Formatting and spelling

master
Scott Lahteine 8 years ago
parent 3d24c329af
commit 4857a3ba48

@ -6081,7 +6081,7 @@ inline void gcode_M17() {
stepper.synchronize(); stepper.synchronize();
} }
#if ENABLED(ULTIPANEL) && defined(ADVANCED_PAUSE_EXTRUDE_LENGTH) && ADVANCED_PAUSE_EXTRUDE_LENGTH > 0 #if ENABLED(ULTIPANEL) && ADVANCED_PAUSE_EXTRUDE_LENGTH > 0
float extrude_length = initial_extrude_length; float extrude_length = initial_extrude_length;
@ -7675,7 +7675,7 @@ inline void gcode_M18_M84() {
if (parser.seen('X')) disable_X(); if (parser.seen('X')) disable_X();
if (parser.seen('Y')) disable_Y(); if (parser.seen('Y')) disable_Y();
if (parser.seen('Z')) disable_Z(); if (parser.seen('Z')) disable_Z();
#if E0_ENABLE_PIN != X_ENABLE_PIN && E1_ENABLE_PIN != Y_ENABLE_PIN // Only enable on boards that have seperate ENABLE_PINS #if E0_ENABLE_PIN != X_ENABLE_PIN && E1_ENABLE_PIN != Y_ENABLE_PIN // Only enable on boards that have separate ENABLE_PINS
if (parser.seen('E')) disable_e_steppers(); if (parser.seen('E')) disable_e_steppers();
#endif #endif
} }

@ -94,8 +94,8 @@
} }
static float calc_z0(const float &a0, const float &a1, const float &z1, const float &a2, const float &z2) { static float calc_z0(const float &a0, const float &a1, const float &z1, const float &a2, const float &z2) {
const float delta_z = (z2 - z1) / (a2 - a1); const float delta_z = (z2 - z1) / (a2 - a1),
const float delta_a = a0 - a1; delta_a = a0 - a1;
return z1 + delta_a * delta_z; return z1 + delta_a * delta_z;
} }

@ -534,10 +534,10 @@ void Planner::check_axes_activity() {
if (!ubl.state.active) return; if (!ubl.state.active) return;
#if ENABLED(ENABLE_LEVELING_FADE_HEIGHT) #if ENABLED(ENABLE_LEVELING_FADE_HEIGHT)
// if z_fade_height enabled (nonzero) and raw_z above it, no leveling required // if z_fade_height enabled (nonzero) and raw_z above it, no leveling required
if ((planner.z_fade_height) && (planner.z_fade_height <= RAW_Z_POSITION(lz))) return; if (planner.z_fade_height && planner.z_fade_height <= RAW_Z_POSITION(lz)) return;
lz += ubl.state.z_offset + ubl.get_z_correction(lx, ly) * ubl.fade_scaling_factor_for_z(lz); lz += ubl.state.z_offset + ubl.get_z_correction(lx, ly) * ubl.fade_scaling_factor_for_z(lz);
#else // no fade #else // no fade
lz += ubl.state.z_offset + ubl.get_z_correction(lx,ly); lz += ubl.state.z_offset + ubl.get_z_correction(lx, ly);
#endif // FADE #endif // FADE
#endif // UBL #endif // UBL
@ -598,10 +598,10 @@ void Planner::check_axes_activity() {
if (ubl.state.active) { if (ubl.state.active) {
const float z_physical = RAW_Z_POSITION(logical[Z_AXIS]); const float z_physical = RAW_Z_POSITION(logical[Z_AXIS]),
const float z_ublmesh = ubl.get_z_correction(logical[X_AXIS], logical[Y_AXIS]); z_correct = ubl.get_z_correction(logical[X_AXIS], logical[Y_AXIS]),
const float z_virtual = z_physical - ubl.state.z_offset - z_ublmesh; z_virtual = z_physical - ubl.state.z_offset - z_correct;
float z_logical = LOGICAL_Z_POSITION(z_virtual); float z_logical = LOGICAL_Z_POSITION(z_virtual);
#if ENABLED(ENABLE_LEVELING_FADE_HEIGHT) #if ENABLED(ENABLE_LEVELING_FADE_HEIGHT)
@ -614,10 +614,10 @@ void Planner::check_axes_activity() {
// so L=(P-O-M)/(1-M/H) for L<H // so L=(P-O-M)/(1-M/H) for L<H
if (planner.z_fade_height) { if (planner.z_fade_height) {
if (z_logical < planner.z_fade_height )
z_logical = z_logical / (1.0 - (z_ublmesh * planner.inverse_z_fade_height));
if (z_logical >= planner.z_fade_height) if (z_logical >= planner.z_fade_height)
z_logical = LOGICAL_Z_POSITION(z_physical - ubl.state.z_offset); z_logical = LOGICAL_Z_POSITION(z_physical - ubl.state.z_offset);
else
z_logical /= 1.0 - z_correct * planner.inverse_z_fade_height;
} }
#endif // ENABLE_LEVELING_FADE_HEIGHT #endif // ENABLE_LEVELING_FADE_HEIGHT

@ -1018,8 +1018,8 @@ void kill_screen(const char* lcd_msg) {
#if ENABLED(AUTO_BED_LEVELING_UBL) #if ENABLED(AUTO_BED_LEVELING_UBL)
float mesh_edit_value, mesh_edit_accumulator; // We round mesh_edit_value to 2.5 decimal places. So we keep a float mesh_edit_value, mesh_edit_accumulator; // We round mesh_edit_value to 2.5 decimal places. So we keep a
// seperate value that doesn't lose precision. // separate value that doesn't lose precision.
static int ubl_encoderPosition = 0; static int ubl_encoderPosition = 0;
static void _lcd_mesh_fine_tune(const char* msg) { static void _lcd_mesh_fine_tune(const char* msg) {

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