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    /*
    
      vector_3.cpp - Vector library for bed leveling
    
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      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 <math.h>
    #include "Marlin.h"
    
    
    #if ENABLED(AUTO_BED_LEVELING_FEATURE)
    
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    #include "vector_3.h"
    
    
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    vector_3::vector_3() : x(0), y(0), z(0) { }
    
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    vector_3::vector_3(float x_, float y_, float z_) : x(x_), y(y_), z(z_) { }
    
    vector_3 vector_3::cross(vector_3 left, vector_3 right) {
    
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    	return vector_3(left.y * right.z - left.z * right.y,
    		left.z * right.x - left.x * right.z,
    		left.x * right.y - left.y * right.x);
    }
    
    
    vector_3 vector_3::operator+(vector_3 v) { return vector_3((x + v.x), (y + v.y), (z + v.z)); }
    vector_3 vector_3::operator-(vector_3 v) { return vector_3((x - v.x), (y - v.y), (z - v.z)); }
    
    vector_3 vector_3::get_normal() {
    
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    	vector_3 normalized = vector_3(x, y, z);
    	normalized.normalize();
    	return normalized;
    }
    
    
    float vector_3::get_length() { return sqrt((x * x) + (y * y) + (z * z)); }
    
    void vector_3::normalize() {
    
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    	float length = get_length();
    	x /= length;
    	y /= length;
    	z /= length;
    }
    
    
    void vector_3::apply_rotation(matrix_3x3 matrix) {
    
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    	float resultX = x * matrix.matrix[3*0+0] + y * matrix.matrix[3*1+0] + z * matrix.matrix[3*2+0];
    	float resultY = x * matrix.matrix[3*0+1] + y * matrix.matrix[3*1+1] + z * matrix.matrix[3*2+1];
    	float resultZ = x * matrix.matrix[3*0+2] + y * matrix.matrix[3*1+2] + z * matrix.matrix[3*2+2];
    	x = resultX;
    	y = resultY;
    	z = resultZ;
    }
    
    
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    void vector_3::debug(const char title[]) {
    
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    	SERIAL_PROTOCOL(title);
    	SERIAL_PROTOCOLPGM(" x: ");
    
    	SERIAL_PROTOCOL_F(x, 6);
    
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    	SERIAL_PROTOCOLPGM(" y: ");
    
    	SERIAL_PROTOCOL_F(y, 6);
    
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    	SERIAL_PROTOCOLPGM(" z: ");
    
    	SERIAL_PROTOCOL_F(z, 6);
    
    	SERIAL_EOL;
    
    void apply_rotation_xyz(matrix_3x3 matrix, float &x, float& y, float& z) {
    
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    	vector_3 vector = vector_3(x, y, z);
    	vector.apply_rotation(matrix);
    	x = vector.x;
    	y = vector.y;
    	z = vector.z;
    }
    
    
    matrix_3x3 matrix_3x3::create_from_rows(vector_3 row_0, vector_3 row_1, vector_3 row_2) {
      //row_0.debug("row_0");
      //row_1.debug("row_1");
      //row_2.debug("row_2");
    
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    	matrix_3x3 new_matrix;
    	new_matrix.matrix[0] = row_0.x; new_matrix.matrix[1] = row_0.y; new_matrix.matrix[2] = row_0.z; 
    	new_matrix.matrix[3] = row_1.x; new_matrix.matrix[4] = row_1.y; new_matrix.matrix[5] = row_1.z; 
    	new_matrix.matrix[6] = row_2.x; new_matrix.matrix[7] = row_2.y; new_matrix.matrix[8] = row_2.z; 
    
      //new_matrix.debug("new_matrix");
    
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    	return new_matrix;
    }
    
    
    void matrix_3x3::set_to_identity() {
    
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    	matrix[0] = 1; matrix[1] = 0; matrix[2] = 0;
    	matrix[3] = 0; matrix[4] = 1; matrix[5] = 0;
    	matrix[6] = 0; matrix[7] = 0; matrix[8] = 1;
    }
    
    
    matrix_3x3 matrix_3x3::create_look_at(vector_3 target) {
      vector_3 z_row = target.get_normal();
      vector_3 x_row = vector_3(1, 0, -target.x/target.z).get_normal();
      vector_3 y_row = vector_3::cross(z_row, x_row).get_normal();
    
      // x_row.debug("x_row");
      // y_row.debug("y_row");
      // z_row.debug("z_row");
    
      // create the matrix already correctly transposed
      matrix_3x3 rot = matrix_3x3::create_from_rows(x_row, y_row, z_row);
    
      // rot.debug("rot");
      return rot;
    
    matrix_3x3 matrix_3x3::transpose(matrix_3x3 original) {
    
      matrix_3x3 new_matrix;
      new_matrix.matrix[0] = original.matrix[0]; new_matrix.matrix[1] = original.matrix[3]; new_matrix.matrix[2] = original.matrix[6]; 
      new_matrix.matrix[3] = original.matrix[1]; new_matrix.matrix[4] = original.matrix[4]; new_matrix.matrix[5] = original.matrix[7]; 
      new_matrix.matrix[6] = original.matrix[2]; new_matrix.matrix[7] = original.matrix[5]; new_matrix.matrix[8] = original.matrix[8];
      return new_matrix;
    
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    void matrix_3x3::debug(const char title[]) {
    
      SERIAL_PROTOCOLLN(title);
      int count = 0;
      for(int i=0; i<3; i++) {
        for(int j=0; j<3; j++) {
    
          if (matrix[count] >= 0.0) SERIAL_PROTOCOLCHAR('+');
    
          SERIAL_PROTOCOL_F(matrix[count], 6);
    
          SERIAL_PROTOCOLCHAR(' ');
    
          count++;
        }
        SERIAL_EOL;
      }
    
    #endif // AUTO_BED_LEVELING_FEATURE