Fix the planeNormal calculation
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@ -1110,11 +1110,13 @@ static void set_bed_level_equation_3pts(float z_at_pt_1, float z_at_pt_2, float
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vector_3 pt1 = vector_3(ABL_PROBE_PT_1_X, ABL_PROBE_PT_1_Y, z_at_pt_1);
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vector_3 pt1 = vector_3(ABL_PROBE_PT_1_X, ABL_PROBE_PT_1_Y, z_at_pt_1);
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vector_3 pt2 = vector_3(ABL_PROBE_PT_2_X, ABL_PROBE_PT_2_Y, z_at_pt_2);
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vector_3 pt2 = vector_3(ABL_PROBE_PT_2_X, ABL_PROBE_PT_2_Y, z_at_pt_2);
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vector_3 pt3 = vector_3(ABL_PROBE_PT_3_X, ABL_PROBE_PT_3_Y, z_at_pt_3);
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vector_3 pt3 = vector_3(ABL_PROBE_PT_3_X, ABL_PROBE_PT_3_Y, z_at_pt_3);
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vector_3 planeNormal = vector_3::cross(pt1 - pt2, pt3 - pt2).get_normal();
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vector_3 from_2_to_1 = (pt1 - pt2).get_normal();
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if (planeNormal.z < 0) {
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vector_3 from_2_to_3 = (pt3 - pt2).get_normal();
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planeNormal.x = -planeNormal.x;
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vector_3 planeNormal = vector_3::cross(from_2_to_1, from_2_to_3).get_normal();
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planeNormal.y = -planeNormal.y;
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planeNormal = vector_3(planeNormal.x, planeNormal.y, planeNormal.z);
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planeNormal.z = -planeNormal.z;
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}
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plan_bed_level_matrix = matrix_3x3::create_look_at(planeNormal);
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plan_bed_level_matrix = matrix_3x3::create_look_at(planeNormal);
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