Use planner.leveling_active for all leveling systems
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@@ -122,8 +122,8 @@ float Planner::min_feedrate_mm_s,
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Planner::max_jerk[XYZE], // The largest speed change requiring no acceleration
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Planner::min_travel_feedrate_mm_s;
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#if OLDSCHOOL_ABL
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bool Planner::abl_enabled = false; // Flag that auto bed leveling is enabled
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#if HAS_LEVELING
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bool Planner::leveling_active = false; // Flag that auto bed leveling is enabled
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#if ABL_PLANAR
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matrix_3x3 Planner::bed_level_matrix; // Transform to compensate for bed level
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#endif
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@@ -556,7 +556,7 @@ void Planner::calculate_volumetric_multipliers() {
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*/
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void Planner::apply_leveling(float &lx, float &ly, float &lz) {
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if (!LEVELING_IS_ACTIVE()) return;
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if (!planner.leveling_active) return;
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#if ENABLED(ENABLE_LEVELING_FADE_HEIGHT)
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const float fade_scaling_factor = fade_scaling_factor_for_z(lz);
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@@ -601,48 +601,41 @@ void Planner::calculate_volumetric_multipliers() {
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void Planner::unapply_leveling(float logical[XYZ]) {
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#if ENABLED(AUTO_BED_LEVELING_UBL)
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if (ubl.state.active) {
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const float z_physical = RAW_Z_POSITION(logical[Z_AXIS]),
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z_correct = ubl.get_z_correction(logical[X_AXIS], logical[Y_AXIS]),
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z_virtual = z_physical - z_correct;
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float z_logical = LOGICAL_Z_POSITION(z_virtual);
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#if ENABLED(ENABLE_LEVELING_FADE_HEIGHT)
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// for P=physical_z, L=logical_z, M=mesh_z, H=fade_height,
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// Given P=L+M(1-L/H) (faded mesh correction formula for L<H)
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// then L=P-M(1-L/H)
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// so L=P-M+ML/H
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// so L-ML/H=P-M
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// so L(1-M/H)=P-M
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// so L=(P-M)/(1-M/H) for L<H
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if (planner.z_fade_height) {
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if (z_logical >= planner.z_fade_height)
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z_logical = LOGICAL_Z_POSITION(z_physical);
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else
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z_logical /= 1.0 - z_correct * planner.inverse_z_fade_height;
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}
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#endif // ENABLE_LEVELING_FADE_HEIGHT
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logical[Z_AXIS] = z_logical;
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}
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return; // don't fall thru to other ENABLE_LEVELING_FADE_HEIGHT logic
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#endif
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if (!LEVELING_IS_ACTIVE()) return;
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if (!planner.leveling_active) return;
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#if ENABLED(ENABLE_LEVELING_FADE_HEIGHT)
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if (z_fade_height && RAW_Z_POSITION(logical[Z_AXIS]) >= z_fade_height) return;
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#endif
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#if ENABLED(MESH_BED_LEVELING)
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#if ENABLED(AUTO_BED_LEVELING_UBL)
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const float z_physical = RAW_Z_POSITION(logical[Z_AXIS]),
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z_correct = ubl.get_z_correction(logical[X_AXIS], logical[Y_AXIS]),
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z_virtual = z_physical - z_correct;
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float z_logical = LOGICAL_Z_POSITION(z_virtual);
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#if ENABLED(ENABLE_LEVELING_FADE_HEIGHT)
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// for P=physical_z, L=logical_z, M=mesh_z, H=fade_height,
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// Given P=L+M(1-L/H) (faded mesh correction formula for L<H)
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// then L=P-M(1-L/H)
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// so L=P-M+ML/H
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// so L-ML/H=P-M
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// so L(1-M/H)=P-M
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// so L=(P-M)/(1-M/H) for L<H
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if (planner.z_fade_height) {
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if (z_logical >= planner.z_fade_height)
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z_logical = LOGICAL_Z_POSITION(z_physical);
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else
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z_logical /= 1.0 - z_correct * planner.inverse_z_fade_height;
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}
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#endif // ENABLE_LEVELING_FADE_HEIGHT
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logical[Z_AXIS] = z_logical;
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#elif ENABLED(MESH_BED_LEVELING)
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#if ENABLED(ENABLE_LEVELING_FADE_HEIGHT)
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const float c = mbl.get_z(RAW_X_POSITION(logical[X_AXIS]), RAW_Y_POSITION(logical[Y_AXIS]), 1.0);
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