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