Cleanup: trailing space
Remove from blender/nodes, collada, blenfont & render.
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@@ -268,11 +268,11 @@ MALWAYS_INLINE int intersect_rayface(RayObject *hit_obj, RayFace *face, Isect *i
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{
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float dist, uv[2];
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int ok = 0;
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/* avoid self-intersection */
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if (is->orig.ob == face->ob && is->orig.face == face->face)
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return 0;
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/* check if we should intersect this face */
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if (is->check == RE_CHECK_VLR_RENDER) {
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if (vlr_check_intersect(is, (ObjectInstanceRen *)face->ob, (VlakRen *)face->face) == 0)
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@@ -296,7 +296,7 @@ MALWAYS_INLINE int intersect_rayface(RayObject *hit_obj, RayFace *face, Isect *i
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ok = isec_tri_quad(is->start, &is->isect_precalc, face, uv, &dist);
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if (ok) {
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/* when a shadow ray leaves a face, it can be little outside the edges
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* of it, causing intersection to be detected in its neighbor face */
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if (is->skip & RE_SKIP_VLR_NEIGHBOUR) {
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@@ -373,19 +373,19 @@ int RE_rayobject_raycast(RayObject *r, Isect *isec)
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/* setup vars used on raycast */
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for (i = 0; i < 3; i++) {
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isec->idot_axis[i] = 1.0f / isec->dir[i];
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isec->bv_index[2 * i] = isec->idot_axis[i] < 0.0f ? 1 : 0;
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isec->bv_index[2 * i + 1] = 1 - isec->bv_index[2 * i];
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isec->bv_index[2 * i] = i + 3 * isec->bv_index[2 * i];
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isec->bv_index[2 * i + 1] = i + 3 * isec->bv_index[2 * i + 1];
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}
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#ifdef RT_USE_LAST_HIT
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#ifdef RT_USE_LAST_HIT
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/* last hit heuristic */
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if (isec->mode == RE_RAY_SHADOW && isec->last_hit) {
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RE_RC_COUNT(isec->raycounter->rayshadow_last_hit.test);
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if (RE_rayobject_intersect(isec->last_hit, isec)) {
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RE_RC_COUNT(isec->raycounter->raycast.hit);
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RE_RC_COUNT(isec->raycounter->rayshadow_last_hit.hit);
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@@ -474,7 +474,7 @@ void RE_rayobject_merge_bb(RayObject *r, float min[3], float max[3])
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{
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if (RE_rayobject_isRayFace(r)) {
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RayFace *face = (RayFace *) RE_rayobject_align(r);
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DO_MINMAX(face->v1, min, max);
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DO_MINMAX(face->v2, min, max);
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DO_MINMAX(face->v3, min, max);
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