Snap System: Separate raycast functions from nearest2d functions
The only similarity between these functions is that both serve to snap. However their codes are totally different from one another. So by separating these functions, it: - removes the need to put several conditions; - simplifies and - optimizes the code
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@ -84,7 +84,6 @@ void ED_transform_snap_object_context_set_editmesh_callbacks(
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bool ED_transform_snap_object_project_ray_ex(
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struct SnapObjectContext *sctx,
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const unsigned short snap_to,
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const struct SnapObjectParams *params,
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const float ray_start[3], const float ray_normal[3], float *ray_depth,
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/* return args */
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@ -98,7 +97,6 @@ bool ED_transform_snap_object_project_ray(
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bool ED_transform_snap_object_project_ray_all(
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SnapObjectContext *sctx,
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const unsigned short snap_to,
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const struct SnapObjectParams *params,
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const float ray_start[3], const float ray_normal[3],
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float ray_depth, bool sort,
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@ -164,7 +164,6 @@ static void rna_Scene_ray_cast(
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bool ret = ED_transform_snap_object_project_ray_ex(
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sctx,
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SCE_SNAP_MODE_FACE,
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&(const struct SnapObjectParams){
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.snap_select = SNAP_ALL,
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},
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@ -553,7 +553,6 @@ SnapObjectContext *ED_transform_snap_object_context_create_view3d(
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void ED_transform_snap_object_context_destroy(SnapObjectContext *sctx) RET_NONE
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bool ED_transform_snap_object_project_ray_ex(
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struct SnapObjectContext *sctx,
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const unsigned short snap_to,
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const struct SnapObjectParams *params,
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const float ray_start[3], const float ray_normal[3], float *ray_depth,
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/* return args */
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