Fixed the plane vector equation to a simpler one (only dependent on the normal)
Removed the calculation of the inverse matrix since the rotation matrix is orthogonal, therefore inverted == transposed. Much simpler and mathematically robust.
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@ -942,7 +942,7 @@ vector_3 plan_get_position() {
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//position.debug("in plan_get position");
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//plan_bed_level_matrix.debug("in plan_get bed_level");
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matrix_3x3 inverse = matrix_3x3::create_inverse(plan_bed_level_matrix);
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matrix_3x3 inverse = matrix_3x3::transpose(plan_bed_level_matrix);
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//inverse.debug("in plan_get inverse");
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position.apply_rotation(inverse);
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//position.debug("after rotation");
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