Nozzle Wipe Vertical Zig-Zag
- Add configuration support for zigzags in either the X or Y axis, for wipe pads significantly longer in one dimension. - Add configuration for default number of zig-zag triangles, vs. a magic number in `Marlin_main.cpp`. - Update description of auto nozzle wiping to match functionality
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Scott Lahteine
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f17b81b765
commit
48b7e0f8d8
@ -26,6 +26,14 @@
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#include "Marlin.h"
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#include "point_t.h"
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#if ENABLED(NOZZLE_CLEAN_FEATURE)
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constexpr float nozzle_clean_start_point[4] = NOZZLE_CLEAN_START_POINT,
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nozzle_clean_end_point[4] = NOZZLE_CLEAN_END_POINT,
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nozzle_clean_length = fabs(nozzle_clean_start_point[X_AXIS] - nozzle_clean_end_point[X_AXIS]), //abs x size of wipe pad
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nozzle_clean_height = fabs(nozzle_clean_start_point[Y_AXIS] - nozzle_clean_end_point[Y_AXIS]); //abs y size of wipe pad
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constexpr bool nozzle_clean_horizontal = nozzle_clean_length >= nozzle_clean_height; //whether to zig-zag horizontally or vertically
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#endif //NOZZLE_CLEAN_FEATURE
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/**
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* @brief Nozzle class
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*
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@ -92,8 +100,8 @@ class Nozzle {
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__attribute__((unused)) uint8_t const &objects
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) __attribute__((optimize ("Os"))) {
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#if ENABLED(NOZZLE_CLEAN_FEATURE)
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float A = fabs(end.y - start.y); // [twice the] Amplitude
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float P = fabs(end.x - start.x) / (objects << 1); // Period
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float A = nozzle_clean_horizontal ? nozzle_clean_height : nozzle_clean_length; // [twice the] Amplitude
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float P = ( nozzle_clean_horizontal ? nozzle_clean_length : nozzle_clean_height ) / (objects << 1); // Period
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// Don't allow impossible triangles
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if (A <= 0.0f || P <= 0.0f ) return;
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@ -110,16 +118,16 @@ class Nozzle {
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for (uint8_t j = 0; j < strokes; j++) {
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for (uint8_t i = 0; i < (objects << 1); i++) {
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float const x = start.x + i * P;
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float const y = start.y + (A/P) * (P - fabs(fmod((i*P), (2*P)) - P));
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float const x = start.x + ( nozzle_clean_horizontal ? i * P : (A/P) * (P - fabs(fmod((i*P), (2*P)) - P)) );
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float const y = start.y + (!nozzle_clean_horizontal ? i * P : (A/P) * (P - fabs(fmod((i*P), (2*P)) - P)) );
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do_blocking_move_to_xy(x, y);
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if (i == 0) do_blocking_move_to_z(start.z);
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}
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for (int i = (objects << 1); i > -1; i--) {
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float const x = start.x + i * P;
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float const y = start.y + (A/P) * (P - fabs(fmod((i*P), (2*P)) - P));
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float const x = start.x + ( nozzle_clean_horizontal ? i * P : (A/P) * (P - fabs(fmod((i*P), (2*P)) - P)) );
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float const y = start.y + (!nozzle_clean_horizontal ? i * P : (A/P) * (P - fabs(fmod((i*P), (2*P)) - P)) );
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do_blocking_move_to_xy(x, y);
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}
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