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This adds a new Chaos Implicit Object TWeightedLatticeImplicitObject which can wrap any (bounded) rigid implicit object with a weighted lattice. The lattice deforms via Linear Blend Skinning and is used to approximate deformation of the wrapped rigid implicit object. A new physics asset FKShapeElem type has been added: the FKSkinnedLevelSet which holds a TWeightedLatticeImplicitObject<FLevelSet>. The PhysicsAssetEditor has been updated to generate this for skeletal meshes. Skinned level sets can be generated from a subset of bones in the skeletal mesh. Weights are transferred by Poisson diffusing weights on the surface to the volumetric lattice points. There is limited debug draw and the asset generation workflow likely will need iteration. #preflight 63d9b7f48505ea6b1fd4abb4 #rb kriss.gossart [CL 23950693 by Alex McAdams in ue5-main branch]
31 lines
629 B
C#
31 lines
629 B
C#
// Copyright Epic Games, Inc. All Rights Reserved.
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using UnrealBuildTool;
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using System.IO;
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public class PhysicsUtilities : ModuleRules
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{
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public PhysicsUtilities(ReadOnlyTargetRules Target) : base(Target)
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{
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PublicDependencyModuleNames.AddRange(
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new string[] {
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"Core",
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"CoreUObject",
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"Engine",
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"PhysicsCore",
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"Chaos"
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}
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);
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PrivateDependencyModuleNames.AddRange(
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new string[] {
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"MeshUtilitiesCommon",
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"MeshUtilitiesEngine",
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"GeometryCore" // For mesh to level set conversion
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}
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);
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AddEngineThirdPartyPrivateStaticDependencies(Target, "VHACD");
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}
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}
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