/**
* Marlin 3D Printer Firmware
* Copyright (c) 2020 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 .
*
*/
/**
* 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 "../inc/MarlinConfig.h"
#if ABL_PLANAR || ENABLED(AUTO_BED_LEVELING_UBL)
#include "vector_3.h"
#include
/**
* vector_3
*/
vector_3 vector_3::cross(const vector_3 &left, const vector_3 &right) {
return vector_3(left.y * right.z - left.z * right.y, // YZ cross
left.z * right.x - left.x * right.z, // ZX cross
left.x * right.y - left.y * right.x); // XY cross
}
vector_3 vector_3::get_normal() const {
vector_3 normalized = *this;
normalized.normalize();
return normalized;
}
float vector_3::magnitude() const { return SQRT(sq(x) + sq(y) + sq(z)); }
void vector_3::normalize() { *this *= RSQRT(sq(x) + sq(y) + sq(z)); }
// Apply a rotation to the matrix
void vector_3::apply_rotation(const matrix_3x3 &matrix) {
const float _x = x, _y = y, _z = z;
*this = { matrix.vectors[0].x * _x + matrix.vectors[1].x * _y + matrix.vectors[2].x * _z,
matrix.vectors[0].y * _x + matrix.vectors[1].y * _y + matrix.vectors[2].y * _z,
matrix.vectors[0].z * _x + matrix.vectors[1].z * _y + matrix.vectors[2].z * _z };
}
void vector_3::debug(FSTR_P const title) {
SERIAL_ECHOF(title);
SERIAL_ECHOPAIR_F_P(SP_X_STR, x, 6);
SERIAL_ECHOPAIR_F_P(SP_Y_STR, y, 6);
SERIAL_ECHOLNPAIR_F_P(SP_Z_STR, z, 6);
}
/**
* matrix_3x3
*/
void matrix_3x3::apply_rotation_xyz(float &_x, float &_y, float &_z) {
vector_3 vec = vector_3(_x, _y, _z); vec.apply_rotation(*this);
_x = vec.x; _y = vec.y; _z = vec.z;
}
// Reset to identity. No rotate or translate.
void matrix_3x3::set_to_identity() {
LOOP_L_N(i, 3)
LOOP_L_N(j, 3)
vectors[i][j] = float(i == j);
}
// Create a matrix from 3 vector_3 inputs
matrix_3x3 matrix_3x3::create_from_rows(const vector_3 &row_0, const vector_3 &row_1, const vector_3 &row_2) {
//row_0.debug(F("row_0"));
//row_1.debug(F("row_1"));
//row_2.debug(F("row_2"));
matrix_3x3 new_matrix;
new_matrix.vectors[0] = row_0;
new_matrix.vectors[1] = row_1;
new_matrix.vectors[2] = row_2;
//new_matrix.debug(F("new_matrix"));
return new_matrix;
}
// Create a matrix rotated to point towards a target
matrix_3x3 matrix_3x3::create_look_at(const vector_3 &target) {
const vector_3 z_row = target.get_normal(),
x_row = vector_3(1, 0, -target.x / target.z).get_normal(),
y_row = vector_3::cross(z_row, x_row).get_normal();
// x_row.debug(F("x_row"));
// y_row.debug(F("y_row"));
// z_row.debug(F("z_row"));
// create the matrix already correctly transposed
matrix_3x3 rot = matrix_3x3::create_from_rows(x_row, y_row, z_row);
// rot.debug(F("rot"));
return rot;
}
// Get a transposed copy of the matrix
matrix_3x3 matrix_3x3::transpose(const matrix_3x3 &original) {
matrix_3x3 new_matrix;
LOOP_L_N(i, 3)
LOOP_L_N(j, 3)
new_matrix.vectors[i][j] = original.vectors[j][i];
return new_matrix;
}
void matrix_3x3::debug(FSTR_P const title) {
if (title) SERIAL_ECHOLNF(title);
LOOP_L_N(i, 3) {
LOOP_L_N(j, 3) {
serial_offset(vectors[i][j], 2);
SERIAL_CHAR(' ');
}
SERIAL_EOL();
}
}
#endif // HAS_ABL_OR_UBL