allow short path + min speed on belt base to go slower than belt print speed

This commit is contained in:
Stewart Allen 2021-12-06 21:48:02 -05:00
commit 1d682c0f5e
2 changed files with 4 additions and 4 deletions

View file

@ -1895,7 +1895,7 @@
outputRetractDwell: UC.newInput(LANG.ad_rdwl_s, {title:LANG.ad_rdwl_l, convert:UC.toInt, modes:FDM}), outputRetractDwell: UC.newInput(LANG.ad_rdwl_s, {title:LANG.ad_rdwl_l, convert:UC.toInt, modes:FDM}),
fdmSep: UC.newBlank({class:"pop-sep", modes:FDM}), fdmSep: UC.newBlank({class:"pop-sep", modes:FDM}),
sliceSolidMinArea: UC.newInput(LANG.ad_msol_s, {title:LANG.ad_msol_l, convert:UC.toFloat, modes:FDM}), sliceSolidMinArea: UC.newInput(LANG.ad_msol_s, {title:LANG.ad_msol_l, convert:UC.toFloat, modes:FDM}),
outputMinSpeed: UC.newInput(LANG.ad_mins_s, {title:LANG.ad_mins_l, bound:UC.bound(5,200), convert:UC.toFloat, modes:FDM}), outputMinSpeed: UC.newInput(LANG.ad_mins_s, {title:LANG.ad_mins_l, bound:UC.bound(1,200), convert:UC.toFloat, modes:FDM}),
outputShortPoly: UC.newInput(LANG.ad_spol_s, {title:LANG.ad_spol_l, bound:UC.bound(0,10000), convert:UC.toFloat, modes:FDM}), outputShortPoly: UC.newInput(LANG.ad_spol_s, {title:LANG.ad_spol_l, bound:UC.bound(0,10000), convert:UC.toFloat, modes:FDM}),
outputCoastDist: UC.newInput(LANG.ad_scst_s, {title:LANG.ad_scst_l, bound:UC.bound(0.0,10), convert:UC.toFloat, modes:FDM}), outputCoastDist: UC.newInput(LANG.ad_scst_s, {title:LANG.ad_scst_l, bound:UC.bound(0.0,10), convert:UC.toFloat, modes:FDM}),
fdmSep: UC.newBlank({class:"pop-sep", modes:FDM}), fdmSep: UC.newBlank({class:"pop-sep", modes:FDM}),

View file

@ -587,7 +587,7 @@
// post-process for base extrusions (touching the bed) // post-process for base extrusions (touching the bed)
if (isBelt) { if (isBelt) {
// // correct y offset to desired layer offset // correct y offset to desired layer offset
let seqn = 0; let seqn = 0;
// tune base threshold // tune base threshold
let thresh = Infinity; let thresh = Infinity;
@ -627,11 +627,11 @@
miny = Math.min(miny, belty); miny = Math.min(miny, belty);
if (layer.anchor) { if (layer.anchor) {
// apply base rate to entire anchor (including bump) // apply base rate to entire anchor (including bump)
rec.speed = lowrate; rec.speed = Math.min(rec.speed, lowrate);
} }
if (rec.emit && belty <= thresh && lastout && Math.abs(lastout.belty - belty) < 0.005) { if (rec.emit && belty <= thresh && lastout && Math.abs(lastout.belty - belty) < 0.005) {
// apply base speed to segments touching belt // apply base speed to segments touching belt
rec.speed = lowrate; rec.speed = Math.min(rec.speed, lowrate);
rec.emit *= bmult; rec.emit *= bmult;
minx = Math.min(minx, point.x, lastout.point.x); minx = Math.min(minx, point.x, lastout.point.x);
maxx = Math.max(maxx, point.x, lastout.point.x); maxx = Math.max(maxx, point.x, lastout.point.x);