Fix fade bug in (un)apply_leveling
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@ -554,34 +554,13 @@ void Planner::calculate_volumetric_multipliers() {
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#if PLANNER_LEVELING
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/**
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* rx, ry, rz - cartesian position 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 &rx, float &ry, float &rz) {
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if (!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(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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#endif
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#if ENABLED(AUTO_BED_LEVELING_UBL)
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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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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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);
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#elif ABL_PLANAR
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UNUSED(fade_scaling_factor);
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#if ABL_PLANAR
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float dx = rx - (X_TILT_FULCRUM),
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dy = ry - (Y_TILT_FULCRUM);
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@ -591,68 +570,43 @@ void Planner::calculate_volumetric_multipliers() {
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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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#else
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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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#if ENABLED(ENABLE_LEVELING_FADE_HEIGHT)
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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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#elif HAS_MESH
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constexpr float fade_scaling_factor = 1.0;
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#endif
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#if ENABLED(AUTO_BED_LEVELING_BILINEAR)
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const float raw[XYZ] = { rx, ry, 0 };
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#endif
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rz += (
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#if ENABLED(AUTO_BED_LEVELING_UBL)
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ubl.get_z_correction(rx, ry) * fade_scaling_factor
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#elif ENABLED(MESH_BED_LEVELING)
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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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)
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#elif ENABLED(AUTO_BED_LEVELING_BILINEAR)
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bilinear_z_offset(raw) * fade_scaling_factor
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#else
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0
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#endif
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);
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#endif
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}
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void Planner::unapply_leveling(float raw[XYZ]) {
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#if HAS_LEVELING
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if (!leveling_active) return;
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#endif
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if (!leveling_active) return;
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#if ENABLED(ENABLE_LEVELING_FADE_HEIGHT)
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if (!leveling_active_at_z(raw[Z_AXIS])) 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_AXIS],
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z_correct = ubl.get_z_correction(raw[X_AXIS], raw[Y_AXIS]),
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z_virtual = z_physical - z_correct;
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float z_raw = z_virtual;
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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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// 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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// so L-ML/H=P-M
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// so L(1-M/H)=P-M
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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_raw >= planner.z_fade_height)
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z_raw = z_physical;
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else
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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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raw[Z_AXIS] = z_raw;
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return; // don't fall thru to other ENABLE_LEVELING_FADE_HEIGHT logic
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#endif
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#if ENABLED(MESH_BED_LEVELING)
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if (leveling_active) {
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#if ENABLED(ENABLE_LEVELING_FADE_HEIGHT)
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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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raw[Z_AXIS] -= mbl.get_z(raw[X_AXIS], raw[Y_AXIS]);
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#endif
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}
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#elif ABL_PLANAR
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#if ABL_PLANAR
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matrix_3x3 inverse = matrix_3x3::transpose(bed_level_matrix);
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@ -664,15 +618,31 @@ void Planner::calculate_volumetric_multipliers() {
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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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#elif ENABLED(AUTO_BED_LEVELING_BILINEAR)
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#else
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#if ENABLED(ENABLE_LEVELING_FADE_HEIGHT)
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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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raw[Z_AXIS] -= bilinear_z_offset(raw);
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const float fade_scaling_factor = fade_scaling_factor_for_z(raw[Z_AXIS]);
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if (!fade_scaling_factor) return;
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#elif HAS_MESH
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constexpr float fade_scaling_factor = 1.0;
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#endif
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raw[Z_AXIS] -= (
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#if ENABLED(AUTO_BED_LEVELING_UBL)
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ubl.get_z_correction(raw[X_AXIS], raw[Y_AXIS]) * fade_scaling_factor
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#elif ENABLED(MESH_BED_LEVELING)
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mbl.get_z(raw[X_AXIS], raw[Y_AXIS]
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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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)
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#elif ENABLED(AUTO_BED_LEVELING_BILINEAR)
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bilinear_z_offset(raw) * fade_scaling_factor
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#else
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0
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#endif
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);
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#endif
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}
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