Explicitly optimize x/x in Classic Jerk (#18112)
Can we outsmart the compiler?
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1 changed files with 8 additions and 8 deletions
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@ -2456,16 +2456,16 @@ bool Planner::_populate_block(block_t * const block, bool split_move,
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// Pick the smaller of the nominal speeds. Higher speed shall not be achieved at the junction during coasting.
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// Pick the smaller of the nominal speeds. Higher speed shall not be achieved at the junction during coasting.
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CACHED_SQRT(previous_nominal_speed, previous_nominal_speed_sqr);
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CACHED_SQRT(previous_nominal_speed, previous_nominal_speed_sqr);
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vmax_junction = _MIN(nominal_speed, previous_nominal_speed);
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float smaller_speed_factor = 1.0f;
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if (nominal_speed < previous_nominal_speed) {
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vmax_junction = nominal_speed;
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smaller_speed_factor = vmax_junction / previous_nominal_speed;
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}
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else
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vmax_junction = previous_nominal_speed;
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// Now limit the jerk in all axes.
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// Now limit the jerk in all axes.
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const float smaller_speed_factor = vmax_junction / previous_nominal_speed;
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TERN(HAS_LINEAR_E_JERK, LOOP_XYZ, LOOP_XYZE)(axis) {
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#if HAS_LINEAR_E_JERK
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LOOP_XYZ(axis)
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#else
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LOOP_XYZE(axis)
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#endif
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{
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// Limit an axis. We have to differentiate: coasting, reversal of an axis, full stop.
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// Limit an axis. We have to differentiate: coasting, reversal of an axis, full stop.
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float v_exit = previous_speed[axis] * smaller_speed_factor,
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float v_exit = previous_speed[axis] * smaller_speed_factor,
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v_entry = current_speed[axis];
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v_entry = current_speed[axis];
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