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MarlinFirmware/Marlin/mesh_bed_leveling.h

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/**
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* Marlin 3D Printer Firmware
* Copyright (C) 2016 MarlinFirmware [https://github.com/MarlinFirmware/Marlin]
*
* Based on Sprinter and grbl.
* Copyright (C) 2011 Camiel Gubbels / Erik van der Zalm
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
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#include "Marlin.h"
#if ENABLED(MESH_BED_LEVELING)
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#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))
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class mesh_bed_leveling {
public:
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bool active;
float z_offset;
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float z_values[MESH_NUM_Y_POINTS][MESH_NUM_X_POINTS];
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mesh_bed_leveling();
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void reset();
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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; }
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void set_z(int ix, int iy, float z) { z_values[iy][ix] = z; }
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inline void zigzag(int index, int &ix, int &iy) {
ix = index % (MESH_NUM_X_POINTS);
iy = index / (MESH_NUM_X_POINTS);
if (iy & 1) ix = (MESH_NUM_X_POINTS - 1) - ix; // Zig zag
}
void set_zigzag_z(int index, float z) {
int ix, iy;
zigzag(index, ix, iy);
set_z(ix, iy, z);
}
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int select_x_index(float x) {
int i = 1;
while (x > get_x(i) && i < MESH_NUM_X_POINTS - 1) i++;
return i - 1;
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}
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int select_y_index(float y) {
int i = 1;
while (y > get_y(i) && i < MESH_NUM_Y_POINTS - 1) i++;
return i - 1;
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}
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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;
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}
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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 + z_offset;
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}
};
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extern mesh_bed_leveling mbl;
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#endif // MESH_BED_LEVELING