// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "DynamicMesh/MeshTangents.h" namespace DynamicMeshMikkTWrapper { /** @return true if the current platform supports MikkT tangent calculations */ bool GEOMETRYALGORITHMS_API IsSupported(); /** * Compute MikkT tangents for the given MeshTangents * * @param MeshTangents Tangents to fill in. Must have a valid target mesh set. * @param UVLayer The UV layer tangents should reference * @return true if tangents were successfully computed (i.e. platform supported mikkt + requested mesh and UV layer were valid) */ bool GEOMETRYALGORITHMS_API ComputeTangents(UE::Geometry::FMeshTangentsd& MeshTangents, int32 UVLayer); }