void debug(FSTR_P const title); void apply_rotation_xyz(float &x, float &y, float &z); };