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

@@ -20,7 +20,7 @@
int select_x_index(float x) {
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;
}
@@ -31,7 +31,7 @@
}
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;
return z1 + delta_a * delta_z;
}
@@ -41,13 +41,13 @@
int y_index = select_y_index(y0);
float z1 = calc_z0(x0,
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,
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), z_values[y_index + 1][x_index],
get_x(x_index + 1), z_values[y_index + 1][x_index + 1]);
float z0 = calc_z0(y0,
get_y(y_index), z1,
get_y(y_index+1), z2);
get_y(y_index + 1), z2);
return z0;
}
};