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authorCampbell Barton <ideasman42@gmail.com>2021-01-20 08:57:01 +0300
committerCampbell Barton <ideasman42@gmail.com>2021-01-20 09:00:39 +0300
commit9f337bef80d2e7259a9e7fec0b8ec8cd807881ae (patch)
tree790996b2031ec9aa6e2e33ed83421827ebca6209 /source/blender/editors/uvedit/uvedit_intern.h
parent8bd5d58860fa43c9eaad2c25a0f03cb4d6f20226 (diff)
Cleanup: move UvNearestHit.ob assignment in find nearest functions
Splitting assignments between functions complicates refactoring. Also rename 'hit_final' to 'hit', since there are no longer a local 'hit' variable defined in these functions.
Diffstat (limited to 'source/blender/editors/uvedit/uvedit_intern.h')
-rw-r--r--source/blender/editors/uvedit/uvedit_intern.h12
1 files changed, 6 insertions, 6 deletions
diff --git a/source/blender/editors/uvedit/uvedit_intern.h b/source/blender/editors/uvedit/uvedit_intern.h
index 6fef7ebcf22..45d65e7070e 100644
--- a/source/blender/editors/uvedit/uvedit_intern.h
+++ b/source/blender/editors/uvedit/uvedit_intern.h
@@ -75,33 +75,33 @@ bool uv_find_nearest_vert(struct Scene *scene,
struct Object *obedit,
const float co[2],
const float penalty_dist,
- struct UvNearestHit *hit_final);
+ struct UvNearestHit *hit);
bool uv_find_nearest_vert_multi(struct Scene *scene,
struct Object **objects,
const uint objects_len,
const float co[2],
const float penalty_dist,
- struct UvNearestHit *hit_final);
+ struct UvNearestHit *hit);
bool uv_find_nearest_edge(struct Scene *scene,
struct Object *obedit,
const float co[2],
- struct UvNearestHit *hit_final);
+ struct UvNearestHit *hit);
bool uv_find_nearest_edge_multi(struct Scene *scene,
struct Object **objects,
const uint objects_len,
const float co[2],
- struct UvNearestHit *hit_final);
+ struct UvNearestHit *hit);
bool uv_find_nearest_face(struct Scene *scene,
struct Object *obedit,
const float co[2],
- struct UvNearestHit *hit_final);
+ struct UvNearestHit *hit);
bool uv_find_nearest_face_multi(struct Scene *scene,
struct Object **objects,
const uint objects_len,
const float co[2],
- struct UvNearestHit *hit_final);
+ struct UvNearestHit *hit);
BMLoop *uv_find_nearest_loop_from_vert(struct Scene *scene,
struct Object *obedit,