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Fix (un)apply_leveling fade bug

pull/1/head
Scott Lahteine 7 years ago
parent
commit
ec6ca37ed3
  1. 128
      Marlin/src/module/planner.cpp

128
Marlin/src/module/planner.cpp

@ -571,28 +571,7 @@ void Planner::calculate_volumetric_multipliers() {
if (!leveling_active) return;
#if ENABLED(ENABLE_LEVELING_FADE_HEIGHT)
const float fade_scaling_factor = fade_scaling_factor_for_z(rz);
if (!fade_scaling_factor) return;
#else
constexpr float fade_scaling_factor = 1.0;
#endif
#if ENABLED(AUTO_BED_LEVELING_UBL)
rz += ubl.get_z_correction(rx, ry) * fade_scaling_factor;
#elif ENABLED(MESH_BED_LEVELING)
rz += mbl.get_z(rx, ry
#if ENABLED(ENABLE_LEVELING_FADE_HEIGHT)
, fade_scaling_factor
#endif
);
#elif ABL_PLANAR
UNUSED(fade_scaling_factor);
#if ABL_PLANAR
float dx = rx - (X_TILT_FULCRUM),
dy = ry - (Y_TILT_FULCRUM);
@ -602,66 +581,43 @@ void Planner::calculate_volumetric_multipliers() {
rx = dx + X_TILT_FULCRUM;
ry = dy + Y_TILT_FULCRUM;
#elif ENABLED(AUTO_BED_LEVELING_BILINEAR)
float tmp[XYZ] = { rx, ry, 0 };
rz += bilinear_z_offset(tmp) * fade_scaling_factor;
#endif
}
void Planner::unapply_leveling(float raw[XYZ]) {
if (!leveling_active) return;
#if ENABLED(ENABLE_LEVELING_FADE_HEIGHT)
if (!leveling_active_at_z(raw[Z_AXIS])) return;
#endif
#if ENABLED(AUTO_BED_LEVELING_UBL)
const float z_physical = raw[Z_AXIS],
z_correct = ubl.get_z_correction(raw[X_AXIS], raw[Y_AXIS]),
z_virtual = z_physical - z_correct;
float z_raw = z_virtual;
#else
#if ENABLED(ENABLE_LEVELING_FADE_HEIGHT)
const float fade_scaling_factor = fade_scaling_factor_for_z(rz);
if (!fade_scaling_factor) return;
#elif HAS_MESH
constexpr float fade_scaling_factor = 1.0;
#endif
// for P=physical_z, L=logical_z, M=mesh_z, H=fade_height,
// Given P=L+M(1-L/H) (faded mesh correction formula for L<H)
// then L=P-M(1-L/H)
// so L=P-M+ML/H
// so L-ML/H=P-M
// so L(1-M/H)=P-M
// so L=(P-M)/(1-M/H) for L<H
if (planner.z_fade_height) {
if (z_raw >= planner.z_fade_height)
z_raw = z_physical;
else
z_raw /= 1.0 - z_correct * planner.inverse_z_fade_height;
}
#endif // ENABLE_LEVELING_FADE_HEIGHT
raw[Z_AXIS] = z_raw;
#if ENABLED(AUTO_BED_LEVELING_BILINEAR)
const float raw[XYZ] = { rx, ry, 0 };
#endif
return; // don't fall thru to other ENABLE_LEVELING_FADE_HEIGHT logic
rz += (
#if ENABLED(AUTO_BED_LEVELING_UBL)
ubl.get_z_correction(rx, ry) * fade_scaling_factor
#elif ENABLED(MESH_BED_LEVELING)
mbl.get_z(rx, ry
#if ENABLED(ENABLE_LEVELING_FADE_HEIGHT)
, fade_scaling_factor
#endif
)
#elif ENABLED(AUTO_BED_LEVELING_BILINEAR)
bilinear_z_offset(raw) * fade_scaling_factor
#else
0
#endif
);
#endif
}
#if ENABLED(MESH_BED_LEVELING)
void Planner::unapply_leveling(float raw[XYZ]) {
if (leveling_active) {
#if ENABLED(ENABLE_LEVELING_FADE_HEIGHT)
const float c = mbl.get_z(raw[X_AXIS], raw[Y_AXIS], 1.0);
raw[Z_AXIS] = (z_fade_height * (raw[Z_AXIS]) - c) / (z_fade_height - c);
#else
raw[Z_AXIS] -= mbl.get_z(raw[X_AXIS], raw[Y_AXIS]);
#endif
}
if (!leveling_active) return;
#elif ABL_PLANAR
#if ABL_PLANAR
matrix_3x3 inverse = matrix_3x3::transpose(bed_level_matrix);
@ -673,15 +629,31 @@ void Planner::calculate_volumetric_multipliers() {
raw[X_AXIS] = dx + X_TILT_FULCRUM;
raw[Y_AXIS] = dy + Y_TILT_FULCRUM;
#elif ENABLED(AUTO_BED_LEVELING_BILINEAR)
#else
#if ENABLED(ENABLE_LEVELING_FADE_HEIGHT)
const float c = bilinear_z_offset(raw);
raw[Z_AXIS] = (z_fade_height * (raw[Z_AXIS]) - c) / (z_fade_height - c);
#else
raw[Z_AXIS] -= bilinear_z_offset(raw);
const float fade_scaling_factor = fade_scaling_factor_for_z(raw[Z_AXIS]);
if (!fade_scaling_factor) return;
#elif HAS_MESH
constexpr float fade_scaling_factor = 1.0;
#endif
raw[Z_AXIS] -= (
#if ENABLED(AUTO_BED_LEVELING_UBL)
ubl.get_z_correction(raw[X_AXIS], raw[Y_AXIS]) * fade_scaling_factor
#elif ENABLED(MESH_BED_LEVELING)
mbl.get_z(raw[X_AXIS], raw[Y_AXIS]
#if ENABLED(ENABLE_LEVELING_FADE_HEIGHT)
, fade_scaling_factor
#endif
)
#elif ENABLED(AUTO_BED_LEVELING_BILINEAR)
bilinear_z_offset(raw) * fade_scaling_factor
#else
0
#endif
);
#endif
}

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