diff --git a/GUI/View/Realspace/RealSpaceBuilder.cpp b/GUI/View/Realspace/RealSpaceBuilder.cpp
index f9b20233e8112886babe6ffdcb54221232bc2cf6..6746d8c37673ba861182d013e73b441564f91f46 100644
--- a/GUI/View/Realspace/RealSpaceBuilder.cpp
+++ b/GUI/View/Realspace/RealSpaceBuilder.cpp
@@ -139,28 +139,24 @@ void RealSpaceBuilder::populateParticleFromParticleItem(RealSpace::Model* model,
                                                         const ItemWithParticles& particleItem) const
 {
     Particle3DContainer particle3DContainer;
-    if (particleItem.hasModelType<ParticleItem>()) {
-        const auto* pItem = dynamic_cast<const ParticleItem*>(&particleItem);
+    if (const auto* pItem = dynamic_cast<const ParticleItem*>(&particleItem)) {
         auto particle = pItem->createParticle();
         particle3DContainer = m_builderUtils->singleParticle3DContainer(*particle);
-    } else if (particleItem.hasModelType<ParticleCoreShellItem>()) {
-        const auto* particleCoreShellItem =
-            dynamic_cast<const ParticleCoreShellItem*>(&particleItem);
+    } else if (const auto* particleCoreShellItem =
+                   dynamic_cast<const ParticleCoreShellItem*>(&particleItem)) {
         // If there is no CORE or SHELL to populate inside ParticleCoreShellItem
         if (!particleCoreShellItem->core() || !particleCoreShellItem->shell())
             return;
         auto particleCoreShell = particleCoreShellItem->createParticleCoreShell();
         particle3DContainer = m_builderUtils->particleCoreShell3DContainer(*particleCoreShell);
-    } else if (particleItem.hasModelType<ParticleCompositionItem>()) {
-        const auto* particleCompositionItem =
-            dynamic_cast<const ParticleCompositionItem*>(&particleItem);
+    } else if (const auto* particleCompositionItem =
+                   dynamic_cast<const ParticleCompositionItem*>(&particleItem)) {
         // If there is no particle to populate inside ParticleCompositionItem
         if (!particleCompositionItem->particles().empty())
             return;
         auto particleComposition = particleCompositionItem->createParticleComposition();
         particle3DContainer = m_builderUtils->particleComposition3DContainer(*particleComposition);
-    } else if (particleItem.hasModelType<MesoCrystalItem>()) {
-        const auto* mesoCrystalItem = dynamic_cast<const MesoCrystalItem*>(&particleItem);
+    } else if (const auto* mesoCrystalItem = dynamic_cast<const MesoCrystalItem*>(&particleItem)) {
         // If there is no particle to populate inside MesoCrystalItem
         if (!mesoCrystalItem->basisParticle())
             return;