Marlin/Marlin/mesh_bed_leveling.h
Scott Lahteine 0c7f7ebcfb Styling adjustments (PR#2668 & PR#2670)
Keep "astyled" reformatting
2015-10-03 22:02:45 -05:00

58 lines
1.7 KiB
C++

#include "Marlin.h"
#if ENABLED(MESH_BED_LEVELING)
#define MESH_X_DIST ((MESH_MAX_X - MESH_MIN_X)/(MESH_NUM_X_POINTS - 1))
#define MESH_Y_DIST ((MESH_MAX_Y - MESH_MIN_Y)/(MESH_NUM_Y_POINTS - 1))
class mesh_bed_leveling {
public:
uint8_t active;
float z_values[MESH_NUM_Y_POINTS][MESH_NUM_X_POINTS];
mesh_bed_leveling();
void reset();
float get_x(int i) { return MESH_MIN_X + MESH_X_DIST * i; }
float get_y(int i) { return MESH_MIN_Y + MESH_Y_DIST * i; }
void set_z(int ix, int iy, float z) { z_values[iy][ix] = z; }
int select_x_index(float x) {
int i = 1;
while (x > get_x(i) && i < MESH_NUM_X_POINTS - 1) i++;
return i - 1;
}
int select_y_index(float y) {
int i = 1;
while (y > get_y(i) && i < MESH_NUM_Y_POINTS - 1) i++;
return i - 1;
}
float calc_z0(float a0, float a1, float z1, float a2, float z2) {
float delta_z = (z2 - z1) / (a2 - a1);
float delta_a = a0 - a1;
return z1 + delta_a * delta_z;
}
float get_z(float x0, float y0) {
int x_index = select_x_index(x0);
int y_index = select_y_index(y0);
float z1 = calc_z0(x0,
get_x(x_index), z_values[y_index][x_index],
get_x(x_index + 1), z_values[y_index][x_index + 1]);
float z2 = calc_z0(x0,
get_x(x_index), z_values[y_index + 1][x_index],
get_x(x_index + 1), z_values[y_index + 1][x_index + 1]);
float z0 = calc_z0(y0,
get_y(y_index), z1,
get_y(y_index + 1), z2);
return z0;
}
};
extern mesh_bed_leveling mbl;
#endif // MESH_BED_LEVELING