| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167 | /*  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 <math.h>#include "Marlin.h"#ifdef ENABLE_AUTO_BED_LEVELING#include "vector_3.h"vector_3::vector_3() : x(0), y(0), z(0) { }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){	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() {	float length = sqrt((x * x) + (y * y) + (z * z));	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); //   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;}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
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