change G26 and G29 bit function names to avoid HAL collision
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41ec449960
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@ -40,9 +40,9 @@ void safe_delay(millis_t ms);
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* to unsigned long will allow us to go to 32x32 if higher resolution Mesh's are needed
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* in the future.
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*/
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FORCE_INLINE void bit_clear(uint16_t bits[16], const uint8_t x, const uint8_t y) { CBI(bits[y], x); }
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FORCE_INLINE void bit_set(uint16_t bits[16], const uint8_t x, const uint8_t y) { SBI(bits[y], x); }
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FORCE_INLINE bool is_bit_set(uint16_t bits[16], const uint8_t x, const uint8_t y) { return TEST(bits[y], x); }
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FORCE_INLINE void bitmap_clear(uint16_t bits[16], const uint8_t x, const uint8_t y) { CBI(bits[y], x); }
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FORCE_INLINE void bitmap_set(uint16_t bits[16], const uint8_t x, const uint8_t y) { SBI(bits[y], x); }
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FORCE_INLINE bool is_bitmap_set(uint16_t bits[16], const uint8_t x, const uint8_t y) { return TEST(bits[y], x); }
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#endif
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#if ENABLED(ULTRA_LCD)
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@ -1422,7 +1422,7 @@
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if ( (type == INVALID && isnan(z_values[i][j])) // Check to see if this location holds the right thing
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|| (type == REAL && !isnan(z_values[i][j]))
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|| (type == SET_IN_BITMAP && is_bit_set(bits, i, j))
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|| (type == SET_IN_BITMAP && is_bitmap_set(bits, i, j))
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) {
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// We only get here if we found a Mesh Point of the specified type
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@ -1490,7 +1490,7 @@
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if (location.x_index < 0) break; // stop when we can't find any more reachable points.
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bit_clear(not_done, location.x_index, location.y_index); // Mark this location as 'adjusted' so we will find a
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bitmap_clear(not_done, location.x_index, location.y_index); // Mark this location as 'adjusted' so we will find a
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// different location the next time through the loop
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const float rawx = mesh_index_to_xpos(location.x_index),
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@ -194,7 +194,7 @@ mesh_index_pair find_closest_circle_to_print(const float &X, const float &Y) {
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for (uint8_t i = 0; i < GRID_MAX_POINTS_X; i++) {
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for (uint8_t j = 0; j < GRID_MAX_POINTS_Y; j++) {
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if (!is_bit_set(circle_flags, i, j)) {
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if (!is_bitmap_set(circle_flags, i, j)) {
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const float mx = _GET_MESH_X(i), // We found a circle that needs to be printed
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my = _GET_MESH_Y(j);
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@ -220,7 +220,7 @@ mesh_index_pair find_closest_circle_to_print(const float &X, const float &Y) {
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}
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}
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}
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bit_set(circle_flags, return_val.x_index, return_val.y_index); // Mark this location as done.
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bitmap_set(circle_flags, return_val.x_index, return_val.y_index); // Mark this location as done.
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return return_val;
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}
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@ -348,8 +348,8 @@ inline bool look_for_lines_to_connect() {
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if (i < GRID_MAX_POINTS_X) { // We can't connect to anything to the right than GRID_MAX_POINTS_X.
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// This is already a half circle because we are at the edge of the bed.
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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
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if (!is_bit_set(horizontal_mesh_line_flags, i, j)) {
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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
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if (!is_bitmap_set(horizontal_mesh_line_flags, i, j)) {
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//
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// We found two circles that need a horizontal line to connect them
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@ -376,15 +376,15 @@ inline bool look_for_lines_to_connect() {
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print_line_from_here_to_there(sx, sy, g26_layer_height, ex, ey, g26_layer_height);
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}
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bit_set(horizontal_mesh_line_flags, i, j); // Mark it as done so we don't do it again, even if we skipped it
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bitmap_set(horizontal_mesh_line_flags, i, j); // Mark it as done so we don't do it again, even if we skipped it
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}
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}
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if (j < GRID_MAX_POINTS_Y) { // We can't connect to anything further back than GRID_MAX_POINTS_Y.
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// This is already a half circle because we are at the edge of the bed.
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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
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if (!is_bit_set( vertical_mesh_line_flags, i, j)) {
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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
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if (!is_bitmap_set( vertical_mesh_line_flags, i, j)) {
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//
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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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@ -412,7 +412,7 @@ inline bool look_for_lines_to_connect() {
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}
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print_line_from_here_to_there(sx, sy, g26_layer_height, ex, ey, g26_layer_height);
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}
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bit_set(vertical_mesh_line_flags, i, j); // Mark it as done so we don't do it again, even if skipped
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bitmap_set(vertical_mesh_line_flags, i, j); // Mark it as done so we don't do it again, even if skipped
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}
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}
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}
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