Firmware2/Marlin/src/libs/vector_3.h

98 lines
3.5 KiB
C
Raw Normal View History

/**
2016-03-24 19:01:20 +01:00
* Marlin 3D Printer Firmware
2020-02-03 15:00:57 +01:00
* Copyright (c) 2020 MarlinFirmware [https://github.com/MarlinFirmware/Marlin]
2016-03-24 19:01:20 +01:00
*
* Based on Sprinter and grbl.
2019-06-28 06:57:50 +02:00
* Copyright (c) 2011 Camiel Gubbels / Erik van der Zalm
2016-03-24 19:01:20 +01:00
*
* 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
2020-07-23 05:20:14 +02:00
* along with this program. If not, see <https://www.gnu.org/licenses/>.
2016-03-24 19:01:20 +01:00
*
*/
2019-07-05 05:44:12 +02:00
#pragma once
2016-03-24 19:01:20 +01:00
/**
2017-11-18 09:08:03 +01:00
* 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
*/
2017-09-06 13:28:32 +02:00
2019-09-29 11:25:39 +02:00
#include "../core/types.h"
class matrix_3x3;
struct vector_3 {
union {
struct { float x, y, z; };
float pos[3];
};
vector_3(const_float_t _x, const_float_t _y, const_float_t _z) : x(_x), y(_y), z(_z) {}
vector_3(const xy_float_t &in) { x = in.x; TERN_(HAS_Y_AXIS, y = in.y); }
vector_3(const xyz_float_t &in) { x = in.x; TERN_(HAS_Y_AXIS, y = in.y); TERN_(HAS_Z_AXIS, z = in.z); }
vector_3(const xyze_float_t &in) { x = in.x; TERN_(HAS_Y_AXIS, y = in.y); TERN_(HAS_Z_AXIS, z = in.z); }
vector_3() { x = y = z = 0; }
2019-09-29 11:25:39 +02:00
// Factory method
static vector_3 cross(const vector_3 &a, const vector_3 &b);
2019-09-29 11:25:39 +02:00
// Modifiers
void normalize();
2019-09-29 11:25:39 +02:00
void apply_rotation(const matrix_3x3 &matrix);
// Accessors
float magnitude() const;
vector_3 get_normal() const;
2019-09-29 11:25:39 +02:00
// Operators
float& operator[](const int n) { return pos[n]; }
const float& operator[](const int n) const { return pos[n]; }
vector_3& operator*=(const float &v) { x *= v; y *= v; z *= v; return *this; }
vector_3 operator+(const vector_3 &v) { return vector_3(x + v.x, y + v.y, z + v.z); }
vector_3 operator-(const vector_3 &v) { return vector_3(x - v.x, y - v.y, z - v.z); }
vector_3 operator*(const float &v) { return vector_3(x * v, y * v, z * v); }
2022-09-30 00:30:53 +02:00
operator xy_float_t() { return xy_float_t({ x OPTARG(HAS_Y_AXIS, y) }); }
operator xyz_float_t() { return xyz_float_t({ x OPTARG(HAS_Y_AXIS, y) OPTARG(HAS_Z_AXIS, z) }); }
2019-09-29 11:25:39 +02:00
2021-09-27 20:46:42 +02:00
void debug(FSTR_P const title);
};
struct matrix_3x3 {
vector_3 vectors[3];
2019-09-29 11:25:39 +02:00
// Factory methods
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();
2021-09-27 20:46:42 +02:00
void debug(FSTR_P const title);
void apply_rotation_xyz(float &x, float &y, float &z);
};