more macro --> BLI math lib, mainly replace VECCOPY in render and blenkernel.
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@@ -97,14 +97,14 @@ static PyObject *M_Geometry_intersect_ray_tri(PyObject *UNUSED(self), PyObject*
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if (BaseMath_ReadCallback(vec1) == -1 || BaseMath_ReadCallback(vec2) == -1 || BaseMath_ReadCallback(vec3) == -1 || BaseMath_ReadCallback(ray) == -1 || BaseMath_ReadCallback(ray_off) == -1)
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return NULL;
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VECCOPY(v1, vec1->vec);
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VECCOPY(v2, vec2->vec);
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VECCOPY(v3, vec3->vec);
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copy_v3_v3(v1, vec1->vec);
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copy_v3_v3(v2, vec2->vec);
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copy_v3_v3(v3, vec3->vec);
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VECCOPY(dir, ray->vec);
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copy_v3_v3(dir, ray->vec);
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normalize_v3(dir);
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VECCOPY(orig, ray_off->vec);
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copy_v3_v3(orig, ray_off->vec);
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/* find vectors for two edges sharing v1 */
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sub_v3_v3v3(e1, v2, v1);
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@@ -189,10 +189,10 @@ static PyObject *M_Geometry_intersect_line_line(PyObject *UNUSED(self), PyObject
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int result;
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if (vec1->size == 3) {
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VECCOPY(v1, vec1->vec);
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VECCOPY(v2, vec2->vec);
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VECCOPY(v3, vec3->vec);
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VECCOPY(v4, vec4->vec);
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copy_v3_v3(v1, vec1->vec);
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copy_v3_v3(v2, vec2->vec);
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copy_v3_v3(v3, vec3->vec);
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copy_v3_v3(v4, vec4->vec);
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}
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else {
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v1[0]= vec1->vec[0];
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