This is a quick fix that perhaps overestimates the point of first geometry collision, but at least for now it should allow models that used the old modifier and a too-big bevel amount to not look awful. The correct solution to this problem is much more involved and I'll get to it later.
37 lines
1.2 KiB
C++
37 lines
1.2 KiB
C++
/*
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* ***** BEGIN GPL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* Contributor(s):
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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#ifndef __BMESH_BEVEL_H__
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#define __BMESH_BEVEL_H__
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/** \file blender/bmesh/tools/bmesh_bevel.h
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* \ingroup bmesh
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*/
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struct MDeformVert;
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void BM_mesh_bevel(BMesh *bm, const float offset, const float segments,
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const bool vertex_only, const bool use_weights, const bool limit_offset,
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const struct MDeformVert *dvert, const int vertex_group);
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#endif /* __BMESH_BEVEL_H__ */
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