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我這邊加入 openmesh
下面是我的OpenMesh3.Build.cs// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.using UnrealBuildTool;public class OpenMesh3 : ModuleRules{ public OpenMesh3(TargetInfo Target) { Type = ModuleType.External; string OpenMesh3Path = UEBuildConfiguration.UEThirdPartySourceDirectory + OpenMesh3 PublicIncludePaths.Add(OpenMesh3Path + /inc if (Target.Platform == UnrealTargetPlatform.Win64) { string LibPath = OpenMesh3Path + /lib/Win64/VS + WindowsPlatform.GetVisualStudioCompilerVersionName(); PublicLibraryPaths.Add(LibPath); string LibFileName = libOpenMeshCore + (Target.Configuration == UnrealTargetConfiguration.Debug BuildConfiguration.bDebugBuildsActuallyUseDebugCRT -gd : ) + -x64.lib PublicAdditionalLibraries.Add(LibFileName); string LibFileName2 = libOpenMeshTools + (Target.Configuration == UnrealTargetConfiguration.Debug BuildConfiguration.bDebugBuildsActuallyUseDebugCRT -gd : ) + -x64.lib PublicAdditionalLibraries.Add(LibFileName2); } else if (Target.Platform == UnrealTargetPlatform.Win32) { string LibPath = OpenMesh3Path + /lib/Win32/VS + WindowsPlatform.GetVisualStudioCompilerVersionName(); PublicLibraryPaths.Add(LibPath); string LibFileName = libOpenMeshCore + (Target.Configuration == UnrealTargetConfiguration.Debug BuildConfiguration.bDebugBuildsActuallyUseDebugCRT -gd : ) + -x86.lib PublicAdditionalLibraries.Add(LibFileName); string LibFileName2 = libOpenMeshTools + (Target.Configuration == UnrealTargetConfiguration.Debug BuildConfiguration.bDebugBuildsActuallyUseDebugCRT -gd : ) + -x86.lib PublicAdditionalLibraries.Add(LibFileName2); } else if (Target.Platform == UnrealTargetPlatform.HTML5) { string LibPath = OpenMesh3Path + /lib/HTML5 PublicLibraryPaths.Add(LibPath); PublicAdditionalLibraries.Add( libOpenMeshCore.bc PublicAdditionalLibraries.Add( libOpenMeshTools.bc } else { string Err = string.Format( {0} dedicated server is made to depend on {1}. We want to avoid this, please correct module dependencies. , Target.Platform.ToString(), this.ToString()); System.Console.WriteLine(Err); throw new BuildException(Err); } }}复制代码
在你要用的專案的 .Build.cs 則是加入
Definitions.AddRange(new string[] { _USE_MATH_DEFINES });
AddThirdPartyPrivateStaticDependencies(Target, OpenMesh3
// for openmesh
bUseRTTI = true;
damody 发表于 2015-2-11 20:28
首先要在 3rdparty 加入你編譯好的庫
而且要把你有用到的平台的組態的庫都編出來
然後模仿他的.cs build...
你好 看了些帖子 有些明白也有些不明白
我目前还是一个很新的新手,以下是我不明白和有疑惑的地方
3rdparty 是什么,怎么设置这个东西,有什么规定没?
平台的組態 这个不明白是什么意思,主要是“組態”不明白?
你这里说到的“專案” 是什么意思 就是项目的意思么
相依性是什么意思啊?
还有就是最后在你要用的專案的 .Build.cs 則是加入
Definitions.AddRange(new string[] { _USE_MATH_DEFINES });
AddThirdPartyPrivateStaticDependencies(Target, OpenMesh3
// for openmesh
bUseRTTI = true;
这3句分别是什么意思啊?
为什么要加这3句啊
我觉得Definitions.AddRange(new string[] { _USE_MATH_DEFINES });是加入一个宏定义_USE_MATH_DEFINES,
不知道是不是这样的,如果是,这个是必须要加的么
我觉得Definitions.AddRange(new string[] { _USE_MATH_DEFINES });是加入一个宏定义_USE_MATH_DEFINES
是,沒錯 |
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