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								#include "Marlin.h"
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								#ifdef MESH_BED_LEVELING
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								  #define MESH_X_DIST ((MESH_MAX_X - MESH_MIN_X)/(MESH_NUM_X_POINTS - 1))
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								  #define MESH_Y_DIST ((MESH_MAX_Y - MESH_MIN_Y)/(MESH_NUM_Y_POINTS - 1))
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								  class mesh_bed_leveling {
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								  public:
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								    uint8_t active;
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								    float z_values[MESH_NUM_Y_POINTS][MESH_NUM_X_POINTS];
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								    mesh_bed_leveling();
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								    void reset();
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								    float get_x(int i) { return MESH_MIN_X + MESH_X_DIST * i; }
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								    float get_y(int i) { return MESH_MIN_Y + MESH_Y_DIST * i; }
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								    void set_z(int ix, int iy, float z) { z_values[iy][ix] = z; }
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								    int select_x_index(float x) {
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								      int i = 1;
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								      while (x > get_x(i) && i < MESH_NUM_X_POINTS-1) i++;
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								      return i - 1;
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								    }
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								    int select_y_index(float y) {
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								      int i = 1;
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								      while (y > get_y(i) && i < MESH_NUM_Y_POINTS - 1) i++;
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								      return i - 1;
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								    }
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								    float calc_z0(float a0, float a1, float z1, float a2, float z2) {
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								      float delta_z = (z2 - z1)/(a2 - a1);
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								      float delta_a = a0 - a1;
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								      return z1 + delta_a * delta_z;
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								    }
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								    float get_z(float x0, float y0) {
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								      int x_index = select_x_index(x0);
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								      int y_index = select_y_index(y0);
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								      float z1 = calc_z0(x0,
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								                         get_x(x_index), z_values[y_index][x_index],
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								                         get_x(x_index+1), z_values[y_index][x_index+1]);
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								      float z2 = calc_z0(x0,
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								                         get_x(x_index), z_values[y_index+1][x_index],
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								                         get_x(x_index+1), z_values[y_index+1][x_index+1]);
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								      float z0 = calc_z0(y0,
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								                         get_y(y_index), z1,
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								                         get_y(y_index+1), z2);
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								      return z0;
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								    }
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								  };
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								  extern mesh_bed_leveling mbl;
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								#endif  // MESH_BED_LEVELING
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