## ## Redistribution and use in source and binary forms, with or without ## modification, are permitted provided that the following conditions ## are met: ## * Redistributions of source code must retain the above copyright ## notice, this list of conditions and the following disclaimer. ## * Redistributions in binary form must reproduce the above copyright ## notice, this list of conditions and the following disclaimer in the ## documentation and/or other materials provided with the distribution. ## * Neither the name of NVIDIA CORPORATION nor the names of its ## contributors may be used to endorse or promote products derived ## from this software without specific prior written permission. ## ## THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY ## EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE ## IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR ## PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR ## CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, ## EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, ## PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR ## PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY ## OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT ## (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE ## OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. ## ## Copyright (c) 2018-2019 NVIDIA Corporation. All rights reserved. # # Build SceneQuery common # SET(PHYSX_SOURCE_DIR ${PHYSX_ROOT_DIR}/source) SET(LL_SOURCE_DIR ${PHYSX_SOURCE_DIR}/scenequery/src) # Include here after the directories are defined so that the platform specific file can use the variables. include(${PHYSX_ROOT_DIR}/${PROJECT_CMAKE_FILES_DIR}/${TARGET_BUILD_PLATFORM}/SceneQuery.cmake) SET(SCENEQUERY_BASE_DIR ${PHYSX_ROOT_DIR}/source/scenequery) SET(SCENEQUERY_HEADERS ${SCENEQUERY_BASE_DIR}/include/SqPruner.h ${SCENEQUERY_BASE_DIR}/include/SqPrunerMergeData.h ${SCENEQUERY_BASE_DIR}/include/SqPruningStructure.h ${SCENEQUERY_BASE_DIR}/include/SqSceneQueryManager.h ) SOURCE_GROUP(include FILES ${SCENEQUERY_HEADERS}) SET(SCENEQUERY_SOURCE ${SCENEQUERY_BASE_DIR}/src/SqAABBPruner.cpp ${SCENEQUERY_BASE_DIR}/src/SqAABBPruner.h ${SCENEQUERY_BASE_DIR}/src/SqAABBTree.cpp ${SCENEQUERY_BASE_DIR}/src/SqAABBTree.h ${SCENEQUERY_BASE_DIR}/src/SqIncrementalAABBPruner.cpp ${SCENEQUERY_BASE_DIR}/src/SqIncrementalAABBPruner.h ${SCENEQUERY_BASE_DIR}/src/SqIncrementalAABBPrunerCore.cpp ${SCENEQUERY_BASE_DIR}/src/SqIncrementalAABBPrunerCore.h ${SCENEQUERY_BASE_DIR}/src/SqIncrementalAABBTree.cpp ${SCENEQUERY_BASE_DIR}/src/SqIncrementalAABBTree.h ${SCENEQUERY_BASE_DIR}/src/SqAABBTreeUpdateMap.cpp ${SCENEQUERY_BASE_DIR}/src/SqAABBTreeUpdateMap.h ${SCENEQUERY_BASE_DIR}/src/SqBounds.cpp ${SCENEQUERY_BASE_DIR}/src/SqBounds.h ${SCENEQUERY_BASE_DIR}/src/SqCompoundPruner.cpp ${SCENEQUERY_BASE_DIR}/src/SqCompoundPruner.h ${SCENEQUERY_BASE_DIR}/src/SqCompoundPruningPool.cpp ${SCENEQUERY_BASE_DIR}/src/SqCompoundPruningPool.h ${SCENEQUERY_BASE_DIR}/src/SqBucketPruner.cpp ${SCENEQUERY_BASE_DIR}/src/SqBucketPruner.h ${SCENEQUERY_BASE_DIR}/src/SqExtendedBucketPruner.cpp ${SCENEQUERY_BASE_DIR}/src/SqExtendedBucketPruner.h ${SCENEQUERY_BASE_DIR}/src/SqMetaData.cpp ${SCENEQUERY_BASE_DIR}/src/SqPruningPool.cpp ${SCENEQUERY_BASE_DIR}/src/SqPruningPool.h ${SCENEQUERY_BASE_DIR}/src/SqPruningStructure.cpp ${SCENEQUERY_BASE_DIR}/src/SqSceneQueryManager.cpp ${SCENEQUERY_BASE_DIR}/src/SqTypedef.h ) SOURCE_GROUP(src FILES ${SCENEQUERY_SOURCE}) ADD_LIBRARY(SceneQuery ${SCENEQUERY_LIBTYPE} ${SCENEQUERY_HEADERS} ${SCENEQUERY_SOURCE} ) # Target specific compile options GET_TARGET_PROPERTY(PHYSXFOUNDATION_INCLUDES PhysXFoundation INTERFACE_INCLUDE_DIRECTORIES) TARGET_INCLUDE_DIRECTORIES(SceneQuery PRIVATE ${SCENEQUERY_PLATFORM_INCLUDES} PRIVATE ${PHYSXFOUNDATION_INCLUDES} PRIVATE ${PHYSX_ROOT_DIR}/include PRIVATE ${PHYSX_SOURCE_DIR}/common/include PRIVATE ${PHYSX_SOURCE_DIR}/common/src PRIVATE ${PHYSX_SOURCE_DIR}/geomutils/include PRIVATE ${PHYSX_SOURCE_DIR}/geomutils/src PRIVATE ${PHYSX_SOURCE_DIR}/geomutils/src/contact PRIVATE ${PHYSX_SOURCE_DIR}/geomutils/src/common PRIVATE ${PHYSX_SOURCE_DIR}/geomutils/src/convex PRIVATE ${PHYSX_SOURCE_DIR}/geomutils/src/distance PRIVATE ${PHYSX_SOURCE_DIR}/geomutils/src/sweep PRIVATE ${PHYSX_SOURCE_DIR}/geomutils/src/gjk PRIVATE ${PHYSX_SOURCE_DIR}/geomutils/src/intersection PRIVATE ${PHYSX_SOURCE_DIR}/geomutils/src/mesh PRIVATE ${PHYSX_SOURCE_DIR}/geomutils/src/hf PRIVATE ${PHYSX_SOURCE_DIR}/geomutils/src/pcm PRIVATE ${PHYSX_SOURCE_DIR}/geomutils/src/ccd PRIVATE ${PHYSX_SOURCE_DIR}/lowlevel/api/include PRIVATE ${PHYSX_SOURCE_DIR}/scenequery/include PRIVATE ${PHYSX_SOURCE_DIR}/simulationcontroller/include PRIVATE ${PHYSX_SOURCE_DIR}/physx/src PRIVATE ${PHYSX_SOURCE_DIR}/physx/src/buffering PRIVATE ${PHYSX_SOURCE_DIR}/pvd/include ) # Use generator expressions to set config specific preprocessor definitions TARGET_COMPILE_DEFINITIONS(SceneQuery # Common to all configurations PRIVATE ${SCENEQUERY_COMPILE_DEFS} ) IF(NV_USE_GAMEWORKS_OUTPUT_DIRS AND SCENEQUERY_LIBTYPE STREQUAL "STATIC") SET_TARGET_PROPERTIES(SceneQuery PROPERTIES ARCHIVE_OUTPUT_NAME_DEBUG "SceneQuery_static" ARCHIVE_OUTPUT_NAME_CHECKED "SceneQuery_static" ARCHIVE_OUTPUT_NAME_PROFILE "SceneQuery_static" ARCHIVE_OUTPUT_NAME_RELEASE "SceneQuery_static" ) ENDIF() IF(SCENEQUERY_COMPILE_PDB_NAME_DEBUG) SET_TARGET_PROPERTIES(SceneQuery PROPERTIES COMPILE_PDB_NAME_DEBUG "${SCENEQUERY_COMPILE_PDB_NAME_DEBUG}" COMPILE_PDB_NAME_CHECKED "${SCENEQUERY_COMPILE_PDB_NAME_CHECKED}" COMPILE_PDB_NAME_PROFILE "${SCENEQUERY_COMPILE_PDB_NAME_PROFILE}" COMPILE_PDB_NAME_RELEASE "${SCENEQUERY_COMPILE_PDB_NAME_RELEASE}" ) ENDIF() IF(PX_GENERATE_SOURCE_DISTRO) LIST(APPEND SOURCE_DISTRO_FILE_LIST ${SCENEQUERY_HEADERS}) LIST(APPEND SOURCE_DISTRO_FILE_LIST ${SCENEQUERY_SOURCE}) ENDIF() # enable -fPIC so we can link static libs with the editor SET_TARGET_PROPERTIES(SceneQuery PROPERTIES POSITION_INDEPENDENT_CODE TRUE)