Minor code and comment polishing
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2 changed files with 4 additions and 10 deletions
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@ -809,14 +809,10 @@ static void set_bed_level_equation_lsq(double *plane_equation_coefficients)
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plan_bed_level_matrix = matrix_3x3::create_look_at(planeNormal);
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plan_bed_level_matrix = matrix_3x3::create_look_at(planeNormal);
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//bedLevel.debug("bedLevel");
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//bedLevel.debug("bedLevel");
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plan_bed_level_matrix.debug("bed level before");
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//plan_bed_level_matrix.debug("bed level before");
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//vector_3 uncorrected_position = plan_get_position_mm();
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//vector_3 uncorrected_position = plan_get_position_mm();
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//uncorrected_position.debug("position before");
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//uncorrected_position.debug("position before");
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// and set our bed level equation to do the right thing
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// plan_bed_level_matrix = matrix_3x3::create_inverse(bedLevel);
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// plan_bed_level_matrix.debug("bed level after");
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vector_3 corrected_position = plan_get_position();
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vector_3 corrected_position = plan_get_position();
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// corrected_position.debug("position after");
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// corrected_position.debug("position after");
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current_position[X_AXIS] = corrected_position.x;
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current_position[X_AXIS] = corrected_position.x;
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@ -824,7 +820,7 @@ static void set_bed_level_equation_lsq(double *plane_equation_coefficients)
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current_position[Z_AXIS] = corrected_position.z;
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current_position[Z_AXIS] = corrected_position.z;
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// but the bed at 0 so we don't go below it.
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// but the bed at 0 so we don't go below it.
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current_position[Z_AXIS] = -Z_PROBE_OFFSET_FROM_EXTRUDER; // in the lsq we reach here after raising the extruder due to the loop structure
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current_position[Z_AXIS] = -Z_PROBE_OFFSET_FROM_EXTRUDER;
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plan_set_position(current_position[X_AXIS], current_position[Y_AXIS], current_position[Z_AXIS], current_position[E_AXIS]);
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plan_set_position(current_position[X_AXIS], current_position[Y_AXIS], current_position[Z_AXIS], current_position[E_AXIS]);
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}
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}
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@ -129,7 +129,7 @@ void matrix_3x3::set_to_identity()
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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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{
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{
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vector_3 z_row = vector_3(target.x, target.y, target.z).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(0, 1, -target.y/target.z).get_normal();
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vector_3 y_row = vector_3(0, 1, -target.y/target.z).get_normal();
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@ -139,9 +139,7 @@ matrix_3x3 matrix_3x3::create_look_at(vector_3 target)
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// create the matrix already correctly transposed
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// create the matrix already correctly transposed
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matrix_3x3 rot = matrix_3x3::create_from_rows(vector_3(x_row.x, x_row.y, x_row.z),
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matrix_3x3 rot = matrix_3x3::create_from_rows(x_row, y_row, z_row);
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vector_3(y_row.x, y_row.y, y_row.z),
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vector_3(z_row.x, z_row.y, z_row.z));
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// rot.debug("rot");
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// rot.debug("rot");
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return rot;
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return rot;
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