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Apply const to MBL class methods

Scott Lahteine 8 years ago
parent
commit
85c2b96685
1 changed files with 16 additions and 16 deletions
  1. 16
    16
      Marlin/mesh_bed_leveling.h

+ 16
- 16
Marlin/mesh_bed_leveling.h View File

36
 
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     void reset();
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     void reset();
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-    static FORCE_INLINE float get_probe_x(int8_t i) { return MESH_MIN_X + (MESH_X_DIST) * i; }
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-    static FORCE_INLINE float get_probe_y(int8_t i) { return MESH_MIN_Y + (MESH_Y_DIST) * i; }
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-    void set_z(const int8_t px, const int8_t py, const float z) { z_values[py][px] = z; }
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+    static FORCE_INLINE float get_probe_x(const int8_t i) { return MESH_MIN_X + (MESH_X_DIST) * i; }
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+    static FORCE_INLINE float get_probe_y(const int8_t i) { return MESH_MIN_Y + (MESH_Y_DIST) * i; }
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+    void set_z(const int8_t px, const int8_t py, const float &z) { z_values[py][px] = z; }
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-    bool active()                 { return TEST(status, MBL_STATUS_ACTIVE_BIT); }
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-    void set_active(bool onOff)   { if (onOff) SBI(status, MBL_STATUS_ACTIVE_BIT); else CBI(status, MBL_STATUS_ACTIVE_BIT); }
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-    bool has_mesh()               { return TEST(status, MBL_STATUS_HAS_MESH_BIT); }
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-    void set_has_mesh(bool onOff) { if (onOff) SBI(status, MBL_STATUS_HAS_MESH_BIT); else CBI(status, MBL_STATUS_HAS_MESH_BIT); }
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+    bool active() const                 { return TEST(status, MBL_STATUS_ACTIVE_BIT); }
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+    void set_active(const bool onOff)   { onOff ? SBI(status, MBL_STATUS_ACTIVE_BIT) : CBI(status, MBL_STATUS_ACTIVE_BIT); }
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+    bool has_mesh() const               { return TEST(status, MBL_STATUS_HAS_MESH_BIT); }
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+    void set_has_mesh(const bool onOff) { onOff ? SBI(status, MBL_STATUS_HAS_MESH_BIT) : CBI(status, MBL_STATUS_HAS_MESH_BIT); }
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-    inline void zigzag(int8_t index, int8_t &px, int8_t &py) {
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+    inline void zigzag(const int8_t index, int8_t &px, int8_t &py) const {
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       px = index % (MESH_NUM_X_POINTS);
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       px = index % (MESH_NUM_X_POINTS);
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       py = index / (MESH_NUM_X_POINTS);
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       py = index / (MESH_NUM_X_POINTS);
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       if (py & 1) px = (MESH_NUM_X_POINTS - 1) - px; // Zig zag
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       if (py & 1) px = (MESH_NUM_X_POINTS - 1) - px; // Zig zag
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     }
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     }
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-    void set_zigzag_z(int8_t index, float z) {
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+    void set_zigzag_z(const int8_t index, const float &z) {
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       int8_t px, py;
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       int8_t px, py;
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       zigzag(index, px, py);
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       zigzag(index, px, py);
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       set_z(px, py, z);
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       set_z(px, py, z);
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     }
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     }
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-    int8_t cell_index_x(float x) {
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+    int8_t cell_index_x(const float &x) const {
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       int8_t cx = (x - (MESH_MIN_X)) * (1.0 / (MESH_X_DIST));
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       int8_t cx = (x - (MESH_MIN_X)) * (1.0 / (MESH_X_DIST));
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       return constrain(cx, 0, (MESH_NUM_X_POINTS) - 2);
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       return constrain(cx, 0, (MESH_NUM_X_POINTS) - 2);
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     }
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     }
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-    int8_t cell_index_y(float y) {
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+    int8_t cell_index_y(const float &y) const {
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       int8_t cy = (y - (MESH_MIN_Y)) * (1.0 / (MESH_Y_DIST));
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       int8_t cy = (y - (MESH_MIN_Y)) * (1.0 / (MESH_Y_DIST));
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       return constrain(cy, 0, (MESH_NUM_Y_POINTS) - 2);
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       return constrain(cy, 0, (MESH_NUM_Y_POINTS) - 2);
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     }
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     }
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-    int8_t probe_index_x(float x) {
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+    int8_t probe_index_x(const float &x) const {
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       int8_t px = (x - (MESH_MIN_X) + (MESH_X_DIST) * 0.5) * (1.0 / (MESH_X_DIST));
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       int8_t px = (x - (MESH_MIN_X) + (MESH_X_DIST) * 0.5) * (1.0 / (MESH_X_DIST));
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       return (px >= 0 && px < (MESH_NUM_X_POINTS)) ? px : -1;
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       return (px >= 0 && px < (MESH_NUM_X_POINTS)) ? px : -1;
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     }
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     }
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-    int8_t probe_index_y(float y) {
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+    int8_t probe_index_y(const float &y) const {
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       int8_t py = (y - (MESH_MIN_Y) + (MESH_Y_DIST) * 0.5) * (1.0 / (MESH_Y_DIST));
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       int8_t py = (y - (MESH_MIN_Y) + (MESH_Y_DIST) * 0.5) * (1.0 / (MESH_Y_DIST));
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       return (py >= 0 && py < (MESH_NUM_Y_POINTS)) ? py : -1;
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       return (py >= 0 && py < (MESH_NUM_Y_POINTS)) ? py : -1;
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     }
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     }
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-    float calc_z0(float a0, float a1, float z1, float a2, float z2) {
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-      float delta_z = (z2 - z1) / (a2 - a1);
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-      float delta_a = a0 - a1;
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+    float calc_z0(const float &a0, const float &a1, const float &z1, const float &a2, const float &z2) const {
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+      const float delta_z = (z2 - z1) / (a2 - a1);
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+      const float delta_a = a0 - a1;
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       return z1 + delta_a * delta_z;
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       return z1 + delta_a * delta_z;
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     }
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     }
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