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authorCampbell Barton <ideasman42@gmail.com>2020-11-06 04:30:59 +0300
committerCampbell Barton <ideasman42@gmail.com>2020-11-06 04:32:54 +0300
commitaa3a4973a30ff668a62447e18ac41f6c916b4a8b (patch)
tree1b24cc55995ba8b3d72aaabd9400a3e1e030d540 /source/blender/blenkernel/intern/dynamicpaint.c
parent7cb20d841da16d0bffb63154403267500e9941f5 (diff)
Cleanup: use ELEM macro
Diffstat (limited to 'source/blender/blenkernel/intern/dynamicpaint.c')
-rw-r--r--source/blender/blenkernel/intern/dynamicpaint.c9
1 files changed, 4 insertions, 5 deletions
diff --git a/source/blender/blenkernel/intern/dynamicpaint.c b/source/blender/blenkernel/intern/dynamicpaint.c
index c842ed3aa22..95408c7d01f 100644
--- a/source/blender/blenkernel/intern/dynamicpaint.c
+++ b/source/blender/blenkernel/intern/dynamicpaint.c
@@ -2700,7 +2700,7 @@ static void dynamic_paint_find_island_border(const DynamicPaintCreateUVSurfaceDa
const int final_tri_index = tempPoints[final_index].tri_index;
/* If found pixel still lies on wrong face ( mesh has smaller than pixel sized faces) */
- if (final_tri_index != target_tri && final_tri_index != -1) {
+ if (!ELEM(final_tri_index, target_tri, -1)) {
/* Check if it's close enough to likely touch the intended triangle. Any triangle
* becomes thinner than a pixel at its vertices, so robustness requires some margin. */
const float final_pt[2] = {((final_index % w) + 0.5f) / w, ((final_index / w) + 0.5f) / h};
@@ -3034,7 +3034,7 @@ int dynamicPaint_createUVSurface(Scene *scene,
n_pos++;
}
}
- else if (n_target == ON_MESH_EDGE || n_target == OUT_OF_TEXTURE) {
+ else if (ELEM(n_target, ON_MESH_EDGE, OUT_OF_TEXTURE)) {
ed->flags[final_index[index]] |= ADJ_ON_MESH_EDGE;
}
}
@@ -3736,7 +3736,7 @@ static bool meshBrush_boundsIntersect(Bounds3D *b1,
if (brush->collision == MOD_DPAINT_COL_VOLUME) {
return boundsIntersect(b1, b2);
}
- if (brush->collision == MOD_DPAINT_COL_DIST || brush->collision == MOD_DPAINT_COL_VOLDIST) {
+ if (ELEM(brush->collision, MOD_DPAINT_COL_DIST, MOD_DPAINT_COL_VOLDIST)) {
return boundsIntersectDist(b1, b2, brush_radius);
}
return true;
@@ -4710,8 +4710,7 @@ static void dynamic_paint_paint_single_point_cb_ex(void *__restrict userdata,
}
/* Smooth range or color ramp */
- if (brush->proximity_falloff == MOD_DPAINT_PRFALL_SMOOTH ||
- brush->proximity_falloff == MOD_DPAINT_PRFALL_RAMP) {
+ if (ELEM(brush->proximity_falloff, MOD_DPAINT_PRFALL_SMOOTH, MOD_DPAINT_PRFALL_RAMP)) {
strength = 1.0f - distance / brush_radius;
CLAMP(strength, 0.0f, 1.0f);
}