Cycles: Cleanup: Use less indentation by inverting condition
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@ -530,58 +530,57 @@ static void attr_create_pointiness(Scene *scene,
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BL::Mesh& b_mesh,
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bool subdivision)
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{
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if(mesh->need_attribute(scene, ATTR_STD_POINTINESS)) {
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const int numverts = b_mesh.vertices.length();
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AttributeSet& attributes = (subdivision)? mesh->subd_attributes: mesh->attributes;
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Attribute *attr = attributes.add(ATTR_STD_POINTINESS);
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float *data = attr->data_float();
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vector<int> counter(numverts, 0);
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vector<float> raw_data(numverts, 0.0f);
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vector<float3> edge_accum(numverts, make_float3(0.0f, 0.0f, 0.0f));
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/* Calculate pointiness using single ring neighborhood. */
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BL::Mesh::edges_iterator e;
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int i = 0;
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for(b_mesh.edges.begin(e); e != b_mesh.edges.end(); ++e, ++i) {
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int v0 = b_mesh.edges[i].vertices()[0],
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v1 = b_mesh.edges[i].vertices()[1];
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float3 co0 = get_float3(b_mesh.vertices[v0].co()),
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co1 = get_float3(b_mesh.vertices[v1].co());
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float3 edge = normalize(co1 - co0);
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edge_accum[v0] += edge;
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edge_accum[v1] += -edge;
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++counter[v0];
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++counter[v1];
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if(!mesh->need_attribute(scene, ATTR_STD_POINTINESS)) {
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return;
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}
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const int numverts = b_mesh.vertices.length();
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AttributeSet& attributes = (subdivision)? mesh->subd_attributes: mesh->attributes;
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Attribute *attr = attributes.add(ATTR_STD_POINTINESS);
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float *data = attr->data_float();
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vector<int> counter(numverts, 0);
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vector<float> raw_data(numverts, 0.0f);
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vector<float3> edge_accum(numverts, make_float3(0.0f, 0.0f, 0.0f));
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/* Calculate pointiness using single ring neighborhood. */
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BL::Mesh::edges_iterator e;
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int i = 0;
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for(b_mesh.edges.begin(e); e != b_mesh.edges.end(); ++e, ++i) {
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int v0 = b_mesh.edges[i].vertices()[0],
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v1 = b_mesh.edges[i].vertices()[1];
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float3 co0 = get_float3(b_mesh.vertices[v0].co()),
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co1 = get_float3(b_mesh.vertices[v1].co());
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float3 edge = normalize(co1 - co0);
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edge_accum[v0] += edge;
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edge_accum[v1] += -edge;
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++counter[v0];
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++counter[v1];
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}
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i = 0;
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BL::Mesh::vertices_iterator v;
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for(b_mesh.vertices.begin(v); v != b_mesh.vertices.end(); ++v, ++i) {
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if(counter[i] > 0) {
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float3 normal = get_float3(b_mesh.vertices[i].normal());
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float angle = safe_acosf(dot(normal, edge_accum[i] / counter[i]));
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raw_data[i] = angle * M_1_PI_F;
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}
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i = 0;
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BL::Mesh::vertices_iterator v;
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for(b_mesh.vertices.begin(v); v != b_mesh.vertices.end(); ++v, ++i) {
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if(counter[i] > 0) {
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float3 normal = get_float3(b_mesh.vertices[i].normal());
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float angle = safe_acosf(dot(normal, edge_accum[i] / counter[i]));
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raw_data[i] = angle * M_1_PI_F;
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}
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else {
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raw_data[i] = 0.0f;
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}
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}
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/* Blur vertices to approximate 2 ring neighborhood. */
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memset(&counter[0], 0, sizeof(int) * counter.size());
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memcpy(data, &raw_data[0], sizeof(float) * raw_data.size());
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i = 0;
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for(b_mesh.edges.begin(e); e != b_mesh.edges.end(); ++e, ++i) {
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int v0 = b_mesh.edges[i].vertices()[0],
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v1 = b_mesh.edges[i].vertices()[1];
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data[v0] += raw_data[v1];
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data[v1] += raw_data[v0];
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++counter[v0];
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++counter[v1];
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}
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for(i = 0; i < numverts; ++i) {
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data[i] /= counter[i] + 1;
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else {
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raw_data[i] = 0.0f;
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}
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}
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/* Blur vertices to approximate 2 ring neighborhood. */
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memset(&counter[0], 0, sizeof(int) * counter.size());
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memcpy(data, &raw_data[0], sizeof(float) * raw_data.size());
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i = 0;
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for(b_mesh.edges.begin(e); e != b_mesh.edges.end(); ++e, ++i) {
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int v0 = b_mesh.edges[i].vertices()[0],
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v1 = b_mesh.edges[i].vertices()[1];
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data[v0] += raw_data[v1];
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data[v1] += raw_data[v0];
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++counter[v0];
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++counter[v1];
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}
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for(i = 0; i < numverts; ++i) {
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data[i] /= counter[i] + 1;
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}
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}
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/* Create Mesh */
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