Merge pull request #673 from fsantini/ErikZalm

Improvements to the auto bed leveling feature
This commit is contained in:
alexborro 2013-12-23 03:46:31 -08:00
commit 89a304fd98
7 changed files with 2112 additions and 52 deletions

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@ -367,6 +367,15 @@ const bool Z_MAX_ENDSTOP_INVERTING = true; // set to true to invert the logic of
#endif
// with accurate bed leveling, the bed is sampled in a ACCURATE_BED_LEVELING_POINTSxACCURATE_BED_LEVELING_POINTS grid and least squares solution is calculated
// Note: this feature occupies 10'206 byte
#define ACCURATE_BED_LEVELING
#ifdef ACCURATE_BED_LEVELING
// I wouldn't see a reason to go above 3 (=9 probing points on the bed)
#define ACCURATE_BED_LEVELING_POINTS 2
#endif
#endif

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@ -31,6 +31,9 @@
#ifdef ENABLE_AUTO_BED_LEVELING
#include "vector_3.h"
#ifdef ACCURATE_BED_LEVELING
#include "qr_solve.h"
#endif
#endif // ENABLE_AUTO_BED_LEVELING
#include "ultralcd.h"
@ -802,6 +805,31 @@ static void axis_is_at_home(int axis) {
}
#ifdef ENABLE_AUTO_BED_LEVELING
#ifdef ACCURATE_BED_LEVELING
static void set_bed_level_equation_lsq(double *plane_equation_coefficients)
{
vector_3 planeNormal = vector_3(-plane_equation_coefficients[0], -plane_equation_coefficients[1], 1);
planeNormal.debug("planeNormal");
plan_bed_level_matrix = matrix_3x3::create_look_at(planeNormal);
//bedLevel.debug("bedLevel");
//plan_bed_level_matrix.debug("bed level before");
//vector_3 uncorrected_position = plan_get_position_mm();
//uncorrected_position.debug("position before");
vector_3 corrected_position = plan_get_position();
// corrected_position.debug("position after");
current_position[X_AXIS] = corrected_position.x;
current_position[Y_AXIS] = corrected_position.y;
current_position[Z_AXIS] = corrected_position.z;
// but the bed at 0 so we don't go below it.
current_position[Z_AXIS] = -Z_PROBE_OFFSET_FROM_EXTRUDER;
plan_set_position(current_position[X_AXIS], current_position[Y_AXIS], current_position[Z_AXIS], current_position[E_AXIS]);
}
#else
static void set_bed_level_equation(float z_at_xLeft_yFront, float z_at_xRight_yFront, float z_at_xLeft_yBack) {
plan_bed_level_matrix.set_to_identity();
@ -811,11 +839,11 @@ static void set_bed_level_equation(float z_at_xLeft_yFront, float z_at_xRight_yF
vector_3 xPositive = (xRightyFront - xLeftyFront).get_normal();
vector_3 yPositive = (xLeftyBack - xLeftyFront).get_normal();
vector_3 planeNormal = vector_3::cross(yPositive, xPositive).get_normal();
vector_3 planeNormal = vector_3::cross(xPositive, yPositive).get_normal();
//planeNormal.debug("planeNormal");
//yPositive.debug("yPositive");
matrix_3x3 bedLevel = matrix_3x3::create_look_at(planeNormal, yPositive);
plan_bed_level_matrix = matrix_3x3::create_look_at(planeNormal);
//bedLevel.debug("bedLevel");
//plan_bed_level_matrix.debug("bed level before");
@ -823,7 +851,6 @@ static void set_bed_level_equation(float z_at_xLeft_yFront, float z_at_xRight_yF
//uncorrected_position.debug("position before");
// and set our bed level equation to do the right thing
plan_bed_level_matrix = matrix_3x3::create_inverse(bedLevel);
//plan_bed_level_matrix.debug("bed level after");
vector_3 corrected_position = plan_get_position();
@ -837,6 +864,7 @@ static void set_bed_level_equation(float z_at_xLeft_yFront, float z_at_xRight_yF
plan_set_position(current_position[X_AXIS], current_position[Y_AXIS], current_position[Z_AXIS], current_position[E_AXIS]);
}
#endif // ACCURATE_BED_LEVELING
static void run_z_probe() {
plan_bed_level_matrix.set_to_identity();
@ -1325,6 +1353,98 @@ void process_commands()
setup_for_endstop_move();
feedrate = homing_feedrate[Z_AXIS];
#ifdef ACCURATE_BED_LEVELING
int xGridSpacing = (RIGHT_PROBE_BED_POSITION - LEFT_PROBE_BED_POSITION) / (ACCURATE_BED_LEVELING_POINTS-1);
int yGridSpacing = (BACK_PROBE_BED_POSITION - FRONT_PROBE_BED_POSITION) / (ACCURATE_BED_LEVELING_POINTS-1);
// solve the plane equation ax + by + d = z
// A is the matrix with rows [x y 1] for all the probed points
// B is the vector of the Z positions
// the normal vector to the plane is formed by the coefficients of the plane equation in the standard form, which is Vx*x+Vy*y+Vz*z+d = 0
// so Vx = -a Vy = -b Vz = 1 (we want the vector facing towards positive Z
// "A" matrix of the linear system of equations
double eqnAMatrix[ACCURATE_BED_LEVELING_POINTS*ACCURATE_BED_LEVELING_POINTS*3];
// "B" vector of Z points
double eqnBVector[ACCURATE_BED_LEVELING_POINTS*ACCURATE_BED_LEVELING_POINTS];
int probePointCounter = 0;
bool zig = true;
for (int yProbe=FRONT_PROBE_BED_POSITION; yProbe <= BACK_PROBE_BED_POSITION; yProbe += yGridSpacing)
{
int xProbe, xInc;
if (zig)
{
xProbe = LEFT_PROBE_BED_POSITION;
//xEnd = RIGHT_PROBE_BED_POSITION;
xInc = xGridSpacing;
zig = false;
} else // zag
{
xProbe = RIGHT_PROBE_BED_POSITION;
//xEnd = LEFT_PROBE_BED_POSITION;
xInc = -xGridSpacing;
zig = true;
}
for (int xCount=0; xCount < ACCURATE_BED_LEVELING_POINTS; xCount++)
{
if (probePointCounter == 0)
{
// raise before probing
do_blocking_move_to(current_position[X_AXIS], current_position[Y_AXIS], Z_RAISE_BEFORE_PROBING);
} else
{
// raise extruder
do_blocking_move_to(current_position[X_AXIS], current_position[Y_AXIS], current_position[Z_AXIS] + Z_RAISE_BETWEEN_PROBINGS);
}
do_blocking_move_to(xProbe - X_PROBE_OFFSET_FROM_EXTRUDER, yProbe - Y_PROBE_OFFSET_FROM_EXTRUDER, current_position[Z_AXIS]);
engage_z_probe(); // Engage Z Servo endstop if available
run_z_probe();
eqnBVector[probePointCounter] = current_position[Z_AXIS];
retract_z_probe();
SERIAL_PROTOCOLPGM("Bed x: ");
SERIAL_PROTOCOL(xProbe);
SERIAL_PROTOCOLPGM(" y: ");
SERIAL_PROTOCOL(yProbe);
SERIAL_PROTOCOLPGM(" z: ");
SERIAL_PROTOCOL(current_position[Z_AXIS]);
SERIAL_PROTOCOLPGM("\n");
eqnAMatrix[probePointCounter + 0*ACCURATE_BED_LEVELING_POINTS*ACCURATE_BED_LEVELING_POINTS] = xProbe;
eqnAMatrix[probePointCounter + 1*ACCURATE_BED_LEVELING_POINTS*ACCURATE_BED_LEVELING_POINTS] = yProbe;
eqnAMatrix[probePointCounter + 2*ACCURATE_BED_LEVELING_POINTS*ACCURATE_BED_LEVELING_POINTS] = 1;
probePointCounter++;
xProbe += xInc;
}
}
clean_up_after_endstop_move();
// solve lsq problem
double *plane_equation_coefficients = qr_solve(ACCURATE_BED_LEVELING_POINTS*ACCURATE_BED_LEVELING_POINTS, 3, eqnAMatrix, eqnBVector);
SERIAL_PROTOCOLPGM("Eqn coefficients: a: ");
SERIAL_PROTOCOL(plane_equation_coefficients[0]);
SERIAL_PROTOCOLPGM(" b: ");
SERIAL_PROTOCOL(plane_equation_coefficients[1]);
SERIAL_PROTOCOLPGM(" d: ");
SERIAL_PROTOCOLLN(plane_equation_coefficients[2]);
set_bed_level_equation_lsq(plane_equation_coefficients);
free(plane_equation_coefficients);
#else // ACCURATE_BED_LEVELING not defined
// prob 1
do_blocking_move_to(current_position[X_AXIS], current_position[Y_AXIS], Z_RAISE_BEFORE_PROBING);
@ -1382,6 +1502,8 @@ void process_commands()
set_bed_level_equation(z_at_xLeft_yFront, z_at_xRight_yFront, z_at_xLeft_yBack);
#endif // ACCURATE_BED_LEVELING
st_synchronize();
// The following code correct the Z height difference from z-probe position and hotend tip position.

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@ -942,7 +942,7 @@ vector_3 plan_get_position() {
//position.debug("in plan_get position");
//plan_bed_level_matrix.debug("in plan_get bed_level");
matrix_3x3 inverse = matrix_3x3::create_inverse(plan_bed_level_matrix);
matrix_3x3 inverse = matrix_3x3::transpose(plan_bed_level_matrix);
//inverse.debug("in plan_get inverse");
position.apply_rotation(inverse);
//position.debug("after rotation");

1932
Marlin/qr_solve.cpp Normal file

File diff suppressed because it is too large Load diff

22
Marlin/qr_solve.h Normal file
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@ -0,0 +1,22 @@
#include "Configuration.h"
#ifdef ACCURATE_BED_LEVELING
void daxpy ( int n, double da, double dx[], int incx, double dy[], int incy );
double ddot ( int n, double dx[], int incx, double dy[], int incy );
double dnrm2 ( int n, double x[], int incx );
void dqrank ( double a[], int lda, int m, int n, double tol, int *kr,
int jpvt[], double qraux[] );
void dqrdc ( double a[], int lda, int n, int p, double qraux[], int jpvt[],
double work[], int job );
int dqrls ( double a[], int lda, int m, int n, double tol, int *kr, double b[],
double x[], double rsd[], int jpvt[], double qraux[], int itask );
void dqrlss ( double a[], int lda, int m, int n, int kr, double b[], double x[],
double rsd[], int jpvt[], double qraux[] );
int dqrsl ( double a[], int lda, int n, int k, double qraux[], double y[],
double qy[], double qty[], double b[], double rsd[], double ab[], int job );
void dscal ( int n, double sa, double x[], int incx );
void dswap ( int n, double x[], int incx, double y[], int incy );
double *qr_solve ( int m, int n, double a[], double b[] );
#endif

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@ -127,57 +127,32 @@ void matrix_3x3::set_to_identity()
matrix[6] = 0; matrix[7] = 0; matrix[8] = 1;
}
matrix_3x3 matrix_3x3::create_look_at(vector_3 target, vector_3 up)
matrix_3x3 matrix_3x3::create_look_at(vector_3 target)
{
// There are lots of examples of look at code on the internet that don't do all these noramize and also find the position
// through several dot products. The problem with them is that they have a bit of error in that all the vectors arn't normal and need to be.
vector_3 z_row = vector_3(-target.x, -target.y, -target.z).get_normal();
vector_3 x_row = vector_3::cross(up, z_row).get_normal();
vector_3 y_row = vector_3::cross(z_row, x_row).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 y_row = vector_3(0, 1, -target.y/target.z).get_normal();
//x_row.debug("x_row");
//y_row.debug("y_row");
//z_row.debug("z_row");
// x_row.debug("x_row");
// y_row.debug("y_row");
// z_row.debug("z_row");
matrix_3x3 rot = matrix_3x3::create_from_rows(vector_3(x_row.x, y_row.x, z_row.x),
vector_3(x_row.y, y_row.y, z_row.y),
vector_3(x_row.z, y_row.z, z_row.z));
//rot.debug("rot");
// create the matrix already correctly transposed
matrix_3x3 rot = matrix_3x3::create_from_rows(x_row, y_row, z_row);
// rot.debug("rot");
return rot;
}
matrix_3x3 matrix_3x3::create_inverse(matrix_3x3 original)
matrix_3x3 matrix_3x3::transpose(matrix_3x3 original)
{
//original.debug("original");
float* A = original.matrix;
float determinant =
+ A[0 * 3 + 0] * (A[1 * 3 + 1] * A[2 * 3 + 2] - A[2 * 3 + 1] * A[1 * 3 + 2])
- A[0 * 3 + 1] * (A[1 * 3 + 0] * A[2 * 3 + 2] - A[1 * 3 + 2] * A[2 * 3 + 0])
+ A[0 * 3 + 2] * (A[1 * 3 + 0] * A[2 * 3 + 1] - A[1 * 3 + 1] * A[2 * 3 + 0]);
matrix_3x3 inverse;
inverse.matrix[0 * 3 + 0] = +(A[1 * 3 + 1] * A[2 * 3 + 2] - A[2 * 3 + 1] * A[1 * 3 + 2]) / determinant;
inverse.matrix[0 * 3 + 1] = -(A[0 * 3 + 1] * A[2 * 3 + 2] - A[0 * 3 + 2] * A[2 * 3 + 1]) / determinant;
inverse.matrix[0 * 3 + 2] = +(A[0 * 3 + 1] * A[1 * 3 + 2] - A[0 * 3 + 2] * A[1 * 3 + 1]) / determinant;
inverse.matrix[1 * 3 + 0] = -(A[1 * 3 + 0] * A[2 * 3 + 2] - A[1 * 3 + 2] * A[2 * 3 + 0]) / determinant;
inverse.matrix[1 * 3 + 1] = +(A[0 * 3 + 0] * A[2 * 3 + 2] - A[0 * 3 + 2] * A[2 * 3 + 0]) / determinant;
inverse.matrix[1 * 3 + 2] = -(A[0 * 3 + 0] * A[1 * 3 + 2] - A[1 * 3 + 0] * A[0 * 3 + 2]) / determinant;
inverse.matrix[2 * 3 + 0] = +(A[1 * 3 + 0] * A[2 * 3 + 1] - A[2 * 3 + 0] * A[1 * 3 + 1]) / determinant;
inverse.matrix[2 * 3 + 1] = -(A[0 * 3 + 0] * A[2 * 3 + 1] - A[2 * 3 + 0] * A[0 * 3 + 1]) / determinant;
inverse.matrix[2 * 3 + 2] = +(A[0 * 3 + 0] * A[1 * 3 + 1] - A[1 * 3 + 0] * A[0 * 3 + 1]) / determinant;
vector_3 row0 = vector_3(inverse.matrix[0 * 3 + 0], inverse.matrix[0 * 3 + 1], inverse.matrix[0 * 3 + 2]);
vector_3 row1 = vector_3(inverse.matrix[1 * 3 + 0], inverse.matrix[1 * 3 + 1], inverse.matrix[1 * 3 + 2]);
vector_3 row2 = vector_3(inverse.matrix[2 * 3 + 0], inverse.matrix[2 * 3 + 1], inverse.matrix[2 * 3 + 2]);
row0.normalize();
row1.normalize();
row2.normalize();
inverse = matrix_3x3::create_from_rows(row0, row1, row2);
//inverse.debug("inverse");
return inverse;
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;
}
void matrix_3x3::debug(char* title)

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@ -47,8 +47,8 @@ struct matrix_3x3
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_look_at(vector_3 target, vector_3 up);
static matrix_3x3 create_inverse(matrix_3x3 original);
static matrix_3x3 create_look_at(vector_3 target);
static matrix_3x3 transpose(matrix_3x3 original);
void set_to_identity();