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Tweaks to cubic_b_sline code style
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@ -107,10 +107,10 @@ inline static float dist1(float x1, float y1, float x2, float y2) { return FABS(
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*/
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*/
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void cubic_b_spline(const float position[NUM_AXIS], const float target[NUM_AXIS], const float offset[4], float fr_mm_s, uint8_t extruder) {
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void cubic_b_spline(const float position[NUM_AXIS], const float target[NUM_AXIS], const float offset[4], float fr_mm_s, uint8_t extruder) {
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// Absolute first and second control points are recovered.
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// Absolute first and second control points are recovered.
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float first0 = position[X_AXIS] + offset[0];
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const float first0 = position[X_AXIS] + offset[0],
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float first1 = position[Y_AXIS] + offset[1];
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first1 = position[Y_AXIS] + offset[1],
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float second0 = target[X_AXIS] + offset[2];
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second0 = target[X_AXIS] + offset[2],
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float second1 = target[Y_AXIS] + offset[3];
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second1 = target[Y_AXIS] + offset[3];
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float t = 0.0;
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float t = 0.0;
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float bez_target[4];
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float bez_target[4];
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@ -134,15 +134,15 @@ void cubic_b_spline(const float position[NUM_AXIS], const float target[NUM_AXIS]
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bool did_reduce = false;
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bool did_reduce = false;
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float new_t = t + step;
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float new_t = t + step;
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NOMORE(new_t, 1.0);
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NOMORE(new_t, 1.0);
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float new_pos0 = eval_bezier(position[X_AXIS], first0, second0, target[X_AXIS], new_t);
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float new_pos0 = eval_bezier(position[X_AXIS], first0, second0, target[X_AXIS], new_t),
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float new_pos1 = eval_bezier(position[Y_AXIS], first1, second1, target[Y_AXIS], new_t);
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new_pos1 = eval_bezier(position[Y_AXIS], first1, second1, target[Y_AXIS], new_t);
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for (;;) {
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for (;;) {
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if (new_t - t < (MIN_STEP)) break;
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if (new_t - t < (MIN_STEP)) break;
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float candidate_t = 0.5 * (t + new_t);
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const float candidate_t = 0.5 * (t + new_t),
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float candidate_pos0 = eval_bezier(position[X_AXIS], first0, second0, target[X_AXIS], candidate_t);
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candidate_pos0 = eval_bezier(position[X_AXIS], first0, second0, target[X_AXIS], candidate_t),
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float candidate_pos1 = eval_bezier(position[Y_AXIS], first1, second1, target[Y_AXIS], candidate_t);
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candidate_pos1 = eval_bezier(position[Y_AXIS], first1, second1, target[Y_AXIS], candidate_t),
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float interp_pos0 = 0.5 * (bez_target[X_AXIS] + new_pos0);
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interp_pos0 = 0.5 * (bez_target[X_AXIS] + new_pos0),
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float interp_pos1 = 0.5 * (bez_target[Y_AXIS] + new_pos1);
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interp_pos1 = 0.5 * (bez_target[Y_AXIS] + new_pos1);
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if (dist1(candidate_pos0, candidate_pos1, interp_pos0, interp_pos1) <= (SIGMA)) break;
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if (dist1(candidate_pos0, candidate_pos1, interp_pos0, interp_pos1) <= (SIGMA)) break;
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new_t = candidate_t;
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new_t = candidate_t;
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new_pos0 = candidate_pos0;
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new_pos0 = candidate_pos0;
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@ -153,12 +153,12 @@ void cubic_b_spline(const float position[NUM_AXIS], const float target[NUM_AXIS]
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// If we did not reduce the step, maybe we should enlarge it.
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// If we did not reduce the step, maybe we should enlarge it.
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if (!did_reduce) for (;;) {
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if (!did_reduce) for (;;) {
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if (new_t - t > MAX_STEP) break;
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if (new_t - t > MAX_STEP) break;
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float candidate_t = t + 2.0 * (new_t - t);
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const float candidate_t = t + 2.0 * (new_t - t);
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if (candidate_t >= 1.0) break;
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if (candidate_t >= 1.0) break;
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float candidate_pos0 = eval_bezier(position[X_AXIS], first0, second0, target[X_AXIS], candidate_t);
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const float candidate_pos0 = eval_bezier(position[X_AXIS], first0, second0, target[X_AXIS], candidate_t),
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float candidate_pos1 = eval_bezier(position[Y_AXIS], first1, second1, target[Y_AXIS], candidate_t);
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candidate_pos1 = eval_bezier(position[Y_AXIS], first1, second1, target[Y_AXIS], candidate_t),
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float interp_pos0 = 0.5 * (bez_target[X_AXIS] + candidate_pos0);
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interp_pos0 = 0.5 * (bez_target[X_AXIS] + candidate_pos0),
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float interp_pos1 = 0.5 * (bez_target[Y_AXIS] + candidate_pos1);
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interp_pos1 = 0.5 * (bez_target[Y_AXIS] + candidate_pos1);
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if (dist1(new_pos0, new_pos1, interp_pos0, interp_pos1) > (SIGMA)) break;
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if (dist1(new_pos0, new_pos1, interp_pos0, interp_pos1) > (SIGMA)) break;
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new_t = candidate_t;
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new_t = candidate_t;
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new_pos0 = candidate_pos0;
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new_pos0 = candidate_pos0;
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