More robust MBL index / point conversion

This commit is contained in:
Scott Lahteine 2016-05-14 16:45:56 -07:00
parent a3520b6f01
commit bc5a547d55
2 changed files with 20 additions and 17 deletions

View File

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

View File

@ -37,32 +37,34 @@
void reset(); void reset();
float get_x(int i) { return MESH_MIN_X + (MESH_X_DIST) * i; } static FORCE_INLINE float get_x(int8_t i) { return MESH_MIN_X + (MESH_X_DIST) * i; }
float get_y(int i) { return MESH_MIN_Y + (MESH_Y_DIST) * i; } static FORCE_INLINE float get_y(int8_t i) { return MESH_MIN_Y + (MESH_Y_DIST) * i; }
void set_z(int ix, int iy, float z) { z_values[iy][ix] = z; } void set_z(int8_t ix, int8_t iy, float z) { z_values[iy][ix] = z; }
inline void zigzag(int index, int &ix, int &iy) { inline void zigzag(int8_t index, int8_t &ix, int8_t &iy) {
ix = index % (MESH_NUM_X_POINTS); ix = index % (MESH_NUM_X_POINTS);
iy = index / (MESH_NUM_X_POINTS); iy = index / (MESH_NUM_X_POINTS);
if (iy & 1) ix = (MESH_NUM_X_POINTS - 1) - ix; // Zig zag if (iy & 1) ix = (MESH_NUM_X_POINTS - 1) - ix; // Zig zag
} }
void set_zigzag_z(int index, float z) { void set_zigzag_z(int8_t index, float z) {
int ix, iy; int ix, iy;
zigzag(index, ix, iy); zigzag(index, ix, iy);
set_z(ix, iy, z); set_z(ix, iy, z);
} }
int select_x_index(float x) { int8_t select_x_index(float x) {
int i = 1; for (uint8_t i = MESH_NUM_X_POINTS; i--;)
while (x > get_x(i) && i < MESH_NUM_X_POINTS - 1) i++; if (fabs(x - get_x(i)) <= (MESH_X_DIST) / 2)
return i - 1; return i;
return -1;
} }
int select_y_index(float y) { int8_t select_y_index(float y) {
int i = 1; for (uint8_t i = MESH_NUM_Y_POINTS; i--;)
while (y > get_y(i) && i < MESH_NUM_Y_POINTS - 1) i++; if (fabs(y - get_y(i)) <= (MESH_Y_DIST) / 2)
return i - 1; return i;
return -1;
} }
float calc_z0(float a0, float a1, float z1, float a2, float z2) { float calc_z0(float a0, float a1, float z1, float a2, float z2) {
@ -72,8 +74,9 @@
} }
float get_z(float x0, float y0) { float get_z(float x0, float y0) {
int x_index = select_x_index(x0); int8_t x_index = select_x_index(x0);
int y_index = select_y_index(y0); int8_t y_index = select_y_index(y0);
if (x_index < 0 || y_index < 0) return z_offset;
float z1 = calc_z0(x0, float z1 = calc_z0(x0,
get_x(x_index), z_values[y_index][x_index], get_x(x_index), z_values[y_index][x_index],
get_x(x_index + 1), z_values[y_index][x_index + 1]); get_x(x_index + 1), z_values[y_index][x_index + 1]);