UBL Cleanup/Bugfix
- Fix bug in ubl_line_to_destination - Improve/fix output of some ubl.h functions
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192db2ab1b
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11
Marlin/ubl.h
11
Marlin/ubl.h
@ -160,6 +160,7 @@
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unified_bed_leveling();
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FORCE_INLINE void set_z(const int8_t px, const int8_t py, const float &z) { z_values[px][py] = z; }
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int8_t get_cell_index_x(const float &x) {
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const int8_t cx = (x - (UBL_MESH_MIN_X)) * (1.0 / (MESH_X_DIST));
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return constrain(cx, 0, (GRID_MAX_POINTS_X) - 1); // -1 is appropriate if we want all movement to the X_MAX
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@ -210,7 +211,8 @@
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*/
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inline float z_correction_for_x_on_horizontal_mesh_line(const float &lx0, const int x1_i, const int yi) {
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if (!WITHIN(x1_i, 0, GRID_MAX_POINTS_X - 1) || !WITHIN(yi, 0, GRID_MAX_POINTS_Y - 1)) {
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SERIAL_ECHOPAIR("? in z_correction_for_x_on_horizontal_mesh_line(lx0=", lx0);
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serialprintPGM( !WITHIN(x1_i, 0, GRID_MAX_POINTS_X - 1) ? PSTR("x1l_i") : PSTR("yi") );
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SERIAL_ECHOPAIR(" out of bounds in z_correction_for_x_on_horizontal_mesh_line(lx0=", lx0);
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SERIAL_ECHOPAIR(",x1_i=", x1_i);
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SERIAL_ECHOPAIR(",yi=", yi);
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SERIAL_CHAR(')');
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@ -229,9 +231,10 @@
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//
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inline float z_correction_for_y_on_vertical_mesh_line(const float &ly0, const int xi, const int y1_i) {
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if (!WITHIN(xi, 0, GRID_MAX_POINTS_X - 1) || !WITHIN(y1_i, 0, GRID_MAX_POINTS_Y - 1)) {
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SERIAL_ECHOPAIR("? in get_z_correction_along_vertical_mesh_line_at_specific_x(ly0=", ly0);
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SERIAL_ECHOPAIR(", x1_i=", xi);
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SERIAL_ECHOPAIR(", yi=", y1_i);
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serialprintPGM( !WITHIN(xi, 0, GRID_MAX_POINTS_X - 1) ? PSTR("xi") : PSTR("yl_i") );
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SERIAL_ECHOPAIR(" out of bounds in z_correction_for_y_on_vertical_mesh_line(ly0=", ly0);
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SERIAL_ECHOPAIR(", xi=", xi);
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SERIAL_ECHOPAIR(", y1_i=", y1_i);
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SERIAL_CHAR(')');
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SERIAL_EOL;
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return NAN;
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@ -231,8 +231,8 @@
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const float m = dy / dx,
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c = start[Y_AXIS] - m * start[X_AXIS];
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const bool inf_normalized_flag = isinf(e_normalized_dist),
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inf_m_flag = isinf(m);
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const bool inf_normalized_flag = (isinf(e_normalized_dist) != 0),
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inf_m_flag = (isinf(m) != 0);
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/**
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* This block handles vertical lines. These are lines that stay within the same
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* X Cell column. They do not need to be perfectly vertical. They just can
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@ -403,9 +403,7 @@
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// as a vertical line move above.)
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if (left_flag == (x > next_mesh_line_x)) { // Check if we hit the Y line first
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//
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// Yes! Crossing a Y Mesh Line next
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//
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float z0 = ubl.z_correction_for_x_on_horizontal_mesh_line(x, current_xi - left_flag, current_yi + dyi);
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z0 *= ubl.fade_scaling_factor_for_z(end[Z_AXIS]);
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@ -433,9 +431,7 @@
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yi_cnt--;
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}
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else {
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//
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// Yes! Crossing a X Mesh Line next
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//
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float z0 = ubl.z_correction_for_y_on_vertical_mesh_line(y, current_xi + dxi, current_yi - down_flag);
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z0 *= ubl.fade_scaling_factor_for_z(end[Z_AXIS]);
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@ -463,6 +459,8 @@
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current_xi += dxi;
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xi_cnt--;
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}
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if (xi_cnt < 0 || yi_cnt < 0) break; // we've gone too far, so exit the loop and move on to FINAL_MOVE
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}
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if (ubl.g26_debug_flag)
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