Cleanup: Change calc_*_intersect_data functions to take depth by value
Pull Request: https://projects.blender.org/blender/blender/pulls/130256
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@@ -1782,7 +1782,7 @@ static void calc_mesh_intersect_data(const Span<int> corner_verts,
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const int face_index,
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const int tri_index,
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const std::array<const float *, 3> co,
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const float *depth,
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const float depth,
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int &r_active_vertex,
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int &r_active_face_index,
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float3 &r_face_normal)
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@@ -1791,7 +1791,7 @@ static void calc_mesh_intersect_data(const Span<int> corner_verts,
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float3 nearest_vertex_co(0.0f);
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normal_tri_v3(r_face_normal, co[0], co[1], co[2]);
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const float3 location = ray_start + ray_normal * *depth;
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const float3 location = ray_start + ray_normal * depth;
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for (int i = 0; i < co.size(); i++) {
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/* Always assign nearest_vertex_co in the first iteration to avoid comparison against
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* uninitialized values. This stores the closest vertex in the current intersecting
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@@ -1845,7 +1845,7 @@ bool node_raycast_mesh(const MeshNode &node,
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face_i,
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tri_i,
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co,
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depth,
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*depth,
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r_active_vertex,
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r_active_face_index,
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r_face_normal);
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@@ -1876,7 +1876,7 @@ bool node_raycast_mesh(const MeshNode &node,
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face_i,
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tri_i,
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co,
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depth,
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*depth,
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r_active_vertex,
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r_active_face_index,
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r_face_normal);
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@@ -1894,7 +1894,7 @@ static void calc_grids_intersect_data(const float3 &ray_start,
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const short x,
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const short y,
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const std::array<const float *, 4> co,
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float *depth,
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const float depth,
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SubdivCCGCoord &r_active_vertex,
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int &r_active_grid_index,
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float3 &r_face_normal)
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@@ -1903,7 +1903,7 @@ static void calc_grids_intersect_data(const float3 &ray_start,
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float3 nearest_vertex_co;
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normal_quad_v3(r_face_normal, co[0], co[1], co[2], co[3]);
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const float3 location = ray_start + ray_normal * *depth;
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const float3 location = ray_start + ray_normal * depth;
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constexpr short x_it[4] = {0, 1, 1, 0};
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constexpr short y_it[4] = {1, 1, 0, 0};
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@@ -1965,7 +1965,7 @@ bool node_raycast_grids(const SubdivCCG &subdiv_ccg,
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x,
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y,
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co,
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depth,
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*depth,
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r_active_vertex,
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r_active_grid_index,
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r_face_normal);
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@@ -1999,7 +1999,7 @@ bool node_raycast_grids(const SubdivCCG &subdiv_ccg,
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x,
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y,
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co,
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depth,
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*depth,
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r_active_vertex,
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r_active_grid_index,
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r_face_normal);
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