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Adjust vector_3 code with const, some optimization

pull/1/head
Scott Lahteine 8 years ago
parent
commit
8d54ffbf05
  1. 22
      Marlin/vector_3.cpp

22
Marlin/vector_3.cpp

@ -66,16 +66,16 @@ vector_3 vector_3::get_normal() {
float vector_3::get_length() { return sqrt((x * x) + (y * y) + (z * z)); }
void vector_3::normalize() {
float length = get_length();
x /= length;
y /= length;
z /= length;
const float inv_length = 1.0 / get_length();
x *= inv_length;
y *= inv_length;
z *= inv_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];
const float resultX = x * matrix.matrix[3 * 0 + 0] + y * matrix.matrix[3 * 1 + 0] + z * matrix.matrix[3 * 2 + 0],
resultY = x * matrix.matrix[3 * 0 + 1] + y * matrix.matrix[3 * 1 + 1] + z * matrix.matrix[3 * 2 + 1],
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;
@ -92,7 +92,7 @@ void vector_3::debug(const char title[]) {
SERIAL_EOL;
}
void apply_rotation_xyz(matrix_3x3 matrix, float& x, float& y, float& z) {
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;
@ -144,9 +144,9 @@ matrix_3x3 matrix_3x3::transpose(matrix_3x3 original) {
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++) {
uint8_t count = 0;
for (uint8_t i = 0; i < 3; i++) {
for (uint8_t j = 0; j < 3; j++) {
if (matrix[count] >= 0.0) SERIAL_PROTOCOLCHAR('+');
SERIAL_PROTOCOL_F(matrix[count], 6);
SERIAL_PROTOCOLCHAR(' ');

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