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;