Cleanup: Make format
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@@ -277,7 +277,7 @@ bool BKE_pbvh_bmesh_node_raycast_detail(PBVHNode *node,
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* projecting the far clipping plane into the local object space. This works out to
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* dividing view3d->clip_end by the object scale, which for small object and large
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* clip_end's can easily lead to floating-point overflows.
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*
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*
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*/
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void BKE_pbvh_clip_ray_ortho(
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PBVH *pbvh, bool original, float ray_start[3], float ray_end[3], float ray_normal[3]);
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