Remove Quake Fast Inverse SQRT (it isn't faster)
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@ -1353,25 +1353,6 @@
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#endif
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#endif
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#endif
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#endif
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// Use float instead of double. Needs profiling.
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#if defined(ARDUINO_ARCH_SAM) && ENABLED(DELTA_FAST_SQRT)
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#undef ATAN2
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#undef FABS
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#undef POW
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#undef SQRT
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#undef CEIL
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#undef FLOOR
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#undef LROUND
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#undef FMOD
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#define ATAN2(y, x) atan2f(y, x)
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#define POW(x, y) powf(x, y)
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#define SQRT(x) sqrtf(x)
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#define CEIL(x) ceilf(x)
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#define FLOOR(x) floorf(x)
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#define LROUND(x) lroundf(x)
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#define FMOD(x, y) fmodf(x, y)
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#endif
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// Number of VFAT entries used. Each entry has 13 UTF-16 characters
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// Number of VFAT entries used. Each entry has 13 UTF-16 characters
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#if ENABLED(SCROLL_LONG_FILENAMES)
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#if ENABLED(SCROLL_LONG_FILENAMES)
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#define MAX_VFAT_ENTRIES (5)
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#define MAX_VFAT_ENTRIES (5)
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@ -90,31 +90,8 @@ void recalc_delta_settings() {
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*
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*
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* - Disable the home_offset (M206) and/or position_shift (G92)
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* - Disable the home_offset (M206) and/or position_shift (G92)
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* features to remove up to 12 float additions.
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* features to remove up to 12 float additions.
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*
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* - Use a fast-inverse-sqrt function and add the reciprocal.
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* (see above)
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*/
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*/
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#if ENABLED(DELTA_FAST_SQRT) && defined(__AVR__)
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/**
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* Fast inverse sqrt from Quake III Arena
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* See: https://en.wikipedia.org/wiki/Fast_inverse_square_root
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*/
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float Q_rsqrt(float number) {
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long i;
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float x2, y;
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const float threehalfs = 1.5f;
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x2 = number * 0.5f;
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y = number;
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i = * ( long * ) &y; // evil floating point bit level hacking
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i = 0x5F3759DF - ( i >> 1 ); // what the f***?
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y = * ( float * ) &i;
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y = y * ( threehalfs - ( x2 * y * y ) ); // 1st iteration
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// y = y * ( threehalfs - ( x2 * y * y ) ); // 2nd iteration, this can be removed
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return y;
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}
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#endif
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#define DELTA_DEBUG(VAR) do { \
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#define DELTA_DEBUG(VAR) do { \
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SERIAL_ECHOPAIR("cartesian X:", VAR[X_AXIS]); \
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SERIAL_ECHOPAIR("cartesian X:", VAR[X_AXIS]); \
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SERIAL_ECHOPAIR(" Y:", VAR[Y_AXIS]); \
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SERIAL_ECHOPAIR(" Y:", VAR[Y_AXIS]); \
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@ -64,19 +64,8 @@ void recalc_delta_settings();
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* (see above)
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* (see above)
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*/
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*/
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#if ENABLED(DELTA_FAST_SQRT) && defined(__AVR__)
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/**
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* Fast inverse sqrt from Quake III Arena
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* See: https://en.wikipedia.org/wiki/Fast_inverse_square_root
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*/
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float Q_rsqrt(float number);
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#define _SQRT(n) (1.0f / Q_rsqrt(n))
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#else
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#define _SQRT(n) SQRT(n)
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#endif
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// Macro to obtain the Z position of an individual tower
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// Macro to obtain the Z position of an individual tower
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#define DELTA_Z(V,T) V[Z_AXIS] + _SQRT( \
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#define DELTA_Z(V,T) V[Z_AXIS] + SQRT( \
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delta_diagonal_rod_2_tower[T] - HYPOT2( \
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delta_diagonal_rod_2_tower[T] - HYPOT2( \
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delta_tower[T][X_AXIS] - V[X_AXIS], \
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delta_tower[T][X_AXIS] - V[X_AXIS], \
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delta_tower[T][Y_AXIS] - V[Y_AXIS] \
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delta_tower[T][Y_AXIS] - V[Y_AXIS] \
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