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bfd3b3c604
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3f94b15cef
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@ -8310,15 +8310,17 @@ void ok_to_send() {
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float ratio_x = x / bilinear_grid_spacing[X_AXIS],
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float ratio_x = x / bilinear_grid_spacing[X_AXIS],
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ratio_y = y / bilinear_grid_spacing[Y_AXIS];
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ratio_y = y / bilinear_grid_spacing[Y_AXIS];
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// Whole unit is the grid box index
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// Whole units for the grid line indices. Constrained within bounds.
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const int gridx = constrain(floor(ratio_x), 0, ABL_GRID_POINTS_X - 2),
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const int gridx = constrain(floor(ratio_x), 0, ABL_GRID_POINTS_X - 1),
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gridy = constrain(floor(ratio_y), 0, ABL_GRID_POINTS_Y - 2),
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gridy = constrain(floor(ratio_y), 0, ABL_GRID_POINTS_Y - 1),
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nextx = min(gridx + 1, ABL_GRID_POINTS_X - 2),
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nextx = min(gridx + 1, ABL_GRID_POINTS_X - 1),
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nexty = min(gridy + 1, ABL_GRID_POINTS_Y - 2);
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nexty = min(gridy + 1, ABL_GRID_POINTS_Y - 1);
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// Subtract whole to get the ratio within the grid box
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// Subtract whole to get the ratio within the grid box
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ratio_x = constrain(ratio_x - gridx, 0.0, 1.0);
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ratio_x -= gridx; ratio_y -= gridy;
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ratio_y = constrain(ratio_y - gridy, 0.0, 1.0);
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// Never less than 0.0. (Over 1.0 is fine due to previous contraints.)
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NOLESS(ratio_x, 0); NOLESS(ratio_y, 0);
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// Z at the box corners
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// Z at the box corners
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const float z1 = bed_level_grid[gridx][gridy], // left-front
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const float z1 = bed_level_grid[gridx][gridy], // left-front
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