Geometry Nodes: add simulation support #104924
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@ -618,13 +618,21 @@ static BoxPack *pack_islands_params(const blender::Vector<FaceIsland *> &island_
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return box_array;
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}
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static bool island_has_pins(const Scene *scene, FaceIsland *island, const bool pin_unselected)
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static bool island_has_pins(const Scene *scene,
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FaceIsland *island,
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const UVPackIsland_Params *params)
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{
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const bool pin_unselected = params->pin_unselected;
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const bool only_selected_faces = params->only_selected_faces;
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BMLoop *l;
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BMIter iter;
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const int cd_loop_uv_offset = island->cd_loop_uv_offset;
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for (int i = 0; i < island->faces_len; i++) {
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BM_ITER_ELEM (l, &iter, island->faces[i], BM_LOOPS_OF_FACE) {
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BMFace *efa = island->faces[i];
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if (pin_unselected && only_selected_faces && !BM_elem_flag_test(efa, BM_ELEM_SELECT)) {
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return true;
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}
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BM_ITER_ELEM (l, &iter, efa, BM_LOOPS_OF_FACE) {
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MLoopUV *luv = static_cast<MLoopUV *>(BM_ELEM_CD_GET_VOID_P(l, cd_loop_uv_offset));
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if (luv->flag & MLOOPUV_PINNED) {
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return true;
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@ -697,7 +705,7 @@ void ED_uvedit_pack_islands_multi(const Scene *scene,
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/* Remove from linked list and append to blender::Vector. */
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LISTBASE_FOREACH_MUTABLE (struct FaceIsland *, island, &island_list) {
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BLI_remlink(&island_list, island);
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if (params->ignore_pinned && island_has_pins(scene, island, params->pin_unselected)) {
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if (params->ignore_pinned && island_has_pins(scene, island, params)) {
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MEM_freeN(island->faces);
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MEM_freeN(island);
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continue;
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