|  |  |  | /**
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							|  |  |  |  * Marlin 3D Printer Firmware | 
					
						
							|  |  |  |  * Copyright (C) 2016 MarlinFirmware [https://github.com/MarlinFirmware/Marlin]
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							|  |  |  |  * | 
					
						
							|  |  |  |  * Based on Sprinter and grbl. | 
					
						
							|  |  |  |  * Copyright (C) 2011 Camiel Gubbels / Erik van der Zalm | 
					
						
							|  |  |  |  * | 
					
						
							|  |  |  |  * 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 | 
					
						
							|  |  |  |  * along with this program.  If not, see <http://www.gnu.org/licenses/>.
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							|  |  |  |  * | 
					
						
							|  |  |  |  */ | 
					
						
							|  |  |  | 
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							|  |  |  | /**
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							|  |  |  |   vector_3.cpp - Vector library for bed leveling | 
					
						
							|  |  |  |   Copyright (c) 2012 Lars Brubaker.  All right reserved. | 
					
						
							|  |  |  | 
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							|  |  |  |   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. | 
					
						
							|  |  |  | 
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							|  |  |  |   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>
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							|  |  |  | #include "Marlin.h"
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							|  |  |  | #if ENABLED(AUTO_BED_LEVELING_FEATURE)
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							|  |  |  | #include "vector_3.h"
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							|  |  |  | vector_3::vector_3() : x(0), y(0), z(0) { } | 
					
						
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							|  |  |  | vector_3::vector_3(float x_, float y_, float z_) : x(x_), y(y_), z(z_) { } | 
					
						
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							|  |  |  | 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); | 
					
						
							|  |  |  | } | 
					
						
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							|  |  |  | 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)); } | 
					
						
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							|  |  |  | vector_3 vector_3::get_normal() { | 
					
						
							|  |  |  |   vector_3 normalized = vector_3(x, y, z); | 
					
						
							|  |  |  |   normalized.normalize(); | 
					
						
							|  |  |  |   return normalized; | 
					
						
							|  |  |  | } | 
					
						
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							|  |  |  | float vector_3::get_length() { return sqrt((x * x) + (y * y) + (z * z)); } | 
					
						
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							|  |  |  | void vector_3::normalize() { | 
					
						
							|  |  |  |   float length = get_length(); | 
					
						
							|  |  |  |   x /= length; | 
					
						
							|  |  |  |   y /= length; | 
					
						
							|  |  |  |   z /= length; | 
					
						
							|  |  |  | } | 
					
						
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							|  |  |  | 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; | 
					
						
							|  |  |  | } | 
					
						
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							|  |  |  | void vector_3::debug(const char title[]) { | 
					
						
							|  |  |  |   SERIAL_PROTOCOL(title); | 
					
						
							|  |  |  |   SERIAL_PROTOCOLPGM(" x: "); | 
					
						
							|  |  |  |   SERIAL_PROTOCOL_F(x, 6); | 
					
						
							|  |  |  |   SERIAL_PROTOCOLPGM(" y: "); | 
					
						
							|  |  |  |   SERIAL_PROTOCOL_F(y, 6); | 
					
						
							|  |  |  |   SERIAL_PROTOCOLPGM(" z: "); | 
					
						
							|  |  |  |   SERIAL_PROTOCOL_F(z, 6); | 
					
						
							|  |  |  |   SERIAL_EOL; | 
					
						
							|  |  |  | } | 
					
						
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							|  |  |  | 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; | 
					
						
							|  |  |  | } | 
					
						
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							|  |  |  | matrix_3x3 matrix_3x3::create_from_rows(vector_3 row_0, vector_3 row_1, vector_3 row_2) { | 
					
						
							|  |  |  |   //row_0.debug("row_0");
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							|  |  |  |   //row_1.debug("row_1");
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							|  |  |  |   //row_2.debug("row_2");
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							|  |  |  |   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");
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							|  |  |  |   return new_matrix; | 
					
						
							|  |  |  | } | 
					
						
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							|  |  |  | 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; | 
					
						
							|  |  |  | } | 
					
						
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							|  |  |  | matrix_3x3 matrix_3x3::create_look_at(vector_3 target) { | 
					
						
							|  |  |  |   vector_3 z_row = target.get_normal(); | 
					
						
							|  |  |  |   vector_3 x_row = vector_3(1, 0, -target.x / target.z).get_normal(); | 
					
						
							|  |  |  |   vector_3 y_row = vector_3::cross(z_row, x_row).get_normal(); | 
					
						
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							|  |  |  |   // x_row.debug("x_row");
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							|  |  |  |   // y_row.debug("y_row");
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							|  |  |  |   // z_row.debug("z_row");
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							|  |  |  |   // create the matrix already correctly transposed
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							|  |  |  |   matrix_3x3 rot = matrix_3x3::create_from_rows(x_row, y_row, z_row); | 
					
						
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							|  |  |  |   // rot.debug("rot");
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							|  |  |  |   return rot; | 
					
						
							|  |  |  | } | 
					
						
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							|  |  |  | matrix_3x3 matrix_3x3::transpose(matrix_3x3 original) { | 
					
						
							|  |  |  |   matrix_3x3 new_matrix; | 
					
						
							|  |  |  |   new_matrix.matrix[0] = original.matrix[0]; new_matrix.matrix[1] = original.matrix[3]; new_matrix.matrix[2] = original.matrix[6]; | 
					
						
							|  |  |  |   new_matrix.matrix[3] = original.matrix[1]; new_matrix.matrix[4] = original.matrix[4]; new_matrix.matrix[5] = original.matrix[7]; | 
					
						
							|  |  |  |   new_matrix.matrix[6] = original.matrix[2]; new_matrix.matrix[7] = original.matrix[5]; new_matrix.matrix[8] = original.matrix[8]; | 
					
						
							|  |  |  |   return new_matrix; | 
					
						
							|  |  |  | } | 
					
						
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							|  |  |  | void matrix_3x3::debug(const char title[]) { | 
					
						
							|  |  |  |   SERIAL_PROTOCOLLN(title); | 
					
						
							|  |  |  |   int count = 0; | 
					
						
							|  |  |  |   for (int i = 0; i < 3; i++) { | 
					
						
							|  |  |  |     for (int j = 0; j < 3; j++) { | 
					
						
							|  |  |  |       if (matrix[count] >= 0.0) SERIAL_PROTOCOLCHAR('+'); | 
					
						
							|  |  |  |       SERIAL_PROTOCOL_F(matrix[count], 6); | 
					
						
							|  |  |  |       SERIAL_PROTOCOLCHAR(' '); | 
					
						
							|  |  |  |       count++; | 
					
						
							|  |  |  |     } | 
					
						
							|  |  |  |     SERIAL_EOL; | 
					
						
							|  |  |  |   } | 
					
						
							|  |  |  | } | 
					
						
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							|  |  |  | #endif // AUTO_BED_LEVELING_FEATURE
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