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More robust MBL index / point conversion

Scott Lahteine 8 years ago
parent
commit
bc5a547d55
2 changed files with 20 additions and 17 deletions
  1. 2
    2
      Marlin/mesh_bed_leveling.cpp
  2. 18
    15
      Marlin/mesh_bed_leveling.h

+ 2
- 2
Marlin/mesh_bed_leveling.cpp View File

@@ -31,8 +31,8 @@
31 31
   void mesh_bed_leveling::reset() {
32 32
     active = 0;
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     z_offset = 0;
34
-    for (int y = 0; y < MESH_NUM_Y_POINTS; y++)
35
-      for (int x = 0; x < MESH_NUM_X_POINTS; x++)
34
+    for (int8_t y = MESH_NUM_Y_POINTS; y--;)
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+      for (int8_t x = MESH_NUM_X_POINTS; x--;)
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         z_values[y][x] = 0;
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   }
38 38
 

+ 18
- 15
Marlin/mesh_bed_leveling.h View File

@@ -37,32 +37,34 @@
37 37
 
38 38
     void reset();
39 39
 
40
-    float get_x(int i) { return MESH_MIN_X + (MESH_X_DIST) * i; }
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-    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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+    static FORCE_INLINE float get_x(int8_t i) { return MESH_MIN_X + (MESH_X_DIST) * i; }
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+    static FORCE_INLINE float get_y(int8_t i) { return MESH_MIN_Y + (MESH_Y_DIST) * i; }
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+    void set_z(int8_t ix, int8_t iy, float z) { z_values[iy][ix] = z; }
43 43
 
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-    inline void zigzag(int index, int &ix, int &iy) {
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+    inline void zigzag(int8_t index, int8_t &ix, int8_t &iy) {
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       ix = index % (MESH_NUM_X_POINTS);
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       iy = index / (MESH_NUM_X_POINTS);
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       if (iy & 1) ix = (MESH_NUM_X_POINTS - 1) - ix; // Zig zag
48 48
     }
49 49
 
50
-    void set_zigzag_z(int index, float z) {
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+    void set_zigzag_z(int8_t index, float z) {
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       int ix, iy;
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       zigzag(index, ix, iy);
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       set_z(ix, iy, z);
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     }
55 55
 
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-    int select_x_index(float x) {
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-      int i = 1;
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-      while (x > get_x(i) && i < MESH_NUM_X_POINTS - 1) i++;
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-      return i - 1;
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+    int8_t select_x_index(float x) {
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+      for (uint8_t i = MESH_NUM_X_POINTS; i--;)
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+        if (fabs(x - get_x(i)) <= (MESH_X_DIST) / 2)
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+          return i;
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+      return -1;
60 61
     }
61 62
 
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-    int select_y_index(float y) {
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-      int i = 1;
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-      while (y > get_y(i) && i < MESH_NUM_Y_POINTS - 1) i++;
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-      return i - 1;
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+    int8_t select_y_index(float y) {
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+      for (uint8_t i = MESH_NUM_Y_POINTS; i--;)
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+        if (fabs(y - get_y(i)) <= (MESH_Y_DIST) / 2)
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+          return i;
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+      return -1;
66 68
     }
67 69
 
68 70
     float calc_z0(float a0, float a1, float z1, float a2, float z2) {
@@ -72,8 +74,9 @@
72 74
     }
73 75
 
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     float get_z(float x0, float y0) {
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-      int x_index = select_x_index(x0);
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-      int y_index = select_y_index(y0);
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+      int8_t x_index = select_x_index(x0);
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+      int8_t y_index = select_y_index(y0);
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+      if (x_index < 0 || y_index < 0) return z_offset;
77 80
       float z1 = calc_z0(x0,
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                          get_x(x_index), z_values[y_index][x_index],
79 82
                          get_x(x_index + 1), z_values[y_index][x_index + 1]);

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