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adding missing unreal plugin files. (wip)
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JulioJerez committed Oct 14, 2024
1 parent 6c99afa commit e10364b
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Showing 8 changed files with 117 additions and 5 deletions.
10 changes: 5 additions & 5 deletions .gitignore
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Expand Up @@ -30,17 +30,18 @@ bld/
[Bb]in/
[Oo]bj/

*.cs
#*.cs
*.tt
*.db
*.asm
*.cxx
*.suo
*.obj
*.sdf
*.pdb
*.dll
*.lib
#*.bin
#*.pdb
#*.dll
#*.lib
*.exe
*.spv
*.dat
Expand All @@ -49,7 +50,6 @@ bld/
*.ilk
*.map
*.idb
#*.bin
*.ncb
*.htm
*.dep
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// Fill out your copyright notice in the Description page of Project Settings.

using System.IO;
using UnrealBuildTool;

public class newtonLibrary : ModuleRules
{
public newtonLibrary(ReadOnlyTargetRules Target) : base(Target)
{
Type = ModuleType.External;
PublicSystemIncludePaths.Add("$(ModuleDir)/Public");

if (Target.Platform == UnrealTargetPlatform.Win64)
{
// Add the import library
PublicAdditionalLibraries.Add(Path.Combine(ModuleDirectory, "x64", "Release", "ExampleLibrary.lib"));

// Delay-load the DLL, so we can load it from the right place first
PublicDelayLoadDLLs.Add("ExampleLibrary.dll");

// Ensure that the DLL is staged along with the executable
RuntimeDependencies.Add("$(PluginDir)/Binaries/ThirdParty/newtonLibrary/Win64/ExampleLibrary.dll");
}
else if (Target.Platform == UnrealTargetPlatform.Mac)
{
PublicDelayLoadDLLs.Add(Path.Combine(ModuleDirectory, "Mac", "Release", "libExampleLibrary.dylib"));
RuntimeDependencies.Add("$(PluginDir)/Source/ThirdParty/newtonLibrary/Mac/Release/libExampleLibrary.dylib");
}
else if (Target.Platform == UnrealTargetPlatform.Linux)
{
string ExampleSoPath = Path.Combine("$(PluginDir)", "Binaries", "ThirdParty", "newtonLibrary", "Linux", "x86_64-unknown-linux-gnu", "libExampleLibrary.so");
PublicAdditionalLibraries.Add(ExampleSoPath);
PublicDelayLoadDLLs.Add(ExampleSoPath);
RuntimeDependencies.Add(ExampleSoPath);
}
}
}
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// Copyright Epic Games, Inc. All Rights Reserved.

using UnrealBuildTool;

public class newton : ModuleRules
{
public newton(ReadOnlyTargetRules Target) : base(Target)
{
PCHUsage = ModuleRules.PCHUsageMode.UseExplicitOrSharedPCHs;

PrivateDefinitions.Add("_D_CORE_DLL");
PrivateDefinitions.Add("_D_NEWTON_DLL");
PrivateDefinitions.Add("_D_COLLISION_DLL");

PublicIncludePaths.AddRange(
new string[] {
// ... add public include paths required here ...
}
);


PrivateIncludePaths.AddRange(
new string[] {
// ... add other private include paths required here ...
"ThirdParty/newtonLibrary/Public/dCore/",
"ThirdParty/newtonLibrary/Public/dNewton/",
"ThirdParty/newtonLibrary/Public/dCollision/",
"ThirdParty/newtonLibrary/Public/thirdParty/",
"ThirdParty/newtonLibrary/Public/dNewton/dJoints/",
"ThirdParty/newtonLibrary/Public/dNewton/dModels/",
"ThirdParty/newtonLibrary/Public/dNewton/dIkSolver/",
"ThirdParty/newtonLibrary/Public/dNewton/dModels/dVehicle/"
}
);


PublicDependencyModuleNames.AddRange(
new string[]
{
"Core",
"Slate",
"Engine",
"UnrealEd",
"Projects",
"SlateCore",
"ToolMenus",
"Landscape",
"CoreUObject",
"PhysicsCore",
"GeometryCore",
"EditorFramework",
"GeometryFramework",

// ... add other public dependencies that you statically link with here ...
"newtonLibrary"
}
);


PrivateDependencyModuleNames.AddRange(
new string[]
{
// ... add private dependencies that you statically link with here ...
}
);


DynamicallyLoadedModuleNames.AddRange(
new string[]
{
// ... add any modules that your module loads dynamically here ...
}
);
}
}

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