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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"
    
    
    #ifdef ENABLE_AUTO_BED_LEVELING
    
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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_) { }
    
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    vector_3 vector_3::cross(vector_3 left, vector_3 right)
    {
    	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() 
    {
    	vector_3 normalized = vector_3(x, y, z);
    	normalized.normalize();
    	return normalized;
    }
    
    float vector_3::get_length() 
    {
    
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    	float length = sqrt((x * x) + (y * y) + (z * z));
    
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    	return length;
    }
     
    void vector_3::normalize()
    {
    	float length = get_length();
    	x /= length;
    	y /= length;
    	z /= length;
    }
    
    void vector_3::apply_rotation(matrix_3x3 matrix)
    {
    	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;
    }
    
    void vector_3::debug(char* title)
    {
    	SERIAL_PROTOCOL(title);
    	SERIAL_PROTOCOLPGM(" x: ");
    	SERIAL_PROTOCOL(x);
    	SERIAL_PROTOCOLPGM(" y: ");
    	SERIAL_PROTOCOL(y);
    	SERIAL_PROTOCOLPGM(" z: ");
    	SERIAL_PROTOCOL(z);
    	SERIAL_PROTOCOLPGM("\n");
    }
    
    void apply_rotation_xyz(matrix_3x3 matrix, float &x, float& y, float& z)
    {
    	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");
    	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");
            
    	return new_matrix;
    }
    
    void matrix_3x3::set_to_identity()
    {
    	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);
    
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        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(char* title)
    {
    	SERIAL_PROTOCOL(title);
    	SERIAL_PROTOCOL("\n");
    	int count = 0;
    	for(int i=0; i<3; i++)
    	{
    		for(int j=0; j<3; j++)
    		{
    			SERIAL_PROTOCOL(matrix[count]);
    			SERIAL_PROTOCOLPGM(" ");
    		        count++;
    		}
    
    		SERIAL_PROTOCOLPGM("\n");
    	}
    }
    
    
    #endif // #ifdef ENABLE_AUTO_BED_LEVELING