Keep "astyled" elements in vector_3.*
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@@ -27,78 +27,78 @@ 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(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) {
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vector_3 vector_3::cross(vector_3 left, vector_3 right) {
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return vector_3(left.y * right.z - left.z * right.y,
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return vector_3(left.y * right.z - left.z * right.y,
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left.z * right.x - left.x * right.z,
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left.z * right.x - left.x * right.z,
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left.x * right.y - left.y * right.x);
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left.x * right.y - left.y * right.x);
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}
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}
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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::operator+(vector_3 v) { return vector_3((x + v.x), (y + v.y), (z + v.z)); }
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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::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() {
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vector_3 vector_3::get_normal() {
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vector_3 normalized = vector_3(x, y, z);
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vector_3 normalized = vector_3(x, y, z);
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normalized.normalize();
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normalized.normalize();
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return normalized;
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return normalized;
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}
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}
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float vector_3::get_length() { return sqrt((x * x) + (y * y) + (z * z)); }
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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() {
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void vector_3::normalize() {
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float length = get_length();
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float length = get_length();
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x /= length;
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x /= length;
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y /= length;
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y /= length;
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z /= length;
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z /= length;
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}
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}
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void vector_3::apply_rotation(matrix_3x3 matrix) {
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void vector_3::apply_rotation(matrix_3x3 matrix) {
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float resultX = x * matrix.matrix[3*0+0] + y * matrix.matrix[3*1+0] + z * matrix.matrix[3*2+0];
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float resultX = x * matrix.matrix[3 * 0 + 0] + y * matrix.matrix[3 * 1 + 0] + z * matrix.matrix[3 * 2 + 0];
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float resultY = x * matrix.matrix[3*0+1] + y * matrix.matrix[3*1+1] + z * matrix.matrix[3*2+1];
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float resultY = x * matrix.matrix[3 * 0 + 1] + y * matrix.matrix[3 * 1 + 1] + z * matrix.matrix[3 * 2 + 1];
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float resultZ = x * matrix.matrix[3*0+2] + y * matrix.matrix[3*1+2] + z * matrix.matrix[3*2+2];
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float resultZ = x * matrix.matrix[3 * 0 + 2] + y * matrix.matrix[3 * 1 + 2] + z * matrix.matrix[3 * 2 + 2];
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x = resultX;
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x = resultX;
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y = resultY;
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y = resultY;
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z = resultZ;
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z = resultZ;
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}
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}
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void vector_3::debug(const char title[]) {
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void vector_3::debug(const char title[]) {
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SERIAL_PROTOCOL(title);
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SERIAL_PROTOCOL(title);
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SERIAL_PROTOCOLPGM(" x: ");
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SERIAL_PROTOCOLPGM(" x: ");
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SERIAL_PROTOCOL_F(x, 6);
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SERIAL_PROTOCOL_F(x, 6);
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SERIAL_PROTOCOLPGM(" y: ");
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SERIAL_PROTOCOLPGM(" y: ");
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SERIAL_PROTOCOL_F(y, 6);
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SERIAL_PROTOCOL_F(y, 6);
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SERIAL_PROTOCOLPGM(" z: ");
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SERIAL_PROTOCOLPGM(" z: ");
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SERIAL_PROTOCOL_F(z, 6);
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SERIAL_PROTOCOL_F(z, 6);
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SERIAL_EOL;
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SERIAL_EOL;
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}
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}
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void apply_rotation_xyz(matrix_3x3 matrix, float &x, float& y, float& z) {
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void apply_rotation_xyz(matrix_3x3 matrix, float& x, float& y, float& z) {
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vector_3 vector = vector_3(x, y, z);
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vector_3 vector = vector_3(x, y, z);
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vector.apply_rotation(matrix);
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vector.apply_rotation(matrix);
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x = vector.x;
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x = vector.x;
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y = vector.y;
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y = vector.y;
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z = vector.z;
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z = vector.z;
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}
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}
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matrix_3x3 matrix_3x3::create_from_rows(vector_3 row_0, vector_3 row_1, vector_3 row_2) {
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matrix_3x3 matrix_3x3::create_from_rows(vector_3 row_0, vector_3 row_1, vector_3 row_2) {
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//row_0.debug("row_0");
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//row_0.debug("row_0");
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//row_1.debug("row_1");
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//row_1.debug("row_1");
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//row_2.debug("row_2");
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//row_2.debug("row_2");
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matrix_3x3 new_matrix;
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matrix_3x3 new_matrix;
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new_matrix.matrix[0] = row_0.x; new_matrix.matrix[1] = row_0.y; new_matrix.matrix[2] = row_0.z;
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new_matrix.matrix[0] = row_0.x; new_matrix.matrix[1] = row_0.y; new_matrix.matrix[2] = row_0.z;
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new_matrix.matrix[3] = row_1.x; new_matrix.matrix[4] = row_1.y; new_matrix.matrix[5] = row_1.z;
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new_matrix.matrix[3] = row_1.x; new_matrix.matrix[4] = row_1.y; new_matrix.matrix[5] = row_1.z;
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new_matrix.matrix[6] = row_2.x; new_matrix.matrix[7] = row_2.y; new_matrix.matrix[8] = row_2.z;
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new_matrix.matrix[6] = row_2.x; new_matrix.matrix[7] = row_2.y; new_matrix.matrix[8] = row_2.z;
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//new_matrix.debug("new_matrix");
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//new_matrix.debug("new_matrix");
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return new_matrix;
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return new_matrix;
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}
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}
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void matrix_3x3::set_to_identity() {
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void matrix_3x3::set_to_identity() {
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matrix[0] = 1; matrix[1] = 0; matrix[2] = 0;
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matrix[0] = 1; matrix[1] = 0; matrix[2] = 0;
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matrix[3] = 0; matrix[4] = 1; matrix[5] = 0;
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matrix[3] = 0; matrix[4] = 1; matrix[5] = 0;
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matrix[6] = 0; matrix[7] = 0; matrix[8] = 1;
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matrix[6] = 0; matrix[7] = 0; matrix[8] = 1;
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}
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}
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matrix_3x3 matrix_3x3::create_look_at(vector_3 target) {
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matrix_3x3 matrix_3x3::create_look_at(vector_3 target) {
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vector_3 z_row = target.get_normal();
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vector_3 z_row = target.get_normal();
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vector_3 x_row = vector_3(1, 0, -target.x/target.z).get_normal();
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vector_3 x_row = vector_3(1, 0, -target.x / target.z).get_normal();
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vector_3 y_row = vector_3::cross(z_row, x_row).get_normal();
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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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// x_row.debug("x_row");
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@@ -123,8 +123,8 @@ matrix_3x3 matrix_3x3::transpose(matrix_3x3 original) {
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void matrix_3x3::debug(const char title[]) {
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void matrix_3x3::debug(const char title[]) {
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SERIAL_PROTOCOLLN(title);
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SERIAL_PROTOCOLLN(title);
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int count = 0;
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int count = 0;
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for(int i=0; i<3; i++) {
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for (int i = 0; i < 3; i++) {
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for(int j=0; j<3; j++) {
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for (int j = 0; j < 3; j++) {
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if (matrix[count] >= 0.0) SERIAL_PROTOCOLCHAR('+');
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if (matrix[count] >= 0.0) SERIAL_PROTOCOLCHAR('+');
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SERIAL_PROTOCOL_F(matrix[count], 6);
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SERIAL_PROTOCOL_F(matrix[count], 6);
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SERIAL_PROTOCOLCHAR(' ');
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SERIAL_PROTOCOLCHAR(' ');
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@@ -22,41 +22,39 @@
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#if ENABLED(AUTO_BED_LEVELING_FEATURE)
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#if ENABLED(AUTO_BED_LEVELING_FEATURE)
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class matrix_3x3;
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class matrix_3x3;
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struct vector_3
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struct vector_3 {
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{
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float x, y, z;
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float x, y, z;
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vector_3();
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vector_3();
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vector_3(float x, float y, float z);
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vector_3(float x, float y, float z);
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static vector_3 cross(vector_3 a, vector_3 b);
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static vector_3 cross(vector_3 a, vector_3 b);
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vector_3 operator+(vector_3 v);
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vector_3 operator+(vector_3 v);
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vector_3 operator-(vector_3 v);
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vector_3 operator-(vector_3 v);
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void normalize();
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void normalize();
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float get_length();
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float get_length();
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vector_3 get_normal();
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vector_3 get_normal();
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void debug(const char title[]);
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void debug(const char title[]);
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void apply_rotation(matrix_3x3 matrix);
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void apply_rotation(matrix_3x3 matrix);
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};
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};
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struct matrix_3x3
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struct matrix_3x3 {
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{
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float matrix[9];
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float matrix[9];
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static matrix_3x3 create_from_rows(vector_3 row_0, vector_3 row_1, vector_3 row_2);
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static matrix_3x3 create_from_rows(vector_3 row_0, vector_3 row_1, vector_3 row_2);
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static matrix_3x3 create_look_at(vector_3 target);
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static matrix_3x3 create_look_at(vector_3 target);
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static matrix_3x3 transpose(matrix_3x3 original);
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static matrix_3x3 transpose(matrix_3x3 original);
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void set_to_identity();
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void set_to_identity();
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void debug(const char title[]);
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void debug(const char title[]);
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};
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};
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void apply_rotation_xyz(matrix_3x3 rotationMatrix, float &x, float& y, float& z);
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void apply_rotation_xyz(matrix_3x3 rotationMatrix, float& x, float& y, float& z);
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#endif // AUTO_BED_LEVELING_FEATURE
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#endif // AUTO_BED_LEVELING_FEATURE
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#endif // VECTOR_3_H
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#endif // VECTOR_3_H
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