diff --git a/Marlin/G26_Mesh_Validation_Tool.cpp b/Marlin/G26_Mesh_Validation_Tool.cpp index 0879f93fd..061183632 100644 --- a/Marlin/G26_Mesh_Validation_Tool.cpp +++ b/Marlin/G26_Mesh_Validation_Tool.cpp @@ -327,7 +327,7 @@ for (uint8_t i = 0; i < GRID_MAX_POINTS_X; i++) { for (uint8_t j = 0; j < GRID_MAX_POINTS_Y; j++) { - if (!is_bit_set(circle_flags, i, j)) { + if (!is_bitmap_set(circle_flags, i, j)) { const float mx = _GET_MESH_X(i), // We found a circle that needs to be printed my = _GET_MESH_Y(j); @@ -353,7 +353,7 @@ } } } - bit_set(circle_flags, return_val.x_index, return_val.y_index); // Mark this location as done. + bitmap_set(circle_flags, return_val.x_index, return_val.y_index); // Mark this location as done. return return_val; } @@ -418,8 +418,8 @@ if (i < GRID_MAX_POINTS_X) { // We can't connect to anything to the right than GRID_MAX_POINTS_X. // This is already a half circle because we are at the edge of the bed. - if (is_bit_set(circle_flags, i, j) && is_bit_set(circle_flags, i + 1, j)) { // check if we can do a line to the left - if (!is_bit_set(horizontal_mesh_line_flags, i, j)) { + if (is_bitmap_set(circle_flags, i, j) && is_bitmap_set(circle_flags, i + 1, j)) { // check if we can do a line to the left + if (!is_bitmap_set(horizontal_mesh_line_flags, i, j)) { // // We found two circles that need a horizontal line to connect them @@ -445,15 +445,15 @@ } print_line_from_here_to_there(sx, sy, g26_layer_height, ex, ey, g26_layer_height); } - bit_set(horizontal_mesh_line_flags, i, j); // Mark it as done so we don't do it again, even if we skipped it + bitmap_set(horizontal_mesh_line_flags, i, j); // Mark it as done so we don't do it again, even if we skipped it } } if (j < GRID_MAX_POINTS_Y) { // We can't connect to anything further back than GRID_MAX_POINTS_Y. // This is already a half circle because we are at the edge of the bed. - if (is_bit_set(circle_flags, i, j) && is_bit_set(circle_flags, i, j + 1)) { // check if we can do a line straight down - if (!is_bit_set( vertical_mesh_line_flags, i, j)) { + if (is_bitmap_set(circle_flags, i, j) && is_bitmap_set(circle_flags, i, j + 1)) { // check if we can do a line straight down + if (!is_bitmap_set( vertical_mesh_line_flags, i, j)) { // // We found two circles that need a vertical line to connect them // Print it! @@ -481,7 +481,7 @@ } print_line_from_here_to_there(sx, sy, g26_layer_height, ex, ey, g26_layer_height); } - bit_set(vertical_mesh_line_flags, i, j); // Mark it as done so we don't do it again, even if skipped + bitmap_set(vertical_mesh_line_flags, i, j); // Mark it as done so we don't do it again, even if skipped } } } diff --git a/Marlin/bitmap_flags.h b/Marlin/bitmap_flags.h index 67cd97bf0..7f7d04f5d 100644 --- a/Marlin/bitmap_flags.h +++ b/Marlin/bitmap_flags.h @@ -31,8 +31,8 @@ * to unsigned long will allow us to go to 32x32 if higher resolution meshes are needed * in the future. */ -FORCE_INLINE void bit_clear(uint16_t bits[16], const uint8_t x, const uint8_t y) { CBI(bits[y], x); } -FORCE_INLINE void bit_set(uint16_t bits[16], const uint8_t x, const uint8_t y) { SBI(bits[y], x); } -FORCE_INLINE bool is_bit_set(uint16_t bits[16], const uint8_t x, const uint8_t y) { return TEST(bits[y], x); } +FORCE_INLINE void bitmap_clear(uint16_t bits[16], const uint8_t x, const uint8_t y) { CBI(bits[y], x); } +FORCE_INLINE void bitmap_set(uint16_t bits[16], const uint8_t x, const uint8_t y) { SBI(bits[y], x); } +FORCE_INLINE bool is_bitmap_set(uint16_t bits[16], const uint8_t x, const uint8_t y) { return TEST(bits[y], x); } #endif // _BITMAP_FLAGS_H_ diff --git a/Marlin/ubl_G29.cpp b/Marlin/ubl_G29.cpp index 930665931..d02da79bf 100644 --- a/Marlin/ubl_G29.cpp +++ b/Marlin/ubl_G29.cpp @@ -1425,7 +1425,7 @@ if ( (type == INVALID && isnan(z_values[i][j])) // Check to see if this location holds the right thing || (type == REAL && !isnan(z_values[i][j])) - || (type == SET_IN_BITMAP && is_bit_set(bits, i, j)) + || (type == SET_IN_BITMAP && is_bitmap_set(bits, i, j)) ) { // We only get here if we found a Mesh Point of the specified type @@ -1495,7 +1495,7 @@ if (location.x_index < 0) break; // stop when we can't find any more reachable points. - bit_clear(not_done, location.x_index, location.y_index); // Mark this location as 'adjusted' so we will find a + bitmap_clear(not_done, location.x_index, location.y_index); // Mark this location as 'adjusted' so we will find a // different location the next time through the loop const float rawx = mesh_index_to_xpos(location.x_index),