Cleanup: Use span accessor for mesh edges in softbody.cc
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@@ -2672,10 +2672,8 @@ static void mesh_to_softbody(Object *ob)
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{
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SoftBody *sb;
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Mesh *mesh = static_cast<Mesh *>(ob->data);
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const blender::int2 *edge = static_cast<const blender::int2 *>(
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CustomData_get_layer_named(&mesh->edge_data, CD_PROP_INT32_2D, ".edge_verts"));
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const blender::Span<blender::int2> edges = mesh->edges();
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BodyPoint *bp;
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BodySpring *bs;
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int a, totedge;
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int defgroup_index, defgroup_index_mass, defgroup_index_spring;
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@@ -2728,12 +2726,11 @@ static void mesh_to_softbody(Object *ob)
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/* but we only optionally add body edge springs */
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if (ob->softflag & OB_SB_EDGES) {
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if (edge) {
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bs = sb->bspring;
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for (a = mesh->edges_num; a > 0; a--, edge++, bs++) {
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bs->v1 = edge->x;
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bs->v2 = edge->y;
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bs->springtype = SB_EDGE;
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if (!edges.is_empty()) {
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for (const int i : edges.index_range()) {
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sb->bspring[i].v1 = edges[i][0];
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sb->bspring[i].v2 = edges[i][1];
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sb->bspring[i].springtype = SB_EDGE;
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}
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/* insert *diagonal* springs in quads if desired */
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