|
|
|
@ -90,30 +90,7 @@ void recalc_delta_settings() {
|
|
|
|
|
*
|
|
|
|
|
* - Disable the home_offset (M206) and/or position_shift (G92)
|
|
|
|
|
* features to remove up to 12 float additions.
|
|
|
|
|
*
|
|
|
|
|
* - Use a fast-inverse-sqrt function and add the reciprocal.
|
|
|
|
|
* (see above)
|
|
|
|
|
*/
|
|
|
|
|
|
|
|
|
|
#if ENABLED(DELTA_FAST_SQRT) && defined(__AVR__)
|
|
|
|
|
/**
|
|
|
|
|
* Fast inverse sqrt from Quake III Arena
|
|
|
|
|
* See: https://en.wikipedia.org/wiki/Fast_inverse_square_root
|
|
|
|
|
*/
|
|
|
|
|
float Q_rsqrt(float number) {
|
|
|
|
|
long i;
|
|
|
|
|
float x2, y;
|
|
|
|
|
const float threehalfs = 1.5f;
|
|
|
|
|
x2 = number * 0.5f;
|
|
|
|
|
y = number;
|
|
|
|
|
i = * ( long * ) &y; // evil floating point bit level hacking
|
|
|
|
|
i = 0x5F3759DF - ( i >> 1 ); // what the f***?
|
|
|
|
|
y = * ( float * ) &i;
|
|
|
|
|
y = y * ( threehalfs - ( x2 * y * y ) ); // 1st iteration
|
|
|
|
|
// y = y * ( threehalfs - ( x2 * y * y ) ); // 2nd iteration, this can be removed
|
|
|
|
|
return y;
|
|
|
|
|
}
|
|
|
|
|
#endif
|
|
|
|
|
|
|
|
|
|
#define DELTA_DEBUG(VAR) do { \
|
|
|
|
|
SERIAL_ECHOPAIR("cartesian X:", VAR[X_AXIS]); \
|
|
|
|
|