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@ -46,11 +46,11 @@ |
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#define PRIME_LENGTH 10.0 |
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#define OOZE_AMOUNT 0.3 |
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#define SIZE_OF_INTERSECTION_CIRCLES 5 |
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#define SIZE_OF_CROSSHAIRS 3 |
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#define INTERSECTION_CIRCLE_RADIUS 5 |
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#define CROSSHAIRS_SIZE 3 |
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#if SIZE_OF_CROSSHAIRS >= SIZE_OF_INTERSECTION_CIRCLES |
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#error "SIZE_OF_CROSSHAIRS must be less than SIZE_OF_INTERSECTION_CIRCLES." |
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#if CROSSHAIRS_SIZE >= INTERSECTION_CIRCLE_RADIUS |
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#error "CROSSHAIRS_SIZE must be less than INTERSECTION_CIRCLE_RADIUS." |
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#endif |
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#define G26_OK false |
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@ -305,7 +305,7 @@ void print_line_from_here_to_there(const float &sx, const float &sy, const float |
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// If the end point of the line is closer to the nozzle, flip the direction,
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// moving from the end to the start. On very small lines the optimization isn't worth it.
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if (dist_end < dist_start && (SIZE_OF_INTERSECTION_CIRCLES) < FABS(line_length)) |
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if (dist_end < dist_start && (INTERSECTION_CIRCLE_RADIUS) < FABS(line_length)) |
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return print_line_from_here_to_there(ex, ey, ez, sx, sy, sz); |
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// Decide whether to retract & bump
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@ -345,8 +345,8 @@ inline bool look_for_lines_to_connect() { |
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// We found two circles that need a horizontal line to connect them
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// Print it!
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//
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sx = _GET_MESH_X( i ) + (SIZE_OF_INTERSECTION_CIRCLES - (SIZE_OF_CROSSHAIRS)); // right edge
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ex = _GET_MESH_X(i + 1) - (SIZE_OF_INTERSECTION_CIRCLES - (SIZE_OF_CROSSHAIRS)); // left edge
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sx = _GET_MESH_X( i ) + (INTERSECTION_CIRCLE_RADIUS - (CROSSHAIRS_SIZE)); // right edge
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ex = _GET_MESH_X(i + 1) - (INTERSECTION_CIRCLE_RADIUS - (CROSSHAIRS_SIZE)); // left edge
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sx = constrain(sx, X_MIN_POS + 1, X_MAX_POS - 1); |
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sy = ey = constrain(_GET_MESH_Y(j), Y_MIN_POS + 1, Y_MAX_POS - 1); |
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@ -378,8 +378,8 @@ inline bool look_for_lines_to_connect() { |
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// We found two circles that need a vertical line to connect them
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// Print it!
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//
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sy = _GET_MESH_Y( j ) + (SIZE_OF_INTERSECTION_CIRCLES - (SIZE_OF_CROSSHAIRS)); // top edge
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ey = _GET_MESH_Y(j + 1) - (SIZE_OF_INTERSECTION_CIRCLES - (SIZE_OF_CROSSHAIRS)); // bottom edge
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sy = _GET_MESH_Y( j ) + (INTERSECTION_CIRCLE_RADIUS - (CROSSHAIRS_SIZE)); // top edge
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ey = _GET_MESH_Y(j + 1) - (INTERSECTION_CIRCLE_RADIUS - (CROSSHAIRS_SIZE)); // bottom edge
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sx = ex = constrain(_GET_MESH_X(i), X_MIN_POS + 1, X_MAX_POS - 1); |
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sy = constrain(sy, Y_MIN_POS + 1, Y_MAX_POS - 1); |
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@ -551,9 +551,6 @@ float valid_trig_angle(float d) { |
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*/ |
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void GcodeSuite::G26() { |
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SERIAL_ECHOLNPGM("G26 command started. Waiting for heater(s)."); |
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float tmp, start_angle, end_angle; |
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int i, xi, yi; |
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mesh_index_pair location; |
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// Don't allow Mesh Validation without homing first,
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// or if the parameter parsing did not go OK, abort
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@ -726,17 +723,18 @@ void GcodeSuite::G26() { |
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//debug_current_and_destination(PSTR("Starting G26 Mesh Validation Pattern."));
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/**
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* Declare and generate a sin() & cos() table to be used during the circle drawing. This will lighten |
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* the CPU load and make the arc drawing faster and more smooth |
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* Pre-generate radius offset values at 30 degree intervals to reduce CPU load. |
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* All angles are offset by 15 degrees to allow for a smaller table. |
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*/ |
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float sin_table[360 / 30 + 1], cos_table[360 / 30 + 1]; |
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for (i = 0; i <= 360 / 30; i++) { |
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cos_table[i] = SIZE_OF_INTERSECTION_CIRCLES * cos(RADIANS(valid_trig_angle(i * 30.0))); |
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sin_table[i] = SIZE_OF_INTERSECTION_CIRCLES * sin(RADIANS(valid_trig_angle(i * 30.0))); |
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} |
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#define A_CNT ((360 / 30) / 2) |
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#define _COS(A) (trig_table[((N + A_CNT * 8) % A_CNT)] * (A >= A_CNT ? -1 : 1)) |
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#define _SIN(A) (-_COS((A + A_CNT / 2) % (A_CNT * 2))) |
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float trig_table[A_CNT]; |
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for (uint8_t i = 0; i < A_CNT; i++) |
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trig_table[i] = INTERSECTION_CIRCLE_RADIUS * cos(RADIANS(i * 30 + 15)); |
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do { |
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location = g26_continue_with_closest |
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const mesh_index_pair location = g26_continue_with_closest |
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? find_closest_circle_to_print(current_position[X_AXIS], current_position[Y_AXIS]) |
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: find_closest_circle_to_print(g26_x_pos, g26_y_pos); // Find the closest Mesh Intersection to where we are now.
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@ -745,12 +743,29 @@ void GcodeSuite::G26() { |
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circle_y = _GET_MESH_Y(location.y_index); |
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// If this mesh location is outside the printable_radius, skip it.
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if (!position_is_reachable(circle_x, circle_y)) continue; |
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xi = location.x_index; // Just to shrink the next few lines and make them easier to understand
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yi = location.y_index; |
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// Determine where to start and end the circle,
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// which is always drawn counter-clockwise.
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const uint8_t xi = location.x_index, yi = location.y_index; |
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const bool f = yi == 0, r = xi == GRID_MAX_POINTS_X - 1, b = yi == GRID_MAX_POINTS_Y - 1; |
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int8_t start_ind = -2, end_ind = 10; // Assume a full circle (from 4:30 to 4:30)
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if (xi == 0) { // Left edge? Just right half.
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start_ind = f ? 0 : -3; // 05:30 (02:30 for front-left)
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end_ind = b ? -1 : 2; // 12:30 (03:30 for back-left)
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} |
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else if (r) { // Right edge? Just left half.
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start_ind = f ? 5 : 3; // 11:30 (09:30 for front-right)
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end_ind = b ? 6 : 8; // 06:30 (08:30 for back-right)
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} |
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else if (f) { // Front edge? Just back half.
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start_ind = 0; // 02:30
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end_ind = 5; // 09:30
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} |
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else if (b) { // Back edge? Just front half.
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start_ind = 6; // 08:30
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end_ind = 11; // 03:30
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} |
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if (g26_debug_flag) { |
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SERIAL_ECHOPAIR(" Doing circle at: (xi=", xi); |
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SERIAL_ECHOPAIR(", yi=", yi); |
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@ -758,47 +773,17 @@ void GcodeSuite::G26() { |
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SERIAL_EOL(); |
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} |
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start_angle = 0.0; // assume it is going to be a full circle
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end_angle = 360.0; |
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if (xi == 0) { // Check for bottom edge
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start_angle = -90.0; |
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end_angle = 90.0; |
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if (yi == 0) // it is an edge, check for the two left corners
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start_angle = 0.0; |
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else if (yi == GRID_MAX_POINTS_Y - 1) |
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end_angle = 0.0; |
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} |
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else if (xi == GRID_MAX_POINTS_X - 1) { // Check for top edge
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start_angle = 90.0; |
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end_angle = 270.0; |
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if (yi == 0) // it is an edge, check for the two right corners
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end_angle = 180.0; |
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else if (yi == GRID_MAX_POINTS_Y - 1) |
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start_angle = 180.0; |
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} |
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else if (yi == 0) { |
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start_angle = 0.0; // only do the top side of the cirlce
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end_angle = 180.0; |
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} |
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else if (yi == GRID_MAX_POINTS_Y - 1) { |
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start_angle = 180.0; // only do the bottom side of the cirlce
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end_angle = 360.0; |
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} |
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for (tmp = start_angle; tmp < end_angle - 0.1; tmp += 30.0) { |
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for (int8_t ind = start_ind; ind < end_ind; ind++) { |
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#if ENABLED(NEWPANEL) |
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if (user_canceled()) goto LEAVE; // Check if the user wants to stop the Mesh Validation
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#endif |
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int tmp_div_30 = tmp / 30.0; |
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if (tmp_div_30 < 0) tmp_div_30 += 360 / 30; |
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if (tmp_div_30 > 11) tmp_div_30 -= 360 / 30; |
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float rx = circle_x + _COS(ind), // For speed, these are now a lookup table entry
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ry = circle_y + _SIN(ind), |
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xe = circle_x + _COS(ind + 1), |
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ye = circle_y + _SIN(ind + 1); |
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float rx = circle_x + cos_table[tmp_div_30], // for speed, these are now a lookup table entry
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ry = circle_y + sin_table[tmp_div_30], |
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xe = circle_x + cos_table[tmp_div_30 + 1], |
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ye = circle_y + sin_table[tmp_div_30 + 1]; |
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#if IS_KINEMATIC |
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// Check to make sure this segment is entirely on the bed, skip if not.
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if (!position_is_reachable(rx, ry) || !position_is_reachable(xe, ye)) continue; |
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