Keep "astyled" elements in vector_3.*

This commit is contained in:
Scott Lahteine
2015-10-02 23:19:13 -07:00
parent 7909c6e4dd
commit c2d4a1db58
2 changed files with 64 additions and 66 deletions

View File

@@ -51,9 +51,9 @@ void vector_3::normalize() {
} }
void vector_3::apply_rotation(matrix_3x3 matrix) { 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 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 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]; float resultZ = x * matrix.matrix[3 * 0 + 2] + y * matrix.matrix[3 * 1 + 2] + z * matrix.matrix[3 * 2 + 2];
x = resultX; x = resultX;
y = resultY; y = resultY;
z = resultZ; z = resultZ;
@@ -70,7 +70,7 @@ void vector_3::debug(const char title[]) {
SERIAL_EOL; SERIAL_EOL;
} }
void apply_rotation_xyz(matrix_3x3 matrix, float &x, float& y, float& z) { void apply_rotation_xyz(matrix_3x3 matrix, float& x, float& y, float& z) {
vector_3 vector = vector_3(x, y, z); vector_3 vector = vector_3(x, y, z);
vector.apply_rotation(matrix); vector.apply_rotation(matrix);
x = vector.x; x = vector.x;
@@ -98,7 +98,7 @@ void matrix_3x3::set_to_identity() {
matrix_3x3 matrix_3x3::create_look_at(vector_3 target) { matrix_3x3 matrix_3x3::create_look_at(vector_3 target) {
vector_3 z_row = target.get_normal(); vector_3 z_row = target.get_normal();
vector_3 x_row = vector_3(1, 0, -target.x/target.z).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(); vector_3 y_row = vector_3::cross(z_row, x_row).get_normal();
// x_row.debug("x_row"); // x_row.debug("x_row");
@@ -123,8 +123,8 @@ matrix_3x3 matrix_3x3::transpose(matrix_3x3 original) {
void matrix_3x3::debug(const char title[]) { void matrix_3x3::debug(const char title[]) {
SERIAL_PROTOCOLLN(title); SERIAL_PROTOCOLLN(title);
int count = 0; int count = 0;
for(int i=0; i<3; i++) { for (int i = 0; i < 3; i++) {
for(int j=0; j<3; j++) { for (int j = 0; j < 3; j++) {
if (matrix[count] >= 0.0) SERIAL_PROTOCOLCHAR('+'); if (matrix[count] >= 0.0) SERIAL_PROTOCOLCHAR('+');
SERIAL_PROTOCOL_F(matrix[count], 6); SERIAL_PROTOCOL_F(matrix[count], 6);
SERIAL_PROTOCOLCHAR(' '); SERIAL_PROTOCOLCHAR(' ');

View File

@@ -22,8 +22,7 @@
#if ENABLED(AUTO_BED_LEVELING_FEATURE) #if ENABLED(AUTO_BED_LEVELING_FEATURE)
class matrix_3x3; class matrix_3x3;
struct vector_3 struct vector_3 {
{
float x, y, z; float x, y, z;
vector_3(); vector_3();
@@ -42,8 +41,7 @@ struct vector_3
void apply_rotation(matrix_3x3 matrix); void apply_rotation(matrix_3x3 matrix);
}; };
struct matrix_3x3 struct matrix_3x3 {
{
float matrix[9]; float matrix[9];
static matrix_3x3 create_from_rows(vector_3 row_0, vector_3 row_1, vector_3 row_2); static matrix_3x3 create_from_rows(vector_3 row_0, vector_3 row_1, vector_3 row_2);
@@ -56,7 +54,7 @@ struct matrix_3x3
}; };
void apply_rotation_xyz(matrix_3x3 rotationMatrix, float &x, float& y, float& z); void apply_rotation_xyz(matrix_3x3 rotationMatrix, float& x, float& y, float& z);
#endif // AUTO_BED_LEVELING_FEATURE #endif // AUTO_BED_LEVELING_FEATURE
#endif // VECTOR_3_H #endif // VECTOR_3_H