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2025-05-18 13:04:45 +08:00

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715 B
C++

// 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