Operate in Native Machine Space
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@@ -132,7 +132,7 @@ float Planner::min_feedrate_mm_s,
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#if ENABLED(ENABLE_LEVELING_FADE_HEIGHT)
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float Planner::z_fade_height, // Initialized by settings.load()
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Planner::inverse_z_fade_height,
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Planner::last_raw_lz;
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Planner::last_fade_z;
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#endif
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#if ENABLED(AUTOTEMP)
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@@ -552,14 +552,14 @@ void Planner::calculate_volumetric_multipliers() {
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#if PLANNER_LEVELING
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/**
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* lx, ly, lz - logical (cartesian, not delta) positions in mm
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* rx, ry, rz - Cartesian positions in mm
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*/
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void Planner::apply_leveling(float &lx, float &ly, float &lz) {
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void Planner::apply_leveling(float &rx, float &ry, float &rz) {
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if (!planner.leveling_active) return;
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#if ENABLED(ENABLE_LEVELING_FADE_HEIGHT)
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const float fade_scaling_factor = fade_scaling_factor_for_z(lz);
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const float fade_scaling_factor = fade_scaling_factor_for_z(rz);
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if (!fade_scaling_factor) return;
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#else
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constexpr float fade_scaling_factor = 1.0;
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@@ -567,11 +567,11 @@ void Planner::calculate_volumetric_multipliers() {
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#if ENABLED(AUTO_BED_LEVELING_UBL)
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lz += ubl.get_z_correction(lx, ly) * fade_scaling_factor;
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rz += ubl.get_z_correction(rx, ry) * fade_scaling_factor;
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#elif ENABLED(MESH_BED_LEVELING)
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lz += mbl.get_z(RAW_X_POSITION(lx), RAW_Y_POSITION(ly)
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rz += mbl.get_z(rx, ry
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#if ENABLED(ENABLE_LEVELING_FADE_HEIGHT)
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, fade_scaling_factor
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#endif
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@@ -581,42 +581,38 @@ void Planner::calculate_volumetric_multipliers() {
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UNUSED(fade_scaling_factor);
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float dx = RAW_X_POSITION(lx) - (X_TILT_FULCRUM),
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dy = RAW_Y_POSITION(ly) - (Y_TILT_FULCRUM),
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dz = RAW_Z_POSITION(lz);
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float dx = rx - (X_TILT_FULCRUM),
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dy = ry - (Y_TILT_FULCRUM);
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apply_rotation_xyz(bed_level_matrix, dx, dy, dz);
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apply_rotation_xyz(bed_level_matrix, dx, dy, rz);
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lx = LOGICAL_X_POSITION(dx + X_TILT_FULCRUM);
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ly = LOGICAL_Y_POSITION(dy + Y_TILT_FULCRUM);
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lz = LOGICAL_Z_POSITION(dz);
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rx = dx + X_TILT_FULCRUM;
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ry = dy + Y_TILT_FULCRUM;
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#elif ENABLED(AUTO_BED_LEVELING_BILINEAR)
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float tmp[XYZ] = { lx, ly, 0 };
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lz += bilinear_z_offset(tmp) * fade_scaling_factor;
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float tmp[XYZ] = { rx, ry, 0 };
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rz += bilinear_z_offset(tmp) * fade_scaling_factor;
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#endif
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}
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void Planner::unapply_leveling(float logical[XYZ]) {
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void Planner::unapply_leveling(float raw[XYZ]) {
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if (!planner.leveling_active) return;
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#if ENABLED(ENABLE_LEVELING_FADE_HEIGHT)
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if (z_fade_height && RAW_Z_POSITION(logical[Z_AXIS]) >= z_fade_height) return;
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if (z_fade_height && raw[Z_AXIS] >= z_fade_height) return;
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#endif
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#if ENABLED(AUTO_BED_LEVELING_UBL)
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const float z_physical = RAW_Z_POSITION(logical[Z_AXIS]),
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z_correct = ubl.get_z_correction(logical[X_AXIS], logical[Y_AXIS]),
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z_virtual = z_physical - z_correct;
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float z_logical = LOGICAL_Z_POSITION(z_virtual);
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const float z_correct = ubl.get_z_correction(raw[X_AXIS], raw[Y_AXIS]);
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float z_raw = raw[Z_AXIS] - z_correct;
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#if ENABLED(ENABLE_LEVELING_FADE_HEIGHT)
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// for P=physical_z, L=logical_z, M=mesh_z, H=fade_height,
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// for P=physical_z, L=raw_z, M=mesh_z, H=fade_height,
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// Given P=L+M(1-L/H) (faded mesh correction formula for L<H)
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// then L=P-M(1-L/H)
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// so L=P-M+ML/H
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@@ -625,46 +621,46 @@ void Planner::calculate_volumetric_multipliers() {
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// so L=(P-M)/(1-M/H) for L<H
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if (planner.z_fade_height) {
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if (z_logical >= planner.z_fade_height)
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z_logical = LOGICAL_Z_POSITION(z_physical);
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if (z_raw >= planner.z_fade_height)
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z_raw = raw[Z_AXIS];
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else
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z_logical /= 1.0 - z_correct * planner.inverse_z_fade_height;
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z_raw /= 1.0 - z_correct * planner.inverse_z_fade_height;
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}
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#endif // ENABLE_LEVELING_FADE_HEIGHT
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logical[Z_AXIS] = z_logical;
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raw[Z_AXIS] = z_raw;
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#elif ENABLED(MESH_BED_LEVELING)
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#if ENABLED(ENABLE_LEVELING_FADE_HEIGHT)
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const float c = mbl.get_z(RAW_X_POSITION(logical[X_AXIS]), RAW_Y_POSITION(logical[Y_AXIS]), 1.0);
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logical[Z_AXIS] = (z_fade_height * (RAW_Z_POSITION(logical[Z_AXIS]) - c)) / (z_fade_height - c);
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const float c = mbl.get_z(raw[X_AXIS], raw[Y_AXIS], 1.0);
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raw[Z_AXIS] = (z_fade_height * (raw[Z_AXIS] - c)) / (z_fade_height - c);
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#else
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logical[Z_AXIS] -= mbl.get_z(RAW_X_POSITION(logical[X_AXIS]), RAW_Y_POSITION(logical[Y_AXIS]));
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raw[Z_AXIS] -= mbl.get_z(raw[X_AXIS], raw[Y_AXIS]);
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#endif
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#elif ABL_PLANAR
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matrix_3x3 inverse = matrix_3x3::transpose(bed_level_matrix);
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float dx = RAW_X_POSITION(logical[X_AXIS]) - (X_TILT_FULCRUM),
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dy = RAW_Y_POSITION(logical[Y_AXIS]) - (Y_TILT_FULCRUM),
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dz = RAW_Z_POSITION(logical[Z_AXIS]);
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float dx = raw[X_AXIS] - (X_TILT_FULCRUM),
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dy = raw[Y_AXIS] - (Y_TILT_FULCRUM),
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dz = raw[Z_AXIS];
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apply_rotation_xyz(inverse, dx, dy, dz);
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logical[X_AXIS] = LOGICAL_X_POSITION(dx + X_TILT_FULCRUM);
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logical[Y_AXIS] = LOGICAL_Y_POSITION(dy + Y_TILT_FULCRUM);
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logical[Z_AXIS] = LOGICAL_Z_POSITION(dz);
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raw[X_AXIS] = dx + X_TILT_FULCRUM;
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raw[Y_AXIS] = dy + Y_TILT_FULCRUM;
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raw[Z_AXIS] = dz;
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#elif ENABLED(AUTO_BED_LEVELING_BILINEAR)
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#if ENABLED(ENABLE_LEVELING_FADE_HEIGHT)
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const float c = bilinear_z_offset(logical);
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logical[Z_AXIS] = (z_fade_height * (RAW_Z_POSITION(logical[Z_AXIS]) - c)) / (z_fade_height - c);
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const float c = bilinear_z_offset(raw);
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raw[Z_AXIS] = (z_fade_height * (raw[Z_AXIS]) - c) / (z_fade_height - c);
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#else
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logical[Z_AXIS] -= bilinear_z_offset(logical);
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raw[Z_AXIS] -= bilinear_z_offset(raw);
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#endif
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#endif
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