Cleanup: Remove unused variables
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@@ -1087,7 +1087,6 @@ void update_normals(Object &object, Tree &pbvh)
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switch (pbvh.type()) {
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case Type::Mesh: {
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Mesh &mesh = *static_cast<Mesh *>(object.data);
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update_normals_mesh(object, nodes);
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break;
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}
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@@ -1948,7 +1947,6 @@ static bool pbvh_faces_node_raycast(Tree &pbvh,
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float *r_face_normal)
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{
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using namespace blender;
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const Span<float3> positions = pbvh.vert_positions_;
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bool hit = false;
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float nearest_vertex_co[3] = {0.0f};
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@@ -2294,8 +2292,7 @@ void find_nearest_to_ray(Tree &pbvh,
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fn);
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}
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static bool pbvh_faces_node_nearest_to_ray(Tree &pbvh,
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const Node &node,
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static bool pbvh_faces_node_nearest_to_ray(const Node &node,
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const float (*origco)[3],
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const Span<float3> vert_positions,
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const Span<int> corner_verts,
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@@ -2426,8 +2423,7 @@ bool find_nearest_to_ray_node(Tree &pbvh,
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switch (pbvh.type()) {
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case Type::Mesh:
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hit |= pbvh_faces_node_nearest_to_ray(pbvh,
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node,
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hit |= pbvh_faces_node_nearest_to_ray(node,
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origco,
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vert_positions,
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corner_verts,
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