Merge pull request #8565 from Roxy-3D/bugfix-2.0.x

Change G26 and G29 bit function names to avoid HAL name collision
2.0.x
Scott Lahteine 7 years ago committed by GitHub
commit 2f837ce9b7
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GPG Key ID: 4AEE18F83AFDEB23

@ -40,9 +40,9 @@ void safe_delay(millis_t ms);
* to unsigned long will allow us to go to 32x32 if higher resolution Mesh's 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
#if ENABLED(ULTRA_LCD)

@ -1422,7 +1422,7 @@
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
@ -1490,7 +1490,7 @@
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),

@ -194,7 +194,7 @@ mesh_index_pair find_closest_circle_to_print(const float &X, const float &Y) {
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);
@ -220,7 +220,7 @@ mesh_index_pair find_closest_circle_to_print(const float &X, const float &Y) {
}
}
}
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;
}
@ -348,8 +348,8 @@ inline bool look_for_lines_to_connect() {
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
@ -376,15 +376,15 @@ inline bool look_for_lines_to_connect() {
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!
@ -412,7 +412,7 @@ inline bool look_for_lines_to_connect() {
}
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
}
}
}

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