Move apply_rotation_xyz into matrix_3x3
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a572e2ed12
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@ -1592,7 +1592,7 @@ void unified_bed_leveling::smart_fill_mesh() {
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DEBUG_DELAY(20);
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}
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apply_rotation_xyz(rotation, mx, my, mz);
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rotation.apply_rotation_xyz(mx, my, mz);
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if (DEBUGGING(LEVELING)) {
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DEBUG_ECHOPAIR_F("after rotation = [", mx, 7);
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@ -794,7 +794,7 @@ G29_TYPE GcodeSuite::G29() {
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const int ind = abl.indexIntoAB[xx][yy];
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xyz_float_t tmp = { abl.eqnAMatrix[ind + 0 * abl.abl_points],
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abl.eqnAMatrix[ind + 1 * abl.abl_points], 0 };
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apply_rotation_xyz(planner.bed_level_matrix, tmp);
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planner.bed_level_matrix.apply_rotation_xyz(tmp);
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if (get_min) NOMORE(min_diff, abl.eqnBVector[ind] - tmp.z);
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const float subval = get_min ? abl.mean : tmp.z + min_diff,
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diff = abl.eqnBVector[ind] - subval;
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@ -87,8 +87,8 @@ void vector_3::debug(PGM_P const title) {
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* matrix_3x3
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*/
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void apply_rotation_xyz(const matrix_3x3 &matrix, float &_x, float &_y, float &_z) {
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vector_3 vec = vector_3(_x, _y, _z); vec.apply_rotation(matrix);
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void matrix_3x3::apply_rotation_xyz(float &_x, float &_y, float &_z) {
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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;
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}
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@ -45,7 +45,6 @@
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class matrix_3x3;
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struct vector_3 : xyz_float_t {
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vector_3(const float &_x, const float &_y, const float &_z) { set(_x, _y, _z); }
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vector_3(const xy_float_t &in) { set(in.x, in.y); }
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vector_3(const xyz_float_t &in) { set(in.x, in.y, in.z); }
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@ -82,9 +81,8 @@ struct matrix_3x3 {
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void set_to_identity();
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void debug(PGM_P const title);
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};
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void apply_rotation_xyz(const matrix_3x3 &rotationMatrix, float &x, float &y, float &z);
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FORCE_INLINE void apply_rotation_xyz(const matrix_3x3 &rotationMatrix, xyz_pos_t &pos) {
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apply_rotation_xyz(rotationMatrix, pos.x, pos.y, pos.z);
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}
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void apply_rotation_xyz(float &x, float &y, float &z);
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FORCE_INLINE void apply_rotation_xyz(xyz_pos_t &pos) { apply_rotation_xyz(pos.x, pos.y, pos.z); }
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};
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@ -1534,7 +1534,7 @@ void Planner::check_axes_activity() {
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#if ABL_PLANAR
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xy_pos_t d = raw - level_fulcrum;
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apply_rotation_xyz(bed_level_matrix, d.x, d.y, raw.z);
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bed_level_matrix.apply_rotation_xyz(d.x, d.y, raw.z);
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raw = d + level_fulcrum;
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#elif HAS_MESH
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@ -1571,7 +1571,7 @@ void Planner::check_axes_activity() {
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matrix_3x3 inverse = matrix_3x3::transpose(bed_level_matrix);
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xy_pos_t d = raw - level_fulcrum;
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apply_rotation_xyz(inverse, d.x, d.y, raw.z);
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inverse.apply_rotation_xyz(d.x, d.y, raw.z);
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raw = d + level_fulcrum;
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#elif HAS_MESH
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