Marlin_Firmware/Marlin/src/libs/vector_3.cpp

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/**
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* Marlin 3D Printer Firmware
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* Copyright (c) 2020 MarlinFirmware [https://github.com/MarlinFirmware/Marlin]
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*
* Based on Sprinter and grbl.
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* Copyright (c) 2011 Camiel Gubbels / Erik van der Zalm
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*
* 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
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* along with this program. If not, see <https://www.gnu.org/licenses/>.
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*
*/
/**
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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
*/
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#include "../inc/MarlinConfig.h"
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#if ABL_PLANAR || ENABLED(AUTO_BED_LEVELING_UBL)
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#include "vector_3.h"
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#include <math.h>
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/**
* vector_3
*/
vector_3 vector_3::cross(const vector_3 &left, const vector_3 &right) {
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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 {
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vector_3 normalized = *this;
normalized.normalize();
return normalized;
}
void vector_3::normalize() {
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*this *= RSQRT(sq(x) + sq(y) + sq(z));
}
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// Apply a rotation to the matrix
void vector_3::apply_rotation(const matrix_3x3 &matrix) {
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const float _x = x, _y = y, _z = z;
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*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 };
}
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void vector_3::debug(PGM_P const title) {
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SERIAL_ECHOPGM_P(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);
}
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/**
* 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);
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_x = vec.x; _y = vec.y; _z = vec.z;
}
// Reset to identity. No rotate or translate.
void matrix_3x3::set_to_identity() {
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LOOP_L_N(i, 3)
LOOP_L_N(j, 3)
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vectors[i][j] = float(i == j);
}
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// 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) {
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//row_0.debug(PSTR("row_0"));
//row_1.debug(PSTR("row_1"));
//row_2.debug(PSTR("row_2"));
matrix_3x3 new_matrix;
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new_matrix.vectors[0] = row_0;
new_matrix.vectors[1] = row_1;
new_matrix.vectors[2] = row_2;
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//new_matrix.debug(PSTR("new_matrix"));
return new_matrix;
}
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// Create a matrix rotated to point towards a target
matrix_3x3 matrix_3x3::create_look_at(const vector_3 &target) {
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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();
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// 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);
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// rot.debug(PSTR("rot"));
return rot;
}
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// Get a transposed copy of the matrix
matrix_3x3 matrix_3x3::transpose(const matrix_3x3 &original) {
matrix_3x3 new_matrix;
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LOOP_L_N(i, 3)
LOOP_L_N(j, 3)
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new_matrix.vectors[i][j] = original.vectors[j][i];
return new_matrix;
}
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void matrix_3x3::debug(PGM_P const title) {
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if (title) SERIAL_ECHOLNPGM_P(title);
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LOOP_L_N(i, 3) {
LOOP_L_N(j, 3) {
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if (vectors[i][j] >= 0.0) SERIAL_CHAR('+');
SERIAL_ECHO_F(vectors[i][j], 6);
SERIAL_CHAR(' ');
}
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SERIAL_EOL();
}
}
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#endif // HAS_ABL_OR_UBL