Set pullup on BTN_BACK pin (#15654)
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@ -295,6 +295,10 @@ void MarlinUI::init() {
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SET_INPUT_PULLUP(BTN_ENC);
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SET_INPUT_PULLUP(BTN_ENC);
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#endif
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#endif
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#if BUTTON_EXISTS(BACK)
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SET_INPUT_PULLUP(BTN_BACK);
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#endif
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#if BUTTON_EXISTS(UP)
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#if BUTTON_EXISTS(UP)
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SET_INPUT(BTN_UP);
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SET_INPUT(BTN_UP);
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#endif
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#endif
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@ -71,9 +71,9 @@ void vector_3::normalize() {
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// Apply a rotation to the matrix
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// Apply a rotation to the matrix
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void vector_3::apply_rotation(const matrix_3x3 &matrix) {
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void vector_3::apply_rotation(const matrix_3x3 &matrix) {
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const float _x = x, _y = y, _z = z;
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const float _x = x, _y = y, _z = z;
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x = _x * matrix.vectors[0][0] + _y * matrix.vectors[1][0] + _z * matrix.vectors[2][0];
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*this = { matrix.vectors[0][0] * _x + matrix.vectors[1][0] * _y + matrix.vectors[2][0] * _z,
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y = _x * matrix.vectors[0][1] + _y * matrix.vectors[1][1] + _z * matrix.vectors[2][1];
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matrix.vectors[0][1] * _x + matrix.vectors[1][1] * _y + matrix.vectors[2][1] * _z,
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z = _x * matrix.vectors[0][2] + _y * matrix.vectors[1][2] + _z * matrix.vectors[2][2];
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matrix.vectors[0][2] * _x + matrix.vectors[1][2] * _y + matrix.vectors[2][2] * _z };
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}
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}
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void vector_3::debug(PGM_P const title) {
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void vector_3::debug(PGM_P const title) {
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