Cleanup: Sculpt: Use C++ types for orig vert data
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@ -1219,10 +1219,10 @@ void SCULPT_orig_vert_data_unode_init(SculptOrigVertData &data,
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data.bm_log = ss->bm_log;
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}
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else {
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data.coords = reinterpret_cast<float(*)[3]>(data.unode->position.data());
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data.normals = reinterpret_cast<float(*)[3]>(data.unode->normal.data());
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data.coords = data.unode->position.data();
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data.normals = data.unode->normal.data();
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data.vmasks = data.unode->mask.data();
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data.colors = reinterpret_cast<float(*)[4]>(data.unode->col.data());
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data.colors = data.unode->col.data();
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}
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}
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@ -1369,7 +1369,7 @@ static void restore_color(Object &object, const Span<PBVHNode *> nodes)
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SculptSession *ss = object.sculpt;
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const auto restore_generic = [&](PBVHNode *node, undo::Node *unode) {
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SculptOrigVertData orig_vert_data;
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SCULPT_orig_vert_data_unode_init(orig_vert_data, object, unode);
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SCULPT_orig_vert_data_unode_init(orig_vert_data, object, *unode);
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PBVHVertexIter vd;
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BKE_pbvh_vertex_iter_begin (*ss->pbvh, node, vd, PBVH_ITER_UNIQUE) {
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SCULPT_orig_vert_data_update(orig_vert_data, vd);
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@ -103,10 +103,10 @@ struct SculptOrigVertData {
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BMLog *bm_log;
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blender::ed::sculpt_paint::undo::Node *unode;
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float (*coords)[3];
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float (*normals)[3];
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const blender::float3 *coords;
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const blender::float3 *normals;
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const float *vmasks;
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float (*colors)[4];
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const blender::float4 *colors;
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/* Original coordinate, normal, and mask. */
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const float *co;
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