Alex Borro
11 years ago
12 changed files with 806 additions and 4 deletions
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/* -*- c++ -*- */ |
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/*
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Reprap firmware based on Sprinter and grbl. |
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Copyright (C) 2011 Camiel Gubbels / Erik van der Zalm |
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This program is free software: you can redistribute it and/or modify |
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it under the terms of the GNU General Public License as published by |
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the Free Software Foundation, either version 3 of the License, or |
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(at your option) any later version. |
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This program is distributed in the hope that it will be useful, |
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but WITHOUT ANY WARRANTY; without even the implied warranty of |
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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GNU General Public License for more details. |
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You should have received a copy of the GNU General Public License |
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/ |
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/*
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This firmware is a mashup between Sprinter and grbl. |
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(https://github.com/kliment/Sprinter)
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(https://github.com/simen/grbl/tree)
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It has preliminary support for Matthew Roberts advance algorithm |
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http://reprap.org/pipermail/reprap-dev/2011-May/003323.html
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*/ |
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/* All the implementation is done in *.cpp files to get better compatibility with avr-gcc without the Arduino IDE */ |
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/* Use this file to help the Arduino IDE find which Arduino libraries are needed and to keep documentation on GCode */ |
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#include "Configuration.h" |
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#include "pins.h" |
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#ifdef ULTRA_LCD |
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#if defined(LCD_I2C_TYPE_PCF8575) |
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#include <Wire.h> |
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#include <LiquidCrystal_I2C.h> |
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#elif defined(LCD_I2C_TYPE_MCP23017) || defined(LCD_I2C_TYPE_MCP23008) |
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#include <Wire.h> |
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#include <LiquidTWI2.h> |
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#elif defined(DOGLCD) |
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#include <U8glib.h> // library for graphics LCD by Oli Kraus (https://code.google.com/p/u8glib/) |
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#else |
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#include <LiquidCrystal.h> // library for character LCD |
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#endif |
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#endif |
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#if defined(DIGIPOTSS_PIN) && DIGIPOTSS_PIN > -1 |
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#include <SPI.h> |
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#endif |
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/*
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vector_3.cpp - Vector library for bed leveling |
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Copyright (c) 2012 Lars Brubaker. All right reserved. |
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This library is free software; you can redistribute it and/or |
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modify it under the terms of the GNU Lesser General Public |
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License as published by the Free Software Foundation; either |
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version 2.1 of the License, or (at your option) any later version. |
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|
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This library is distributed in the hope that it will be useful, |
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but WITHOUT ANY WARRANTY; without even the implied warranty of |
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU |
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Lesser General Public License for more details. |
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|
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You should have received a copy of the GNU Lesser General Public |
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License along with this library; if not, write to the Free Software |
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA |
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*/ |
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#include <math.h> |
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#include "Marlin.h" |
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#ifdef ENABLE_AUTO_BED_LEVELING |
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#include "vector_3.h" |
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vector_3::vector_3() |
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{ |
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this->x = 0; |
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this->y = 0; |
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this->z = 0; |
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} |
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vector_3::vector_3(float x, float y, float z) |
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{ |
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this->x = x; |
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this->y = y; |
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this->z = z; |
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} |
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vector_3 vector_3::cross(vector_3 left, vector_3 right) |
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{ |
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return vector_3(left.y * right.z - left.z * right.y, |
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left.z * right.x - left.x * right.z, |
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left.x * right.y - left.y * right.x); |
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} |
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vector_3 vector_3::operator+(vector_3 v) |
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{ |
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return vector_3((x + v.x), (y + v.y), (z + v.z)); |
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} |
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vector_3 vector_3::operator-(vector_3 v) |
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{ |
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return vector_3((x - v.x), (y - v.y), (z - v.z)); |
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} |
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vector_3 vector_3::get_normal() |
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{ |
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vector_3 normalized = vector_3(x, y, z); |
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normalized.normalize(); |
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return normalized; |
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} |
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float vector_3::get_length() |
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{ |
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float length = sqrt((x * x) + (y * y) + (z * z)); |
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return length; |
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} |
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void vector_3::normalize() |
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{ |
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float length = get_length(); |
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x /= length; |
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y /= length; |
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z /= length; |
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} |
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void vector_3::apply_rotation(matrix_3x3 matrix) |
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{ |
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float resultX = x * matrix.matrix[3*0+0] + y * matrix.matrix[3*1+0] + z * matrix.matrix[3*2+0]; |
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float resultY = x * matrix.matrix[3*0+1] + y * matrix.matrix[3*1+1] + z * matrix.matrix[3*2+1]; |
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float resultZ = x * matrix.matrix[3*0+2] + y * matrix.matrix[3*1+2] + z * matrix.matrix[3*2+2]; |
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x = resultX; |
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y = resultY; |
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z = resultZ; |
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} |
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void vector_3::debug(char* title) |
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{ |
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SERIAL_PROTOCOL(title); |
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SERIAL_PROTOCOLPGM(" x: "); |
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SERIAL_PROTOCOL(x); |
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SERIAL_PROTOCOLPGM(" y: "); |
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SERIAL_PROTOCOL(y); |
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SERIAL_PROTOCOLPGM(" z: "); |
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SERIAL_PROTOCOL(z); |
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SERIAL_PROTOCOLPGM("\n"); |
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} |
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void apply_rotation_xyz(matrix_3x3 matrix, float &x, float& y, float& z) |
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{ |
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vector_3 vector = vector_3(x, y, z); |
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vector.apply_rotation(matrix); |
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x = vector.x; |
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y = vector.y; |
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z = vector.z; |
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} |
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matrix_3x3 matrix_3x3::create_from_rows(vector_3 row_0, vector_3 row_1, vector_3 row_2) |
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{ |
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//row_0.debug("row_0");
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//row_1.debug("row_1");
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//row_2.debug("row_2");
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matrix_3x3 new_matrix; |
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new_matrix.matrix[0] = row_0.x; new_matrix.matrix[1] = row_0.y; new_matrix.matrix[2] = row_0.z; |
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new_matrix.matrix[3] = row_1.x; new_matrix.matrix[4] = row_1.y; new_matrix.matrix[5] = row_1.z; |
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new_matrix.matrix[6] = row_2.x; new_matrix.matrix[7] = row_2.y; new_matrix.matrix[8] = row_2.z; |
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//new_matrix.debug("new_matrix");
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return new_matrix; |
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} |
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void matrix_3x3::set_to_identity() |
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{ |
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matrix[0] = 1; matrix[1] = 0; matrix[2] = 0; |
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matrix[3] = 0; matrix[4] = 1; matrix[5] = 0; |
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matrix[6] = 0; matrix[7] = 0; matrix[8] = 1; |
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} |
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matrix_3x3 matrix_3x3::create_look_at(vector_3 target, vector_3 up) |
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{ |
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// There are lots of examples of look at code on the internet that don't do all these noramize and also find the position
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// through several dot products. The problem with them is that they have a bit of error in that all the vectors arn't normal and need to be.
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vector_3 z_row = vector_3(-target.x, -target.y, -target.z).get_normal(); |
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vector_3 x_row = vector_3::cross(up, z_row).get_normal(); |
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vector_3 y_row = vector_3::cross(z_row, x_row).get_normal(); |
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//x_row.debug("x_row");
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//y_row.debug("y_row");
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//z_row.debug("z_row");
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matrix_3x3 rot = matrix_3x3::create_from_rows(vector_3(x_row.x, y_row.x, z_row.x), |
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vector_3(x_row.y, y_row.y, z_row.y), |
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vector_3(x_row.z, y_row.z, z_row.z)); |
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//rot.debug("rot");
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return rot; |
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} |
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matrix_3x3 matrix_3x3::create_inverse(matrix_3x3 original) |
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{ |
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//original.debug("original");
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float* A = original.matrix; |
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float determinant = |
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+ A[0 * 3 + 0] * (A[1 * 3 + 1] * A[2 * 3 + 2] - A[2 * 3 + 1] * A[1 * 3 + 2]) |
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- A[0 * 3 + 1] * (A[1 * 3 + 0] * A[2 * 3 + 2] - A[1 * 3 + 2] * A[2 * 3 + 0]) |
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+ A[0 * 3 + 2] * (A[1 * 3 + 0] * A[2 * 3 + 1] - A[1 * 3 + 1] * A[2 * 3 + 0]); |
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matrix_3x3 inverse; |
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inverse.matrix[0 * 3 + 0] = +(A[1 * 3 + 1] * A[2 * 3 + 2] - A[2 * 3 + 1] * A[1 * 3 + 2]) / determinant; |
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inverse.matrix[0 * 3 + 1] = -(A[0 * 3 + 1] * A[2 * 3 + 2] - A[0 * 3 + 2] * A[2 * 3 + 1]) / determinant; |
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inverse.matrix[0 * 3 + 2] = +(A[0 * 3 + 1] * A[1 * 3 + 2] - A[0 * 3 + 2] * A[1 * 3 + 1]) / determinant; |
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inverse.matrix[1 * 3 + 0] = -(A[1 * 3 + 0] * A[2 * 3 + 2] - A[1 * 3 + 2] * A[2 * 3 + 0]) / determinant; |
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inverse.matrix[1 * 3 + 1] = +(A[0 * 3 + 0] * A[2 * 3 + 2] - A[0 * 3 + 2] * A[2 * 3 + 0]) / determinant; |
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inverse.matrix[1 * 3 + 2] = -(A[0 * 3 + 0] * A[1 * 3 + 2] - A[1 * 3 + 0] * A[0 * 3 + 2]) / determinant; |
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inverse.matrix[2 * 3 + 0] = +(A[1 * 3 + 0] * A[2 * 3 + 1] - A[2 * 3 + 0] * A[1 * 3 + 1]) / determinant; |
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inverse.matrix[2 * 3 + 1] = -(A[0 * 3 + 0] * A[2 * 3 + 1] - A[2 * 3 + 0] * A[0 * 3 + 1]) / determinant; |
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inverse.matrix[2 * 3 + 2] = +(A[0 * 3 + 0] * A[1 * 3 + 1] - A[1 * 3 + 0] * A[0 * 3 + 1]) / determinant; |
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vector_3 row0 = vector_3(inverse.matrix[0 * 3 + 0], inverse.matrix[0 * 3 + 1], inverse.matrix[0 * 3 + 2]); |
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vector_3 row1 = vector_3(inverse.matrix[1 * 3 + 0], inverse.matrix[1 * 3 + 1], inverse.matrix[1 * 3 + 2]); |
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vector_3 row2 = vector_3(inverse.matrix[2 * 3 + 0], inverse.matrix[2 * 3 + 1], inverse.matrix[2 * 3 + 2]); |
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row0.normalize(); |
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row1.normalize(); |
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row2.normalize(); |
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inverse = matrix_3x3::create_from_rows(row0, row1, row2); |
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//inverse.debug("inverse");
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return inverse; |
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} |
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void matrix_3x3::debug(char* title) |
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{ |
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SERIAL_PROTOCOL(title); |
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SERIAL_PROTOCOL("\n"); |
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int count = 0; |
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for(int i=0; i<3; i++) |
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{ |
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for(int j=0; j<3; j++) |
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{ |
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SERIAL_PROTOCOL(matrix[count]); |
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SERIAL_PROTOCOLPGM(" "); |
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count++; |
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} |
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SERIAL_PROTOCOLPGM("\n"); |
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} |
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} |
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#endif // #ifdef ENABLE_AUTO_BED_LEVELING
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@ -0,0 +1,62 @@ |
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/*
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vector_3.cpp - Vector library for bed leveling |
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Copyright (c) 2012 Lars Brubaker. All right reserved. |
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|
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This library is free software; you can redistribute it and/or |
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modify it under the terms of the GNU Lesser General Public |
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License as published by the Free Software Foundation; either |
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version 2.1 of the License, or (at your option) any later version. |
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|
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This library is distributed in the hope that it will be useful, |
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but WITHOUT ANY WARRANTY; without even the implied warranty of |
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU |
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Lesser General Public License for more details. |
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|
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You should have received a copy of the GNU Lesser General Public |
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License along with this library; if not, write to the Free Software |
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA |
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*/ |
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#ifndef VECTOR_3_H |
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#define VECTOR_3_H |
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#ifdef ENABLE_AUTO_BED_LEVELING |
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class matrix_3x3; |
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struct vector_3 |
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{ |
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float x, y, z; |
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vector_3(); |
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vector_3(float x, float y, float z); |
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static vector_3 cross(vector_3 a, vector_3 b); |
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vector_3 operator+(vector_3 v); |
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vector_3 operator-(vector_3 v); |
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void normalize(); |
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float get_length(); |
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vector_3 get_normal(); |
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void debug(char* title); |
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void apply_rotation(matrix_3x3 matrix); |
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}; |
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struct matrix_3x3 |
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{ |
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float matrix[9]; |
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static matrix_3x3 create_from_rows(vector_3 row_0, vector_3 row_1, vector_3 row_2); |
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static matrix_3x3 create_look_at(vector_3 target, vector_3 up); |
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static matrix_3x3 create_inverse(matrix_3x3 original); |
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void set_to_identity(); |
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void debug(char* title); |
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}; |
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void apply_rotation_xyz(matrix_3x3 rotationMatrix, float &x, float& y, float& z); |
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#endif // ENABLE_AUTO_BED_LEVELING
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#endif // VECTOR_3_H
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