Keep "astyled" elements in mesh_bed_leveling.h

This commit is contained in:
Scott Lahteine
2015-10-02 23:16:00 -07:00
parent f11586b517
commit dbf1a98d13

View File

@@ -9,49 +9,49 @@
public: public:
uint8_t active; uint8_t active;
float z_values[MESH_NUM_Y_POINTS][MESH_NUM_X_POINTS]; float z_values[MESH_NUM_Y_POINTS][MESH_NUM_X_POINTS];
mesh_bed_leveling(); mesh_bed_leveling();
void reset(); void reset();
float get_x(int i) { return MESH_MIN_X + MESH_X_DIST * i; } 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; } float get_y(int 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(int ix, int iy, float z) { z_values[iy][ix] = z; }
int select_x_index(float x) { int select_x_index(float x) {
int i = 1; int i = 1;
while (x > get_x(i) && i < MESH_NUM_X_POINTS-1) i++; while (x > get_x(i) && i < MESH_NUM_X_POINTS - 1) i++;
return i - 1; return i - 1;
} }
int select_y_index(float y) { int select_y_index(float y) {
int i = 1; int i = 1;
while (y > get_y(i) && i < MESH_NUM_Y_POINTS - 1) i++; while (y > get_y(i) && i < MESH_NUM_Y_POINTS - 1) i++;
return i - 1; return i - 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) {
float delta_z = (z2 - z1)/(a2 - a1); float delta_z = (z2 - z1) / (a2 - a1);
float delta_a = a0 - a1; float delta_a = a0 - a1;
return z1 + delta_a * delta_z; return z1 + delta_a * delta_z;
} }
float get_z(float x0, float y0) { float get_z(float x0, float y0) {
int x_index = select_x_index(x0); int x_index = select_x_index(x0);
int y_index = select_y_index(y0); int y_index = select_y_index(y0);
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]);
float z2 = calc_z0(x0, float z2 = calc_z0(x0,
get_x(x_index), z_values[y_index+1][x_index], get_x(x_index), z_values[y_index + 1][x_index],
get_x(x_index+1), z_values[y_index+1][x_index+1]); get_x(x_index + 1), z_values[y_index + 1][x_index + 1]);
float z0 = calc_z0(y0, float z0 = calc_z0(y0,
get_y(y_index), z1, get_y(y_index), z1,
get_y(y_index+1), z2); get_y(y_index + 1), z2);
return z0; return z0;
} }
}; };
extern mesh_bed_leveling mbl; extern mesh_bed_leveling mbl;
#endif // MESH_BED_LEVELING #endif // MESH_BED_LEVELING