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@ -104,6 +104,11 @@ float Planner::min_feedrate_mm_s,
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matrix_3x3 Planner::bed_level_matrix; // Transform to compensate for bed level
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#endif
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#if ENABLED(ENABLE_LEVELING_FADE_HEIGHT)
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float Planner::z_fade_height = 0.0,
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Planner::inverse_z_fade_height = 0.0;
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#endif
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#if ENABLED(AUTOTEMP)
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float Planner::autotemp_max = 250,
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Planner::autotemp_min = 210,
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@ -531,10 +536,24 @@ void Planner::check_axes_activity() {
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if (!abl_enabled) return;
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#endif
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#if ENABLED(ENABLE_LEVELING_FADE_HEIGHT)
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static float z_fade_factor = 1.0, last_raw_lz = -999.0;
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if (z_fade_height) {
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const float raw_lz = RAW_Z_POSITION(lz);
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if (raw_lz >= z_fade_height) return;
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if (last_raw_lz != raw_lz) {
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last_raw_lz = raw_lz;
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z_fade_factor = 1.0 - raw_lz * inverse_z_fade_height;
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}
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}
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else
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z_fade_factor = 1.0;
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#endif
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#if ENABLED(MESH_BED_LEVELING)
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if (mbl.active())
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lz += mbl.get_z(RAW_X_POSITION(lx), RAW_Y_POSITION(ly));
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lz += mbl.get_z(RAW_X_POSITION(lx), RAW_Y_POSITION(ly)) * z_fade_factor;
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#elif ABL_PLANAR
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@ -551,7 +570,7 @@ void Planner::check_axes_activity() {
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#elif ENABLED(AUTO_BED_LEVELING_BILINEAR)
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float tmp[XYZ] = { lx, ly, 0 };
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lz += bilinear_z_offset(tmp);
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lz += bilinear_z_offset(tmp) * z_fade_factor;
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#endif
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}
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@ -562,10 +581,20 @@ void Planner::check_axes_activity() {
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if (!abl_enabled) return;
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#endif
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#if ENABLED(ENABLE_LEVELING_FADE_HEIGHT)
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if (z_fade_height && RAW_Z_POSITION(logical[Z_AXIS]) >= z_fade_height) return;
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#endif
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#if ENABLED(MESH_BED_LEVELING)
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if (mbl.active())
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logical[Z_AXIS] -= mbl.get_z(RAW_X_POSITION(logical[X_AXIS]), RAW_Y_POSITION(logical[Y_AXIS]));
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if (mbl.active()) {
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#if ENABLED(ENABLE_LEVELING_FADE_HEIGHT)
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const float c = mbl.get_z(RAW_X_POSITION(logical[X_AXIS]), RAW_Y_POSITION(logical[Y_AXIS]));
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logical[Z_AXIS] = (z_fade_height * (RAW_Z_POSITION(logical[Z_AXIS]) - c)) / (z_fade_height - c);
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#else
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logical[Z_AXIS] -= mbl.get_z(RAW_X_POSITION(logical[X_AXIS]), RAW_Y_POSITION(logical[Y_AXIS]));
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#endif
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}
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#elif ABL_PLANAR
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@ -583,7 +612,12 @@ void Planner::check_axes_activity() {
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#elif ENABLED(AUTO_BED_LEVELING_BILINEAR)
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logical[Z_AXIS] -= bilinear_z_offset(logical);
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#if ENABLED(ENABLE_LEVELING_FADE_HEIGHT)
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const float c = bilinear_z_offset(logical);
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logical[Z_AXIS] = (z_fade_height * (RAW_Z_POSITION(logical[Z_AXIS]) - c)) / (z_fade_height - c);
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#else
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logical[Z_AXIS] -= bilinear_z_offset(logical);
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#endif
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#endif
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}
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