Firmware2/Marlin/vector_3.cpp

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/*
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 <math.h>
#include "Marlin.h"
#ifdef ENABLE_AUTO_BED_LEVELING
#include "vector_3.h"
vector_3::vector_3()
{
this->x = 0;
this->y = 0;
this->z = 0;
}
vector_3::vector_3(float x, float y, float z)
{
this->x = x;
this->y = y;
this->z = z;
}
vector_3 vector_3::cross(vector_3 left, vector_3 right)
{
return vector_3(left.y * right.z - left.z * right.y,
left.z * right.x - left.x * right.z,
left.x * right.y - left.y * right.x);
}
vector_3 vector_3::operator+(vector_3 v)
{
return vector_3((x + v.x), (y + v.y), (z + v.z));
}
vector_3 vector_3::operator-(vector_3 v)
{
return vector_3((x - v.x), (y - v.y), (z - v.z));
}
vector_3 vector_3::get_normal()
{
vector_3 normalized = vector_3(x, y, z);
normalized.normalize();
return normalized;
}
float vector_3::get_length()
{
float length = sqrt((x * x) + (y * y) + (z * z));
return length;
}
void vector_3::normalize()
{
float length = get_length();
x /= length;
y /= length;
z /= length;
}
void vector_3::apply_rotation(matrix_3x3 matrix)
{
float resultX = x * matrix.matrix[3*0+0] + y * matrix.matrix[3*1+0] + z * matrix.matrix[3*2+0];
float resultY = x * matrix.matrix[3*0+1] + y * matrix.matrix[3*1+1] + z * matrix.matrix[3*2+1];
float resultZ = x * matrix.matrix[3*0+2] + y * matrix.matrix[3*1+2] + z * matrix.matrix[3*2+2];
x = resultX;
y = resultY;
z = resultZ;
}
void vector_3::debug(char* title)
{
SERIAL_PROTOCOL(title);
SERIAL_PROTOCOLPGM(" x: ");
SERIAL_PROTOCOL(x);
SERIAL_PROTOCOLPGM(" y: ");
SERIAL_PROTOCOL(y);
SERIAL_PROTOCOLPGM(" z: ");
SERIAL_PROTOCOL(z);
SERIAL_PROTOCOLPGM("\n");
}
void apply_rotation_xyz(matrix_3x3 matrix, float &x, float& y, float& z)
{
vector_3 vector = vector_3(x, y, z);
vector.apply_rotation(matrix);
x = vector.x;
y = vector.y;
z = vector.z;
}
matrix_3x3 matrix_3x3::create_from_rows(vector_3 row_0, vector_3 row_1, vector_3 row_2)
{
//row_0.debug("row_0");
//row_1.debug("row_1");
//row_2.debug("row_2");
matrix_3x3 new_matrix;
new_matrix.matrix[0] = row_0.x; new_matrix.matrix[1] = row_0.y; new_matrix.matrix[2] = row_0.z;
new_matrix.matrix[3] = row_1.x; new_matrix.matrix[4] = row_1.y; new_matrix.matrix[5] = row_1.z;
new_matrix.matrix[6] = row_2.x; new_matrix.matrix[7] = row_2.y; new_matrix.matrix[8] = row_2.z;
//new_matrix.debug("new_matrix");
return new_matrix;
}
void matrix_3x3::set_to_identity()
{
matrix[0] = 1; matrix[1] = 0; matrix[2] = 0;
matrix[3] = 0; matrix[4] = 1; matrix[5] = 0;
matrix[6] = 0; matrix[7] = 0; matrix[8] = 1;
}
matrix_3x3 matrix_3x3::create_look_at(vector_3 target, vector_3 up)
{
// There are lots of examples of look at code on the internet that don't do all these noramize and also find the position
// through several dot products. The problem with them is that they have a bit of error in that all the vectors arn't normal and need to be.
vector_3 z_row = vector_3(-target.x, -target.y, -target.z).get_normal();
vector_3 x_row = vector_3::cross(up, z_row).get_normal();
vector_3 y_row = vector_3::cross(z_row, x_row).get_normal();
//x_row.debug("x_row");
//y_row.debug("y_row");
//z_row.debug("z_row");
matrix_3x3 rot = matrix_3x3::create_from_rows(vector_3(x_row.x, y_row.x, z_row.x),
vector_3(x_row.y, y_row.y, z_row.y),
vector_3(x_row.z, y_row.z, z_row.z));
//rot.debug("rot");
return rot;
}
matrix_3x3 matrix_3x3::create_inverse(matrix_3x3 original)
{
//original.debug("original");
float* A = original.matrix;
float determinant =
+ A[0 * 3 + 0] * (A[1 * 3 + 1] * A[2 * 3 + 2] - A[2 * 3 + 1] * A[1 * 3 + 2])
- A[0 * 3 + 1] * (A[1 * 3 + 0] * A[2 * 3 + 2] - A[1 * 3 + 2] * A[2 * 3 + 0])
+ A[0 * 3 + 2] * (A[1 * 3 + 0] * A[2 * 3 + 1] - A[1 * 3 + 1] * A[2 * 3 + 0]);
matrix_3x3 inverse;
inverse.matrix[0 * 3 + 0] = +(A[1 * 3 + 1] * A[2 * 3 + 2] - A[2 * 3 + 1] * A[1 * 3 + 2]) / determinant;
inverse.matrix[0 * 3 + 1] = -(A[0 * 3 + 1] * A[2 * 3 + 2] - A[0 * 3 + 2] * A[2 * 3 + 1]) / determinant;
inverse.matrix[0 * 3 + 2] = +(A[0 * 3 + 1] * A[1 * 3 + 2] - A[0 * 3 + 2] * A[1 * 3 + 1]) / determinant;
inverse.matrix[1 * 3 + 0] = -(A[1 * 3 + 0] * A[2 * 3 + 2] - A[1 * 3 + 2] * A[2 * 3 + 0]) / determinant;
inverse.matrix[1 * 3 + 1] = +(A[0 * 3 + 0] * A[2 * 3 + 2] - A[0 * 3 + 2] * A[2 * 3 + 0]) / determinant;
inverse.matrix[1 * 3 + 2] = -(A[0 * 3 + 0] * A[1 * 3 + 2] - A[1 * 3 + 0] * A[0 * 3 + 2]) / determinant;
inverse.matrix[2 * 3 + 0] = +(A[1 * 3 + 0] * A[2 * 3 + 1] - A[2 * 3 + 0] * A[1 * 3 + 1]) / determinant;
inverse.matrix[2 * 3 + 1] = -(A[0 * 3 + 0] * A[2 * 3 + 1] - A[2 * 3 + 0] * A[0 * 3 + 1]) / determinant;
inverse.matrix[2 * 3 + 2] = +(A[0 * 3 + 0] * A[1 * 3 + 1] - A[1 * 3 + 0] * A[0 * 3 + 1]) / determinant;
vector_3 row0 = vector_3(inverse.matrix[0 * 3 + 0], inverse.matrix[0 * 3 + 1], inverse.matrix[0 * 3 + 2]);
vector_3 row1 = vector_3(inverse.matrix[1 * 3 + 0], inverse.matrix[1 * 3 + 1], inverse.matrix[1 * 3 + 2]);
vector_3 row2 = vector_3(inverse.matrix[2 * 3 + 0], inverse.matrix[2 * 3 + 1], inverse.matrix[2 * 3 + 2]);
row0.normalize();
row1.normalize();
row2.normalize();
inverse = matrix_3x3::create_from_rows(row0, row1, row2);
//inverse.debug("inverse");
return inverse;
}
void matrix_3x3::debug(char* title)
{
SERIAL_PROTOCOL(title);
SERIAL_PROTOCOL("\n");
int count = 0;
for(int i=0; i<3; i++)
{
for(int j=0; j<3; j++)
{
SERIAL_PROTOCOL(matrix[count]);
SERIAL_PROTOCOLPGM(" ");
count++;
}
SERIAL_PROTOCOLPGM("\n");
}
}
#endif // #ifdef ENABLE_AUTO_BED_LEVELING