enforce belt base speed even on tower bottoms on the belt
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1 changed files with 3 additions and 2 deletions
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@ -616,14 +616,15 @@
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let bmult = params.firstLayerPrintMult || firstLayerMult;
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let bmult = params.firstLayerPrintMult || firstLayerMult;
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let point = rec.point;
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let point = rec.point;
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let belty = rec.belty = -point.y + point.z;
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let belty = rec.belty = -point.y + point.z;
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let lowrate = belty <= thresh ? brate : overate || brate;
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miny = Math.min(miny, belty);
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miny = Math.min(miny, belty);
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if (layer.anchor) {
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if (layer.anchor) {
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// apply base rate to entire anchor (including bump)
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// apply base rate to entire anchor (including bump)
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rec.speed = overate || brate;
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rec.speed = lowrate;
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}
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}
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if (rec.emit && belty <= thresh && lastout && Math.abs(lastout.belty - belty) < 0.005) {
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if (rec.emit && belty <= thresh && lastout && Math.abs(lastout.belty - belty) < 0.005) {
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// apply base speed to segments touching belt
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// apply base speed to segments touching belt
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rec.speed = overate || brate;
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rec.speed = lowrate;
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rec.emit *= bmult;
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rec.emit *= bmult;
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minx = Math.min(minx, point.x, lastout.point.x);
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minx = Math.min(minx, point.x, lastout.point.x);
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maxx = Math.max(maxx, point.x, lastout.point.x);
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maxx = Math.max(maxx, point.x, lastout.point.x);
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