Replace 'const float &' with 'const_float_t' (#21505)
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@ -43,7 +43,7 @@
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#define SIGMA 0.1f
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// Compute the linear interpolation between two real numbers.
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static inline float interp(const float &a, const float &b, const float &t) { return (1 - t) * a + t * b; }
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static inline float interp(const_float_t a, const_float_t b, const_float_t t) { return (1 - t) * a + t * b; }
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/**
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* Compute a Bézier curve using the De Casteljau's algorithm (see
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@ -51,7 +51,7 @@ static inline float interp(const float &a, const float &b, const float &t) { ret
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* easy to code and has good numerical stability (very important,
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* since Arudino works with limited precision real numbers).
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*/
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static inline float eval_bezier(const float &a, const float &b, const float &c, const float &d, const float &t) {
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static inline float eval_bezier(const_float_t a, const_float_t b, const_float_t c, const_float_t d, const_float_t t) {
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const float iab = interp(a, b, t),
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ibc = interp(b, c, t),
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icd = interp(c, d, t),
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@ -64,7 +64,7 @@ static inline float eval_bezier(const float &a, const float &b, const float &c,
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* We approximate Euclidean distance with the sum of the coordinates
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* offset (so-called "norm 1"), which is quicker to compute.
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*/
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static inline float dist1(const float &x1, const float &y1, const float &x2, const float &y2) { return ABS(x1 - x2) + ABS(y1 - y2); }
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static inline float dist1(const_float_t x1, const_float_t y1, const_float_t x2, const_float_t y2) { return ABS(x1 - x2) + ABS(y1 - y2); }
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/**
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* The algorithm for computing the step is loosely based on the one in Kig
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@ -109,7 +109,7 @@ void cubic_b_spline(
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const xyze_pos_t &position, // current position
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const xyze_pos_t &target, // target position
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const xy_pos_t (&offsets)[2], // a pair of offsets
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const feedRate_t &scaled_fr_mm_s, // mm/s scaled by feedrate %
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const_feedRate_t scaled_fr_mm_s, // mm/s scaled by feedrate %
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const uint8_t extruder
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) {
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// Absolute first and second control points are recovered.
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