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+/**
+ * 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 <https://www.gnu.org/licenses/>.
+ *
+ */
+
+/**
+ * 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 <math.h>
+
+/**
+ * vector_3
+ */
+
+vector_3 vector_3::cross(const vector_3 &left, const vector_3 &right) {
+ const xyz_float_t &lv = left, &rv = right;
+ return vector_3(lv.y * rv.z - lv.z * rv.y, // YZ cross
+ lv.z * rv.x - lv.x * rv.z, // ZX cross
+ lv.x * rv.y - lv.y * rv.x); // XY cross
+}
+
+vector_3 vector_3::get_normal() const {
+ vector_3 normalized = *this;
+ normalized.normalize();
+ return normalized;
+}
+
+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][0] * _x + matrix.vectors[1][0] * _y + matrix.vectors[2][0] * _z,
+ matrix.vectors[0][1] * _x + matrix.vectors[1][1] * _y + matrix.vectors[2][1] * _z,
+ matrix.vectors[0][2] * _x + matrix.vectors[1][2] * _y + matrix.vectors[2][2] * _z };
+}
+
+void vector_3::debug(PGM_P const title) {
+ serialprintPGM(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 apply_rotation_xyz(const matrix_3x3 &matrix, float &_x, float &_y, float &_z) {
+ vector_3 vec = vector_3(_x, _y, _z); vec.apply_rotation(matrix);
+ _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(PSTR("row_0"));
+ //row_1.debug(PSTR("row_1"));
+ //row_2.debug(PSTR("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(PSTR("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(PSTR("x_row"));
+ // y_row.debug(PSTR("y_row"));
+ // z_row.debug(PSTR("z_row"));
+
+ // create the matrix already correctly transposed
+ matrix_3x3 rot = matrix_3x3::create_from_rows(x_row, y_row, z_row);
+
+ // rot.debug(PSTR("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(PGM_P const title) {
+ if (title) {
+ serialprintPGM(title);
+ SERIAL_EOL();
+ }
+ LOOP_L_N(i, 3) {
+ LOOP_L_N(j, 3) {
+ if (vectors[i][j] >= 0.0) SERIAL_CHAR('+');
+ SERIAL_ECHO_F(vectors[i][j], 6);
+ SERIAL_CHAR(' ');
+ }
+ SERIAL_EOL();
+ }
+}
+
+#endif // HAS_ABL_OR_UBL