Bvhtrees take up a lot of memory space, reusing the common bvhtree of looptris to snap to vertices and edges is a good way to save memory. Unfortunately we have a worsening performance in the snapping operation around 63% (addition to the original time). But as we often do not need to build a bvhtree of loose verts and loose edges, we have an improvement in cache time :) Since the CPU time of snapping operations (no matter how higth poly the object is) corresponds to less than 0.01% of all CPU time of a blender frame, that change is not really significant. Snapping operations on a mesh in edit mode have not changed significantly. Signed-off-by: Germano <germano.costa@ig.com.br>