blender::Array< blender::float4 > BKE_editmesh_orco_tangents_calc(BMEditMesh *em, blender::Span< blender::float3 > face_normals, blender::Span< blender::float3 > corner_normals, blender::Span< blender::float3 > vert_orco)
blender::Array< blender::Array< blender::float4 > > BKE_editmesh_uv_tangents_calc(BMEditMesh *em, blender::Span< blender::float3 > face_normals, blender::Span< blender::float3 > corner_normals, blender::Span< blender::StringRef > uv_names)