/** * Marlin 3D Printer Firmware * Copyright (c) 2019 MarlinFirmware [https://github.com/MarlinFirmware/Marlin] * * Based on Sprinter and grbl. * Copyright (c) 2011 Camiel Gubbels / Erik van der Zalm * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program 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 General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see . * */ #pragma once /** * 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 */ #pragma once class matrix_3x3; struct vector_3 { float x, y, z; vector_3(); vector_3(float x, float y, float z); static vector_3 cross(const vector_3 &a, const vector_3 &b); vector_3 operator+(const vector_3 &v); vector_3 operator-(const vector_3 &v); void normalize(); float get_length() const; vector_3 get_normal() const; void debug(PGM_P const title); void apply_rotation(const matrix_3x3 &matrix); }; struct matrix_3x3 { float matrix[9]; static matrix_3x3 create_from_rows(const vector_3 &row_0, const vector_3 &row_1, const vector_3 &row_2); static matrix_3x3 create_look_at(const vector_3 &target); static matrix_3x3 transpose(const matrix_3x3 &original); void set_to_identity(); void debug(PGM_P const title); }; void apply_rotation_xyz(const matrix_3x3 &rotationMatrix, float &x, float &y, float &z);