diff options
author | Campbell Barton <ideasman42@gmail.com> | 2020-11-06 04:30:59 +0300 |
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committer | Campbell Barton <ideasman42@gmail.com> | 2020-11-06 04:32:54 +0300 |
commit | aa3a4973a30ff668a62447e18ac41f6c916b4a8b (patch) | |
tree | 1b24cc55995ba8b3d72aaabd9400a3e1e030d540 /source/blender/blenkernel/intern/dynamicpaint.c | |
parent | 7cb20d841da16d0bffb63154403267500e9941f5 (diff) |
Cleanup: use ELEM macro
Diffstat (limited to 'source/blender/blenkernel/intern/dynamicpaint.c')
-rw-r--r-- | source/blender/blenkernel/intern/dynamicpaint.c | 9 |
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); } |