Refactor: Sculpt: Deduplicate symmetry vertex search #127804

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Hans Goudey merged 6 commits from HooglyBoogly/blender:flood-fill-symmetry-remove into main 2024-09-24 22:26:40 +02:00
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Currently code to find symmetrical vertices is duplicated
a couple times-- in the expand operator and in the flood
fill API. This commit removes the symmetry processing from
the flood fill API, which arguably shouldn't need to know
about symmetry options in the first place.

Currently code to find symmetrical vertices is duplicated a couple times-- in the expand operator and in the flood fill API. This commit removes the symmetry processing from the flood fill API, which arguably shouldn't need to know about symmetry options in the first place.
Hans Goudey added 3 commits 2024-09-18 15:22:49 +02:00
Remove unused variables
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c4cd025a7e
Hans Goudey requested review from Sean Kim 2024-09-18 15:24:22 +02:00
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@blender-bot build

@blender-bot build
Sean Kim reviewed 2024-09-18 20:54:31 +02:00
@ -553,2 +556,4 @@
/* Functions implementing different algorithms for initializing falloff values. */
Vector<int> find_symm_verts_mesh(const Depsgraph &depsgraph,
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Nit: Feels a bit odd to me to have this inside sculpt_expand.cc - maybe put it in sculpt.cc for now?

Nit: Feels a bit odd to me to have this inside `sculpt_expand.cc` - maybe put it in `sculpt.cc` for now?
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I'll do that as a separate step, I thought moving it right now made the diff less clear

I'll do that as a separate step, I thought moving it right now made the diff less clear
Sean-Kim marked this conversation as resolved
@ -555,0 +624,4 @@
return symm_verts;
}
Vector<int> find_symm_verts_bmesh(const Object &object,
Member

Do you think we should add the SCULPT_vertex_random_access_ensure method here? I'm still on the fence personally about how we handle those calls & if there's a good way to put them somewhere higher up in the operator such that we can effectively expect the table to always be in a valid state.

Do you think we should add the `SCULPT_vertex_random_access_ensure` method here? I'm still on the fence personally about how we handle those calls & if there's a good way to put them somewhere higher up in the operator such that we can effectively expect the table to always be in a valid state.
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I think that should be done at a higher level. For any processing that involves vertex indices I think that will be needed earlier on anyway.

I think that should be done at a higher level. For any processing that involves vertex indices I think that will be needed earlier on anyway.
Sean-Kim marked this conversation as resolved
@ -560,3 +663,1 @@
const Object &object,
const ePaintSymmetryFlags symm,
const int original_vert)
Vector<int> find_symm_verts(const Depsgraph &depsgraph,
Member

Docstring above this line should be removed and put in the header

Docstring above this line should be removed and put in the header
HooglyBoogly marked this conversation as resolved
@ -626,6 +626,21 @@ void SCULPT_flip_quat_by_symm_area(float quat[4],
namespace blender::ed::sculpt_paint {
Vector<int> find_symm_verts_mesh(const Depsgraph &depsgraph,
Member

After moving the comment here, I think mentioning that this returns a sorted list by id is potentially relevant to users?

After moving the comment here, I think mentioning that this returns a sorted list by id is potentially relevant to users?
HooglyBoogly marked this conversation as resolved
Hans Goudey added 2 commits 2024-09-24 22:16:28 +02:00
Hans Goudey added 1 commit 2024-09-24 22:17:01 +02:00
Sean Kim approved these changes 2024-09-24 22:23:37 +02:00
Hans Goudey merged commit 96c8ede062 into main 2024-09-24 22:26:40 +02:00
Hans Goudey deleted branch flood-fill-symmetry-remove 2024-09-24 22:26:45 +02:00
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Reference: blender/blender#127804
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