76 lines
1.7 KiB
C#
76 lines
1.7 KiB
C#
// Copyright Epic Games, Inc. All Rights Reserved.
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using UnrealBuildTool;
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public class GeometryProcessingAdapters : ModuleRules
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{
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public GeometryProcessingAdapters(ReadOnlyTargetRules Target) : base(Target)
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{
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PCHUsage = ModuleRules.PCHUsageMode.UseExplicitOrSharedPCHs;
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PublicIncludePaths.AddRange(
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new string[] {
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// ... add public include paths required here ...
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}
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);
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PrivateIncludePaths.AddRange(
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new string[] {
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// ... add other private include paths required here ...
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}
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);
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PublicDependencyModuleNames.AddRange(
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new string[]
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{
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"Core",
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"GeometryProcessingInterfaces",
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"InteractiveToolsFramework",
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"MeshDescription",
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"StaticMeshDescription",
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"ModelingOperators",
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"GeometryCore",
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"DynamicMesh",
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"MeshConversion",
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"GeometryAlgorithms", // required for constrained Delaunay triangulation
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"MeshUtilitiesCommon", // required by uvlayoutop
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"ModelingComponents",
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"ModelingComponentsEditorOnly",
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"ModelingOperators",
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"ModelingOperatorsEditorOnly"
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// ... add other public dependencies that you statically link with here ...
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}
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);
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PrivateDependencyModuleNames.AddRange(
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new string[]
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{
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"CoreUObject",
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"Engine",
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"RenderCore",
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"MaterialUtilities",
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"MeshBuilder",
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"MeshReductionInterface", // for UE standard simplification
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"MeshUtilities", // for tangents calculation
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}
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);
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DynamicallyLoadedModuleNames.AddRange(
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new string[]
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{
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// ... add any modules that your module loads dynamically here ...
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}
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);
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AddEngineThirdPartyPrivateStaticDependencies(Target, "MikkTSpace");
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}
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}
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