Apply LIMIT macro
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@ -369,10 +369,10 @@ float bilinear_z_offset(const float raw[XYZ]) {
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cy1 = CELL_INDEX(Y, current_position[Y_AXIS]),
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cx2 = CELL_INDEX(X, destination[X_AXIS]),
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cy2 = CELL_INDEX(Y, destination[Y_AXIS]);
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cx1 = constrain(cx1, 0, ABL_BG_POINTS_X - 2);
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cy1 = constrain(cy1, 0, ABL_BG_POINTS_Y - 2);
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cx2 = constrain(cx2, 0, ABL_BG_POINTS_X - 2);
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cy2 = constrain(cy2, 0, ABL_BG_POINTS_Y - 2);
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LIMIT(cx1, 0, ABL_BG_POINTS_X - 2);
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LIMIT(cy1, 0, ABL_BG_POINTS_Y - 2);
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LIMIT(cx2, 0, ABL_BG_POINTS_X - 2);
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LIMIT(cy2, 0, ABL_BG_POINTS_Y - 2);
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// Start and end in the same cell? No split needed.
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if (cx1 == cx2 && cy1 == cy2) {
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@ -443,8 +443,8 @@
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int8_t cell_xi = (raw[X_AXIS] - (MESH_MIN_X)) * (1.0f / (MESH_X_DIST)),
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cell_yi = (raw[Y_AXIS] - (MESH_MIN_Y)) * (1.0f / (MESH_Y_DIST));
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cell_xi = constrain(cell_xi, 0, (GRID_MAX_POINTS_X) - 1);
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cell_yi = constrain(cell_yi, 0, (GRID_MAX_POINTS_Y) - 1);
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LIMIT(cell_xi, 0, (GRID_MAX_POINTS_X) - 1);
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LIMIT(cell_yi, 0, (GRID_MAX_POINTS_Y) - 1);
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const float x0 = mesh_index_to_xpos(cell_xi), // 64 byte table lookup avoids mul+add
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y0 = mesh_index_to_ypos(cell_yi);
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