#include "Marlin.h" #ifdef MESH_BED_LEVELING #define MESH_X_DIST ((MESH_MAX_X - MESH_MIN_X)/(MESH_NUM_X_POINTS - 1)) #define MESH_Y_DIST ((MESH_MAX_Y - MESH_MIN_Y)/(MESH_NUM_Y_POINTS - 1)) class mesh_bed_leveling { public: uint8_t active; float z_values[MESH_NUM_Y_POINTS][MESH_NUM_X_POINTS]; mesh_bed_leveling(); void reset(); 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; } void set_z(int ix, int iy, float z) { z_values[iy][ix] = z; } int select_x_index(float x) { int i = 1; while (x > get_x(i) && i < MESH_NUM_X_POINTS-1) i++; return i - 1; } int select_y_index(float y) { int i = 1; while (y > get_y(i) && i < MESH_NUM_Y_POINTS - 1) i++; return i - 1; } float calc_z0(float a0, float a1, float z1, float a2, float z2) { float delta_z = (z2 - z1)/(a2 - a1); float delta_a = a0 - a1; return z1 + delta_a * delta_z; } float get_z(float x0, float y0) { int x_index = select_x_index(x0); 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]); 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]); float z0 = calc_z0(y0, get_y(y_index), z1, get_y(y_index+1), z2); return z0; } }; extern mesh_bed_leveling mbl; #endif // MESH_BED_LEVELING