Commit: 2257fd1b91e7a72692616fc666c5e61fb2dada43
Author: Campbell Barton
Date:   Mon Nov 3 09:11:46 2014 +0100
Branches: temp_custom_loop_normals
https://developer.blender.org/rB2257fd1b91e7a72692616fc666c5e61fb2dada43

Cleanup: BM_elem_flag_test_bool isn't needed for nonzero checks

===================================================================

M       source/blender/bmesh/intern/bmesh_mesh.c

===================================================================

diff --git a/source/blender/bmesh/intern/bmesh_mesh.c 
b/source/blender/bmesh/intern/bmesh_mesh.c
index fc3f729..285adfe 100644
--- a/source/blender/bmesh/intern/bmesh_mesh.c
+++ b/source/blender/bmesh/intern/bmesh_mesh.c
@@ -487,13 +487,13 @@ static void bm_mesh_edges_sharp_tag(BMesh *bm, const 
float (*vnos)[3], const flo
                         * If the angle between both its polys' normals is 
below split_angle value,
                         * and it is tagged as such,
                         * and both its faces are smooth,
-                        * and both its faces have compatible (non-flipped) 
normals, i.e. both loops on the same edge do not share
-                        *     the same vertex.
+                        * and both its faces have compatible (non-flipped) 
normals,
+                        * i.e. both loops on the same edge do not share the 
same vertex.
                         */
                        if (is_angle_smooth &&
-                           BM_elem_flag_test_bool(e, BM_ELEM_SMOOTH) &&
-                           BM_elem_flag_test_bool(l_a->f, BM_ELEM_SMOOTH) &&
-                           BM_elem_flag_test_bool(l_b->f, BM_ELEM_SMOOTH) &&
+                           BM_elem_flag_test(e, BM_ELEM_SMOOTH) &&
+                           BM_elem_flag_test(l_a->f, BM_ELEM_SMOOTH) &&
+                           BM_elem_flag_test(l_b->f, BM_ELEM_SMOOTH) &&
                            l_a->v != l_b->v)
                        {
                                const float *no;
@@ -570,8 +570,8 @@ static void bm_mesh_loops_calc_normals(BMesh *bm, const 
float (*vcos)[3], const
 
                l_curr = l_first = BM_FACE_FIRST_LOOP(f_curr);
                do {
-                       if (BM_elem_flag_test_bool(l_curr->e, BM_ELEM_TAG) &&
-                           (!r_lnors_spaces || 
BM_elem_flag_test_bool(l_curr->v, BM_ELEM_TAG)))
+                       if (BM_elem_flag_test(l_curr->e, BM_ELEM_TAG) &&
+                           (!r_lnors_spaces || BM_elem_flag_test(l_curr->v, 
BM_ELEM_TAG)))
                        {
                                /* A smooth edge, and we are not generating 
lnors_spaces, or the related vertex is sharp.
                                 * We skip it because it is either:
@@ -581,8 +581,8 @@ static void bm_mesh_loops_calc_normals(BMesh *bm, const 
float (*vcos)[3], const
                                 *   are just fine!
                                 */
                        }
-                       else if (!BM_elem_flag_test_bool(l_curr->e, 
BM_ELEM_TAG) &&
-                                !BM_elem_flag_test_bool(l_curr->prev->e, 
BM_ELEM_TAG))
+                       else if (!BM_elem_flag_test(l_curr->e, BM_ELEM_TAG) &&
+                                !BM_elem_flag_test(l_curr->prev->e, 
BM_ELEM_TAG))
                        {
                                /* Simple case (both edges around that vertex 
are sharp in related polygon),
                                 * this vertex just takes its poly normal.
@@ -738,7 +738,7 @@ static void bm_mesh_loops_calc_normals(BMesh *bm, const 
float (*vcos)[3], const
                                                }
                                        }
 
-                                       if (!BM_elem_flag_test_bool(e_next, 
BM_ELEM_TAG) || (e_next == e_org)) {
+                                       if (!BM_elem_flag_test(e_next, 
BM_ELEM_TAG) || (e_next == e_org)) {
                                                /* Next edge is sharp, we have 
finished with this fan of faces around this vert! */
                                                break;
                                        }

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