// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "Selections/QuadGridPatch.h" namespace UE { namespace Geometry { class FDynamicMesh3; /** * Create a new Normals "island" (ie surrounded by hard edges) for the QuadPatch of the Mesh, */ DYNAMICMESH_API void ComputeNormalsForQuadPatch( FDynamicMesh3& Mesh, const FQuadGridPatch& QuadPatch ); /** * Create a new UV Island for the QuadPatch triangles of the Mesh, * and then assign UVs based on the grid layout. */ DYNAMICMESH_API bool ComputeUVIslandForQuadPatch( FDynamicMesh3& Mesh, const FQuadGridPatch& QuadPatch, double UVScaleFactor = 1.0, int UVOverlayIndex = 0); } // end namespace UE::Geometry } // end namespace