synched with trunk at revision 34793

This commit is contained in:
Nick Samarin
2011-02-16 16:47:48 +00:00
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Blender License (the "BL", see http://www.blender.org/BL/ ).
Copyright (C) 2002-2005 Blender Foundation. All Rights Reserved.
This text supersedes the previous BL description, called Blender License 1.0.
When the Blender source code was released in 2002, the Blender Foundation reserved
the right to offer licenses outside of the GNU GPL. This so-called "dual license"
model was chosen to provide potential revenues for the Blender Foundation.
The BL has not been activated yet. Partially because;
- there has to be a clear benefit for Blender itself and its community of
developers and users.
- the developers who have copyrighted additions to the source code need to approve
the decision.
- the (c) holder NaN Holding has to approve on a standard License Contract
But most important;
- the Blender Foundation is financially healthy, based on community support
(e-shop sales), sponsoring and subsidy grants
- current focus for the Blender Foundation is to not set up any commercial
activity related to Blender development.
- the GNU GPL provides sufficient freedom for third parties to conduct business
with Blender
For these reasons we've decided to cancel the BL offering for an indefinite period.
Third parties interested to discuss usage or exploitation of Blender can email
license@blender.org for further information.
Ton Roosendaal
Chairman Blender Foundation.
June 2005

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GNU GENERAL PUBLIC LICENSE
Version 2, June 1991
Copyright (C) 1989, 1991 Free Software Foundation, Inc.
59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
Everyone is permitted to copy and distribute verbatim copies
of this license document, but changing it is not allowed.
Preamble
The licenses for most software are designed to take away your
freedom to share and change it. By contrast, the GNU General Public
License is intended to guarantee your freedom to share and change free
software--to make sure the software is free for all its users. This
General Public License applies to most of the Free Software
Foundation's software and to any other program whose authors commit to
using it. (Some other Free Software Foundation software is covered by
the GNU Library General Public License instead.) You can apply it to
your programs, too.
When we speak of free software, we are referring to freedom, not
price. Our General Public Licenses are designed to make sure that you
have the freedom to distribute copies of free software (and charge for
this service if you wish), that you receive source code or can get it
if you want it, that you can change the software or use pieces of it
in new free programs; and that you know you can do these things.
To protect your rights, we need to make restrictions that forbid
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These restrictions translate to certain responsibilities for you if you
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For example, if you distribute copies of such a program, whether
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you have. You must make sure that they, too, receive or can get the
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We protect your rights with two steps: (1) copyright the software, and
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The precise terms and conditions for copying, distribution and
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GNU GENERAL PUBLIC LICENSE
TERMS AND CONDITIONS FOR COPYING, DISTRIBUTION AND MODIFICATION
0. This License applies to any program or other work which contains
a notice placed by the copyright holder saying it may be distributed
under the terms of this General Public License. The "Program", below,
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either verbatim or with modifications and/or translated into another
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the term "modification".) Each licensee is addressed as "you".
Activities other than copying, distribution and modification are not
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is covered only if its contents constitute a work based on the
Program (independent of having been made by running the Program).
Whether that is true depends on what the Program does.
1. You may copy and distribute verbatim copies of the Program's
source code as you receive it, in any medium, provided that you
conspicuously and appropriately publish on each copy an appropriate
copyright notice and disclaimer of warranty; keep intact all the
notices that refer to this License and to the absence of any warranty;
and give any other recipients of the Program a copy of this License
along with the Program.
You may charge a fee for the physical act of transferring a copy, and
you may at your option offer warranty protection in exchange for a fee.
2. You may modify your copy or copies of the Program or any portion
of it, thus forming a work based on the Program, and copy and
distribute such modifications or work under the terms of Section 1
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a) You must cause the modified files to carry prominent notices
stating that you changed the files and the date of any change.
b) You must cause any work that you distribute or publish, that in
whole or in part contains or is derived from the Program or any
part thereof, to be licensed as a whole at no charge to all third
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c) If the modified program normally reads commands interactively
when run, you must cause it, when started running for such
interactive use in the most ordinary way, to print or display an
announcement including an appropriate copyright notice and a
notice that there is no warranty (or else, saying that you provide
a warranty) and that users may redistribute the program under
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License. (Exception: if the Program itself is interactive but
does not normally print such an announcement, your work based on
the Program is not required to print an announcement.)
These requirements apply to the modified work as a whole. If
identifiable sections of that work are not derived from the Program,
and can be reasonably considered independent and separate works in
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distribute the same sections as part of a whole which is a work based
on the Program, the distribution of the whole must be on the terms of
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Thus, it is not the intent of this section to claim rights or contest
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In addition, mere aggregation of another work not based on the Program
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except as expressly provided under this License. Any attempt
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integrity of the free software distribution system, which is
implemented by public license practices. Many people have made
generous contributions to the wide range of software distributed
through that system in reliance on consistent application of that
system; it is up to the author/donor to decide if he or she is willing
to distribute software through any other system and a licensee cannot
impose that choice.
This section is intended to make thoroughly clear what is believed to
be a consequence of the rest of this License.
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certain countries either by patents or by copyrighted interfaces, the
original copyright holder who places the Program under this License
may add an explicit geographical distribution limitation excluding
those countries, so that distribution is permitted only in or among
countries not thus excluded. In such case, this License incorporates
the limitation as if written in the body of this License.
9. The Free Software Foundation may publish revised and/or new versions
of the General Public License from time to time. Such new versions will
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Each version is given a distinguishing version number. If the Program
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NO WARRANTY
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FOR THE PROGRAM, TO THE EXTENT PERMITTED BY APPLICABLE LAW. EXCEPT WHEN
OTHERWISE STATED IN WRITING THE COPYRIGHT HOLDERS AND/OR OTHER PARTIES
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WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MAY MODIFY AND/OR
REDISTRIBUTE THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES,
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OUT OF THE USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED
TO LOSS OF DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY
YOU OR THIRD PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER
PROGRAMS), EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE
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END OF TERMS AND CONDITIONS
How to Apply These Terms to Your New Programs
If you develop a new program, and you want it to be of the greatest
possible use to the public, the best way to achieve this is to make it
free software which everyone can redistribute and change under these terms.
To do so, attach the following notices to the program. It is safest
to attach them to the start of each source file to most effectively
convey the exclusion of warranty; and each file should have at least
the "copyright" line and a pointer to where the full notice is found.
<one line to give the program's name and a brief idea of what it does.>
Copyright (C) <year> <name of author>
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
Also add information on how to contact you by electronic and paper mail.
If the program is interactive, make it output a short notice like this
when it starts in an interactive mode:
Gnomovision version 69, Copyright (C) year name of author
Gnomovision comes with ABSOLUTELY NO WARRANTY; for details type `show w'.
This is free software, and you are welcome to redistribute it
under certain conditions; type `show c' for details.
The hypothetical commands `show w' and `show c' should show the appropriate
parts of the General Public License. Of course, the commands you use may
be called something other than `show w' and `show c'; they could even be
mouse-clicks or menu items--whatever suits your program.
You should also get your employer (if you work as a programmer) or your
school, if any, to sign a "copyright disclaimer" for the program, if
necessary. Here is a sample; alter the names:
Yoyodyne, Inc., hereby disclaims all copyright interest in the program
`Gnomovision' (which makes passes at compilers) written by James Hacker.
<signature of Ty Coon>, 1 April 1989
Ty Coon, President of Vice
This General Public License does not permit incorporating your program into
proprietary programs. If your program is a subroutine library, you may
consider it more useful to permit linking proprietary applications with the
library. If this is what you want to do, use the GNU Library General
Public License instead of this License.

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An updated version of this guide can be found at:
http://www.blender3d.org/cms/Building_with_Cygwin.524.0.html
Introduction
------------
Here are some basic instructions for building
blender for windows using gcc under cygwin.
Please note that the resulting executable does not
depend on cygwin and can be distrubuted to machines
that don't have cygwin installed.
The instructions are:
1. Download cygwin (www.cygwin.com) and use the setup program
to install packages for gcc, gcc-mingw, gcc-g++, w32api, make, cvs,
python, perl, gettext, and gettext-devel (and maybe others... the
dependency list is bound to change over time and hopefully these
instructions will keep up with the changes). All of the following
commands will be entered at the cygwin prompt so launch
cygwin now.
2. Create a directory to put your sources and then enter that
directory, e.g.:
mkdir bf-blender
cd bf-blender
*********WARNING: if the directory path you are in contains a space in
it you will get errors in trying to compile the code. Change directorys
to a one that does not contain a space in the path before creating the
above directory *********
Please note that a backslash at the end of a line in the following
means that the command spans two lines. If you wish to type the command as
one line, exclude the '\'.
3. Checkout the blender module from the bf-blender tree using cvs
(use password anonymous):
cvs -d:pserver:anonymous@cvs.blender.org:/cvsroot/bf-blender login
cvs -z3 -d:pserver:anonymous@cvs.blender.org:/cvsroot/bf-blender \
co blender
4. Checkout the lib/windows module from bf-blender using cvs:
cvs -z3 -d:pserver:anonymous@cvs.blender.org:/cvsroot/bf-blender \
co lib/windows
5. Enter the newly created blender directory:
cd blender
6. To prepare the build system to use only the free tools we must
set some environment variables. This is done by creating a
file called "user-def.mk" in the blender directory and
inserting the following line with notepad or your favorite
text editor:
export FREE_WINDOWS=true
The quickest way to do this though is to issue the following
command:
echo 'export FREE_WINDOWS=true' > user-def.mk
7. Time to build... issue the command:
make
8. Wait for it to finish (there is this mysterious place called
'outside' that I am told is nice to go to while waiting for a
compile to finish).
9. After it finishes compiling, if you would like to run your freshly compiled
blender, type make release. Then change directorys to obj/233.a/ and move
the zip file to where you want to use it, unzip the file, enter the directory
and run your brand new blender.
Getting Help
------------
If you have problems, come by #blendercompilers on irc.freenode.net
or post questions to the "Compiling, Libraries, Modules" forum
at www.blender.org. There is also the very useful bf-committers
mailing list, what you can subscribe to here:
http://www.blender.org/mailman/listinfo/bf-committers
(as a bonus you can get info about the most recent features that
are coming down the pipe ...)
This said, the most common fix to a problem will
probably involve installing an additional cygwin package,
so keep that cygwin setup program close by ...
Some final notes
----------------
- The build will take a long time, even on a fast machine
(a clean build takes almost an hour on my Athlon 1800+
based laptop).
- If the build is successful you will find it has created
the program obj/windows/bin/blender.exe
- The executable generated by gcc will generally be slower
that an msvc++ generated executable at rendering, but the
OpenGL speed should be about the same.
- Sound is disabled
- If you want to clean your sources issue a 'make clean'
in the top blender directory.
- If you want to update your sources when somebody has
added a new awesome feature, you will want to go to the
topmost blender directory and issue the following command:
cvs -z3 update -P -d
It would probably be best to clean your sources before
re-building (see previous note).
- This is a work in progress, so some things may not be working
right or it may not support all of the cutting edge features.
- Want to make a fancy zipped up blender package to give
to your buddies? Try "make release" ... read the output
to find out where the zip file was placed (note: you will
probably need the zip/unzip packages from cygwin to do
this).
- You can make a debug executable using 'make debug'. The
debug executable will be larger and slower that the
regular executable, but when used with the gnu debugger
(gdb) it can help debug a blender problem (for example,
it can locate the line of code that caused blender to
crash).

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Blender Foundation Members
Special thanks to the following people, who have supported the Blender Foundation
by donating at least USD 50 to pay for opening the Blender sources:
(in chronological order):
Bradley Keyes
Robert Knop
Thomas Brown
Adam Goodenough
Steven Tally
Jason Tally
Alan Taylor
Pascal COMPAGNON
Christopher Koppler
Matthew P. Carter
Gideon Vaala
F.O. Bossert
Frank Mayhar
Peter Volgyesi
Mark E. Nelmes
Peter Lammers
Craig Maloney
daniel e vertseegh
Freek Zijlmans
Anthony Ogden
Anders Dys
Gerald Saunders
Fernando Cordas
Joshua Smith
Max R. Huskins
imarend
Olaf Arnold
Eric Van Hensbergen
Christian Reichlin
brian moore
Anthony Walker
Carsten H<>fer
Raymond Fordham
David Megginson
Jason Schmidt
Christopher Walden
Robert van Straten
Daniel Schwartz
ekzakt
Jellybean
Streit Eric
Bob Ippolito
Keith Frederick
Ryan Heimbuch
Martin Hess
Shigeo Yoshida
Rens Houben
Jun IIO
Derek Gladding
Adam Wendt
Habib Loew
Jani Turkia
Warren Landon
Chip Lynch
Hans Ruedisueli
Keith Jones
Eugenio Mario Longo
Philippe Tanguay
nekurai
Ricardo Kustner
Peter Van Loock
Jun-ichi OKAMURA
alain dejoux
dario trombino
Kenneth Johansson
Felix Schwarz
Eugenio Diaz
Aoki Katsutoshi
Norman J. Harman Jr.
Ralf Habel
Ken Payne
DEBEUX Sylvain
Douglas Philips
Lai Che Hung
Johan Bolmsj<73>
Aaron Mitchell
Teinye Horsfall
Martin Marbach
Jason Poole
Cesar Delgado
Gareth Clay
Paul Wasserman
Joeri Sebrechts
Johannes Lehtinen
Marcio L. Teixeira
James A. Peltier
George E. Nimmer III
Matthew Fite
Ken Sedgwick
Gary Baltzell
lukas schroeder
Dan Lyke
Mark Thorpe
A.D. Arul Nirai Selvan
Herbert P<>tzl
Andy Payne
LAFFITTE Benoit (KenjForce)
James Ertle
Tom Turelinckx
Rigo Ketelings
Bryan Green
Suzuki Akihiro
Mason Staugler
Guillaume Randon
francois Gombault
Harald Thelen
Graziano Roccon
Jonathan DuBois
Jason Luros
Drew M. Snyder
Jesse DeFer
Michael Keith
Gaetano Tinat
Ferris McCormick
Sherman Boyd
Thomas C Anth Jr
Joseph Catto
Damian Soto
John Walsh
Stephen Rosman
Ross Hopkins
Robert Wenzlaff
Joe Galat
LinuxFrench.NET
Thomas Erichsen
Gary E. Deschaines
Denis McCarthy
Michael Dowman
John (J5) Palmieri
alphawolf
Peter Paul Fink
Charles F. McKnight
Avi Schwartz
Jim Witte
Jens Ansorg
William Bate
Ron Romano
Marc Schraffenberger
Steve Thompson
Martin Whitaker
Kendall Dugger
Brice Due
Simon Vogl
Bernd Koestler
cl<EFBFBD>ment CORDIER
CreationAnimation.com
Pete Carss
HERSEN Antoine
Charles R. Tersteeg
James T Burnett
Shawn Legrand
David Choice
patrick amaru
David Eck
Gabriel Welsche
Henning von Zitzewitz
Chris Impink
Den Giles
Jon Cisewski
Ricki Myers
Luis Collado
Robert G. Watkins
Rainer Perl
YAGI, Toshiki
Bruno Nitrosso
Athalyba / Blender Brasil
Dave Whittington
Darryl Luscombe
Benjamin A Moore
Andreas Kollegger
Stamatis Logos
Ray Kelm
Albrecht Jacobs
Mirko Horstmann
Ranjit Mathew
Jaron Blackburn
Antonio Hui
Scott Moore
CSN media
Scott Carle
Ted Milker
Lars Brinkhoff
Louise Edwards
Alex Ruano
Art Rozenbaum
Manuel Hossfeld
Brandon Ehle
Lou Bruce
ROMASZEWSKI
cadic jean-yves
Ralf Pietersz
KAZY
serge Jadot
Herv<EFBFBD> LOUINET
Tom Houtman
Magnus K<><4B>hler
Martin Sinnaeve
Kevin Yank
Tomoichi Iriyama
THIBAULT
Dr Steven J. Baines
Hans-Peter Berger
Jeffrey D. Holland
Philip XP Talbot
Peter Haight
Krister Bruhwel
the Smoos
Hohenegger Michael
Alejandro Gabriel y Galan
Boyer
Alwin Eilers
Tyberghein Jorrit
Jaroslav Benkovsky
Gianluigi Belli
Naoki Abe
NOTTE Jean-Pierre
Jack Way
Bj<EFBFBD>rn Westlin
Mitch Magee
wizoptic
Jake Edge
David Hoover
Xabier Go<47>i
Daniel Fort
Erik Noteboom
Pavel Vostatek
Javier Belanche Alonso
Jeffrey Blank
Nathan Ryan
Peter Wrangell
Josef Sie<69>
Timm Krumnack
Steve Martin
Shigeru Matsumoto
Marko Kohtala
Aleix Conchillo
Curtis Smith
Tatjana Svizensky
Matt Graham
Karo Launonen
Nikolaj Brandt Jensen
Jean-Michel Smith
Nathan Clegg
Joaquim Carvalho
Bomholt
Martin Imobersteg
Jordan
Justin Warwick
barussaud
Eric Molbert
Ben Berck
Jacco van Beek
Dominic Agoro-Ombaka
Colin Foster
Sascha Adler
Stuart Duncan
Brendon Smith
S<EFBFBD>bastien COLLETTE
Clemens Auer
Kay Fricke
Fabian Fagerholm
Norman Lin
Aaron Digulla
Camilo Moreno
Detlev Reppin
Denis NICOLAS
Armin Antons
Darren Heighington
Mario Latronico
Frank Meier
Joerg Frochte
Matthew Ingle
Anters
Bjoern C. Schaefer
STEMax
Jeff Cox
Trevor Ratliff
Matt Henley
Fran<EFBFBD>ois VALETTE
Rob Saunders
Mike Luethi
Rami Aubourg-Kaires
Matthew Thomas
Allan Jacobsen
Adam Lowe
David Hostetler
Lo<EFBFBD>c Vigneras
Dan Reiland
Pedro D<>az del Arco
Pierre Beyssac
Chris Davey
YOSHIAKI Nishino
Cyber Perk
Fabrizio Cali
Harunobu Yoda
Gerrit Jan Baarda
LarstiQ
Ico Doornekamp
Emiel den Biesen
Willem Zwarthoed
Carl Giesberts
Buzz
lieve vanderschaeve
Margreet de Brie
hans verwaal
Saskia van Dijk
Martin Gosch
Alexander Konopka
Thomas Gebert
Gerard de Vries
Hans Lambermont
Kim Beumer
Kay Thust
Alexander Jung
Tony Corlett
Olivier Thouverey
Hideo Nomoto
Giel Peters
Ray Poynter
Edoardo Galvagno
Pim Feijen
Hua-lun Li
William Reynish
Bryan Carpenter
Jim Scott
NGUYEN Fabien
Dave Stone
Andy Kugyelka
Andrew Ross
MerieJean-Christophe
Marko Mestrovic
Jack
Lars Gunnar West
Wile E. Coyote
Rick Clark
Carlos A. Duque
Franck Barnier
Matt Shirley
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$Id$
Blender CMake build system
============================
Contents
---------------
1. Introduction
2. Obtaining CMake
3. Obtaining Dependencies
4. Deciding on a Build Environment
5. Configuring the build for the first time
6. Configuring the build after CVS updates
7. Specify alternate Python library versions and locations
1. Introduction
---------------
This document describes general usage of the new CMake scripts. The
inner workings will be described in blender-cmake-dev.txt (TODO).
2. Obtaining CMake
------------------
CMake for can either be downloaded using your favorite package manager
or is also available from the CMake website at http://www.cmake.org
The website also contains some documentation on CMake usage but I found
the man page alone pretty helpful.
3. Obtaining Dependencies
-------------------------
Check from the page
http://www.blender.org/cms/Getting_Dependencies.135.0.html that you
have all dependencies needed for building Blender. Note that for
windows many of these dependencies already come in the lib/windows
module from CVS.
4. Deciding on a Build Environment
----------------------------------
To build Blender with the CMake scripts you first need to decide which
build environment you feel comfortable with. This decision will also be
influenced by the platform you are developing on. The current implementation
have been successfully used to generate build files for the following
environments:
1. Microsoft Visual Studio 2005. There is a free version available
at http://msdn.microsoft.com/vstudio/express/visualc/.
2. Xcode on Mac OSX
3. Unix Makefiles (On Linux and Mac OSX): CMake actually creates make
files which generates nicely color coded output and a percentage
progress indicator.
5. Configuring the build for the first time
-------------------------------------------
CMake allows one to generate the build project files and binary objects
outside the source tree which can be pretty handy in working and experimenting
with different Blender configurations (Audio/NoAudio, GameEngine/NoGameEngine etc.)
while maintaining a clean source tree. It also makes it possible to generate files
for different build systems on the same source tree. This also has benefits for
general CVS management for the developer as patches and submit logs are much cleaner.
Create a directory outside the blender source tree where you would like to build
Blender (from now on called $BLENDERBUILD). On the commandline you can then run
the cmake command to generate your initial build files. First just run 'cmake' which
will inform you what the available generators are. Thn you can run
'cmake -G generator $BLENDERSOURCE' to generate the build files. Here is an example
of all this for Xcode:
% mkdir $BLENDERBUILD
% cd $BLENDERBUILD
% cmake
...
...
--version [file] = Show program name/version banner and exit.
Generators
The following generators are available on this platform:
KDevelop3 = Generates KDevelop 3 project files.
Unix Makefiles = Generates standard UNIX makefiles.
Xcode = Generate XCode project files.
% cmake -G Xcode $BLENDERSOURCE
...
...
-- Configuring blender
-- Configuring blenderplayer
-- Configuring done
-- Generating done
-- Build files have been written to: $BLENDERBUILD
This will generate the build files with default values. Specific features can
be enabled or disabled by running the ccmake "GUI" from $BLENDERBUILD as follows:
% ccmake $BLENDERSOURCE
A number of options appear which can be changed depending on your needs and
available dependencies (e.g. setting WITH_OPENEXR to OFF will disable support
for OpenEXR). It will also allow you to override default and detected paths
(e.g. Python directories) and compile and link flags. When you are satisfied
used ccmake to re-configure the build files and exit.
It is also possible to use the commandline of 'cmake' to override certain
of these settings.
6. Configuring the build after CVS updates
------------------------------------------
The $BLENDERBUILD directory maintains a file called CMakeCache.txt which
remembers the initial run's settings for subsequent generation runs. After
every CVS update it may be a good idea to rerun the generation before building
Blender again. Just rerun the original 'cmake' run to do this, the settings
will be remembered. For the example above the following will do after every
'cvs up':
% cmake -G Xcode $BLENDERSOURCE
7. Specify alternate Python library versions and locations
----------------------------------------------------------
The commandline can be used to override detected/default settings, e.g:
On Unix:
cmake -D PYTHON_LIB=/usr/local/lib/python3.1/config/libpython3.1.so -D PYTHON_INC=/usr/local/include/python3.1 -G "Unix Makefiles" ../blender
On Macs:
cmake -D PYTHON_INC=/System/Library/Frameworks/Python.framework/Versions/3.1/include/python3.1 -G Xcode ../blender
Mote that this should only be needed once per build directory generation because it will keep the overrides in CMakeCache.txt for subsequent runs.
To be continued...
TODO's
------
1. Get CMake to create proper distribution directories for the various platforms
like scons does.
2. Investigate the viability of using CPack to package installs automatically.
3. Refine this document and write detailed developer's document.
4. Make sure all options (ffmpeg, openexr, quicktime) has proper CMake support
on the various platforms.
/Jacques Beaurain (jbinto)

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@@ -1,57 +0,0 @@
MEMORY MANAGEMENT IN BLENDER (guardedalloc)
-------------------------------------------
NOTE: This file does not cover memutil and smart pointers and rerefence counted
garbage collection, which are contained in the memutil module.
Blender takes care of dynamic memory allocation using a set of own functions
which are recognizeable through their MEM_ prefix. All memory allocation and
deallocation in blender is done through these functions.
The following functions are available through MEM_guardedalloc.h:
For normal operation:
---------------------
void *MEM_[mc]allocN(unsigned int len, char * str);
- nearest ANSI counterpart: malloc()
- str must be a static string describing the memory block (used for debugging
memory management problems)
- returns a memory block of length len
- MEM_callocN clears the memory block to 0
void *MEM_dupallocN(void *vmemh);
- nearest ANSI counterpart: combination malloc() and memcpy()
- returns a pointer to a copy of the given memory area
short MEM_freeN(void *vmemh);
- nearest ANSI counterpart: free()
- frees the memory area given by the pointer
- returns 0 on success and !=0 on error
int MEM_allocN_len(void *vmemh);
- nearest ANSI counterpart: none known
- returns the length of the given memory area
For debugging:
--------------
void MEM_set_error_stream(FILE*);
- this sets the file the memory manager should use to output debugging messages
- if the parameter is NULL the messages are suppressed
- default is that messages are suppressed
void MEM_printmemlist(void);
- if err_stream is set by MEM_set_error_stream() this function dumps a list of all
currently allocated memory blocks with length and name to the stream
int MEM_check_memory_integrity(void);
- this function tests if the internal structures of the memory manager are intact
- returns 0 on success and !=0 on error

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@@ -1,194 +0,0 @@
$Id$
Internals of Blenders SCons scripts
===================================
Scope
------
This document describes the architecture of the SCons scripts for
Blender. An overview of available functionality and how to modify,
extend and maintain the system.
Audience
--------
This document is for developers who need to modify the system,
ie. add or remove new libraries, add new arguments for SCons, etc.
Files and their meaning
-----------------------
The main entry point for the build system is the SConstruct-file in
$BLENDERHOME. This file creates the first BlenderEnvironment to work
with, reads in options, and sets up some directory structures. Further
it defines some targets.
Platform-specific configurations are in $BLENDERHOME/config. The
filenames have the form (platform)-config.py, where platform one of:
* darwin
* linux2
* win32-mingw
* win32-vc
The user can override options by creating a file
$BLENDERHOME/user-config.py. It can have any option from
(platform)-config.py. Options in this file will override the platform
defaults.
Much of the actual functionality can be found in the python scripts
in the directory $BLENDERHOME/tools, with Blender.py defining the
bulk of the functionality. btools.py has some helper functions, and
bcolors.py is for the terminal colours. mstoolkit.py and crossmingw.py
are modules which set up SCons for the MS VC++ 2003 toolkit and
the cross-compile toolset for compiling Windows binaries on Linux
respectively. Note: the cross-compile doesn't work yet for Blender,
but is added in preparation for having it work in the distant future.
BlenderEnvironment
------------------
The module Blender.py implements a BlenderEnvironment class, derived
from the SConsEnvironment of SCons. This is done to wrap some often
used functionality. The BlenderEnvironment offers two important
wrappers: BlenderProg() and BlenderLib(). The first one is used to
specify a binary to be built, the second one is used to specify what
static library is built from given sources.
Build a static library called "somelib". The system handles library
pre- and suffixes automatically, you don't need to bother yourself
with these details:
env = BlenderEnvironment(ENV = os.environ) # create an environment
env.BlenderLib(libname="somelib", sources=['list.c','with.c','sources.c'],
includes=['/list/with/include/paths', '.', '..'],
defines=['LIST_WITH', 'CPP_DEFINES', 'TO_USE'],
libtype=['blender', 'common'] # this is a list with libtypes. Normally you don't
# need to specify this, but if you encounter linking
# problems you may need this
priority=[10, 20] # Priorities, list as long as libtype, priority per type
compileflags=['/O2'] # List of compile flags needed for this particular library.
# used only in rare cases, like SOLID, qhull and Bullet
)
There should be no need to ever add an extra BlenderProg to the
existing ones in SConstruct, see that file for its use, and Blender.py
for its implementation.
The new system works so that using these wrappers, has all libraries
(and programs) register with a central repository. This means that
adding a new library is as easy as just creating the new SConscript
and making sure that it gets called properly. Linking and such will
then be handled automatically.
If you want that adding new source files for a certain library
is handled automatically, you can use the Glob() function from
the BlenderEnvironment to create lists of needed files. See
$BLENDERHOME/source/blender/src/SConscript for an example. Keep in
mind that this will add any new file that complies to the rule given
to the Glob() function. There are a few (external) libraries with
which this can't be used, because it'd take files that shouldn't be
compiled, and create subsequentially problems during the linking stage
(like SOLID, qhull, Bullet).
Linking order and priorities
----------------------------
As shown above, you can give a library a priority in a certain
group. If you need to make sure that a Blender library is linked
before or after another one, you can give it a priority. To debug
the priorities us BF_PRIORITYLIST=1 on the command-line while running
a build.
% scons BF_PRIORITYLIST=1
This will give a list with values suggested by the system. Make
changes to all SConscripts in question to reflect or change the
values given by this command. ALWAYS check this after adding a new
internal, external library or core library, and make sure there are
sane values. You can use large and negative numbers to test with,
but after you've got a working linking order, do change the system
to reflect BF_PRIORITYLIST values.
Also, if you find that a library needs to be given multiple times to
the linker, you can do that by giving a python list with the names
of the available library types. They are currently:
B.possible_types = ['core', 'common', 'blender', 'intern',
'international', 'game', 'game2',
'player', 'player2', 'system']
More groups can be added, but that should be carefully considered,
as it may lead to large-scale changes. The current amount of libraries
should suffice.
The central repository is utilised in the SConstruct in two
ways. Firstly, it is used to determine the order of all static
libraries to link into the main Blender executable. Secondly, it
is used to keep track of all built binaries and their location,
so that they can be properly copied to BF_INSTALLDIR.
The libraries can be fetched in their priority order with
create_blender_liblist from Blender.py, see the SConstruct on how
it is used.
The program repository is the global list program_list from
Blender.py. See SConstruct for its usage.
Adding a new option and libraries
---------------------------------
Lets say we want to add WITH_BF_NEWLIB, which will
enable or disable a new feature library with sources in
$BLENDERHOME/source/blender/newlib. This 'newlib' needs external
headers from a 3rd party library '3rdparty'. For this we want to
add a set of options BF_3RDPARTY, BF_3RDPARTY_INC, BF_3RDPARTY_LIB,
BF_3RDPARTY_LIBPATH:
1) Add all mentiond options to all (platform)-config.py
files. WITH_BF_NEWLIB is a boolean option ('true', 'false'),
the rest are strings with paths and library names. See the
OpenEXR options for example.
2) Add all options to the argument checking function
validate_arguments() in btools.py. See again OpenEXR options
for example.
3) Add all options to the option reading function read_opts()
in btools.py. See again OpenEXR options for example. All default
values can be empty, as the actual default values are in the
(platform)-config.py files.
4) Add BF_3RDPARTY_LIB to the function setup_syslibs()
and BF_3RDPARTY_LIBPATH to the function setup_staticlibs()
in Blender.py
At this stage we have prepared all option setting and linking needs,
but we still need to add in the compiling of the 'newlib'.
5) Create a SConscript in $BLENDERHOME/source/blender/newlib. Look
at ie. $BLENDERHOME/source/blender/src/SConscript for
template. The new SConscript will register the new library
like so:
env.BlenderLib(libname='newlib', sources=sourcefiles, includes=incs) # the rest of the arguments get defaults = empty lists and values
6) Edit $BLENDERHOME/source/blender/SConscript with the following
addition:
if env['WITH_BF_NEWLIB'] == 1:
SConscript(['newlib/SConscript'])
After this you can see if this works by trying to build:
% scons WITH_BF_NEWLIB=1 # build with newlib
% scons WITH_BF_NEWLIB=0 # disable newlib
This is all what should be needed. Changing the library name doesn't
need changes elsewhere in the system, as it is handled automatically
with the central library repository.
Enjoy the new system!
/Nathan Letwory (jesterKing)

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@@ -1,231 +0,0 @@
$Id$
Blenders SCons build scripts
============================
Introduction
------------
Since the beginning of 2004 Blender has had the SCons system as a
build option. SCons is a Python-based, accurate build system. The
scripts that were implemented in the first iteration worked, but
the system grew quickly into such a state that maintaining it became
a nightmare, and adding new features was just horrible, leading to
many hacks without much sense in the overall structure.
The rewrite has been waiting for a long time. Jonathan Jacobs provided
a first overhaul of the scripts, which I used in the first phase of
the rewrite. To make the system as maintainable as possible I made
some radical changes, but thanks go to Jonathan for providing me
with the patch to get started.
This document describes the usage of the new SCons scripts. The
inner workings are described in blender-scons-dev.txt.
Building Blender
----------------
To build Blender with the SCons scripts you need a full Python
install, version 2.4 or later (http://www.python.org). We already provide
a scons-local installation, which can be found in the scons/ subdirectory.
This document uses the scons-local installation for its examples.
Check from the page
http://www.blender.org/development/building-blender/getting-dependencies/
that you have all dependencies needed for building Blender. Note that for
windows many of these dependencies already come in the lib/windows module
from CVS.
In the base directory of the sources (from now on called $BLENDERHOME)
you'll see a file named SConstruct. This is the entry point for the
SCons build system. In a terminal, change to this directory. To just
build, start the SCons entry script on Windows (will be used for the remainder
of this document):
% python scons\scons.py
On a Unix-compatible system it would be
% python ./scons/scons.py
This will start the build process with default values. Depending
on your platform you may see colour in your output (non-Windows
machines). In the the beginning an overview of targets and arguments
from the command-line is given, then all libraries and binaries to
build are configured.
The build uses BF_BUILDDIR to build into and BF_INSTALLDIR to
finally copy all needed files to get a proper setup. The BF_DOCDIR is
used to generate Blender Python documentation files to. These
variables have default values for every platform in
$BLENDERHOME/config/(platform)-config.py. After the build successfully
completes, you can find everything you need in BF_INSTALLDIR.
If you want to create the installer package of Blender on Windows you'll
need to install nullsoft scriptable install system from http://nsis.sf.net.
As an extra dependency, you need the MoreInfo plugin too. The creation of
the installer is tied into the build process and can be triggered with:
% python scons\scons.py nsis
Configuring the build
---------------------
The default values for your platform can be found in the directory
$BLENDERHOME/config. Your platform specific defaults are in
(platform)-config.py, where platform is one of:
- linux2, for machines running Linux
- win32-vc, for Windows machines, compiling with a Microsoft compiler
- win32-mingw, for Windows machines, compiling with the MingW compiler
- darwin, for OS X machines
(TBD: add cygwin, solaris and freebsd support)
These files you will normally not change. If you need to override
a default value, make a file called $BLENDERHOME/user-config.py, and copy
settings from the config/(platform)-config.py that you want to change. Don't
copy the entire file (unless explicitely stated in the configuration file),
because you may not get updated options you don't change yourself, which may
result in build errors.
You can use BF_CONFIG argument to override the default user-config.py
check. This is just like the user-config.py, but just with another name:
% python scons\scons.py BF_CONFIG=myownsettings
If you want to quickly test a new setting, you can give the option
also on the command-line:
% python scons\scons.py BF_BUILDDIR=../mybuilddir WITH_BF_OPENEXR=0
This command sets the build directory to BF_BUILDDIR and disables
OpenEXR support.
If you need to know what can be set through the command-line, run
scons with -h:
% python scons\scons.py -h
This command will print a long list with settable options and what
every option means. Many of the default values will be empty, and
from a fresh checkout without a user-config.py the actual values
are the defaults as per $BLENDERHOME/config/(platform)-config.py
(unless you have overridden any of them in your
$BLENDERHOME/user-config.py).
NOTE: The best way to avoid confusion is the
copy $BLENDERHOME/config/(platform)-config.py to
$BLENDERHOME/user-config.py. You should NEVER have to modify
$BLENDERHOME/config/(platform)-config.py
Configuring the output
----------------------
This rewrite features a cleaner output during the build process. If
you need to see the full command-line for compiles, then you can
change that behaviour. Also the use of colours can be changed:
% python scons\scons.py BF_FANCY=0
This will disable the use of colours.
% python scons\scons.py BF_QUIET=0
This will give the old, noisy output. Every command-line per
compile is printed out in its full glory. This is very useful when
debugging problems with compiling, because you can see what the
included paths are, what defines are given on the command-line,
what compiler switches are used, etc.
Compiling Only Some Libraries
-----------------------------
Our implementation now has support for specifying a list of libraries that are
exclusively compiled, ignoring all other libraries. This is invoked
with the BF_QUICK arguments; for example:
% python scons\scons.py BF_QUICK=src,bf_blenkernel
Note that this not the same as passing a list of folders as in the
makefile's "quicky" command. In Scons, all of Blender's code modules
are in their own static library; this corresponds to one-lib-per-folder
in some cases (especially in blender/source/blender).
To obtain a list of the libraries, simple fire up scons and CTRL-C out once
it finishes configuring (and printing to the console) the library list.
Compiling Libraries With Debug Profiling
----------------------------------------
Scons has support for specifying a list of libraries that are compiled
with debug profiling enabled. This is implemented in two commands:
BF_QUICKDEBUG which is a command-line argument and BF_DEBUG_LIBS, which goes
in your user-config.py
BF_QUICKDEBUG is similar to BF_QUICK:
% python scons\scons.py BF_QUICKDEBUG=src,bf_blenkernel,some-other-lib
To use BF_DEBUG_LIBS, put something like the following in you user-config.py:
BF_DEBUG_LIBS = ['bf_blenlib', 'src', 'some_lib']
For instructions on how to find the names of the libraries (folders) you
wish to use, see the above section. Note that the command BF_DEBUG
(see below) will override these settings and compile ALL of Blender with
debug symbols. Also note that BF_QUICKDEBUG and BF_DEBUG_LIBS are combined;
for example, setting BF_QUICKDEBUG won't overwrite the contents of BF_DEBUG_LIBS.
Supported toolset
-----------------
WINDOWS
* msvc, this is a full install of Microsoft Visual C++. You'll
likely have the .NET Framework SDK, Platform SDK and DX9 SDK
installed * mstoolkit, this is the free MS VC++ 2003 Toolkit. You
need to verify you have also the SDKs installed as mentioned
for msvc. * mingw, this is a minimal MingW install. TBD: write
proper instructions on getting needed packages.
On Windows with all of the three toolset installed you need to
specify what toolset to use
% python scons\scons.py BF_TOOLSET=msvc
% python scons\scons.py BF_TOOLSET=mingw
LINUX and OS X
Currently only the default toolsets are supported for these platforms,
so nothing special needs to be told to SCons when building. The
defaults should work fine in most cases.
Examples
--------
Build Blender with the defaults:
% python scons\scons.py
Build Blender, but disable OpenEXR support:
% python scons\scons.py WITH_BF_OPENEXR=0
Build Blender, enable debug symbols:
% python scons\scons.py BF_DEBUG=1
Build Blender, install to different directory:
% python scons\scons.py BF_INSTALLDIR=../myown/installdir
Build Blender in ../myown/builddir and install to ../myown/installdir:
% python scons\scons.py BF_BUILDDIR=../myown/builddir BF_INSTALLDIR=../myown/installdir
Clean BF_BUILDDIR:
% python scons\scons.py clean
/Nathan Letwory (jesterKing)

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@@ -1,340 +0,0 @@
.TH "BLENDER" "1" "July 15, 2010" "Blender Blender 2\&.52 (sub 5) "
.SH NAME
blender \- a 3D modelling and rendering package
.SH SYNOPSIS
.B blender [args ...] [file] [args ...]
.br
.SH DESCRIPTION
.PP
.B blender
is a 3D modelling and rendering package. It is the in-house software of a high quality animation studio, Blender has proven to be an extremely fast and versatile design instrument. The software has a personal touch, offering a unique approach to the world of Three Dimensions.
Use Blender to create TV commercials, to make technical visualizations, business graphics, to do some morphing, or design user interfaces. You can easy build and manage complex environments. The renderer is versatile and extremely fast. All basic animation principles (curves & keys) are well implemented.
http://www.blender.org
.SH OPTIONS
Blender 2.52 (sub 5) Build
Usage: blender [args ...] [file] [args ...]
.br
.SS "Render Options:"
.TP
.B \-b or \-\-background <file>
.br
Load <file> in background (often used for UI\-less rendering)
.br
.TP
.B \-a or \-\-render\-anim
.br
Render frames from start to end (inclusive)
.br
.TP
.B \-S or \-\-scene <name>
.br
Set the active scene <name> for rendering
.br
.TP
.B \-f or \-\-render\-frame <frame>
.br
Render frame <frame> and save it.
.br
+<frame> start frame relative, \-<frame> end frame relative.
.br
.TP
.B \-s or \-\-frame\-start <frame>
.br
Set start to frame <frame> (use before the \-a argument)
.br
.TP
.B \-e or \-\-frame\-end <frame>
.br
Set end to frame <frame> (use before the \-a argument)
.br
.TP
.B \-j or \-\-frame\-jump <frames>
.br
Set number of frames to step forward after each rendered frame
.br
.TP
.B \-o or \-\-render\-output <path>
.br
Set the render path and file name.
.br
Use // at the start of the path to
.br
render relative to the blend file.
.br
The # characters are replaced by the frame number, and used to define zero padding.
.br
ani_##_test.png becomes ani_01_test.png
.br
test\-######.png becomes test\-000001.png
.br
When the filename does not contain #, The suffix #### is added to the filename
.br
The frame number will be added at the end of the filename.
.br
eg: blender \-b foobar.blend \-o //render_ \-F PNG \-x 1 \-a
.br
//render_ becomes //render_####, writing frames as //render_0001.png//
.br
.TP
.B \-E or \-\-engine <engine>
.br
Specify the render engine
.br
use \-E help to list available engines
.br
.IP
.SS "Format Options:"
.TP
.B \-F or \-\-render\-format <format>
.br
Set the render format, Valid options are...
.br
TGA IRIS JPEG MOVIE IRIZ RAWTGA
.br
AVIRAW AVIJPEG PNG BMP FRAMESERVER
.br
(formats that can be compiled into blender, not available on all systems)
.br
HDR TIFF EXR MULTILAYER MPEG AVICODEC QUICKTIME CINEON DPX DDS
.br
.TP
.B \-x or \-\-use\-extension <bool>
.br
Set option to add the file extension to the end of the file
.br
.TP
.B \-t or \-\-threads <threads>
.br
Use amount of <threads> for rendering in background
.br
[1\-BLENDER_MAX_THREADS], 0 for systems processor count.
.br
.IP
.SS "Animation Playback Options:"
.TP
.B \-a <options> <file(s)>
.br
Playback <file(s)>, only operates this way when not running in background.
.br
\-p <sx> <sy> Open with lower left corner at <sx>, <sy>
.br
\-m Read from disk (Don't buffer)
.br
\-f <fps> <fps\-base> Specify FPS to start with
.br
\-j <frame> Set frame step to <frame>
.br
.IP
.SS "Window Options:"
.TP
.B \-w or \-\-window\-border
.br
Force opening with borders (default)
.br
.TP
.B \-W or \-\-window\-borderless
.br
Force opening with without borders
.br
.TP
.B \-p or \-\-window\-geometry <sx> <sy> <w> <h>
.br
Open with lower left corner at <sx>, <sy> and width and height as <w>, <h>
.br
.IP
.SS "Game Engine Specific Options:"
.TP
.B \-g Game Engine specific options
.br
\-g fixedtime Run on 50 hertz without dropping frames
.br
\-g vertexarrays Use Vertex Arrays for rendering (usually faster)
.br
\-g nomipmap No Texture Mipmapping
.br
\-g linearmipmap Linear Texture Mipmapping instead of Nearest (default)
.br
.IP
.SS "Misc Options:"
.TP
.B \-d or \-\-debug
.br
Turn debugging on
.br
.IP
* Prints every operator call and their arguments
.br
* Disables mouse grab (to interact with a debugger in some cases)
.br
* Keeps python sys.stdin rather then setting it to None
.br
.TP
.B \-\-debug\-fpe
.br
Enable floating point exceptions
.br
.IP
.TP
.B \-nojoystick
.br
Disable joystick support
.br
.TP
.B \-noglsl
.br
Disable GLSL shading
.br
.TP
.B \-noaudio
.br
Force sound system to None
.br
.TP
.B \-setaudio
.br
Force sound system to a specific device
.br
NULL SDL OPENAL JACK
.br
.IP
.TP
.B \-h or \-\-help
.br
Print this help text and exit
.br
.IP
.TP
.B \-y or \-\-enable\-autoexec
.br
Enable automatic python script execution (default)
.br
.TP
.B \-Y or \-\-disable\-autoexec
.br
Disable automatic python script execution (pydrivers, pyconstraints, pynodes)
.br
.IP
.TP
.B \-P or \-\-python <filename>
.br
Run the given Python script (filename or Blender Text)
.br
.TP
.B \-\-python\-console
.br
Run blender with an interactive console
.br
.TP
.B \-v or \-\-version
.br
Print Blender version and exit
.br
.TP
.B \-\-
.br
Ends option processing, following arguments passed unchanged. Access via python's sys.argv
.br
.SS "Other Options:"
.TP
.B /?
.br
Print this help text and exit (windows only)
.br
.TP
.B \-R
.br
Register .blend extension (windows only)
.br
.SS "Argument Parsing:"
arguments must be separated by white space. eg
"blender \-ba test.blend"
...will ignore the 'a'
"blender \-b test.blend \-f8"
...will ignore 8 because there is no space between the \-f and the frame value
.br
.SS "Argument Order:"
Arguments are executed in the order they are given. eg
"blender \-\-background test.blend \-\-render\-frame 1 \-\-render\-output /tmp"
...will not render to /tmp because '\-\-render\-frame 1' renders before the output path is set
"blender \-\-background \-\-render\-output /tmp test.blend \-\-render\-frame 1"
...will not render to /tmp because loading the blend file overwrites the render output that was set
"blender \-\-background test.blend \-\-render\-output /tmp \-\-render\-frame 1" works as expected.
.br
.br
.SH "ENVIRONMENT VARIABLES"
\fIBLENDER_USER_CONFIG\fR Directory for user configuration files.
\fIBLENDER_SYSTEM_CONFIG\fR Directory for system wide configuration files.
\fIBLENDER_USER_SCRIPTS\fR Directory for user scripts.
\fIBLENDER_SYSTEM_SCRIPTS\fR Directory for system wide scripts.
\fIBLENDER_USER_DATAFILES\fR Directory for user data files (icons, translations, ..).
\fIBLENDER_SYSTEM_DATAFILES\fR Directory for system wide data files.
\fIBLENDER_SYSTEM_PYTHON\fR Directory for system python libraries.
\fITMP\fR or \fITMPDIR\fR Store temporary files here.
\fIPYTHONHOME\fR Path to the python directory, eg. /usr/lib/python.
.br
.br
.br
.SH SEE ALSO
.B yafaray(1)
.br
.SH AUTHORS
This manpage was written for a Debian GNU/Linux system by Daniel Mester
<mester@uni-bremen.de> and updated by Cyril Brulebois
<cyril.brulebois@enst-bretagne.fr> and Dan Eicher <dan@trollwerks.org>.

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@@ -1,136 +0,0 @@
#!/usr/bin/python
# ##### BEGIN GPL LICENSE BLOCK #####
#
# This program is free software; you can redistribute it and/or
# modify it under the terms of the GNU General Public License
# as published by the Free Software Foundation; either version 2
# of the License, or (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program; if not, write to the Free Software Foundation,
# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#
# ##### END GPL LICENSE BLOCK #####
# <pep8 compliant>
import subprocess
import os
import time
import datetime
def man_format(data):
data = data.replace("-", "\\-")
data = data.replace("\t", " ")
# data = data.replace("$", "\\fI")
data_ls = []
for w in data.split():
if w.startswith("$"):
w = "\\fI" + w[1:] + "\\fR"
data_ls.append(w)
data = data[:len(data) - len(data.lstrip())] + " ".join(data_ls)
return data
blender_bin = os.path.join(os.path.dirname(__file__), "../blender")
blender_help = subprocess.Popen([blender_bin, "--help"], stdout=subprocess.PIPE).communicate()[0].decode()
blender_version = subprocess.Popen([blender_bin, "--version"], stdout=subprocess.PIPE).communicate()[0].decode().strip()
blender_version = blender_version.split("Build")[0]
date_string = datetime.date.fromtimestamp(time.time()).strftime("%B %d, %Y")
filepath = os.path.splitext(__file__)[0]
file = open(filepath, "w")
fw = file.write
fw('.TH "BLENDER" "1" "%s" "Blender %s"\n' % (date_string, blender_version.replace(".", "\\&.")))
fw('''
.SH NAME
blender \- a 3D modelling and rendering package''')
fw('''
.SH SYNOPSIS
.B blender [args ...] [file] [args ...]''')
fw('''
.br
.SH DESCRIPTION
.PP
.B blender
is a 3D modelling and rendering package. It is the in-house software of a high quality animation studio, Blender has proven to be an extremely fast and versatile design instrument. The software has a personal touch, offering a unique approach to the world of Three Dimensions.
Use Blender to create TV commercials, to make technical visualizations, business graphics, to do some morphing, or design user interfaces. You can easy build and manage complex environments. The renderer is versatile and extremely fast. All basic animation principles (curves & keys) are well implemented.
http://www.blender.org''')
fw('''
.SH OPTIONS''')
fw("\n\n")
lines = [line.rstrip() for line in blender_help.split("\n")]
while lines:
l = lines.pop(0)
if l.startswith("Environment Variables:"):
fw('.SH "ENVIRONMENT VARIABLES"\n')
elif l.endswith(":"): # one line
fw('.SS "%s"\n\n' % l)
elif l.startswith("-") or l.startswith("/"): # can be multi line
fw('.TP\n')
fw('.B %s\n' % man_format(l))
while lines:
# line with no
if lines[0].strip() and len(lines[0].lstrip()) == len(lines[0]): # no white space
break
if not l: # second blank line
fw('.IP\n')
else:
fw('.br\n')
l = lines.pop(0)
l = l[1:] # remove first whitespace (tab)
fw('%s\n' % man_format(l))
else:
if not l.strip():
fw('.br\n')
else:
fw('%s\n' % man_format(l))
# footer
fw('''
.br
.SH SEE ALSO
.B yafaray(1)
.br
.SH AUTHORS
This manpage was written for a Debian GNU/Linux system by Daniel Mester
<mester@uni-bremen.de> and updated by Cyril Brulebois
<cyril.brulebois@enst-bretagne.fr> and Dan Eicher <dan@trollwerks.org>.
''')
print("written:", filepath)

View File

@@ -1,515 +0,0 @@
---------------------------------------------------
Blender interface.c API toolkit notes
(july 2003, Ton Roosendaal)
---------------------------------------------------
Contents
1 General notes
1.1 C and H files
2. Windows & Blocks
2.1 Memory allocation
2.2 And how it works internally
3. API for uiBlock
3.1 uiBlock Controlling functions
3.2 Internal function to know
4. API for uiButton
4.1 UiDefBut
1. BUT
2. TOG or TOGN or TOGR
TOG|BIT|<nr>
3. TOG3|BIT|<nr>
4. ROW
5. SLI or NUMSLI or HSVSLI
6. NUM
7. TEX
8. LABEL
9 SEPR
10. MENU
11. COL
4.2 Icon buttons
12. ICONROW
13. ICONTEXTROW
4.3 pulldown menus / block buttons
14. BLOCK
4.4 specials
15. KEYEVT
16. LINK and INLINK
17. IDPOIN
4.5 uiButton control fuctions
----------------1. General notes
- The API is built with Blender in mind, with some buttons acting on lists of Blender data.
It was not meant to be available as a separate SDK, nor to be used for other applications.
- It works with only OpenGL calls, for the full 100%. This means that it has some quirks
built-in to work with all OS's and OpenGL versions. Especially frontbuffer drawing is
a continuous point of attention. Buttons can be drawn with any window matrix. However,
errors can still occor when buttons are created in windows with non-standard glViewports.
- The code was written to replace the old 1.8 button system, but under high pressure. Quite
some button methods from the old system were copied for that reason.
- I tried to design a unified GUI system, which equally works for pulldown menus, pop up menus,
and normal button layouts. Although it gives nice features and freedom in design, the code
looks quite hard to understand for that reason. Not all 'normal' pulldown menu features
could be hacked in easily, they just differ too much from other UI elements. Could be
looked at once...
- During the past period of NaN (beginning of 2002) someone tried to make a more 'high' level
API for it, with less low level defines and structure info needed in calling code. I am not
really sure if this was done well... or even finished. In the bottom of interface.c you can
see the 'new' API which is now used in Blender code. It used to be so much more simple!
Nevertheless, I will use that convention in this doc.
- Unfinished stuff: the code was scheduled to be expanded with 'floating blocks' which can
serve as permanent little button-fields in Blender windows. Think for example of having
an (optional) extra field in the 3d window displaying object loc/rot/size.
After that, the existing button windows can be reorganized in such blocks as well, allowing
a user to configure the genereal buttons layout (make vertical for example).
--------------1.1 C and H files
blender/source/blender/src/interface.c /* almost all code */
blender/source/blender/include/interface.h /* internals for previous code */
blender/source/blender/include/BIF_interface.h /* externals for previous code */
(the previous 2 include files have not been separated fully yet)
Color and icons stuff has been put in: (unfinished code, under development)
blender/source/blender/src/resources.c
blender/source/blender/include/BIF_resources.h
Related code:
blender/source/blender/src/toolbox.c (extra GUI elements built on top of this API)
--------------2. Windows & Blocks
All GUI elements are collected in uiBlocks, which in turn are linked together in a list that's
part of a Blender Area-window.
uiBlock *block= uiNewBlock(&curarea->uiblocks, "stuff", UI_EMBOSSX, UI_HELV, curarea->win);
The next code example makes a new block, and puts it in the list of blocks of the current active
Area:
uiDoBlocks(&curarea->uiblocks, event);
This code is usually available in each area-window event queue handler. You give uiDoBlocks
an event code, and the uiDoBlocks handles whatever is to be handled. Blocks can be
standard buttons or pull down menus. Can return immediately, or jump to an internal handling
loop.
2.1 Memory allocation
Important to know is that for this toolkit there's no difference in "creating blocks" or
"drawing blocks". In fact, for each window redraw all blocks are created again. Constructing
button interfaces in Blender always happens in the main drawing function itself.
Memory allocation is handled as follows:
- if in this window a uiBlock with the same name existed, it is freed
- when you close a window (or blender) the uiBlocks get freed.
- when you duplicate (split) a window, the uiBlocks get copied
2.2 And how it works internally
With a call to uiDoblocks, all blocks in the current active window are evaluated.
It walks through the lists in a rather complex manner:
- while(looping)
/* the normal buttons handling */
- for each block
- call uiDoBlock (handles buttons for single block)
- (end for)
/* at this moment, a new block can be created, for a menu */
/* so we create a 2nd loop for it */
- while first block is a menu
- if block is a menu and not initialized:
- initalize 'saveunder'
- draw it
- get event from queue
- call uiDoBlock (handles buttons for single block)
/* here, a new block again can be created, for a sub menu */
- if return "end" from uiDoBlock
restore 'saveunder's
free all menu blocks
exit from loop
- do tooltip if nothing has happened
- (end while)
- if there was menu, it does this loop once more
(when you click outside a menu, at another button)
- (end while)
- do tooltip if nothing has happened
-------------3. API for uiBlock
Create a new buttons block, and link it to the window:
uiBlock *uiNewBlock(ListBase *lb, char *name, short dt, short font, short win)
ListBase *lb pointer to list basis, where the block will be appended to (blenlib)
char *name unique name to identify the block. When the name exists in the list,
the old uiBlock gets freed.
short dt drawtype. See below
short font font id number
short win blender area-window id
drawtype:
UI_EMBOSSX 0 /* Rounded embossed button (standard in Blender) */
UI_EMBOSSW 1 /* Simpler embossed button */
UI_EMBOSSN 2 /* Button with no border */
UI_EMBOSSF 3 /* Square embossed button (file select) */
UI_EMBOSSM 4 /* Colored, for pulldown menus */
UI_EMBOSSP 5 /* Simple borderless coloured button (like blender sensors) */
font:
UI_HELV 0 /* normal font */
UI_HELVB 1 /* bold font */
With the new truetype option in Blender, this is used for all font families
When a uiBlock is created, each uiButton that is defined gets the uiBlock properties.
Changing Block properties inbetween will affact uiButtons defined thereafter.
----------3.1 uiBlock Controlling functions:
void uiDrawBlock(block)
draws the block
void uiBlockSetCol(uiBlock *block, int col)
col:
BUTGREY,
BUTGREEN,
BUTBLUE,
BUTSALMON,
MIDGREY,
BUTPURPLE,
void uiBlockSetEmboss(uiBlock *block, int emboss)
changes drawtype
void uiBlockSetDirection(uiBlock *block, int direction)
for pop-up and pulldown menus:
direction:
UI_TOP
UI_DOWN
UI_LEFT
UI_RIGHT
void uiBlockSetXOfs(uiBlock *block, int xofs)
for menus, offset from parent
void uiBlockSetButmFunc(uiBlock *block, void (*menufunc)(void *arg, int event), void *arg)
sets function to be handled when a menu-block is marked "OK"
void uiAutoBlock(uiBlock *block, float minx, float miny, float sizex, float sizey, UI_BLOCK_ROWS)
Sets the buttons in this block to automatically align, and fit within boundaries.
Internally it allows multiple collums or rows as well. Only 'row order' has been implemented.
The uiDefBut definitions don't need coordinates as input here, but instead:
- first value (x1) to indicate row number
- width and height values (if filled in) will be used to define a relative width/height.
A call to uiDrawBlock will invoke the calculus to fit in all buttons.
---------- 3.2 Internal function to know:
These flags used to be accessible from outside of interface.c. Currently it is only
used elsewhere by toolbox.c, so it can be considered 'internal' somewhat.
void uiBlockSetFlag(uiBlock *block, int flag) /* block types, can be 'OR'ed */
UI_BLOCK_LOOP 1 a sublooping block, drawn in frontbuffer, i.e. menus
UI_BLOCK_REDRAW 2 block needs a redraw
UI_BLOCK_RET_1 4 block is closed when an event happens with value '1' (press key, not for mouse)
UI_BLOCK_BUSY 8 internal
UI_BLOCK_NUMSELECT 16 keys 1-2-...-9-0 can be used to select items
UI_BLOCK_ENTER_OK 32 enter key closes block with "OK"
(these values are being set within the interface.c and toolbox.c code.)
-------------4. API for uiButton
In Blender a button can do four things:
- directly visualize data, and write to it.
- put event codes (shorts) back in the queue, to be handled
- call a user-defined function pointer (while being pressed, etc)
- create and call another block (i.e. menu)
Internally, each button or menu item is a 'uiButton', with a generic API and handling:
ui_def_but(block, type, retval, str, x1, y1, x2, y2, poin, min, max, a1, a2, tip);
Beacause a lot of obscure generic (re-use) happens here, translation calls have been made
for each most button types individually.
-----------4.1 UiDefBut
uiBut *UiDefBut[CSIF]( uiBlock *block, int type, int retval, char *str,
short x1, short y1, short x2, short y2, xxxx *poin,
float min, float max, float a1, float a2, char *tip)
UiDefButC operatates on char
UiDefButS operatates on short
UiDefButI operatates on int
UiDefButF operatates on float
*block: current uiBlock pointer
type: see below
retval: return value, which is put back in queue
*str: button name
x1, y1: coordinates of left-lower corner
x2, y2: width, height
*poin: pointer to char, short, int, float
min, max used for slider buttons
a1, a2 extra info for some buttons
*tip: tooltip string
type:
1. BUT
Activation button. (like "Render")
Passing on a pointer is not needed
2. TOG or TOGN or TOGR
Toggle button (like "Lock")
The pointer value is set either at 0 or 1
If pressed, it calls the optional function with arguments provided.
Type TOGN: works negative, when pressed it sets at 0
Type TOGR: is part of a row, redraws automatically all buttons with same *poin
"|BIT|<nr>"
When added to type, it works on a single bit <nr> (lowest order bit: nr = '0')
3. TOG3|BIT|<nr>
A toggle with 3 values!
Can be only used for short *poin.
In the third toggle setting, the bit <nr> of *( poin+1) is set.
4. ROW
Button that's part of a row.
in "min" you set a row-id number, in "max" the value you want *poin to be
assigned when you press the button. Always pass on these values as floats.
When this button is pressed, it sets the "max" value to *poin, and redraws
all buttons with the same row-id number.
5. SLI or NUMSLI or HSVSLI
Slider, number-slider or hsv-slider button.
"min" and "max" are to clamp the value to.
If you want a button type "Col" to be updated, make 'a1' equal to 'retval'
from the COL button.
6. NUM
Number button
Set the clamping values 'min' and 'max' always as float.
For UiDefButF, set a 'step' in 'a1', in 1/100's. The step value is the increment or
decrement when you click once on the right or left side of a button.
The optional button function is additionally called for each change of the *poin value.
7. TEX
Text string button.
Pointertype is standard a char. Value 'max' is length of string (pass as float).
When button is left with ESC, it doesn't put the 'retval' at the queue.
8. LABEL
Label button.
Only displays text.
If 'min' is set at 1.0, the text is printed in white.
9 SEPR
A separator line, typically used within pulldown menus.
10. MENU
Menu button.
The syntax of the string in *name defines the menu items:
- %t means the previous text becomes the title
- item separator is '|'
- return values are indicated with %x[nr] (i.e: %x12).
without returnvalues, the first item gets value 0 (incl. title!)
Example: "Do something %t| turn left %2| turn right %1| nothing %0"
11. COL
A special button that only visualizes a RGB value
In 'retval' you can put a code, which is used to identify for sliders if it needs
redraws while using the sliders. Check button '5'.
As *poin you input the pointer to the 'r' value, 'g' and 'b' are supposed to be
next to that.
------------4.2 Icon buttons
Instead of a 'name', all buttons as described for uiDefBut also can have an icon:
uiBut *uiDefIconBut(uiBlock *block, int type, int retval, int icon,
short x1, short y1, short x2, short y2, void *poin,
float min, float max, float a1, float a2, char *tip)
Same syntax and types available as previous uiDefBut, but now with an icon code
instead of a name. THe icons are numbered in resources.c
uiBut *uiDefIconTextButF(uiBlock *block, int type, int retval, int icon, char *str,
short x1, short y1, short x2, short y2, float *poin,
float min, float max, float a1, float a2, char *tip)
Same again, but now with an icon and string as button name.
Two special icon buttons are available in Blender:
12. ICONROW
(uiDefIconBut)
This button pops up a vertical menu with a row of icons to choose from.
'max' = amount of icons. The icons are supposed to be ordered in a sequence
It writes in *poin which item in the menu was choosen (starting with 0).
13. ICONTEXTROW
(uiDefIconTextBut)
Same as previous, but with the texts next to it.
-----------4.3 pulldown menus / block buttons
14. BLOCK
void uiDefBlockBut(uiBlock *block, uiBlockFuncFP func, void *arg, char *str,
short x1, short y1, short x2, short y2, char *tip)
This button creates a new block when pressed. The function argument 'func' is called
to take care of this. An example func:
static uiBlock *info_file_importmenu(void *arg_unused)
{
uiBlock *block;
short yco= 0, xco = 20;
block= uiNewBlock(&curarea->uiblocks, "importmenu", UI_EMBOSSW, UI_HELV, G.curscreen->mainwin);
uiBlockSetXOfs(block, -40); // offset to parent button
/* flags are defines */
uiDefBut(block, LABEL, 0, "VRML 2.0 options", xco, yco, 125, 19, NULL, 0.0, 0.0, 0, 0, "");
uiDefButS(block, TOG|BIT|0, 0, "SepLayers", xco, yco-=20, 75, 19, &U.vrmlflag, 0.0, 0.0, 0, 0, "");
uiDefButS(block, TOG|BIT|1, 0, "Scale 1/100", xco, yco-=20, 75, 19, &U.vrmlflag, 0.0, 0.0, 0, 0, "");
uiDefButS(block, TOG|BIT|2, 0, "Two Sided", xco, yco-=20, 75, 19, &U.vrmlflag, 0.0, 0.0, 0, 0, "");
uiBlockSetDirection(block, UI_RIGHT);
uiTextBoundsBlock(block, 50); // checks for fontsize
return block;
}
The uiDef coordinates here are only relative. When this function is called, the interface
code automatically makes sure the buttons fit in the menu nicely.
Inside a menu uiBlock, other uiBlocks can be invoked to make a hierarchical menu.
-----------4.4 specials
15. KEYEVT
void uiDefKeyevtButS(uiBlock *block, int retval, char *str,
short x1, short y1, short x2, short y2, short *spoin, char *tip)
A special button, which stores a keyvalue in *spoin. When the button is pressed,
it displays the text 'Press any Key'. A keypress then stores the value.
16. LINK and INLINK
These button present a method of linking data in Blender, by drawing a line from one
icon to another. It consists of two button types:
LINK, the 'linking from' part, can be:
- a single pointer to data (only one line allowed)
- an array of pointers to data. The LINK buttons system keeps track of allocating
space for the array, and set the correct pointers in it.
INLINK, the 'linking to' part activates creating a link, when a user releases the mouse
cursor over it, while dragging a line from the LINK button.
These buttons are defined as follows:
uiBut but= uiDefIconBut(block, LINK, 0, ICON_LINK, x1, y1, w, h, NULL, 0, 0, 0, 0, "");
/* create the LINK icon */
uiSetButLink(but, void **pt, void ***ppt, short *totlink, short fromcode, short tocode);
**pt: pointer to pointer (only one link allowed)
***ppt: pointer to pointerpointer (an array of pointers)
(Either one of these values should be NULL)
fromcode: (currently unused)
tocode: a short indicating which blocks it can link to.
uiDefIconBut(block, INLINK, 0, ICON_INLINK, x1, y1, w, h, void *poin, short fromcode, 0, 0, 0, "");
poin: the pointer of the datablock you want to create links to
fromcode: a short identifying which LINK buttons can connect to it
17. IDPOIN
void uiDefIDPoinBut(uiBlock *block, uiIDPoinFuncFP func, int retval, char *str,
short x1, short y1, short x2, short y2, void *idpp, char *tip)
The ID struct is a generic part in structs like Object, Material, Mesh, etc.
Most linking options in Blender happens using ID's. (Mesh -> Material).
This special button in Blender visualizes an ID pointer with its name. Typing in
a new name, changes the pointer. For most ID types in Blender functions have been
written already, needed by this button, to check validity of names, and assign the pointer.
(BTW: the 'void *idpp' has to be a pointer to the ID pointer!)
Example function that can be put in 'func':
void test_scriptpoin_but(char *name, ID **idpp)
{
ID *id;
id= G.main->text.first;
while(id) {
if( strcmp(name, id->name+2)==0 ) {
*idpp= id;
return;
}
id= id->next;
}
*idpp= 0;
}
------------- 4.5 uiButton control fuctions
void uiButSetFunc(uiBut *but, void (*func)(void *arg1, void *arg2), void *arg1, void *arg2)
When the button is pressed and released, it calls this function, with the 2 arguments.
void uiButSetFlag(uiBut *but, int flag)
set a flag for further control of button behaviour:
flag:
UI_TEXT_LEFT
int uiButGetRetVal(uiBut *but)
gives return value
</body>
<br><br><br>

42
extern/CMakeLists.txt vendored
View File

@@ -24,25 +24,33 @@
#
# ***** END GPL LICENSE BLOCK *****
IF(WITH_BULLET)
ADD_SUBDIRECTORY(bullet2)
ENDIF(WITH_BULLET)
# Otherwise we get warnings here that we cant fix in external projects
remove_strict_flags()
IF(CMAKE_SYSTEM_NAME MATCHES "Linux")
ADD_SUBDIRECTORY(binreloc)
ENDIF(CMAKE_SYSTEM_NAME MATCHES "Linux")
if(WITH_BULLET)
add_subdirectory(bullet2)
endif()
ADD_SUBDIRECTORY(glew)
ADD_SUBDIRECTORY(recastnavigation)
if(CMAKE_SYSTEM_NAME MATCHES "Linux")
add_subdirectory(binreloc)
endif()
IF(WITH_IMAGE_OPENJPEG)
ADD_SUBDIRECTORY(libopenjpeg)
ENDIF(WITH_IMAGE_OPENJPEG)
add_subdirectory(glew)
add_subdirectory(recastnavigation)
IF(WITH_LZO)
ADD_SUBDIRECTORY(lzo)
ENDIF(WITH_LZO)
IF(WITH_LZMA)
ADD_SUBDIRECTORY(lzma)
ENDIF(WITH_LZMA)
if(WITH_IMAGE_OPENJPEG)
add_subdirectory(libopenjpeg)
endif()
if(WITH_IMAGE_REDCODE)
add_subdirectory(libredcode)
endif()
if(WITH_LZO)
add_subdirectory(lzo)
endif()
if(WITH_LZMA)
add_subdirectory(lzma)
endif()

View File

@@ -59,6 +59,7 @@
#include <cstring>
#include <string>
#include <limits>
#include <cstddef>
#if (defined(_CPPUNWIND) || defined(__EXCEPTIONS)) && !defined(EIGEN_NO_EXCEPTIONS)
#define EIGEN_EXCEPTIONS

72
extern/Makefile vendored
View File

@@ -1,72 +0,0 @@
# $Id$
#
# ***** BEGIN GPL LICENSE BLOCK *****
#
# This program is free software; you can redistribute it and/or
# modify it under the terms of the GNU General Public License
# as published by the Free Software Foundation; either version 2
# of the License, or (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program; if not, write to the Free Software Foundation,
# Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
#
# The Original Code is Copyright (C) 2002 by Hans Lambermont
# All rights reserved.
#
# The Original Code is: all of this file.
#
# Contributor(s): none yet.
#
# ***** END GPL LICENSE BLOCK *****
# Bounces make to subdirectories. Also installs after succesful all target.
include nan_definitions.mk
SOURCEDIR = extern
DIR = $(OCGDIR)/extern
DIRS = glew/src
# Cloth requires it
ifeq ($(NAN_USE_BULLET), true)
DIRS += bullet2
endif
ifeq ($(WITH_BINRELOC), true)
DIRS += binreloc
endif
ifeq ($(WITH_OPENJPEG), true)
ifndef BF_OPENJPEG
DIRS += libopenjpeg
endif
endif
ifeq ($(WITH_LZO), true)
DIRS += lzo/minilzo
endif
ifeq ($(WITH_LZMA), true)
DIRS += lzma
endif
TARGET = solid
all::
@[ -d $(OCGDIR)/extern ] || mkdir -p $(OCGDIR)/extern
@for i in $(DIRS); do \
echo "====> $(MAKE) $@ in $(SOURCEDIR)/$$i" ;\
$(MAKE) -C $$i install || exit 1; \
done
clean test debug::
@[ -d $(OCGDIR)/extern ] || mkdir -p $(OCGDIR)/extern
@for i in $(DIRS); do \
echo "====> $(MAKE) $@ in $(SOURCEDIR)/$$i" ;\
$(MAKE) -C $$i $@ || exit 1; \
done

View File

@@ -18,15 +18,17 @@
# All rights reserved.
#
SET(SRC
set(SRC
binreloc.c
include/binreloc.h
)
SET(INC
set(INC
./include
)
ADD_DEFINITIONS(-DENABLE_BINRELOC)
add_definitions(-DENABLE_BINRELOC)
BLENDERLIB(extern_binreloc "${SRC}" "${INC}")
blender_add_lib(extern_binreloc "${SRC}" "${INC}")

View File

@@ -1,38 +0,0 @@
# -*- mode: gnumakefile; tab-width: 8; indent-tabs-mode: t; -*-
# vim: tabstop=8
#
# ***** BEGIN GPL LICENSE BLOCK *****
#
# This program is free software; you can redistribute it and/or
# modify it under the terms of the GNU General Public License
# as published by the Free Software Foundation; either version 2
# of the License, or (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program; if not, write to the Free Software Foundation,
# Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
#
# The Original Code is Copyright (C) 2008 by The Blender Foundation
# All rights reserved.
#
#
LIBNAME = binreloc
DIR = $(OCGDIR)/extern/$(LIBNAME)
include nan_definitions.mk
CPPFLAGS += -DENABLE_BINRELOC -I./include
include nan_compile.mk
install: $(ALL_OR_DEBUG)
@[ -d $(DIR) ] || mkdir $(DIR)
@[ -d $(DIR)/include ] || mkdir $(DIR)/include
@../../intern/tools/cpifdiff.sh include/*.h $(DIR)/include/

View File

@@ -24,20 +24,304 @@
#
# ***** END GPL LICENSE BLOCK *****
SET(INC . src)
FILE(GLOB SRC
src/LinearMath/*.cpp
src/BulletCollision/BroadphaseCollision/*.cpp
src/BulletCollision/CollisionShapes/*.cpp
src/BulletCollision/NarrowPhaseCollision/*.cpp
src/BulletCollision/Gimpact/*.cpp
src/BulletCollision/CollisionDispatch/*.cpp
src/BulletDynamics/ConstraintSolver/*.cpp
src/BulletDynamics/Vehicle/*.cpp
src/BulletDynamics/Dynamics/*.cpp
src/BulletSoftBody/*.cpp
set(INC
.
src
)
BLENDERLIB(extern_bullet "${SRC}" "${INC}")
set(SRC
src/BulletCollision/BroadphaseCollision/btAxisSweep3.cpp
src/BulletCollision/BroadphaseCollision/btBroadphaseProxy.cpp
src/BulletCollision/BroadphaseCollision/btCollisionAlgorithm.cpp
src/BulletCollision/BroadphaseCollision/btDbvt.cpp
src/BulletCollision/BroadphaseCollision/btDbvtBroadphase.cpp
src/BulletCollision/BroadphaseCollision/btDispatcher.cpp
src/BulletCollision/BroadphaseCollision/btMultiSapBroadphase.cpp
src/BulletCollision/BroadphaseCollision/btOverlappingPairCache.cpp
src/BulletCollision/BroadphaseCollision/btQuantizedBvh.cpp
src/BulletCollision/BroadphaseCollision/btSimpleBroadphase.cpp
src/BulletCollision/CollisionDispatch/SphereTriangleDetector.cpp
src/BulletCollision/CollisionDispatch/btActivatingCollisionAlgorithm.cpp
src/BulletCollision/CollisionDispatch/btBoxBoxCollisionAlgorithm.cpp
src/BulletCollision/CollisionDispatch/btBoxBoxDetector.cpp
src/BulletCollision/CollisionDispatch/btCollisionDispatcher.cpp
src/BulletCollision/CollisionDispatch/btCollisionObject.cpp
src/BulletCollision/CollisionDispatch/btCollisionWorld.cpp
src/BulletCollision/CollisionDispatch/btCompoundCollisionAlgorithm.cpp
src/BulletCollision/CollisionDispatch/btConvexConcaveCollisionAlgorithm.cpp
src/BulletCollision/CollisionDispatch/btConvexConvexAlgorithm.cpp
src/BulletCollision/CollisionDispatch/btConvexPlaneCollisionAlgorithm.cpp
src/BulletCollision/CollisionDispatch/btDefaultCollisionConfiguration.cpp
src/BulletCollision/CollisionDispatch/btEmptyCollisionAlgorithm.cpp
src/BulletCollision/CollisionDispatch/btGhostObject.cpp
src/BulletCollision/CollisionDispatch/btManifoldResult.cpp
src/BulletCollision/CollisionDispatch/btSimulationIslandManager.cpp
src/BulletCollision/CollisionDispatch/btSphereBoxCollisionAlgorithm.cpp
src/BulletCollision/CollisionDispatch/btSphereSphereCollisionAlgorithm.cpp
src/BulletCollision/CollisionDispatch/btSphereTriangleCollisionAlgorithm.cpp
src/BulletCollision/CollisionDispatch/btUnionFind.cpp
src/BulletCollision/CollisionShapes/btBoxShape.cpp
src/BulletCollision/CollisionShapes/btBvhTriangleMeshShape.cpp
src/BulletCollision/CollisionShapes/btCapsuleShape.cpp
src/BulletCollision/CollisionShapes/btCollisionShape.cpp
src/BulletCollision/CollisionShapes/btCompoundShape.cpp
src/BulletCollision/CollisionShapes/btConcaveShape.cpp
src/BulletCollision/CollisionShapes/btConeShape.cpp
src/BulletCollision/CollisionShapes/btConvexHullShape.cpp
src/BulletCollision/CollisionShapes/btConvexInternalShape.cpp
src/BulletCollision/CollisionShapes/btConvexPointCloudShape.cpp
src/BulletCollision/CollisionShapes/btConvexShape.cpp
src/BulletCollision/CollisionShapes/btConvexTriangleMeshShape.cpp
src/BulletCollision/CollisionShapes/btCylinderShape.cpp
src/BulletCollision/CollisionShapes/btEmptyShape.cpp
src/BulletCollision/CollisionShapes/btHeightfieldTerrainShape.cpp
src/BulletCollision/CollisionShapes/btMinkowskiSumShape.cpp
src/BulletCollision/CollisionShapes/btMultiSphereShape.cpp
src/BulletCollision/CollisionShapes/btMultimaterialTriangleMeshShape.cpp
src/BulletCollision/CollisionShapes/btOptimizedBvh.cpp
src/BulletCollision/CollisionShapes/btPolyhedralConvexShape.cpp
src/BulletCollision/CollisionShapes/btScaledBvhTriangleMeshShape.cpp
src/BulletCollision/CollisionShapes/btShapeHull.cpp
src/BulletCollision/CollisionShapes/btSphereShape.cpp
src/BulletCollision/CollisionShapes/btStaticPlaneShape.cpp
src/BulletCollision/CollisionShapes/btStridingMeshInterface.cpp
src/BulletCollision/CollisionShapes/btTetrahedronShape.cpp
src/BulletCollision/CollisionShapes/btTriangleBuffer.cpp
src/BulletCollision/CollisionShapes/btTriangleCallback.cpp
src/BulletCollision/CollisionShapes/btTriangleIndexVertexArray.cpp
src/BulletCollision/CollisionShapes/btTriangleIndexVertexMaterialArray.cpp
src/BulletCollision/CollisionShapes/btTriangleMesh.cpp
src/BulletCollision/CollisionShapes/btTriangleMeshShape.cpp
src/BulletCollision/CollisionShapes/btUniformScalingShape.cpp
src/BulletCollision/Gimpact/btContactProcessing.cpp
src/BulletCollision/Gimpact/btGImpactBvh.cpp
src/BulletCollision/Gimpact/btGImpactCollisionAlgorithm.cpp
src/BulletCollision/Gimpact/btGImpactQuantizedBvh.cpp
src/BulletCollision/Gimpact/btGImpactShape.cpp
src/BulletCollision/Gimpact/btGenericPoolAllocator.cpp
src/BulletCollision/Gimpact/btTriangleShapeEx.cpp
src/BulletCollision/Gimpact/gim_box_set.cpp
src/BulletCollision/Gimpact/gim_contact.cpp
src/BulletCollision/Gimpact/gim_memory.cpp
src/BulletCollision/Gimpact/gim_tri_collision.cpp
src/BulletCollision/NarrowPhaseCollision/btContinuousConvexCollision.cpp
src/BulletCollision/NarrowPhaseCollision/btConvexCast.cpp
src/BulletCollision/NarrowPhaseCollision/btGjkConvexCast.cpp
src/BulletCollision/NarrowPhaseCollision/btGjkEpa.cpp
src/BulletCollision/NarrowPhaseCollision/btGjkEpa2.cpp
src/BulletCollision/NarrowPhaseCollision/btGjkEpaPenetrationDepthSolver.cpp
src/BulletCollision/NarrowPhaseCollision/btGjkPairDetector.cpp
src/BulletCollision/NarrowPhaseCollision/btMinkowskiPenetrationDepthSolver.cpp
src/BulletCollision/NarrowPhaseCollision/btPersistentManifold.cpp
src/BulletCollision/NarrowPhaseCollision/btRaycastCallback.cpp
src/BulletCollision/NarrowPhaseCollision/btSubSimplexConvexCast.cpp
src/BulletCollision/NarrowPhaseCollision/btVoronoiSimplexSolver.cpp
src/BulletDynamics/ConstraintSolver/btConeTwistConstraint.cpp
src/BulletDynamics/ConstraintSolver/btContactConstraint.cpp
src/BulletDynamics/ConstraintSolver/btGeneric6DofConstraint.cpp
src/BulletDynamics/ConstraintSolver/btHingeConstraint.cpp
src/BulletDynamics/ConstraintSolver/btPoint2PointConstraint.cpp
src/BulletDynamics/ConstraintSolver/btSequentialImpulseConstraintSolver.cpp
src/BulletDynamics/ConstraintSolver/btSliderConstraint.cpp
src/BulletDynamics/ConstraintSolver/btSolve2LinearConstraint.cpp
src/BulletDynamics/ConstraintSolver/btTypedConstraint.cpp
src/BulletDynamics/Dynamics/Bullet-C-API.cpp
src/BulletDynamics/Dynamics/btContinuousDynamicsWorld.cpp
src/BulletDynamics/Dynamics/btDiscreteDynamicsWorld.cpp
src/BulletDynamics/Dynamics/btRigidBody.cpp
src/BulletDynamics/Dynamics/btSimpleDynamicsWorld.cpp
src/BulletDynamics/Vehicle/btRaycastVehicle.cpp
src/BulletDynamics/Vehicle/btWheelInfo.cpp
src/BulletSoftBody/btSoftBody.cpp
src/BulletSoftBody/btSoftBodyConcaveCollisionAlgorithm.cpp
src/BulletSoftBody/btSoftBodyHelpers.cpp
src/BulletSoftBody/btSoftBodyRigidBodyCollisionConfiguration.cpp
src/BulletSoftBody/btSoftRigidCollisionAlgorithm.cpp
src/BulletSoftBody/btSoftRigidDynamicsWorld.cpp
src/BulletSoftBody/btSoftSoftCollisionAlgorithm.cpp
src/LinearMath/btAlignedAllocator.cpp
src/LinearMath/btConvexHull.cpp
src/LinearMath/btGeometryUtil.cpp
src/LinearMath/btQuickprof.cpp
src/Bullet-C-Api.h
src/BulletCollision/BroadphaseCollision/btAxisSweep3.h
src/BulletCollision/BroadphaseCollision/btBroadphaseInterface.h
src/BulletCollision/BroadphaseCollision/btBroadphaseProxy.h
src/BulletCollision/BroadphaseCollision/btCollisionAlgorithm.h
src/BulletCollision/BroadphaseCollision/btDbvt.h
src/BulletCollision/BroadphaseCollision/btDbvtBroadphase.h
src/BulletCollision/BroadphaseCollision/btDispatcher.h
src/BulletCollision/BroadphaseCollision/btMultiSapBroadphase.h
src/BulletCollision/BroadphaseCollision/btOverlappingPairCache.h
src/BulletCollision/BroadphaseCollision/btOverlappingPairCallback.h
src/BulletCollision/BroadphaseCollision/btQuantizedBvh.h
src/BulletCollision/BroadphaseCollision/btSimpleBroadphase.h
src/BulletCollision/CollisionDispatch/SphereTriangleDetector.h
src/BulletCollision/CollisionDispatch/btActivatingCollisionAlgorithm.h
src/BulletCollision/CollisionDispatch/btBoxBoxCollisionAlgorithm.h
src/BulletCollision/CollisionDispatch/btBoxBoxDetector.h
src/BulletCollision/CollisionDispatch/btCollisionConfiguration.h
src/BulletCollision/CollisionDispatch/btCollisionCreateFunc.h
src/BulletCollision/CollisionDispatch/btCollisionDispatcher.h
src/BulletCollision/CollisionDispatch/btCollisionObject.h
src/BulletCollision/CollisionDispatch/btCollisionWorld.h
src/BulletCollision/CollisionDispatch/btCompoundCollisionAlgorithm.h
src/BulletCollision/CollisionDispatch/btConvexConcaveCollisionAlgorithm.h
src/BulletCollision/CollisionDispatch/btConvexConvexAlgorithm.h
src/BulletCollision/CollisionDispatch/btConvexPlaneCollisionAlgorithm.h
src/BulletCollision/CollisionDispatch/btDefaultCollisionConfiguration.h
src/BulletCollision/CollisionDispatch/btEmptyCollisionAlgorithm.h
src/BulletCollision/CollisionDispatch/btGhostObject.h
src/BulletCollision/CollisionDispatch/btManifoldResult.h
src/BulletCollision/CollisionDispatch/btSimulationIslandManager.h
src/BulletCollision/CollisionDispatch/btSphereBoxCollisionAlgorithm.h
src/BulletCollision/CollisionDispatch/btSphereSphereCollisionAlgorithm.h
src/BulletCollision/CollisionDispatch/btSphereTriangleCollisionAlgorithm.h
src/BulletCollision/CollisionDispatch/btUnionFind.h
src/BulletCollision/CollisionShapes/btBoxShape.h
src/BulletCollision/CollisionShapes/btBvhTriangleMeshShape.h
src/BulletCollision/CollisionShapes/btCapsuleShape.h
src/BulletCollision/CollisionShapes/btCollisionMargin.h
src/BulletCollision/CollisionShapes/btCollisionShape.h
src/BulletCollision/CollisionShapes/btCompoundShape.h
src/BulletCollision/CollisionShapes/btConcaveShape.h
src/BulletCollision/CollisionShapes/btConeShape.h
src/BulletCollision/CollisionShapes/btConvexHullShape.h
src/BulletCollision/CollisionShapes/btConvexInternalShape.h
src/BulletCollision/CollisionShapes/btConvexPointCloudShape.h
src/BulletCollision/CollisionShapes/btConvexShape.h
src/BulletCollision/CollisionShapes/btConvexTriangleMeshShape.h
src/BulletCollision/CollisionShapes/btCylinderShape.h
src/BulletCollision/CollisionShapes/btEmptyShape.h
src/BulletCollision/CollisionShapes/btHeightfieldTerrainShape.h
src/BulletCollision/CollisionShapes/btMaterial.h
src/BulletCollision/CollisionShapes/btMinkowskiSumShape.h
src/BulletCollision/CollisionShapes/btMultiSphereShape.h
src/BulletCollision/CollisionShapes/btMultimaterialTriangleMeshShape.h
src/BulletCollision/CollisionShapes/btOptimizedBvh.h
src/BulletCollision/CollisionShapes/btPolyhedralConvexShape.h
src/BulletCollision/CollisionShapes/btScaledBvhTriangleMeshShape.h
src/BulletCollision/CollisionShapes/btShapeHull.h
src/BulletCollision/CollisionShapes/btSphereShape.h
src/BulletCollision/CollisionShapes/btStaticPlaneShape.h
src/BulletCollision/CollisionShapes/btStridingMeshInterface.h
src/BulletCollision/CollisionShapes/btTetrahedronShape.h
src/BulletCollision/CollisionShapes/btTriangleBuffer.h
src/BulletCollision/CollisionShapes/btTriangleCallback.h
src/BulletCollision/CollisionShapes/btTriangleIndexVertexArray.h
src/BulletCollision/CollisionShapes/btTriangleIndexVertexMaterialArray.h
src/BulletCollision/CollisionShapes/btTriangleMesh.h
src/BulletCollision/CollisionShapes/btTriangleMeshShape.h
src/BulletCollision/CollisionShapes/btTriangleShape.h
src/BulletCollision/CollisionShapes/btUniformScalingShape.h
src/BulletCollision/Gimpact/btBoxCollision.h
src/BulletCollision/Gimpact/btClipPolygon.h
src/BulletCollision/Gimpact/btContactProcessing.h
src/BulletCollision/Gimpact/btGImpactBvh.h
src/BulletCollision/Gimpact/btGImpactCollisionAlgorithm.h
src/BulletCollision/Gimpact/btGImpactMassUtil.h
src/BulletCollision/Gimpact/btGImpactQuantizedBvh.h
src/BulletCollision/Gimpact/btGImpactShape.h
src/BulletCollision/Gimpact/btGenericPoolAllocator.h
src/BulletCollision/Gimpact/btGeometryOperations.h
src/BulletCollision/Gimpact/btQuantization.h
src/BulletCollision/Gimpact/btTriangleShapeEx.h
src/BulletCollision/Gimpact/gim_array.h
src/BulletCollision/Gimpact/gim_basic_geometry_operations.h
src/BulletCollision/Gimpact/gim_bitset.h
src/BulletCollision/Gimpact/gim_box_collision.h
src/BulletCollision/Gimpact/gim_box_set.h
src/BulletCollision/Gimpact/gim_clip_polygon.h
src/BulletCollision/Gimpact/gim_contact.h
src/BulletCollision/Gimpact/gim_geom_types.h
src/BulletCollision/Gimpact/gim_geometry.h
src/BulletCollision/Gimpact/gim_hash_table.h
src/BulletCollision/Gimpact/gim_linear_math.h
src/BulletCollision/Gimpact/gim_math.h
src/BulletCollision/Gimpact/gim_memory.h
src/BulletCollision/Gimpact/gim_radixsort.h
src/BulletCollision/Gimpact/gim_tri_collision.h
src/BulletCollision/NarrowPhaseCollision/btContinuousConvexCollision.h
src/BulletCollision/NarrowPhaseCollision/btConvexCast.h
src/BulletCollision/NarrowPhaseCollision/btConvexPenetrationDepthSolver.h
src/BulletCollision/NarrowPhaseCollision/btDiscreteCollisionDetectorInterface.h
src/BulletCollision/NarrowPhaseCollision/btGjkConvexCast.h
src/BulletCollision/NarrowPhaseCollision/btGjkEpa.h
src/BulletCollision/NarrowPhaseCollision/btGjkEpa2.h
src/BulletCollision/NarrowPhaseCollision/btGjkEpaPenetrationDepthSolver.h
src/BulletCollision/NarrowPhaseCollision/btGjkPairDetector.h
src/BulletCollision/NarrowPhaseCollision/btManifoldPoint.h
src/BulletCollision/NarrowPhaseCollision/btMinkowskiPenetrationDepthSolver.h
src/BulletCollision/NarrowPhaseCollision/btPersistentManifold.h
src/BulletCollision/NarrowPhaseCollision/btPointCollector.h
src/BulletCollision/NarrowPhaseCollision/btRaycastCallback.h
src/BulletCollision/NarrowPhaseCollision/btSimplexSolverInterface.h
src/BulletCollision/NarrowPhaseCollision/btSubSimplexConvexCast.h
src/BulletCollision/NarrowPhaseCollision/btVoronoiSimplexSolver.h
src/BulletDynamics/ConstraintSolver/btConeTwistConstraint.h
src/BulletDynamics/ConstraintSolver/btConstraintSolver.h
src/BulletDynamics/ConstraintSolver/btContactConstraint.h
src/BulletDynamics/ConstraintSolver/btContactSolverInfo.h
src/BulletDynamics/ConstraintSolver/btGeneric6DofConstraint.h
src/BulletDynamics/ConstraintSolver/btHingeConstraint.h
src/BulletDynamics/ConstraintSolver/btJacobianEntry.h
src/BulletDynamics/ConstraintSolver/btPoint2PointConstraint.h
src/BulletDynamics/ConstraintSolver/btSequentialImpulseConstraintSolver.h
src/BulletDynamics/ConstraintSolver/btSliderConstraint.h
src/BulletDynamics/ConstraintSolver/btSolve2LinearConstraint.h
src/BulletDynamics/ConstraintSolver/btSolverBody.h
src/BulletDynamics/ConstraintSolver/btSolverConstraint.h
src/BulletDynamics/ConstraintSolver/btTypedConstraint.h
src/BulletDynamics/Dynamics/btActionInterface.h
src/BulletDynamics/Dynamics/btContinuousDynamicsWorld.h
src/BulletDynamics/Dynamics/btDiscreteDynamicsWorld.h
src/BulletDynamics/Dynamics/btDynamicsWorld.h
src/BulletDynamics/Dynamics/btRigidBody.h
src/BulletDynamics/Dynamics/btSimpleDynamicsWorld.h
src/BulletDynamics/Vehicle/btRaycastVehicle.h
src/BulletDynamics/Vehicle/btVehicleRaycaster.h
src/BulletDynamics/Vehicle/btWheelInfo.h
src/BulletSoftBody/btSoftBody.h
src/BulletSoftBody/btSoftBodyConcaveCollisionAlgorithm.h
src/BulletSoftBody/btSoftBodyHelpers.h
src/BulletSoftBody/btSoftBodyInternals.h
src/BulletSoftBody/btSoftBodyRigidBodyCollisionConfiguration.h
src/BulletSoftBody/btSoftRigidCollisionAlgorithm.h
src/BulletSoftBody/btSoftRigidDynamicsWorld.h
src/BulletSoftBody/btSoftSoftCollisionAlgorithm.h
src/BulletSoftBody/btSparseSDF.h
src/LinearMath/btAabbUtil2.h
src/LinearMath/btAlignedAllocator.h
src/LinearMath/btAlignedObjectArray.h
src/LinearMath/btConvexHull.h
src/LinearMath/btDefaultMotionState.h
src/LinearMath/btGeometryUtil.h
src/LinearMath/btHashMap.h
src/LinearMath/btIDebugDraw.h
src/LinearMath/btList.h
src/LinearMath/btMatrix3x3.h
src/LinearMath/btMinMax.h
src/LinearMath/btMotionState.h
src/LinearMath/btPoint3.h
src/LinearMath/btPoolAllocator.h
src/LinearMath/btQuadWord.h
src/LinearMath/btQuaternion.h
src/LinearMath/btQuickprof.h
src/LinearMath/btRandom.h
src/LinearMath/btScalar.h
src/LinearMath/btSimdMinMax.h
src/LinearMath/btStackAlloc.h
src/LinearMath/btTransform.h
src/LinearMath/btTransformUtil.h
src/LinearMath/btVector3.h
src/btBulletCollisionCommon.h
src/btBulletDynamicsCommon.h
)
if(CMAKE_COMPILER_IS_GNUCXX)
# needed for gcc 4.6+
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -fpermissive")
endif()
blender_add_lib(extern_bullet "${SRC}" "${INC}")

View File

@@ -1,65 +0,0 @@
# -*- mode: gnumakefile; tab-width: 8; indent-tabs-mode: t; -*-
# vim: tabstop=8
#
# $Id$
#
# ***** BEGIN GPL LICENSE BLOCK *****
#
# This program is free software; you can redistribute it and/or
# modify it under the terms of the GNU General Public License
# as published by the Free Software Foundation; either version 2
# of the License, or (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program; if not, write to the Free Software Foundation,
# Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
#
# The Original Code is Copyright (C) 2002 by Hans Lambermont
# All rights reserved.
#
# The Original Code is: all of this file.
#
# Contributor(s):
#
# ***** END GPL LICENSE BLOCK *****
LIBNAME = bullet2
include nan_definitions.mk
SOURCEDIR = extern/$(LIBNAME)
DIR = $(OCGDIR)/extern/$(LIBNAME)
DIRS = src
DISTDIR = src
BULLETDIRS = \
LinearMath \
BulletCollision/BroadphaseCollision \
BulletCollision/CollisionShapes \
BulletCollision/NarrowPhaseCollision \
BulletCollision/Gimpact \
BulletCollision//CollisionDispatch \
BulletDynamics/ConstraintSolver \
BulletDynamics/Vehicle \
BulletDynamics/Dynamics \
BulletSoftBody
include nan_subdirs.mk
CP = $(NANBLENDERHOME)/intern/tools/cpifdiff.sh
install: $(ALL_OR_DEBUG)
@[ -d $(NAN_BULLET2) ] || mkdir -p $(NAN_BULLET2)
@[ -d $(NAN_BULLET2)/include ] || mkdir -p $(NAN_BULLET2)/include
@for i in $(BULLETDIRS); do \
[ -d $(NAN_BULLET2)/include/$$i ] || mkdir -p $(NAN_BULLET2)/include/$$i; \
$(CP) $(DISTDIR)/$$i/*.h $(NAN_BULLET2)/include/$$i; \
done
@[ -d $(NAN_BULLET2)/lib ] || mkdir -p $(NAN_BULLET2)/lib
@$(CP) $(DISTDIR)/*.h $(NAN_BULLET2)/include
@$(CP) $(OCGDIR)/extern/bullet2/libbullet2.a $(NAN_BULLET2)/lib
ifeq ($(OS),darwin)
ranlib $(NAN_BULLET2)/lib/libbullet2.a
endif

View File

@@ -1,1239 +0,0 @@
<?xml version="1.0" encoding="Windows-1252"?>
<VisualStudioProject
ProjectType="Visual C++"
Version="7.10"
Name="bullet2"
ProjectGUID="{FFD3C64A-30E2-4BC7-BC8F-51818C320400}"
SccProjectName=""
SccLocalPath="">
<Platforms>
<Platform
Name="Win32"/>
</Platforms>
<Configurations>
<Configuration
Name="Blender Debug|Win32"
OutputDirectory="..\..\..\..\..\build\msvc_7\extern\bullet\debug"
IntermediateDirectory="..\..\..\..\..\build\msvc_7\extern\bullet\debug"
ConfigurationType="4"
UseOfMFC="0"
ATLMinimizesCRunTimeLibraryUsage="FALSE"
CharacterSet="2">
<Tool
Name="VCCLCompilerTool"
Optimization="0"
AdditionalIncludeDirectories="..\..\src"
PreprocessorDefinitions="_DEBUG;_LIB;WIN32;BUM_INLINED;USE_ALGEBRAIC"
ExceptionHandling="FALSE"
BasicRuntimeChecks="3"
RuntimeLibrary="1"
UsePrecompiledHeader="2"
PrecompiledHeaderFile="..\..\..\..\..\build\msvc_7\extern\bullet\debug\Bullet.pch"
AssemblerListingLocation="..\..\..\..\..\build\msvc_7\extern\bullet\debug\"
ObjectFile="..\..\..\..\..\build\msvc_7\extern\bullet\debug\"
ProgramDataBaseFileName="..\..\..\..\..\build\msvc_7\extern\bullet\debug\"
WarningLevel="3"
SuppressStartupBanner="TRUE"
DebugInformationFormat="4"
CompileAs="0"/>
<Tool
Name="VCCustomBuildTool"/>
<Tool
Name="VCLibrarianTool"
OutputFile="..\..\..\..\..\build\msvc_7\libs\extern\debug\Bullet.lib"
SuppressStartupBanner="TRUE"/>
<Tool
Name="VCMIDLTool"/>
<Tool
Name="VCPostBuildEventTool"
CommandLine="ECHO Copying header files
IF NOT EXIST ..\..\..\..\..\build\msvc_7\extern\bullet2\include MKDIR ..\..\..\..\..\build\msvc_7\extern\bullet\include
IF NOT EXIST ..\..\..\..\..\build\msvc_7\extern\bullet2\include\BulletCollision MKDIR ..\..\..\..\..\build\msvc_7\extern\bullet\include\BulletCollision
IF NOT EXIST ..\..\..\..\..\build\msvc_7\extern\bullet2\include\BulletCollision\BroadphaseCollision MKDIR ..\..\..\..\..\build\msvc_7\extern\bullet\include\BulletCollision\BroadphaseCollision
IF NOT EXIST ..\..\..\..\..\build\msvc_7\extern\bullet2\include\BulletCollision\NarrowPhaseCollision MKDIR ..\..\..\..\..\build\msvc_7\extern\bullet\include\BulletCollision\NarrowPhaseCollision
IF NOT EXIST ..\..\..\..\..\build\msvc_7\extern\bullet2\include\BulletCollision\CollisionDispatch MKDIR ..\..\..\..\..\build\msvc_7\extern\bullet\include\BulletCollision\CollisionDispatch
IF NOT EXIST ..\..\..\..\..\build\msvc_7\extern\bullet2\include\BulletCollision\CollisionShapes MKDIR ..\..\..\..\..\build\msvc_7\extern\bullet\include\BulletCollision\CollisionShapes
IF NOT EXIST ..\..\..\..\..\build\msvc_7\extern\bullet2\include\BulletCollision\Gimpact MKDIR ..\..\..\..\..\build\msvc_7\extern\bullet\include\BulletCollision\Gimpact
IF NOT EXIST ..\..\..\..\..\build\msvc_7\extern\bullet2\include\BulletDynamics MKDIR ..\..\..\..\..\build\msvc_7\extern\bullet\include\BulletDynamics
IF NOT EXIST ..\..\..\..\..\build\msvc_7\extern\bullet2\include\BulletDynamics\ConstraintSolver MKDIR ..\..\..\..\..\build\msvc_7\extern\bullet\include\BulletDynamics\ConstraintSolver
IF NOT EXIST ..\..\..\..\..\build\msvc_7\extern\bullet2\include\BulletDynamics\Dynamics MKDIR ..\..\..\..\..\build\msvc_7\extern\bullet\include\BulletDynamics\Dynamics
IF NOT EXIST ..\..\..\..\..\build\msvc_7\extern\bullet2\include\BulletDynamics\Vehicle MKDIR ..\..\..\..\..\build\msvc_7\extern\bullet\include\BulletDynamics\Vehicle
IF NOT EXIST ..\..\..\..\..\build\msvc_7\extern\bullet2\include\LinearMath MKDIR ..\..\..\..\..\build\msvc_7\extern\bullet\include\LinearMath
IF NOT EXIST ..\..\..\..\..\build\msvc_7\extern\bullet2\include\BulletSoftBody MKDIR ..\..\..\..\..\build\msvc_7\extern\bullet\include\BulletSoftBody
XCOPY /Y ..\..\src\*.h ..\..\..\..\..\build\msvc_7\extern\bullet\include
XCOPY /Y ..\..\src\BulletSoftBody\*.h ..\..\..\..\..\build\msvc_7\extern\bullet\include\BulletSoftBody
XCOPY /Y ..\..\src\LinearMath\*.h ..\..\..\..\..\build\msvc_7\extern\bullet\include\LinearMath
XCOPY /Y ..\..\src\BulletCollision\BroadphaseCollision\*.h ..\..\..\..\..\build\msvc_7\extern\bullet\include\BulletCollision\BroadphaseCollision
XCOPY /Y ..\..\src\BulletCollision\NarrowPhaseCollision\*.h ..\..\..\..\..\build\msvc_7\extern\bullet\include\BulletCollision\NarrowPhaseCollision
XCOPY /Y ..\..\src\BulletCollision\NarrowPhaseCollision\*.h ..\..\..\..\..\build\msvc_7\extern\bullet\include\BulletCollision\NarrowPhaseCollision
XCOPY /Y ..\..\src\BulletCollision\CollisionDispatch\*.h ..\..\..\..\..\build\msvc_7\extern\bullet\include\BulletCollision\CollisionDispatch
XCOPY /Y ..\..\src\BulletCollision\CollisionShapes\*.h ..\..\..\..\..\build\msvc_7\extern\bullet\include\BulletCollision\CollisionShapes
XCOPY /Y ..\..\src\BulletCollision\Gimpact\*.h ..\..\..\..\..\build\msvc_7\extern\bullet\include\BulletCollision\Gimpact
XCOPY /Y ..\..\src\BulletDynamics\ConstraintSolver\*.h ..\..\..\..\..\build\msvc_7\extern\bullet\include\BulletDynamics\ConstraintSolver
XCOPY /Y ..\..\src\BulletDynamics\Dynamics\*.h ..\..\..\..\..\build\msvc_7\extern\bullet\include\BulletDynamics\Dynamics
XCOPY /Y ..\..\src\BulletDynamics\Vehicle\*.h ..\..\..\..\..\build\msvc_7\extern\bullet\include\BulletDynamics\Vehicle
ECHO Done
"/>
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PreprocessorDefinitions="_DEBUG"
Culture="1033"/>
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IF NOT EXIST ..\..\..\..\..\build\msvc_7\extern\bullet2\include MKDIR ..\..\..\..\..\build\msvc_7\extern\bullet\include
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IF NOT EXIST ..\..\..\..\..\build\msvc_7\extern\bullet2\include\BulletCollision\NarrowPhaseCollision MKDIR ..\..\..\..\..\build\msvc_7\extern\bullet\include\BulletCollision\NarrowPhaseCollision
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IF NOT EXIST ..\..\..\..\..\build\msvc_7\extern\bullet2\include\BulletCollision\CollisionShapes MKDIR ..\..\..\..\..\build\msvc_7\extern\bullet\include\BulletCollision\CollisionShapes
IF NOT EXIST ..\..\..\..\..\build\msvc_7\extern\bullet2\include\BulletCollision\Gimpact MKDIR ..\..\..\..\..\build\msvc_7\extern\bullet\include\BulletCollision\Gimpact
IF NOT EXIST ..\..\..\..\..\build\msvc_7\extern\bullet2\include\BulletDynamics MKDIR ..\..\..\..\..\build\msvc_7\extern\bullet\include\BulletDynamics
IF NOT EXIST ..\..\..\..\..\build\msvc_7\extern\bullet2\include\BulletDynamics\ConstraintSolver MKDIR ..\..\..\..\..\build\msvc_7\extern\bullet\include\BulletDynamics\ConstraintSolver
IF NOT EXIST ..\..\..\..\..\build\msvc_7\extern\bullet2\include\BulletDynamics\Dynamics MKDIR ..\..\..\..\..\build\msvc_7\extern\bullet\include\BulletDynamics\Dynamics
IF NOT EXIST ..\..\..\..\..\build\msvc_7\extern\bullet2\include\BulletDynamics\Vehicle MKDIR ..\..\..\..\..\build\msvc_7\extern\bullet\include\BulletDynamics\Vehicle
IF NOT EXIST ..\..\..\..\..\build\msvc_7\extern\bullet2\include\LinearMath MKDIR ..\..\..\..\..\build\msvc_7\extern\bullet\include\LinearMath
IF NOT EXIST ..\..\..\..\..\build\msvc_7\extern\bullet2\include\BulletSoftBody MKDIR ..\..\..\..\..\build\msvc_7\extern\bullet\include\BulletSoftBody
XCOPY /Y ..\..\src\*.h ..\..\..\..\..\build\msvc_7\extern\bullet\include
XCOPY /Y ..\..\src\BulletSoftBody\*.h ..\..\..\..\..\build\msvc_7\extern\bullet\include\BulletSoftBody
XCOPY /Y ..\..\src\LinearMath\*.h ..\..\..\..\..\build\msvc_7\extern\bullet\include\LinearMath
XCOPY /Y ..\..\src\BulletCollision\BroadphaseCollision\*.h ..\..\..\..\..\build\msvc_7\extern\bullet\include\BulletCollision\BroadphaseCollision
XCOPY /Y ..\..\src\BulletCollision\NarrowPhaseCollision\*.h ..\..\..\..\..\build\msvc_7\extern\bullet\include\BulletCollision\NarrowPhaseCollision
XCOPY /Y ..\..\src\BulletCollision\NarrowPhaseCollision\*.h ..\..\..\..\..\build\msvc_7\extern\bullet\include\BulletCollision\NarrowPhaseCollision
XCOPY /Y ..\..\src\BulletCollision\CollisionDispatch\*.h ..\..\..\..\..\build\msvc_7\extern\bullet\include\BulletCollision\CollisionDispatch
XCOPY /Y ..\..\src\BulletCollision\CollisionShapes\*.h ..\..\..\..\..\build\msvc_7\extern\bullet\include\BulletCollision\CollisionShapes
XCOPY /Y ..\..\src\BulletCollision\Gimpact\*.h ..\..\..\..\..\build\msvc_7\extern\bullet\include\BulletCollision\Gimpact
XCOPY /Y ..\..\src\BulletDynamics\ConstraintSolver\*.h ..\..\..\..\..\build\msvc_7\extern\bullet\include\BulletDynamics\ConstraintSolver
XCOPY /Y ..\..\src\BulletDynamics\Dynamics\*.h ..\..\..\..\..\build\msvc_7\extern\bullet\include\BulletDynamics\Dynamics
XCOPY /Y ..\..\src\BulletDynamics\Vehicle\*.h ..\..\..\..\..\build\msvc_7\extern\bullet\include\BulletDynamics\Vehicle
ECHO Done
"/>
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PreprocessorDefinitions="NDEBUG"
Culture="1033"/>
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Optimization="0"
AdditionalIncludeDirectories="..\..\src"
PreprocessorDefinitions="_DEBUG;_LIB;WIN32;BUM_INLINED;USE_ALGEBRAIC"
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RuntimeLibrary="3"
UsePrecompiledHeader="2"
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CommandLine="ECHO Copying header files
IF NOT EXIST ..\..\..\..\..\build\msvc_7\extern\bullet2\include MKDIR ..\..\..\..\..\build\msvc_7\extern\bullet\include
IF NOT EXIST ..\..\..\..\..\build\msvc_7\extern\bullet2\include\BulletCollision MKDIR ..\..\..\..\..\build\msvc_7\extern\bullet\include\BulletCollision
IF NOT EXIST ..\..\..\..\..\build\msvc_7\extern\bullet2\include\BulletCollision\BroadphaseCollision MKDIR ..\..\..\..\..\build\msvc_7\extern\bullet\include\BulletCollision\BroadphaseCollision
IF NOT EXIST ..\..\..\..\..\build\msvc_7\extern\bullet2\include\BulletCollision\NarrowPhaseCollision MKDIR ..\..\..\..\..\build\msvc_7\extern\bullet\include\BulletCollision\NarrowPhaseCollision
IF NOT EXIST ..\..\..\..\..\build\msvc_7\extern\bullet2\include\BulletCollision\CollisionDispatch MKDIR ..\..\..\..\..\build\msvc_7\extern\bullet\include\BulletCollision\CollisionDispatch
IF NOT EXIST ..\..\..\..\..\build\msvc_7\extern\bullet2\include\BulletCollision\CollisionShapes MKDIR ..\..\..\..\..\build\msvc_7\extern\bullet\include\BulletCollision\CollisionShapes
IF NOT EXIST ..\..\..\..\..\build\msvc_7\extern\bullet2\include\BulletCollision\Gimpact MKDIR ..\..\..\..\..\build\msvc_7\extern\bullet\include\BulletCollision\Gimpact
IF NOT EXIST ..\..\..\..\..\build\msvc_7\extern\bullet2\include\BulletDynamics MKDIR ..\..\..\..\..\build\msvc_7\extern\bullet\include\BulletDynamics
IF NOT EXIST ..\..\..\..\..\build\msvc_7\extern\bullet2\include\BulletDynamics\ConstraintSolver MKDIR ..\..\..\..\..\build\msvc_7\extern\bullet\include\BulletDynamics\ConstraintSolver
IF NOT EXIST ..\..\..\..\..\build\msvc_7\extern\bullet2\include\BulletDynamics\Dynamics MKDIR ..\..\..\..\..\build\msvc_7\extern\bullet\include\BulletDynamics\Dynamics
IF NOT EXIST ..\..\..\..\..\build\msvc_7\extern\bullet2\include\BulletDynamics\Vehicle MKDIR ..\..\..\..\..\build\msvc_7\extern\bullet\include\BulletDynamics\Vehicle
IF NOT EXIST ..\..\..\..\..\build\msvc_7\extern\bullet2\include\LinearMath MKDIR ..\..\..\..\..\build\msvc_7\extern\bullet\include\LinearMath
IF NOT EXIST ..\..\..\..\..\build\msvc_7\extern\bullet2\include\BulletSoftBody MKDIR ..\..\..\..\..\build\msvc_7\extern\bullet\include\BulletSoftBody
XCOPY /Y ..\..\src\*.h ..\..\..\..\..\build\msvc_7\extern\bullet\include
XCOPY /Y ..\..\src\BulletSoftBody\*.h ..\..\..\..\..\build\msvc_7\extern\bullet\include\BulletSoftBody
XCOPY /Y ..\..\src\LinearMath\*.h ..\..\..\..\..\build\msvc_7\extern\bullet\include\LinearMath
XCOPY /Y ..\..\src\BulletCollision\BroadphaseCollision\*.h ..\..\..\..\..\build\msvc_7\extern\bullet\include\BulletCollision\BroadphaseCollision
XCOPY /Y ..\..\src\BulletCollision\NarrowPhaseCollision\*.h ..\..\..\..\..\build\msvc_7\extern\bullet\include\BulletCollision\NarrowPhaseCollision
XCOPY /Y ..\..\src\BulletCollision\NarrowPhaseCollision\*.h ..\..\..\..\..\build\msvc_7\extern\bullet\include\BulletCollision\NarrowPhaseCollision
XCOPY /Y ..\..\src\BulletCollision\CollisionDispatch\*.h ..\..\..\..\..\build\msvc_7\extern\bullet\include\BulletCollision\CollisionDispatch
XCOPY /Y ..\..\src\BulletCollision\CollisionShapes\*.h ..\..\..\..\..\build\msvc_7\extern\bullet\include\BulletCollision\CollisionShapes
XCOPY /Y ..\..\src\BulletCollision\Gimpact\*.h ..\..\..\..\..\build\msvc_7\extern\bullet\include\BulletCollision\Gimpact
XCOPY /Y ..\..\src\BulletDynamics\ConstraintSolver\*.h ..\..\..\..\..\build\msvc_7\extern\bullet\include\BulletDynamics\ConstraintSolver
XCOPY /Y ..\..\src\BulletDynamics\Dynamics\*.h ..\..\..\..\..\build\msvc_7\extern\bullet\include\BulletDynamics\Dynamics
XCOPY /Y ..\..\src\BulletDynamics\Vehicle\*.h ..\..\..\..\..\build\msvc_7\extern\bullet\include\BulletDynamics\Vehicle
ECHO Done
"/>
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Name="VCPreLinkEventTool"/>
<Tool
Name="VCResourceCompilerTool"
PreprocessorDefinitions="_DEBUG"
Culture="1033"/>
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Optimization="2"
InlineFunctionExpansion="1"
AdditionalIncludeDirectories="..\..\src"
PreprocessorDefinitions="NDEBUG;_LIB;WIN32;BUM_INLINED;USE_ALGEBRAIC"
StringPooling="TRUE"
ExceptionHandling="FALSE"
RuntimeLibrary="2"
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CommandLine="ECHO Copying header files
IF NOT EXIST ..\..\..\..\..\build\msvc_7\extern\bullet2\include MKDIR ..\..\..\..\..\build\msvc_7\extern\bullet\include
IF NOT EXIST ..\..\..\..\..\build\msvc_7\extern\bullet2\include\BulletCollision MKDIR ..\..\..\..\..\build\msvc_7\extern\bullet\include\BulletCollision
IF NOT EXIST ..\..\..\..\..\build\msvc_7\extern\bullet2\include\BulletCollision\BroadphaseCollision MKDIR ..\..\..\..\..\build\msvc_7\extern\bullet\include\BulletCollision\BroadphaseCollision
IF NOT EXIST ..\..\..\..\..\build\msvc_7\extern\bullet2\include\BulletCollision\NarrowPhaseCollision MKDIR ..\..\..\..\..\build\msvc_7\extern\bullet\include\BulletCollision\NarrowPhaseCollision
IF NOT EXIST ..\..\..\..\..\build\msvc_7\extern\bullet2\include\BulletCollision\CollisionDispatch MKDIR ..\..\..\..\..\build\msvc_7\extern\bullet\include\BulletCollision\CollisionDispatch
IF NOT EXIST ..\..\..\..\..\build\msvc_7\extern\bullet2\include\BulletCollision\CollisionShapes MKDIR ..\..\..\..\..\build\msvc_7\extern\bullet\include\BulletCollision\CollisionShapes
IF NOT EXIST ..\..\..\..\..\build\msvc_7\extern\bullet2\include\BulletCollision\Gimpact MKDIR ..\..\..\..\..\build\msvc_7\extern\bullet\include\BulletCollision\Gimpact
IF NOT EXIST ..\..\..\..\..\build\msvc_7\extern\bullet2\include\BulletDynamics MKDIR ..\..\..\..\..\build\msvc_7\extern\bullet\include\BulletDynamics
IF NOT EXIST ..\..\..\..\..\build\msvc_7\extern\bullet2\include\BulletDynamics\ConstraintSolver MKDIR ..\..\..\..\..\build\msvc_7\extern\bullet\include\BulletDynamics\ConstraintSolver
IF NOT EXIST ..\..\..\..\..\build\msvc_7\extern\bullet2\include\BulletDynamics\Dynamics MKDIR ..\..\..\..\..\build\msvc_7\extern\bullet\include\BulletDynamics\Dynamics
IF NOT EXIST ..\..\..\..\..\build\msvc_7\extern\bullet2\include\BulletDynamics\Vehicle MKDIR ..\..\..\..\..\build\msvc_7\extern\bullet\include\BulletDynamics\Vehicle
IF NOT EXIST ..\..\..\..\..\build\msvc_7\extern\bullet2\include\LinearMath MKDIR ..\..\..\..\..\build\msvc_7\extern\bullet\include\LinearMath
IF NOT EXIST ..\..\..\..\..\build\msvc_7\extern\bullet2\include\BulletSoftBody MKDIR ..\..\..\..\..\build\msvc_7\extern\bullet\include\BulletSoftBody
XCOPY /Y ..\..\src\*.h ..\..\..\..\..\build\msvc_7\extern\bullet\include
XCOPY /Y ..\..\src\BulletSoftBody\*.h ..\..\..\..\..\build\msvc_7\extern\bullet\include\BulletSoftBody
XCOPY /Y ..\..\src\LinearMath\*.h ..\..\..\..\..\build\msvc_7\extern\bullet\include\LinearMath
XCOPY /Y ..\..\src\BulletCollision\BroadphaseCollision\*.h ..\..\..\..\..\build\msvc_7\extern\bullet\include\BulletCollision\BroadphaseCollision
XCOPY /Y ..\..\src\BulletCollision\NarrowPhaseCollision\*.h ..\..\..\..\..\build\msvc_7\extern\bullet\include\BulletCollision\NarrowPhaseCollision
XCOPY /Y ..\..\src\BulletCollision\NarrowPhaseCollision\*.h ..\..\..\..\..\build\msvc_7\extern\bullet\include\BulletCollision\NarrowPhaseCollision
XCOPY /Y ..\..\src\BulletCollision\CollisionDispatch\*.h ..\..\..\..\..\build\msvc_7\extern\bullet\include\BulletCollision\CollisionDispatch
XCOPY /Y ..\..\src\BulletCollision\CollisionShapes\*.h ..\..\..\..\..\build\msvc_7\extern\bullet\include\BulletCollision\CollisionShapes
XCOPY /Y ..\..\src\BulletCollision\Gimpact\*.h ..\..\..\..\..\build\msvc_7\extern\bullet\include\BulletCollision\Gimpact
XCOPY /Y ..\..\src\BulletDynamics\ConstraintSolver\*.h ..\..\..\..\..\build\msvc_7\extern\bullet\include\BulletDynamics\ConstraintSolver
XCOPY /Y ..\..\src\BulletDynamics\Dynamics\*.h ..\..\..\..\..\build\msvc_7\extern\bullet\include\BulletDynamics\Dynamics
XCOPY /Y ..\..\src\BulletDynamics\Vehicle\*.h ..\..\..\..\..\build\msvc_7\extern\bullet\include\BulletDynamics\Vehicle
ECHO Done
"/>
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Name="VCPreLinkEventTool"/>
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Name="VCResourceCompilerTool"
PreprocessorDefinitions="NDEBUG"
Culture="1033"/>
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Name="VCWebServiceProxyGeneratorTool"/>
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Name="VCXMLDataGeneratorTool"/>
<Tool
Name="VCManagedWrapperGeneratorTool"/>
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Name="VCAuxiliaryManagedWrapperGeneratorTool"/>
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</Configurations>
<References>
</References>
<Files>
<Filter
Name="src"
Filter="">
<File
RelativePath="..\..\src\btBulletCollisionCommon.h">
</File>
<File
RelativePath="..\..\src\btBulletDynamicsCommon.h">
</File>
<File
RelativePath="..\..\src\Bullet-C-Api.h">
</File>
<Filter
Name="BulletDynamics"
Filter="">
<Filter
Name="ConstraintSolver"
Filter="">
<File
RelativePath="..\..\src\BulletDynamics\ConstraintSolver\btConeTwistConstraint.cpp">
</File>
<File
RelativePath="..\..\src\BulletDynamics\ConstraintSolver\btConeTwistConstraint.h">
</File>
<File
RelativePath="..\..\src\BulletDynamics\ConstraintSolver\btConstraintSolver.h">
</File>
<File
RelativePath="..\..\src\BulletDynamics\ConstraintSolver\btContactConstraint.cpp">
</File>
<File
RelativePath="..\..\src\BulletDynamics\ConstraintSolver\btContactConstraint.h">
</File>
<File
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</File>
<File
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</File>
<File
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</File>
<File
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</File>
<File
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</File>
<File
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<File
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</File>
<File
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</File>
<File
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</File>
<File
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</File>
<File
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</File>
<File
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</File>
<File
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</File>
<File
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</File>
<File
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</File>
<File
RelativePath="..\..\src\BulletDynamics\ConstraintSolver\btSolverConstraint.h">
</File>
<File
RelativePath="..\..\src\BulletDynamics\ConstraintSolver\btTypedConstraint.cpp">
</File>
<File
RelativePath="..\..\src\BulletDynamics\ConstraintSolver\btTypedConstraint.h">
</File>
</Filter>
<Filter
Name="Dynamics"
Filter="">
<File
RelativePath="..\..\src\BulletDynamics\Dynamics\btContinuousDynamicsWorld.cpp">
</File>
<File
RelativePath="..\..\src\BulletDynamics\Dynamics\btContinuousDynamicsWorld.h">
</File>
<File
RelativePath="..\..\src\BulletDynamics\Dynamics\btDiscreteDynamicsWorld.cpp">
</File>
<File
RelativePath="..\..\src\BulletDynamics\Dynamics\btDiscreteDynamicsWorld.h">
</File>
<File
RelativePath="..\..\src\BulletDynamics\Dynamics\btDynamicsWorld.h">
</File>
<File
RelativePath="..\..\src\BulletDynamics\Dynamics\btRigidBody.cpp">
</File>
<File
RelativePath="..\..\src\BulletDynamics\Dynamics\btRigidBody.h">
</File>
<File
RelativePath="..\..\src\BulletDynamics\Dynamics\btSimpleDynamicsWorld.cpp">
</File>
<File
RelativePath="..\..\src\BulletDynamics\Dynamics\btSimpleDynamicsWorld.h">
</File>
<File
RelativePath="..\..\src\BulletDynamics\Dynamics\Bullet-C-API.cpp">
</File>
</Filter>
<Filter
Name="Vehicle"
Filter="">
<File
RelativePath="..\..\src\BulletDynamics\Vehicle\btRaycastVehicle.cpp">
</File>
<File
RelativePath="..\..\src\BulletDynamics\Vehicle\btRaycastVehicle.h">
</File>
<File
RelativePath="..\..\src\BulletDynamics\Vehicle\btVehicleRaycaster.h">
</File>
<File
RelativePath="..\..\src\BulletDynamics\Vehicle\btWheelInfo.cpp">
</File>
<File
RelativePath="..\..\src\BulletDynamics\Vehicle\btWheelInfo.h">
</File>
</Filter>
</Filter>
<Filter
Name="BulletCollision"
Filter="">
<Filter
Name="BroadphaseCollision"
Filter="">
<File
RelativePath="..\..\src\BulletCollision\BroadphaseCollision\btAxisSweep3.cpp">
</File>
<File
RelativePath="..\..\src\BulletCollision\BroadphaseCollision\btAxisSweep3.h">
</File>
<File
RelativePath="..\..\src\BulletCollision\BroadphaseCollision\btBroadphaseInterface.h">
</File>
<File
RelativePath="..\..\src\BulletCollision\BroadphaseCollision\btBroadphaseProxy.cpp">
</File>
<File
RelativePath="..\..\src\BulletCollision\BroadphaseCollision\btBroadphaseProxy.h">
</File>
<File
RelativePath="..\..\src\BulletCollision\BroadphaseCollision\btCollisionAlgorithm.cpp">
</File>
<File
RelativePath="..\..\src\BulletCollision\BroadphaseCollision\btCollisionAlgorithm.h">
</File>
<File
RelativePath="..\..\src\BulletCollision\BroadphaseCollision\btDbvt.cpp">
</File>
<File
RelativePath="..\..\src\BulletCollision\BroadphaseCollision\btDbvt.h">
</File>
<File
RelativePath="..\..\src\BulletCollision\BroadphaseCollision\btDbvtBroadphase.cpp">
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RelativePath="..\..\src\BulletCollision\CollisionShapes\btMultiSphereShape.cpp"
>
</File>
<File
RelativePath="..\..\src\BulletCollision\CollisionShapes\btMultiSphereShape.h"
>
</File>
<File
RelativePath="..\..\src\BulletCollision\CollisionShapes\btOptimizedBvh.cpp"
>
</File>
<File
RelativePath="..\..\src\BulletCollision\CollisionShapes\btOptimizedBvh.h"
>
</File>
<File
RelativePath="..\..\src\BulletCollision\CollisionShapes\btPolyhedralConvexShape.cpp"
>
</File>
<File
RelativePath="..\..\src\BulletCollision\CollisionShapes\btPolyhedralConvexShape.h"
>
</File>
<File
RelativePath="..\..\src\BulletCollision\CollisionShapes\btScaledBvhTriangleMeshShape.cpp"
>
</File>
<File
RelativePath="..\..\src\BulletCollision\CollisionShapes\btScaledBvhTriangleMeshShape.h"
>
</File>
<File
RelativePath="..\..\src\BulletCollision\CollisionShapes\btShapeHull.cpp"
>
</File>
<File
RelativePath="..\..\src\BulletCollision\CollisionShapes\btShapeHull.h"
>
</File>
<File
RelativePath="..\..\src\BulletCollision\CollisionShapes\btSphereShape.cpp"
>
</File>
<File
RelativePath="..\..\src\BulletCollision\CollisionShapes\btSphereShape.h"
>
</File>
<File
RelativePath="..\..\src\BulletCollision\CollisionShapes\btStaticPlaneShape.cpp"
>
</File>
<File
RelativePath="..\..\src\BulletCollision\CollisionShapes\btStaticPlaneShape.h"
>
</File>
<File
RelativePath="..\..\src\BulletCollision\CollisionShapes\btStridingMeshInterface.cpp"
>
</File>
<File
RelativePath="..\..\src\BulletCollision\CollisionShapes\btStridingMeshInterface.h"
>
</File>
<File
RelativePath="..\..\src\BulletCollision\CollisionShapes\btTetrahedronShape.cpp"
>
</File>
<File
RelativePath="..\..\src\BulletCollision\CollisionShapes\btTetrahedronShape.h"
>
</File>
<File
RelativePath="..\..\src\BulletCollision\CollisionShapes\btTriangleBuffer.cpp"
>
</File>
<File
RelativePath="..\..\src\BulletCollision\CollisionShapes\btTriangleBuffer.h"
>
</File>
<File
RelativePath="..\..\src\BulletCollision\CollisionShapes\btTriangleCallback.cpp"
>
</File>
<File
RelativePath="..\..\src\BulletCollision\CollisionShapes\btTriangleCallback.h"
>
</File>
<File
RelativePath="..\..\src\BulletCollision\CollisionShapes\btTriangleIndexVertexArray.cpp"
>
</File>
<File
RelativePath="..\..\src\BulletCollision\CollisionShapes\btTriangleIndexVertexArray.h"
>
</File>
<File
RelativePath="..\..\src\BulletCollision\CollisionShapes\btTriangleIndexVertexMaterialArray.cpp"
>
</File>
<File
RelativePath="..\..\src\BulletCollision\CollisionShapes\btTriangleIndexVertexMaterialArray.h"
>
</File>
<File
RelativePath="..\..\src\BulletCollision\CollisionShapes\btTriangleMesh.cpp"
>
</File>
<File
RelativePath="..\..\src\BulletCollision\CollisionShapes\btTriangleMesh.h"
>
</File>
<File
RelativePath="..\..\src\BulletCollision\CollisionShapes\btTriangleMeshShape.cpp"
>
</File>
<File
RelativePath="..\..\src\BulletCollision\CollisionShapes\btTriangleMeshShape.h"
>
</File>
<File
RelativePath="..\..\src\BulletCollision\CollisionShapes\btTriangleShape.h"
>
</File>
<File
RelativePath="..\..\src\BulletCollision\CollisionShapes\btUniformScalingShape.cpp"
>
</File>
<File
RelativePath="..\..\src\BulletCollision\CollisionShapes\btUniformScalingShape.h"
>
</File>
</Filter>
<Filter
Name="Gimpact"
>
<File
RelativePath="..\..\src\BulletCollision\Gimpact\btBoxCollision.h"
>
</File>
<File
RelativePath="..\..\src\BulletCollision\Gimpact\btClipPolygon.h"
>
</File>
<File
RelativePath="..\..\src\BulletCollision\Gimpact\btContactProcessing.cpp"
>
</File>
<File
RelativePath="..\..\src\BulletCollision\Gimpact\btContactProcessing.h"
>
</File>
<File
RelativePath="..\..\src\BulletCollision\Gimpact\btGenericPoolAllocator.cpp"
>
</File>
<File
RelativePath="..\..\src\BulletCollision\Gimpact\btGenericPoolAllocator.h"
>
</File>
<File
RelativePath="..\..\src\BulletCollision\Gimpact\btGeometryOperations.h"
>
</File>
<File
RelativePath="..\..\src\BulletCollision\Gimpact\btGImpactBvh.cpp"
>
</File>
<File
RelativePath="..\..\src\BulletCollision\Gimpact\btGImpactBvh.h"
>
</File>
<File
RelativePath="..\..\src\BulletCollision\Gimpact\btGImpactCollisionAlgorithm.cpp"
>
</File>
<File
RelativePath="..\..\src\BulletCollision\Gimpact\btGImpactCollisionAlgorithm.h"
>
</File>
<File
RelativePath="..\..\src\BulletCollision\Gimpact\btGImpactMassUtil.h"
>
</File>
<File
RelativePath="..\..\src\BulletCollision\Gimpact\btGImpactQuantizedBvh.cpp"
>
</File>
<File
RelativePath="..\..\src\BulletCollision\Gimpact\btGImpactQuantizedBvh.h"
>
</File>
<File
RelativePath="..\..\src\BulletCollision\Gimpact\btGImpactShape.cpp"
>
</File>
<File
RelativePath="..\..\src\BulletCollision\Gimpact\btGImpactShape.h"
>
</File>
<File
RelativePath="..\..\src\BulletCollision\Gimpact\btQuantization.h"
>
</File>
<File
RelativePath="..\..\src\BulletCollision\Gimpact\btTriangleShapeEx.cpp"
>
</File>
<File
RelativePath="..\..\src\BulletCollision\Gimpact\btTriangleShapeEx.h"
>
</File>
<File
RelativePath="..\..\src\BulletCollision\Gimpact\gim_array.h"
>
</File>
<File
RelativePath="..\..\src\BulletCollision\Gimpact\gim_basic_geometry_operations.h"
>
</File>
<File
RelativePath="..\..\src\BulletCollision\Gimpact\gim_bitset.h"
>
</File>
<File
RelativePath="..\..\src\BulletCollision\Gimpact\gim_box_collision.h"
>
</File>
<File
RelativePath="..\..\src\BulletCollision\Gimpact\gim_box_set.cpp"
>
</File>
<File
RelativePath="..\..\src\BulletCollision\Gimpact\gim_box_set.h"
>
</File>
<File
RelativePath="..\..\src\BulletCollision\Gimpact\gim_clip_polygon.h"
>
</File>
<File
RelativePath="..\..\src\BulletCollision\Gimpact\gim_contact.cpp"
>
</File>
<File
RelativePath="..\..\src\BulletCollision\Gimpact\gim_contact.h"
>
</File>
<File
RelativePath="..\..\src\BulletCollision\Gimpact\gim_geom_types.h"
>
</File>
<File
RelativePath="..\..\src\BulletCollision\Gimpact\gim_geometry.h"
>
</File>
<File
RelativePath="..\..\src\BulletCollision\Gimpact\gim_hash_table.h"
>
</File>
<File
RelativePath="..\..\src\BulletCollision\Gimpact\gim_linear_math.h"
>
</File>
<File
RelativePath="..\..\src\BulletCollision\Gimpact\gim_math.h"
>
</File>
<File
RelativePath="..\..\src\BulletCollision\Gimpact\gim_memory.cpp"
>
</File>
<File
RelativePath="..\..\src\BulletCollision\Gimpact\gim_memory.h"
>
</File>
<File
RelativePath="..\..\src\BulletCollision\Gimpact\gim_radixsort.h"
>
</File>
<File
RelativePath="..\..\src\BulletCollision\Gimpact\gim_tri_collision.cpp"
>
</File>
<File
RelativePath="..\..\src\BulletCollision\Gimpact\gim_tri_collision.h"
>
</File>
</Filter>
</Filter>
<Filter
Name="LinearMath"
>
<File
RelativePath="..\..\src\LinearMath\btAabbUtil2.h"
>
</File>
<File
RelativePath="..\..\src\LinearMath\btAlignedAllocator.cpp"
>
</File>
<File
RelativePath="..\..\src\LinearMath\btAlignedAllocator.h"
>
</File>
<File
RelativePath="..\..\src\LinearMath\btAlignedObjectArray.h"
>
</File>
<File
RelativePath="..\..\src\LinearMath\btConvexHull.cpp"
>
</File>
<File
RelativePath="..\..\src\LinearMath\btConvexHull.h"
>
</File>
<File
RelativePath="..\..\src\LinearMath\btDefaultMotionState.h"
>
</File>
<File
RelativePath="..\..\src\LinearMath\btGeometryUtil.cpp"
>
</File>
<File
RelativePath="..\..\src\LinearMath\btGeometryUtil.h"
>
</File>
<File
RelativePath="..\..\src\LinearMath\btHashMap.h"
>
</File>
<File
RelativePath="..\..\src\LinearMath\btIDebugDraw.h"
>
</File>
<File
RelativePath="..\..\src\LinearMath\btList.h"
>
</File>
<File
RelativePath="..\..\src\LinearMath\btMatrix3x3.h"
>
</File>
<File
RelativePath="..\..\src\LinearMath\btMinMax.h"
>
</File>
<File
RelativePath="..\..\src\LinearMath\btMotionState.h"
>
</File>
<File
RelativePath="..\..\src\LinearMath\btPoint3.h"
>
</File>
<File
RelativePath="..\..\src\LinearMath\btPoolAllocator.h"
>
</File>
<File
RelativePath="..\..\src\LinearMath\btQuadWord.h"
>
</File>
<File
RelativePath="..\..\src\LinearMath\btQuaternion.h"
>
</File>
<File
RelativePath="..\..\src\LinearMath\btQuickprof.cpp"
>
</File>
<File
RelativePath="..\..\src\LinearMath\btQuickprof.h"
>
</File>
<File
RelativePath="..\..\src\LinearMath\btRandom.h"
>
</File>
<File
RelativePath="..\..\src\LinearMath\btScalar.h"
>
</File>
<File
RelativePath="..\..\src\LinearMath\btStackAlloc.h"
>
</File>
<File
RelativePath="..\..\src\LinearMath\btTransform.h"
>
</File>
<File
RelativePath="..\..\src\LinearMath\btTransformUtil.h"
>
</File>
<File
RelativePath="..\..\src\LinearMath\btVector3.h"
>
</File>
</Filter>
<Filter
Name="BulletSoftBody"
>
<File
RelativePath="..\..\src\BulletSoftBody\btSoftBody.cpp"
>
</File>
<File
RelativePath="..\..\src\BulletSoftBody\btSoftBody.h"
>
</File>
<File
RelativePath="..\..\src\BulletSoftBody\btSoftBodyConcaveCollisionAlgorithm.cpp"
>
</File>
<File
RelativePath="..\..\src\BulletSoftBody\btSoftBodyConcaveCollisionAlgorithm.h"
>
</File>
<File
RelativePath="..\..\src\BulletSoftBody\btSoftBodyHelpers.cpp"
>
</File>
<File
RelativePath="..\..\src\BulletSoftBody\btSoftBodyHelpers.h"
>
</File>
<File
RelativePath="..\..\src\BulletSoftBody\btSoftBodyInternals.h"
>
</File>
<File
RelativePath="..\..\src\BulletSoftBody\btSoftBodyRigidBodyCollisionConfiguration.cpp"
>
</File>
<File
RelativePath="..\..\src\BulletSoftBody\btSoftBodyRigidBodyCollisionConfiguration.h"
>
</File>
<File
RelativePath="..\..\src\BulletSoftBody\btSoftRigidCollisionAlgorithm.cpp"
>
</File>
<File
RelativePath="..\..\src\BulletSoftBody\btSoftRigidCollisionAlgorithm.h"
>
</File>
<File
RelativePath="..\..\src\BulletSoftBody\btSoftRigidDynamicsWorld.cpp"
>
</File>
<File
RelativePath="..\..\src\BulletSoftBody\btSoftRigidDynamicsWorld.h"
>
</File>
<File
RelativePath="..\..\src\BulletSoftBody\btSoftSoftCollisionAlgorithm.cpp"
>
</File>
<File
RelativePath="..\..\src\BulletSoftBody\btSoftSoftCollisionAlgorithm.h"
>
</File>
<File
RelativePath="..\..\src\BulletSoftBody\btSparseSDF.h"
>
</File>
</Filter>
</Filter>
</Files>
<Globals>
</Globals>
</VisualStudioProject>

View File

@@ -65,7 +65,7 @@ extern "C" {
Create and Delete a Physics SDK
*/
extern plPhysicsSdkHandle plNewBulletSdk(); //this could be also another sdk, like ODE, PhysX etc.
extern plPhysicsSdkHandle plNewBulletSdk(void); //this could be also another sdk, like ODE, PhysX etc.
extern void plDeletePhysicsSdk(plPhysicsSdkHandle physicsSdk);
/** Collision World, not strictly necessary, you can also just create a Dynamics World with Rigid Bodies which internally manages the Collision World with Collision Objects */
@@ -116,16 +116,16 @@ extern "C" {
extern plCollisionShapeHandle plNewCapsuleShape(plReal radius, plReal height);
extern plCollisionShapeHandle plNewConeShape(plReal radius, plReal height);
extern plCollisionShapeHandle plNewCylinderShape(plReal radius, plReal height);
extern plCollisionShapeHandle plNewCompoundShape();
extern plCollisionShapeHandle plNewCompoundShape(void);
extern void plAddChildShape(plCollisionShapeHandle compoundShape,plCollisionShapeHandle childShape, plVector3 childPos,plQuaternion childOrn);
extern void plDeleteShape(plCollisionShapeHandle shape);
/* Convex Meshes */
extern plCollisionShapeHandle plNewConvexHullShape();
extern plCollisionShapeHandle plNewConvexHullShape(void);
extern void plAddVertex(plCollisionShapeHandle convexHull, plReal x,plReal y,plReal z);
/* Concave static triangle meshes */
extern plMeshInterfaceHandle plNewMeshInterface();
extern plMeshInterfaceHandle plNewMeshInterface(void);
extern void plAddTriangle(plMeshInterfaceHandle meshHandle, plVector3 v0,plVector3 v1,plVector3 v2);
extern plCollisionShapeHandle plNewStaticTriangleMeshShape(plMeshInterfaceHandle);

View File

@@ -1,234 +0,0 @@
INCLUDE_DIRECTORIES( ${BULLET_PHYSICS_SOURCE_DIR}/src } )
SET(BulletCollision_SRCS
BroadphaseCollision/btAxisSweep3.cpp
BroadphaseCollision/btBroadphaseProxy.cpp
BroadphaseCollision/btCollisionAlgorithm.cpp
BroadphaseCollision/btDispatcher.cpp
BroadphaseCollision/btDbvtBroadphase.cpp
BroadphaseCollision/btDbvt.cpp
BroadphaseCollision/btMultiSapBroadphase.cpp
BroadphaseCollision/btOverlappingPairCache.cpp
BroadphaseCollision/btQuantizedBvh.cpp
BroadphaseCollision/btSimpleBroadphase.cpp
CollisionDispatch/btActivatingCollisionAlgorithm.cpp
CollisionDispatch/btCollisionDispatcher.cpp
CollisionDispatch/btCollisionObject.cpp
CollisionDispatch/btCollisionWorld.cpp
CollisionDispatch/btCompoundCollisionAlgorithm.cpp
CollisionDispatch/btConvexConcaveCollisionAlgorithm.cpp
CollisionDispatch/btDefaultCollisionConfiguration.cpp
CollisionDispatch/btSphereSphereCollisionAlgorithm.cpp
CollisionDispatch/btBoxBoxCollisionAlgorithm.cpp
CollisionDispatch/btBoxBoxDetector.cpp
CollisionDispatch/btGhostObject.cpp
CollisionDispatch/btSphereBoxCollisionAlgorithm.cpp
CollisionDispatch/btConvexPlaneCollisionAlgorithm.cpp
CollisionDispatch/btSphereTriangleCollisionAlgorithm.cpp
CollisionDispatch/btConvexConvexAlgorithm.cpp
CollisionDispatch/btEmptyCollisionAlgorithm.cpp
CollisionDispatch/btManifoldResult.cpp
CollisionDispatch/btSimulationIslandManager.cpp
CollisionDispatch/btUnionFind.cpp
CollisionDispatch/SphereTriangleDetector.cpp
CollisionShapes/btBoxShape.cpp
CollisionShapes/btBvhTriangleMeshShape.cpp
CollisionShapes/btCapsuleShape.cpp
CollisionShapes/btCollisionShape.cpp
CollisionShapes/btCompoundShape.cpp
CollisionShapes/btConcaveShape.cpp
CollisionShapes/btConeShape.cpp
CollisionShapes/btConvexHullShape.cpp
CollisionShapes/btConvexPointCloudShape.cpp
CollisionShapes/btConvexShape.cpp
CollisionShapes/btConvexInternalShape.cpp
CollisionShapes/btConvexTriangleMeshShape.cpp
CollisionShapes/btCylinderShape.cpp
CollisionShapes/btEmptyShape.cpp
CollisionShapes/btHeightfieldTerrainShape.cpp
CollisionShapes/btMinkowskiSumShape.cpp
CollisionShapes/btMultimaterialTriangleMeshShape.cpp
CollisionShapes/btMultiSphereShape.cpp
CollisionShapes/btOptimizedBvh.cpp
CollisionShapes/btPolyhedralConvexShape.cpp
CollisionShapes/btScaledBvhTriangleMeshShape.cpp
CollisionShapes/btTetrahedronShape.cpp
CollisionShapes/btSphereShape.cpp
CollisionShapes/btShapeHull.cpp
CollisionShapes/btStaticPlaneShape.cpp
CollisionShapes/btStridingMeshInterface.cpp
CollisionShapes/btTriangleCallback.cpp
CollisionShapes/btTriangleBuffer.cpp
CollisionShapes/btTriangleIndexVertexArray.cpp
CollisionShapes/btTriangleIndexVertexMaterialArray.cpp
CollisionShapes/btTriangleMesh.cpp
CollisionShapes/btTriangleMeshShape.cpp
CollisionShapes/btUniformScalingShape.cpp
Gimpact/btContactProcessing.cpp
Gimpact/btGImpactShape.cpp
Gimpact/gim_contact.cpp
Gimpact/btGImpactBvh.cpp
Gimpact/btGenericPoolAllocator.cpp
Gimpact/gim_memory.cpp
Gimpact/btGImpactCollisionAlgorithm.cpp
Gimpact/btTriangleShapeEx.cpp
Gimpact/gim_tri_collision.cpp
Gimpact/btGImpactQuantizedBvh.cpp
Gimpact/gim_box_set.cpp
NarrowPhaseCollision/btContinuousConvexCollision.cpp
NarrowPhaseCollision/btGjkEpa2.cpp
NarrowPhaseCollision/btGjkEpaPenetrationDepthSolver.cpp
NarrowPhaseCollision/btConvexCast.cpp
NarrowPhaseCollision/btGjkConvexCast.cpp
NarrowPhaseCollision/btGjkPairDetector.cpp
NarrowPhaseCollision/btMinkowskiPenetrationDepthSolver.cpp
NarrowPhaseCollision/btPersistentManifold.cpp
NarrowPhaseCollision/btRaycastCallback.cpp
NarrowPhaseCollision/btSubSimplexConvexCast.cpp
NarrowPhaseCollision/btVoronoiSimplexSolver.cpp
)
SET(Root_HDRS
../btBulletCollisionCommon.h
)
SET(BroadphaseCollision_HDRS
BroadphaseCollision/btAxisSweep3.h
BroadphaseCollision/btBroadphaseInterface.h
BroadphaseCollision/btBroadphaseProxy.h
BroadphaseCollision/btCollisionAlgorithm.h
BroadphaseCollision/btDispatcher.h
BroadphaseCollision/btDbvtBroadphase.h
BroadphaseCollision/btDbvt.h
BroadphaseCollision/btMultiSapBroadphase.h
BroadphaseCollision/btOverlappingPairCache.h
BroadphaseCollision/btOverlappingPairCallback.h
BroadphaseCollision/btQuantizedBvh.h
BroadphaseCollision/btSimpleBroadphase.h
)
SET(CollisionDispatch_HDRS
CollisionDispatch/btActivatingCollisionAlgorithm.h
CollisionDispatch/btCollisionConfiguration.h
CollisionDispatch/btCollisionCreateFunc.h
CollisionDispatch/btCollisionDispatcher.h
CollisionDispatch/btCollisionObject.h
CollisionDispatch/btCollisionWorld.h
CollisionDispatch/btCompoundCollisionAlgorithm.h
CollisionDispatch/btConvexConcaveCollisionAlgorithm.h
CollisionDispatch/btDefaultCollisionConfiguration.h
CollisionDispatch/btSphereSphereCollisionAlgorithm.h
CollisionDispatch/btBoxBoxCollisionAlgorithm.h
CollisionDispatch/btBoxBoxDetector.h
CollisionDispatch/btGhostObject.h
CollisionDispatch/btSphereBoxCollisionAlgorithm.h
CollisionDispatch/btConvexPlaneCollisionAlgorithm.h
CollisionDispatch/btSphereTriangleCollisionAlgorithm.h
CollisionDispatch/btConvexConvexAlgorithm.h
CollisionDispatch/btEmptyCollisionAlgorithm.h
CollisionDispatch/btManifoldResult.h
CollisionDispatch/btSimulationIslandManager.h
CollisionDispatch/btUnionFind.h
CollisionDispatch/SphereTriangleDetector.h
)
SET(CollisionShapes_HDRS
CollisionShapes/btBoxShape.h
CollisionShapes/btBvhTriangleMeshShape.h
CollisionShapes/btCapsuleShape.h
CollisionShapes/btCollisionMargin
CollisionShapes/btCollisionShape.h
CollisionShapes/btCompoundShape.h
CollisionShapes/btConcaveShape.h
CollisionShapes/btConeShape.h
CollisionShapes/btConvexHullShape.h
CollisionShapes/btConvexPointCloudShape.h
CollisionShapes/btConvexShape.h
CollisionShapes/btConvexInternalShape.h
CollisionShapes/btConvexTriangleMeshShape.h
CollisionShapes/btCylinderShape.h
CollisionShapes/btEmptyShape.h
CollisionShapes/btHeightfieldTerrainShape.h
CollisionShapes/btMinkowskiSumShape.h
CollisionShapes/btMaterial.h
CollisionShapes/btMultimaterialTriangleMeshShape.h
CollisionShapes/btMultiSphereShape.h
CollisionShapes/btOptimizedBvh.h
CollisionShapes/btPolyhedralConvexShape.h
CollisionShapes/btScaledBvhTriangleMeshShape.h
CollisionShapes/btTetrahedronShape.h
CollisionShapes/btSphereShape.h
CollisionShapes/btShapeHull.h
CollisionShapes/btStaticPlaneShape.h
CollisionShapes/btStridingMeshInterface.h
CollisionShapes/btTriangleCallback.h
CollisionShapes/btTriangleBuffer.h
CollisionShapes/btTriangleIndexVertexArray.h
CollisionShapes/btTriangleIndexVertexMaterialArray.h
CollisionShapes/btTriangleMesh.h
CollisionShapes/btTriangleMeshShape.h
CollisionShapes/btUniformScalingShape.h
)
SET(Gimpact_HDRS
Gimpact/btGImpactShape.h
Gimpact/gim_contact.h
Gimpact/btGImpactBvh.h
Gimpact/btGenericPoolAllocator.h
Gimpact/gim_memory.h
Gimpact/btGImpactCollisionAlgorithm.h
Gimpact/btTriangleShapeEx.h
Gimpact/gim_tri_collision.h
Gimpact/btGImpactQuantizedBvh.h
Gimpact/gim_box_set.h
)
SET(NarrowPhaseCollision_HDRS
NarrowPhaseCollision/btContinuousConvexCollision.h
NarrowPhaseCollision/btConvexCast.h
NarrowPhaseCollision/btConvexPenetrationDepthSolver.h
NarrowPhaseCollision/btDiscreteCollisionDetectorInterface.h
NarrowPhaseCollision/btGjkConvexCast.h
NarrowPhaseCollision/btGjkEpa2.h
NarrowPhaseCollision/btGjkEpaPenetrationDepthSolver.h
NarrowPhaseCollision/btGjkPairDetector.h
NarrowPhaseCollision/btManifoldPoint.h
NarrowPhaseCollision/btMinkowskiPenetrationDepthSolver.h
NarrowPhaseCollision/btPersistentManifold.h
NarrowPhaseCollision/btPointCollector.h
NarrowPhaseCollision/btRaycastCallback.h
NarrowPhaseCollision/btSimplexSolverInterface.h
NarrowPhaseCollision/btSubSimplexConvexCast.h
NarrowPhaseCollision/btVoronoiSimplexSolver.h
)
SET(BulletCollision_HDRS
${Root_HDRS}
${BroadphaseCollision_HDRS}
${CollisionDispatch_HDRS}
${CollisionShapes_HDRS}
${Gimpact_HDRS}
${NarrowPhaseCollision_HDRS}
)
ADD_LIBRARY(BulletCollision ${BulletCollision_SRCS} ${BulletCollision_HDRS})
SET_TARGET_PROPERTIES(BulletCollision PROPERTIES VERSION ${BULLET_VERSION})
SET_TARGET_PROPERTIES(BulletCollision PROPERTIES SOVERSION ${BULLET_VERSION})
IF (BUILD_SHARED_LIBS)
TARGET_LINK_LIBRARIES(BulletCollision LinearMath)
ENDIF (BUILD_SHARED_LIBS)
#INSTALL of other files requires CMake 2.6
IF (${CMAKE_MAJOR_VERSION}.${CMAKE_MINOR_VERSION} GREATER 2.5)
INSTALL(TARGETS BulletCollision DESTINATION lib)
INSTALL(DIRECTORY ${CMAKE_CURRENT_SOURCE_DIR} DESTINATION include FILES_MATCHING PATTERN "*.h")
ENDIF (${CMAKE_MAJOR_VERSION}.${CMAKE_MINOR_VERSION} GREATER 2.5)
IF (APPLE AND BUILD_SHARED_LIBS AND FRAMEWORK)
SET_TARGET_PROPERTIES(BulletCollision PROPERTIES FRAMEWORK true)
SET_TARGET_PROPERTIES(BulletCollision PROPERTIES PUBLIC_HEADER "${Root_HDRS}")
# Have to list out sub-directories manually:
SET_PROPERTY(SOURCE ${BroadphaseCollision_HDRS} PROPERTY MACOSX_PACKAGE_LOCATION Headers/BroadphaseCollision)
SET_PROPERTY(SOURCE ${CollisionDispatch_HDRS} PROPERTY MACOSX_PACKAGE_LOCATION Headers/CollisionDispatch)
SET_PROPERTY(SOURCE ${CollisionShapes_HDRS} PROPERTY MACOSX_PACKAGE_LOCATION Headers/CollisionShapes)
SET_PROPERTY(SOURCE ${Gimpact_HDRS} PROPERTY MACOSX_PACKAGE_LOCATION Headers/Gimpact)
SET_PROPERTY(SOURCE ${NarrowPhaseCollision_HDRS} PROPERTY MACOSX_PACKAGE_LOCATION Headers/NarrowPhaseCollision)
ENDIF (APPLE AND BUILD_SHARED_LIBS AND FRAMEWORK)

View File

@@ -61,10 +61,12 @@ void btScaledBvhTriangleMeshShape::processAllTriangles(btTriangleCallback* callb
scaledAabbMin[0] = m_localScaling.getX() >= 0. ? aabbMin[0] * invLocalScaling[0] : aabbMax[0] * invLocalScaling[0];
scaledAabbMin[1] = m_localScaling.getY() >= 0. ? aabbMin[1] * invLocalScaling[1] : aabbMax[1] * invLocalScaling[1];
scaledAabbMin[2] = m_localScaling.getZ() >= 0. ? aabbMin[2] * invLocalScaling[2] : aabbMax[2] * invLocalScaling[2];
scaledAabbMin[3] = 0.0; /* otherwise un-initialized stack memory: uninitialized_stack_vec.patch, blender patch */
scaledAabbMax[0] = m_localScaling.getX() <= 0. ? aabbMin[0] * invLocalScaling[0] : aabbMax[0] * invLocalScaling[0];
scaledAabbMax[1] = m_localScaling.getY() <= 0. ? aabbMin[1] * invLocalScaling[1] : aabbMax[1] * invLocalScaling[1];
scaledAabbMax[2] = m_localScaling.getZ() <= 0. ? aabbMin[2] * invLocalScaling[2] : aabbMax[2] * invLocalScaling[2];
scaledAabbMax[3] = 0.0; /* otherwise un-initialized stack memory: uninitialized_stack_vec.patch, blender patch */
m_bvhTriMeshShape->processAllTriangles(&scaledCallback,scaledAabbMin,scaledAabbMax);

View File

@@ -1,93 +0,0 @@
INCLUDE_DIRECTORIES( ${BULLET_PHYSICS_SOURCE_DIR}/src } )
SET(BulletDynamics_SRCS
ConstraintSolver/btContactConstraint.cpp
ConstraintSolver/btConeTwistConstraint.cpp
ConstraintSolver/btGeneric6DofConstraint.cpp
ConstraintSolver/btHingeConstraint.cpp
ConstraintSolver/btPoint2PointConstraint.cpp
ConstraintSolver/btSequentialImpulseConstraintSolver.cpp
ConstraintSolver/btSliderConstraint.cpp
ConstraintSolver/btSolve2LinearConstraint.cpp
ConstraintSolver/btTypedConstraint.cpp
Dynamics/Bullet-C-API.cpp
Dynamics/btDiscreteDynamicsWorld.cpp
Dynamics/btSimpleDynamicsWorld.cpp
Dynamics/btRigidBody.cpp
Vehicle/btRaycastVehicle.cpp
Vehicle/btWheelInfo.cpp
Character/btKinematicCharacterController.cpp
)
SET(Root_HDRS
../btBulletDynamicsCommon.h
../btBulletCollisionCommon.h
)
SET(ConstraintSolver_HDRS
ConstraintSolver/btConstraintSolver.h
ConstraintSolver/btContactConstraint.h
ConstraintSolver/btContactSolverInfo.h
ConstraintSolver/btConeTwistConstraint.h
ConstraintSolver/btGeneric6DofConstraint.h
ConstraintSolver/btHingeConstraint.h
ConstraintSolver/btJacobianEntry.h
ConstraintSolver/btPoint2PointConstraint.h
ConstraintSolver/btSequentialImpulseConstraintSolver.h
ConstraintSolver/btSliderConstraint.h
ConstraintSolver/btSolve2LinearConstraint.h
ConstraintSolver/btSolverBody.h
ConstraintSolver/btSolverConstraint.h
ConstraintSolver/btTypedConstraint.h
)
SET(Dynamics_HDRS
Dynamics/btContinuousDynamicsWorld.h
Dynamics/btDiscreteDynamicsWorld.h
Dynamics/btDynamicsWorld.h
Dynamics/btSimpleDynamicsWorld.h
Dynamics/btRigidBody.h
)
SET(Vehicle_HDRS
Vehicle/btRaycastVehicle.h
Vehicle/btVehicleRaycaster.h
Vehicle/btWheelInfo.h
)
SET(Character_HDRS
Character/btCharacterControllerInterface.h
Character/btKinematicCharacterController.h
)
SET(BulletDynamics_HDRS
${Root_HDRS}
${ConstraintSolver_HDRS}
${Dynamics_HDRS}
${Vehicle_HDRS}
${Character_HDRS}
)
ADD_LIBRARY(BulletDynamics ${BulletDynamics_SRCS} ${BulletDynamics_HDRS})
SET_TARGET_PROPERTIES(BulletDynamics PROPERTIES VERSION ${BULLET_VERSION})
SET_TARGET_PROPERTIES(BulletDynamics PROPERTIES SOVERSION ${BULLET_VERSION})
IF (BUILD_SHARED_LIBS)
TARGET_LINK_LIBRARIES(BulletDynamics BulletCollision LinearMath)
ENDIF (BUILD_SHARED_LIBS)
IF (${CMAKE_MAJOR_VERSION}.${CMAKE_MINOR_VERSION} GREATER 2.5)
INSTALL(TARGETS BulletDynamics DESTINATION lib)
INSTALL(DIRECTORY ${CMAKE_CURRENT_SOURCE_DIR} DESTINATION include FILES_MATCHING PATTERN "*.h")
ENDIF (${CMAKE_MAJOR_VERSION}.${CMAKE_MINOR_VERSION} GREATER 2.5)
IF (APPLE AND BUILD_SHARED_LIBS AND FRAMEWORK)
SET_TARGET_PROPERTIES(BulletDynamics PROPERTIES FRAMEWORK true)
SET_TARGET_PROPERTIES(BulletDynamics PROPERTIES PUBLIC_HEADER "${Root_HDRS}")
# Have to list out sub-directories manually:
SET_PROPERTY(SOURCE ${ConstraintSolver_HDRS} PROPERTY MACOSX_PACKAGE_LOCATION Headers/ConstraintSolver)
SET_PROPERTY(SOURCE ${Dynamics_HDRS} PROPERTY MACOSX_PACKAGE_LOCATION Headers/Dynamics)
SET_PROPERTY(SOURCE ${Vehicle_HDRS} PROPERTY MACOSX_PACKAGE_LOCATION Headers/Vehicle)
SET_PROPERTY(SOURCE ${Character_HDRS} PROPERTY MACOSX_PACKAGE_LOCATION Headers/Character)
ENDIF (APPLE AND BUILD_SHARED_LIBS AND FRAMEWORK)

View File

@@ -1,43 +0,0 @@
INCLUDE_DIRECTORIES(
${BULLET_PHYSICS_SOURCE_DIR}/src }
)
SET(BulletSoftBody_SRCS
btSoftBody.cpp
btSoftBodyHelpers.cpp
btSoftBodyRigidBodyCollisionConfiguration.cpp
btSoftRigidCollisionAlgorithm.cpp
btSoftSoftCollisionAlgorithm.cpp
btSoftBodyConcaveCollisionAlgorithm.cpp
btSoftRigidDynamicsWorld.cpp
)
SET(BulletSoftBody_HDRS
btSoftBody.h
btSparseSDF.h
btSoftBodyHelpers.h
btSoftRigidCollisionAlgorithm.h
btSoftSoftCollisionAlgorithm.h
btSoftBodyConcaveCollisionAlgorithm.h
btSoftRigidDynamicsWorld.h
)
ADD_LIBRARY(BulletSoftBody ${BulletSoftBody_SRCS} ${BulletSoftBody_HDRS})
SET_TARGET_PROPERTIES(BulletSoftBody PROPERTIES VERSION ${BULLET_VERSION})
SET_TARGET_PROPERTIES(BulletSoftBody PROPERTIES SOVERSION ${BULLET_VERSION})
IF (BUILD_SHARED_LIBS)
TARGET_LINK_LIBRARIES(BulletSoftBody BulletDynamics)
ENDIF (BUILD_SHARED_LIBS)
IF (${CMAKE_MAJOR_VERSION}.${CMAKE_MINOR_VERSION} GREATER 2.5)
INSTALL(TARGETS BulletSoftBody DESTINATION lib)
INSTALL(DIRECTORY ${CMAKE_CURRENT_SOURCE_DIR} DESTINATION include FILES_MATCHING PATTERN "*.h")
ENDIF (${CMAKE_MAJOR_VERSION}.${CMAKE_MINOR_VERSION} GREATER 2.5)
IF (APPLE AND BUILD_SHARED_LIBS AND FRAMEWORK)
SET_TARGET_PROPERTIES(BulletSoftBody PROPERTIES FRAMEWORK true)
SET_TARGET_PROPERTIES(BulletSoftBody PROPERTIES PUBLIC_HEADER "${BulletSoftBody_HDRS}")
ENDIF (APPLE AND BUILD_SHARED_LIBS AND FRAMEWORK)

View File

@@ -1,4 +0,0 @@
ADD_SUBDIRECTORY(BulletCollision)
ADD_SUBDIRECTORY(BulletDynamics)
ADD_SUBDIRECTORY(LinearMath)
ADD_SUBDIRECTORY(BulletSoftBody )

View File

@@ -1,51 +0,0 @@
INCLUDE_DIRECTORIES(
${BULLET_PHYSICS_SOURCE_DIR}/src }
)
SET(LinearMath_SRCS
btConvexHull.cpp
btQuickprof.cpp
btGeometryUtil.cpp
btAlignedAllocator.cpp
)
SET(LinearMath_HDRS
btAlignedObjectArray.h
btList.h
btPoolAllocator.h
btRandom.h
btVector3.h
btDefaultMotionState.h
btMatrix3x3.h
btQuadWord.h
btHashMap.h
btScalar.h
btAabbUtil2.h
btConvexHull.h
btMinMax.h
btQuaternion.h
btStackAlloc.h
btGeometryUtil.h
btMotionState.h
btTransform.h
btAlignedAllocator.h
btIDebugDraw.h
btQuickprof.h
btTransformUtil.h
)
ADD_LIBRARY(LinearMath ${LinearMath_SRCS} ${LinearMath_HDRS})
SET_TARGET_PROPERTIES(LinearMath PROPERTIES VERSION ${BULLET_VERSION})
SET_TARGET_PROPERTIES(LinearMath PROPERTIES SOVERSION ${BULLET_VERSION})
#FILES_MATCHING requires CMake 2.6
IF (${CMAKE_MAJOR_VERSION}.${CMAKE_MINOR_VERSION} GREATER 2.5)
INSTALL(TARGETS LinearMath DESTINATION lib)
INSTALL(DIRECTORY ${CMAKE_CURRENT_SOURCE_DIR} DESTINATION include FILES_MATCHING PATTERN "*.h")
ENDIF (${CMAKE_MAJOR_VERSION}.${CMAKE_MINOR_VERSION} GREATER 2.5)
IF (APPLE AND BUILD_SHARED_LIBS AND FRAMEWORK)
SET_TARGET_PROPERTIES(LinearMath PROPERTIES FRAMEWORK true)
SET_TARGET_PROPERTIES(LinearMath PROPERTIES PUBLIC_HEADER "${LinearMath_HDRS}")
ENDIF (APPLE AND BUILD_SHARED_LIBS AND FRAMEWORK)

View File

@@ -1,4 +1,4 @@
/*
/***************************************************************************************************
**

View File

@@ -1,72 +0,0 @@
#
# $Id$
#
# ***** BEGIN GPL LICENSE BLOCK *****
#
# This program is free software; you can redistribute it and/or
# modify it under the terms of the GNU General Public License
# as published by the Free Software Foundation; either version 2
# of the License, or (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program; if not, write to the Free Software Foundation,
# Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
#
# The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
# All rights reserved.
#
# The Original Code is: all of this file.
#
# Contributor(s): none yet.
#
# ***** END GPL LICENSE BLOCK *****
#
LIBNAME = bullet2
DIR = $(OCGDIR)/extern/$(LIBNAME)
BULLETDIRS = \
LinearMath \
BulletCollision/BroadphaseCollision \
BulletCollision/CollisionShapes \
BulletCollision/NarrowPhaseCollision \
BulletCollision/CollisionDispatch \
BulletCollision/Gimpact \
BulletDynamics/ConstraintSolver \
BulletDynamics/Vehicle \
BulletDynamics/Dynamics \
BulletSoftBody
CCSRCS = $(wildcard \
LinearMath/*.cpp \
BulletCollision/BroadphaseCollision/*.cpp \
BulletCollision/CollisionShapes/*.cpp \
BulletCollision/NarrowPhaseCollision/*.cpp \
BulletCollision/CollisionDispatch/*.cpp \
BulletCollision/Gimpact/*.cpp \
BulletDynamics/ConstraintSolver/*.cpp \
BulletDynamics/Vehicle/*.cpp \
BulletDynamics/Dynamics/*.cpp \
BulletSoftBody/*.cpp)
CPPFLAGS += -D_LIB -I. -IBulletCollision -IBulletDynamics -ILinearMath
all debug:: objdirs
include nan_compile.mk
.PHONY: objdirs clean
objdirs:
@for i in $(BULLETDIRS); do \
[ -d $(DIR)/$(DEBUG_DIR)$$i ] || mkdir -p $(DIR)/$(DEBUG_DIR)$$i; \
done
clean::
rm -rf $(DIR)
rm -rf $(NAN_BULLET2)/lib/libbullet2.a
rm -rf $(NAN_BULLET2)/include

View File

@@ -0,0 +1,17 @@
Index: src/BulletCollision/CollisionShapes/btScaledBvhTriangleMeshShape.cpp
===================================================================
--- src/BulletCollision/CollisionShapes/btScaledBvhTriangleMeshShape.cpp (revision 34336)
+++ src/BulletCollision/CollisionShapes/btScaledBvhTriangleMeshShape.cpp (working copy)
@@ -61,10 +61,12 @@
scaledAabbMin[0] = m_localScaling.getX() >= 0. ? aabbMin[0] * invLocalScaling[0] : aabbMax[0] * invLocalScaling[0];
scaledAabbMin[1] = m_localScaling.getY() >= 0. ? aabbMin[1] * invLocalScaling[1] : aabbMax[1] * invLocalScaling[1];
scaledAabbMin[2] = m_localScaling.getZ() >= 0. ? aabbMin[2] * invLocalScaling[2] : aabbMax[2] * invLocalScaling[2];
+ scaledAabbMin[3] = 0.0; /* otherwise un-initialized stack memory: uninitialized_stack_vec.patch, blender patch */
scaledAabbMax[0] = m_localScaling.getX() <= 0. ? aabbMin[0] * invLocalScaling[0] : aabbMax[0] * invLocalScaling[0];
scaledAabbMax[1] = m_localScaling.getY() <= 0. ? aabbMin[1] * invLocalScaling[1] : aabbMax[1] * invLocalScaling[1];
scaledAabbMax[2] = m_localScaling.getZ() <= 0. ? aabbMin[2] * invLocalScaling[2] : aabbMax[2] * invLocalScaling[2];
+ scaledAabbMax[3] = 0.0; /* otherwise un-initialized stack memory: uninitialized_stack_vec.patch, blender patch */
m_bvhTriMeshShape->processAllTriangles(&scaledCallback,scaledAabbMin,scaledAabbMax);

View File

@@ -24,18 +24,22 @@
#
# ***** END GPL LICENSE BLOCK *****
SET(INC
set(INC
./include
)
IF(UNIX)
LIST(APPEND INC ${X11_X11_INCLUDE_PATH})
ENDIF(UNIX)
if(UNIX)
list(APPEND INC ${X11_X11_INCLUDE_PATH})
endif()
SET(SRC
set(SRC
src/glew.c
include/GL/glew.h
include/GL/glxew.h
include/GL/wglew.h
)
ADD_DEFINITIONS(-DGLEW_STATIC)
add_definitions(-DGLEW_STATIC)
BLENDERLIB(extern_glew "${SRC}" "${INC}")
blender_add_lib(extern_glew "${SRC}" "${INC}")

View File

@@ -12220,7 +12220,7 @@ GLEWAPI GLboolean glewContextIsSupported (GLEWContext* ctx, const char* name);
#else /* GLEW_MX */
GLEWAPI GLenum glewInit ();
GLEWAPI GLenum glewInit (void);
GLEWAPI GLboolean glewIsSupported (const char* name);
#define glewIsExtensionSupported(x) glewIsSupported(x)

View File

@@ -1,146 +0,0 @@
<?xml version="1.0" encoding="Windows-1252"?>
<VisualStudioProject
ProjectType="Visual C++"
Version="7.10"
Name="glew"
ProjectGUID="{BAC615B0-F1AF-418B-8D23-A10FD8870D6A}"
Keyword="Win32Proj">
<Platforms>
<Platform
Name="Win32"/>
</Platforms>
<Configurations>
<Configuration
Name="Blender Debug|Win32"
OutputDirectory="..\..\..\..\..\build\msvc_7\extern\glew\debug"
IntermediateDirectory="..\..\..\..\..\build\msvc_7\extern\glew\debug"
ConfigurationType="4"
CharacterSet="2">
<Tool
Name="VCCLCompilerTool"
Optimization="0"
AdditionalIncludeDirectories="..\..\include"
PreprocessorDefinitions="WIN32;_DEBUG;_LIB"
MinimalRebuild="FALSE"
BasicRuntimeChecks="3"
RuntimeLibrary="1"
UsePrecompiledHeader="2"
PrecompiledHeaderFile="..\..\..\..\..\build\msvc_7\extern\glew\debug\glew.pch"
AssemblerListingLocation="..\..\..\..\..\build\msvc_7\extern\glew\debug\"
ObjectFile="..\..\..\..\..\build\msvc_7\extern\glew\debug\"
ProgramDataBaseFileName="..\..\..\..\..\build\msvc_7\extern\glew\debug\"
WarningLevel="2"
Detect64BitPortabilityProblems="FALSE"
DebugInformationFormat="3"/>
<Tool
Name="VCCustomBuildTool"/>
<Tool
Name="VCLibrarianTool"
OutputFile="..\..\..\..\..\build\msvc_7\libs\extern\debug\glew.lib"/>
<Tool
Name="VCMIDLTool"/>
<Tool
Name="VCPostBuildEventTool"
Description="Copying GLEW files library (debug target) to lib tree."
CommandLine="ECHO Copying header files
IF NOT EXIST ..\..\..\..\..\build\msvc_7\extern\glew\include\GL MKDIR ..\..\..\..\..\build\msvc_7\extern\glew\include\GL
XCOPY /Y ..\..\include\GL\*.h ..\..\..\..\..\build\msvc_7\extern\glew\include\GL
ECHO Done
"/>
<Tool
Name="VCPreBuildEventTool"/>
<Tool
Name="VCPreLinkEventTool"/>
<Tool
Name="VCResourceCompilerTool"/>
<Tool
Name="VCWebServiceProxyGeneratorTool"/>
<Tool
Name="VCXMLDataGeneratorTool"/>
<Tool
Name="VCManagedWrapperGeneratorTool"/>
<Tool
Name="VCAuxiliaryManagedWrapperGeneratorTool"/>
</Configuration>
<Configuration
Name="Blender Release|Win32"
OutputDirectory="..\..\..\..\..\build\msvc_7\extern\glew"
IntermediateDirectory="..\..\..\..\..\build\msvc_7\extern\glew"
ConfigurationType="4"
CharacterSet="2">
<Tool
Name="VCCLCompilerTool"
InlineFunctionExpansion="1"
AdditionalIncludeDirectories="..\..\include"
PreprocessorDefinitions="WIN32;NDEBUG;_LIB"
StringPooling="TRUE"
RuntimeLibrary="0"
EnableFunctionLevelLinking="TRUE"
UsePrecompiledHeader="2"
PrecompiledHeaderFile="..\..\..\..\..\build\msvc_7\extern\glew\glew.pch"
AssemblerListingLocation="..\..\..\..\..\build\msvc_7\extern\glew\"
ObjectFile="..\..\..\..\..\build\msvc_7\extern\glew\"
ProgramDataBaseFileName="..\..\..\..\..\build\msvc_7\extern\glew\"
WarningLevel="2"
Detect64BitPortabilityProblems="FALSE"
DebugInformationFormat="0"/>
<Tool
Name="VCCustomBuildTool"/>
<Tool
Name="VCLibrarianTool"
OutputFile="..\..\..\..\..\build\msvc_7\libs\extern\glew.lib"/>
<Tool
Name="VCMIDLTool"/>
<Tool
Name="VCPostBuildEventTool"
Description="Copying GLEW files library to lib tree."
CommandLine="ECHO Copying header files
IF NOT EXIST ..\..\..\..\..\build\msvc_7\extern\glew\include\GL MKDIR ..\..\..\..\..\build\msvc_7\extern\glew\include\GL
XCOPY /Y ..\..\include\GL\*.h ..\..\..\..\..\build\msvc_7\extern\glew\include\GL
ECHO Done
"/>
<Tool
Name="VCPreBuildEventTool"/>
<Tool
Name="VCPreLinkEventTool"/>
<Tool
Name="VCResourceCompilerTool"/>
<Tool
Name="VCWebServiceProxyGeneratorTool"/>
<Tool
Name="VCXMLDataGeneratorTool"/>
<Tool
Name="VCManagedWrapperGeneratorTool"/>
<Tool
Name="VCAuxiliaryManagedWrapperGeneratorTool"/>
</Configuration>
</Configurations>
<References>
</References>
<Files>
<Filter
Name="Source Files"
Filter="cpp;c;cxx;def;odl;idl;hpj;bat;asm;asmx"
UniqueIdentifier="{4FC737F1-C7A5-4376-A066-2A32D752A2FF}">
<File
RelativePath="..\..\src\glew.c">
</File>
</Filter>
<Filter
Name="Header Files"
Filter="h;hpp;hxx;hm;inl;inc;xsd"
UniqueIdentifier="{93995380-89BD-4b04-88EB-625FBE52EBFB}">
<File
RelativePath="..\..\include\GL\glew.h">
</File>
<File
RelativePath="..\..\include\GL\glxew.h">
</File>
<File
RelativePath="..\..\include\GL\wglew.h">
</File>
</Filter>
</Files>
<Globals>
</Globals>
</VisualStudioProject>

View File

@@ -1,197 +0,0 @@
<?xml version="1.0" encoding="Windows-1252"?>
<VisualStudioProject
ProjectType="Visual C++"
Version="9,00"
Name="EXT_glew"
ProjectGUID="{BAC615B0-F1AF-418B-8D23-A10FD8870D6A}"
RootNamespace="glew"
Keyword="Win32Proj"
TargetFrameworkVersion="131072"
>
<Platforms>
<Platform
Name="Win32"
/>
</Platforms>
<ToolFiles>
</ToolFiles>
<Configurations>
<Configuration
Name="Blender Debug|Win32"
OutputDirectory="..\..\..\..\..\build\msvc_9\extern\glew\debug"
IntermediateDirectory="..\..\..\..\..\build\msvc_9\extern\glew\debug"
ConfigurationType="4"
InheritedPropertySheets="$(VCInstallDir)VCProjectDefaults\UpgradeFromVC71.vsprops"
CharacterSet="2"
>
<Tool
Name="VCPreBuildEventTool"
/>
<Tool
Name="VCCustomBuildTool"
/>
<Tool
Name="VCXMLDataGeneratorTool"
/>
<Tool
Name="VCWebServiceProxyGeneratorTool"
/>
<Tool
Name="VCMIDLTool"
/>
<Tool
Name="VCCLCompilerTool"
Optimization="0"
AdditionalIncludeDirectories="..\..\include"
PreprocessorDefinitions="WIN32;_DEBUG;_LIB;GLEW_STATIC"
MinimalRebuild="false"
BasicRuntimeChecks="3"
RuntimeLibrary="1"
UsePrecompiledHeader="0"
PrecompiledHeaderFile="..\..\..\..\..\build\msvc_9\extern\glew\debug\glew.pch"
AssemblerListingLocation="..\..\..\..\..\build\msvc_9\extern\glew\debug\"
ObjectFile="..\..\..\..\..\build\msvc_9\extern\glew\debug\"
ProgramDataBaseFileName="..\..\..\..\..\build\msvc_9\extern\glew\debug\"
WarningLevel="2"
Detect64BitPortabilityProblems="false"
DebugInformationFormat="3"
/>
<Tool
Name="VCManagedResourceCompilerTool"
/>
<Tool
Name="VCResourceCompilerTool"
/>
<Tool
Name="VCPreLinkEventTool"
/>
<Tool
Name="VCLibrarianTool"
OutputFile="..\..\..\..\..\build\msvc_9\libs\extern\debug\glew.lib"
/>
<Tool
Name="VCALinkTool"
/>
<Tool
Name="VCXDCMakeTool"
/>
<Tool
Name="VCBscMakeTool"
/>
<Tool
Name="VCFxCopTool"
/>
<Tool
Name="VCPostBuildEventTool"
Description="Copying GLEW files library (debug target) to lib tree."
CommandLine="ECHO Copying header files&#x0D;&#x0A;IF NOT EXIST ..\..\..\..\..\build\msvc_9\extern\glew\include\GL MKDIR ..\..\..\..\..\build\msvc_9\extern\glew\include\GL&#x0D;&#x0A;XCOPY /Y ..\..\include\GL\*.h ..\..\..\..\..\build\msvc_9\extern\glew\include\GL&#x0D;&#x0A;ECHO Done&#x0D;&#x0A;"
/>
</Configuration>
<Configuration
Name="Blender Release|Win32"
OutputDirectory="..\..\..\..\..\build\msvc_9\extern\glew"
IntermediateDirectory="..\..\..\..\..\build\msvc_9\extern\glew"
ConfigurationType="4"
InheritedPropertySheets="$(VCInstallDir)VCProjectDefaults\UpgradeFromVC71.vsprops"
CharacterSet="2"
>
<Tool
Name="VCPreBuildEventTool"
/>
<Tool
Name="VCCustomBuildTool"
/>
<Tool
Name="VCXMLDataGeneratorTool"
/>
<Tool
Name="VCWebServiceProxyGeneratorTool"
/>
<Tool
Name="VCMIDLTool"
/>
<Tool
Name="VCCLCompilerTool"
Optimization="2"
InlineFunctionExpansion="1"
AdditionalIncludeDirectories="..\..\include"
PreprocessorDefinitions="WIN32;NDEBUG;_LIB;GLEW_STATIC"
StringPooling="true"
RuntimeLibrary="0"
EnableFunctionLevelLinking="true"
UsePrecompiledHeader="0"
PrecompiledHeaderFile="..\..\..\..\..\build\msvc_9\extern\glew\glew.pch"
AssemblerListingLocation="..\..\..\..\..\build\msvc_9\extern\glew\"
ObjectFile="..\..\..\..\..\build\msvc_9\extern\glew\"
ProgramDataBaseFileName="..\..\..\..\..\build\msvc_9\extern\glew\"
WarningLevel="2"
Detect64BitPortabilityProblems="false"
DebugInformationFormat="0"
/>
<Tool
Name="VCManagedResourceCompilerTool"
/>
<Tool
Name="VCResourceCompilerTool"
/>
<Tool
Name="VCPreLinkEventTool"
/>
<Tool
Name="VCLibrarianTool"
OutputFile="..\..\..\..\..\build\msvc_9\libs\extern\glew.lib"
/>
<Tool
Name="VCALinkTool"
/>
<Tool
Name="VCXDCMakeTool"
/>
<Tool
Name="VCBscMakeTool"
/>
<Tool
Name="VCFxCopTool"
/>
<Tool
Name="VCPostBuildEventTool"
Description="Copying GLEW files library to lib tree."
CommandLine="ECHO Copying header files&#x0D;&#x0A;IF NOT EXIST ..\..\..\..\..\build\msvc_9\extern\glew\include\GL MKDIR ..\..\..\..\..\build\msvc_9\extern\glew\include\GL&#x0D;&#x0A;XCOPY /Y ..\..\include\GL\*.h ..\..\..\..\..\build\msvc_9\extern\glew\include\GL&#x0D;&#x0A;ECHO Done&#x0D;&#x0A;"
/>
</Configuration>
</Configurations>
<References>
</References>
<Files>
<Filter
Name="Source Files"
Filter="cpp;c;cxx;def;odl;idl;hpj;bat;asm;asmx"
UniqueIdentifier="{4FC737F1-C7A5-4376-A066-2A32D752A2FF}"
>
<File
RelativePath="..\..\src\glew.c"
>
</File>
</Filter>
<Filter
Name="Header Files"
Filter="h;hpp;hxx;hm;inl;inc;xsd"
UniqueIdentifier="{93995380-89BD-4b04-88EB-625FBE52EBFB}"
>
<File
RelativePath="..\..\include\GL\glew.h"
>
</File>
<File
RelativePath="..\..\include\GL\glxew.h"
>
</File>
<File
RelativePath="..\..\include\GL\wglew.h"
>
</File>
</Filter>
</Files>
<Globals>
</Globals>
</VisualStudioProject>

View File

@@ -1,56 +0,0 @@
# -*- mode: gnumakefile; tab-width: 8; indent-tabs-mode: t; -*-
# vim: tabstop=8
#
# $Id$
#
# ***** BEGIN GPL/BL DUAL LICENSE BLOCK *****
#
# This program is free software; you can redistribute it and/or
# modify it under the terms of the GNU General Public License
# as published by the Free Software Foundation; either version 2
# of the License, or (at your option) any later version. The Blender
# Foundation also sells licenses for use in proprietary software under
# the Blender License. See http://www.blender.org/BL/ for information
# about this.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program; if not, write to the Free Software Foundation,
# Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
#
# The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
# All rights reserved.
#
# The Original Code is: all of this file.
#
# Contributor(s): GSR
#
# ***** END GPL/BL DUAL LICENSE BLOCK *****
#
#
LIBNAME = glew
DIR = $(OCGDIR)/extern/$(LIBNAME)
CCFLAGS += $(LEVEL_1_CPP_WARNINGS)
CPPFLAGS += -I../include
CSRCS = glew.c
CCSRCS =
include nan_compile.mk
install: $(ALL_OR_DEBUG)
@[ -d $(NAN_GLEW) ] || mkdir -p $(NAN_GLEW)
@[ -d $(NAN_GLEW)/include/GL ] || mkdir -p $(NAN_GLEW)/include/GL
@[ -d $(NAN_GLEW)/lib/$(DEBUG_DIR) ] || mkdir -p $(NAN_GLEW)/lib/$(DEBUG_DIR)
@$(NANBLENDERHOME)/intern/tools/cpifdiff.sh $(DIR)/$(DEBUG_DIR)lib$(LIBNAME).a $(NAN_GLEW)/lib/$(DEBUG_DIR)
ifeq ($(OS),darwin)
ranlib $(NAN_GLEW)/lib/$(DEBUG_DIR)lib$(LIBNAME).a
endif
@$(NANBLENDERHOME)/intern/tools/cpifdiff.sh ../include/GL/*.h $(NAN_GLEW)/include/GL

View File

@@ -24,7 +24,53 @@
#
# ***** END GPL LICENSE BLOCK *****
SET(INC .)
set(INC
.
)
FILE(GLOB SRC *.c)
BLENDERLIB(extern_openjpeg "${SRC}" "${INC}")
set(SRC
bio.c
cio.c
dwt.c
event.c
image.c
j2k.c
j2k_lib.c
jp2.c
jpt.c
mct.c
mqc.c
openjpeg.c
pi.c
raw.c
t1.c
t2.c
tcd.c
tgt.c
bio.h
cio.h
dwt.h
event.h
fix.h
image.h
int.h
j2k.h
j2k_lib.h
jp2.h
jpt.h
mct.h
mqc.h
openjpeg.h
opj_includes.h
opj_malloc.h
pi.h
raw.h
t1.h
t1_luts.h
t2.h
tcd.h
tgt.h
)
blender_add_lib(extern_openjpeg "${SRC}" "${INC}")

View File

@@ -29,7 +29,7 @@
/* ==========================================================
Utility functions
==========================================================*/
#if 0
#if !defined(_MSC_VER) && !defined(__MINGW32__)
static char*
i2a(unsigned i, char *a, unsigned r) {
@@ -58,7 +58,7 @@ _itoa(int i, char *a, int r) {
}
#endif /* !WIN32 */
#endif /* unused - campbell */
/* ----------------------------------------------------------------------- */
opj_event_mgr_t* OPJ_CALLCONV opj_set_event_mgr(opj_common_ptr cinfo, opj_event_mgr_t *event_mgr, void *context) {

View File

@@ -1,6 +1,4 @@
#
# $Id: Makefile 14444 2008-04-16 22:40:48Z hos $
#
# $Id: CMakeLists.txt 33864 2010-12-22 23:09:30Z campbellbarton $
# ***** BEGIN GPL LICENSE BLOCK *****
#
# This program is free software; you can redistribute it and/or
@@ -17,27 +15,28 @@
# along with this program; if not, write to the Free Software Foundation,
# Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
#
# The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
# The Original Code is Copyright (C) 2006, Blender Foundation
# All rights reserved.
#
# The Original Code is: all of this file.
#
# Contributor(s): none yet.
# Contributor(s): Jacques Beaurain.
#
# ***** END GPL LICENSE BLOCK *****
#
#
LIBNAME = openjpeg
DIR = $(OCGDIR)/extern/$(LIBNAME)
set(INC
.
../libopenjpeg
)
CCFLAGS += $(LEVEL_1_CPP_WARNINGS)
set(SRC
codec.c
debayer.c
format.c
TCSRCS = $(wildcard *.c)
CSRCS = $(filter-out t1_generate_luts.c,$(TCSRCS))
include nan_compile.mk
CPPFLAGS += -I.
install: all debug
codec.h
debayer.h
format.h
)
blender_add_lib(extern_redcode "${SRC}" "${INC}")

View File

@@ -24,8 +24,24 @@
#
# ***** END GPL LICENSE BLOCK *****
SET(INC . )
set(INC
.
)
FILE(GLOB SRC ./*.c)
set(SRC
Alloc.c
LzFind.c
LzmaDec.c
LzmaEnc.c
LzmaLib.c
BLENDERLIB(extern_lzma "${SRC}" "${INC}")
Alloc.h
LzFind.h
LzHash.h
LzmaDec.h
LzmaEnc.h
LzmaLib.h
Types.h
)
blender_add_lib(extern_lzma "${SRC}" "${INC}")

46
extern/lzma/Makefile vendored
View File

@@ -1,46 +0,0 @@
#
# $Id$
#
# ***** BEGIN GPL/BL DUAL LICENSE BLOCK *****
#
# This program is free software; you can redistribute it and/or
# modify it under the terms of the GNU General Public License
# as published by the Free Software Foundation; either version 2
# of the License, or (at your option) any later version. The Blender
# Foundation also sells licenses for use in proprietary software under
# the Blender License. See http://www.blender.org/BL/ for information
# about this.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program; if not, write to the Free Software Foundation,
# Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
#
# The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
# All rights reserved.
#
# The Original Code is: all of this file.
#
# Contributor(s):
#
# ***** END GPL/BL DUAL LICENSE BLOCK *****
#
#
LIBNAME = lzma
DIR = $(OCGDIR)/extern/$(LIBNAME)
include nan_compile.mk
install: $(ALL_OR_DEBUG)
@[ -d $(NAN_LZMA) ] || mkdir -p $(NAN_LZMA)
@[ -d $(NAN_LZMA)/lib/$(DEBUG_DIR) ] || mkdir -p $(NAN_LZMA)/lib/$(DEBUG_DIR)
@$(NANBLENDERHOME)/intern/tools/cpifdiff.sh $(DIR)/$(DEBUG_DIR)lib$(LIBNAME).a $(NAN_LZMA)/lib/$(DEBUG_DIR)
ifeq ($(OS),darwin)
ranlib $(NAN_LZMA)/lib/$(DEBUG_DIR)lib$(LIBNAME).a
endif
@$(NANBLENDERHOME)/intern/tools/cpifdiff.sh *.h $(NAN_LZMA)

View File

@@ -1,385 +0,0 @@
<?xml version="1.0" encoding="Windows-1252"?>
<VisualStudioProject
ProjectType="Visual C++"
Version="9,00"
Name="EXT_lzma"
ProjectGUID="{79D0B232-208C-F208-DA71-79B4AC088602}"
RootNamespace="lzma"
TargetFrameworkVersion="131072"
>
<Platforms>
<Platform
Name="Win32"
/>
</Platforms>
<ToolFiles>
</ToolFiles>
<Configurations>
<Configuration
Name="Blender Debug|Win32"
OutputDirectory="..\..\..\..\..\build\msvc_9\extern\lzma\debug"
IntermediateDirectory="..\..\..\..\..\build\msvc_9\extern\lzma\debug"
ConfigurationType="4"
InheritedPropertySheets="$(VCInstallDir)VCProjectDefaults\UpgradeFromVC71.vsprops"
UseOfMFC="0"
ATLMinimizesCRunTimeLibraryUsage="false"
CharacterSet="2"
>
<Tool
Name="VCPreBuildEventTool"
/>
<Tool
Name="VCCustomBuildTool"
/>
<Tool
Name="VCXMLDataGeneratorTool"
/>
<Tool
Name="VCWebServiceProxyGeneratorTool"
/>
<Tool
Name="VCMIDLTool"
/>
<Tool
Name="VCCLCompilerTool"
Optimization="0"
AdditionalIncludeDirectories=""
PreprocessorDefinitions="_DEBUG;_LIB;WIN32"
ExceptionHandling="1"
BasicRuntimeChecks="3"
RuntimeLibrary="1"
UsePrecompiledHeader="0"
PrecompiledHeaderFile="..\..\..\..\..\build\msvc_9\extern\lzma\debug\lzma.pch"
AssemblerListingLocation="..\..\..\..\..\build\msvc_9\extern\lzma\debug\"
ObjectFile="..\..\..\..\..\build\msvc_9\extern\lzma\debug\"
ProgramDataBaseFileName="..\..\..\..\..\build\msvc_9\extern\lzma\debug\"
WarningLevel="3"
SuppressStartupBanner="true"
DebugInformationFormat="4"
CompileAs="0"
/>
<Tool
Name="VCManagedResourceCompilerTool"
/>
<Tool
Name="VCResourceCompilerTool"
PreprocessorDefinitions="_DEBUG"
Culture="1033"
/>
<Tool
Name="VCPreLinkEventTool"
/>
<Tool
Name="VCLibrarianTool"
OutputFile="..\..\..\..\..\build\msvc_9\libs\extern\debug\lzma.lib"
SuppressStartupBanner="true"
/>
<Tool
Name="VCALinkTool"
/>
<Tool
Name="VCXDCMakeTool"
/>
<Tool
Name="VCBscMakeTool"
/>
<Tool
Name="VCFxCopTool"
/>
<Tool
Name="VCPostBuildEventTool"
/>
</Configuration>
<Configuration
Name="Blender Release|Win32"
OutputDirectory="..\..\..\..\..\build\msvc_9\extern\lzma"
IntermediateDirectory="..\..\..\..\..\build\msvc_9\extern\lzma"
ConfigurationType="4"
InheritedPropertySheets="$(VCInstallDir)VCProjectDefaults\UpgradeFromVC71.vsprops"
UseOfMFC="0"
ATLMinimizesCRunTimeLibraryUsage="false"
CharacterSet="2"
>
<Tool
Name="VCPreBuildEventTool"
/>
<Tool
Name="VCCustomBuildTool"
/>
<Tool
Name="VCXMLDataGeneratorTool"
/>
<Tool
Name="VCWebServiceProxyGeneratorTool"
/>
<Tool
Name="VCMIDLTool"
/>
<Tool
Name="VCCLCompilerTool"
Optimization="2"
InlineFunctionExpansion="1"
AdditionalIncludeDirectories=""
PreprocessorDefinitions="NDEBUG;_LIB;WIN32"
StringPooling="true"
ExceptionHandling="0"
RuntimeLibrary="0"
EnableFunctionLevelLinking="true"
UsePrecompiledHeader="0"
PrecompiledHeaderFile="..\..\..\..\..\build\msvc_9\extern\lzma\lzma.pch"
AssemblerListingLocation="..\..\..\..\..\build\msvc_9\extern\lzma\"
ObjectFile="..\..\..\..\..\build\msvc_9\extern\lzma\"
ProgramDataBaseFileName="..\..\..\..\..\build\msvc_9\extern\lzma\"
WarningLevel="3"
SuppressStartupBanner="true"
DebugInformationFormat="1"
CompileAs="0"
/>
<Tool
Name="VCManagedResourceCompilerTool"
/>
<Tool
Name="VCResourceCompilerTool"
PreprocessorDefinitions="NDEBUG"
Culture="1033"
/>
<Tool
Name="VCPreLinkEventTool"
/>
<Tool
Name="VCLibrarianTool"
OutputFile="..\..\..\..\..\build\msvc_9\libs\extern\lzma.lib"
SuppressStartupBanner="true"
/>
<Tool
Name="VCALinkTool"
/>
<Tool
Name="VCXDCMakeTool"
/>
<Tool
Name="VCBscMakeTool"
/>
<Tool
Name="VCFxCopTool"
/>
<Tool
Name="VCPostBuildEventTool"
/>
</Configuration>
<Configuration
Name="3D Plugin Debug|Win32"
OutputDirectory="..\..\..\..\..\build\msvc_9\extern\lzma\mtdll\debug"
IntermediateDirectory="..\..\..\..\..\build\msvc_9\extern\lzma\mtdll\debug"
ConfigurationType="4"
InheritedPropertySheets="$(VCInstallDir)VCProjectDefaults\UpgradeFromVC71.vsprops"
UseOfMFC="0"
ATLMinimizesCRunTimeLibraryUsage="false"
CharacterSet="2"
>
<Tool
Name="VCPreBuildEventTool"
/>
<Tool
Name="VCCustomBuildTool"
/>
<Tool
Name="VCXMLDataGeneratorTool"
/>
<Tool
Name="VCWebServiceProxyGeneratorTool"
/>
<Tool
Name="VCMIDLTool"
/>
<Tool
Name="VCCLCompilerTool"
Optimization="0"
AdditionalIncludeDirectories=""
PreprocessorDefinitions="_DEBUG;_LIB;WIN32"
ExceptionHandling="0"
BasicRuntimeChecks="3"
RuntimeLibrary="3"
UsePrecompiledHeader="0"
PrecompiledHeaderFile="..\..\..\..\..\build\msvc_9\extern\lzma\mtdll\debug\lzma.pch"
AssemblerListingLocation="..\..\..\..\..\build\msvc_9\extern\lzma\mtdll\debug\"
ObjectFile="..\..\..\..\..\build\msvc_9\extern\lzma\mtdll\debug\"
ProgramDataBaseFileName="..\..\..\..\..\build\msvc_9\extern\lzma\mtdll\debug\"
WarningLevel="3"
SuppressStartupBanner="true"
DebugInformationFormat="4"
CompileAs="0"
/>
<Tool
Name="VCManagedResourceCompilerTool"
/>
<Tool
Name="VCResourceCompilerTool"
PreprocessorDefinitions="_DEBUG"
Culture="1033"
/>
<Tool
Name="VCPreLinkEventTool"
/>
<Tool
Name="VCLibrarianTool"
OutputFile="..\..\..\..\..\build\msvc_9\libs\extern\mtdll\debug\lzma.lib"
SuppressStartupBanner="true"
/>
<Tool
Name="VCALinkTool"
/>
<Tool
Name="VCXDCMakeTool"
/>
<Tool
Name="VCBscMakeTool"
/>
<Tool
Name="VCFxCopTool"
/>
<Tool
Name="VCPostBuildEventTool"
/>
</Configuration>
<Configuration
Name="3D Plugin Release|Win32"
OutputDirectory="..\..\..\..\..\build\msvc_9\extern\lzma\mtdll"
IntermediateDirectory="..\..\..\..\..\build\msvc_9\extern\lzma\mtdll"
ConfigurationType="4"
InheritedPropertySheets="$(VCInstallDir)VCProjectDefaults\UpgradeFromVC71.vsprops"
UseOfMFC="0"
ATLMinimizesCRunTimeLibraryUsage="false"
CharacterSet="2"
>
<Tool
Name="VCPreBuildEventTool"
/>
<Tool
Name="VCCustomBuildTool"
/>
<Tool
Name="VCXMLDataGeneratorTool"
/>
<Tool
Name="VCWebServiceProxyGeneratorTool"
/>
<Tool
Name="VCMIDLTool"
/>
<Tool
Name="VCCLCompilerTool"
Optimization="2"
InlineFunctionExpansion="1"
AdditionalIncludeDirectories=""
PreprocessorDefinitions="NDEBUG;_LIB;WIN32"
StringPooling="true"
ExceptionHandling="0"
RuntimeLibrary="2"
EnableFunctionLevelLinking="true"
UsePrecompiledHeader="0"
PrecompiledHeaderFile="..\..\..\..\..\build\msvc_9\extern\lzma\mtdll\lzma.pch"
AssemblerListingLocation="..\..\..\..\..\build\msvc_9\extern\lzma\mtdll\"
ObjectFile="..\..\..\..\..\build\msvc_9\extern\lzma\mtdll\"
ProgramDataBaseFileName="..\..\..\..\..\build\msvc_9\extern\lzma\mtdll\"
WarningLevel="3"
SuppressStartupBanner="true"
DebugInformationFormat="1"
CompileAs="0"
/>
<Tool
Name="VCManagedResourceCompilerTool"
/>
<Tool
Name="VCResourceCompilerTool"
PreprocessorDefinitions="NDEBUG"
Culture="1033"
/>
<Tool
Name="VCPreLinkEventTool"
/>
<Tool
Name="VCLibrarianTool"
OutputFile="..\..\..\..\..\build\msvc_9\libs\extern\mtdll\lzma.lib"
SuppressStartupBanner="true"
/>
<Tool
Name="VCALinkTool"
/>
<Tool
Name="VCXDCMakeTool"
/>
<Tool
Name="VCBscMakeTool"
/>
<Tool
Name="VCFxCopTool"
/>
<Tool
Name="VCPostBuildEventTool"
/>
</Configuration>
</Configurations>
<References>
</References>
<Files>
<Filter
Name="Source Files"
>
<File
RelativePath="..\..\Alloc.c"
>
</File>
<File
RelativePath="..\..\LzFind.c"
>
</File>
<File
RelativePath="..\..\LzmaDec.c"
>
</File>
<File
RelativePath="..\..\LzmaEnc.c"
>
</File>
<File
RelativePath="..\..\LzmaLib.c"
>
</File>
</Filter>
<Filter
Name="Header Files"
>
<File
RelativePath="..\..\Alloc.h"
>
</File>
<File
RelativePath="..\..\LzFind.h"
>
</File>
<File
RelativePath="..\..\LzHash.h"
>
</File>
<File
RelativePath="..\..\LzmaDec.h"
>
</File>
<File
RelativePath="..\..\LzmaEnc.h"
>
</File>
<File
RelativePath="..\..\LzmaLib.h"
>
</File>
<File
RelativePath="..\..\Types.h"
>
</File>
</Filter>
</Files>
<Globals>
</Globals>
</VisualStudioProject>

View File

@@ -24,7 +24,16 @@
#
# ***** END GPL LICENSE BLOCK *****
SET(INC include)
SET(SRC minilzo/minilzo.c)
set(INC
include
)
BLENDERLIB(extern_minilzo "${SRC}" "${INC}")
set(SRC
minilzo/minilzo.c
minilzo/lzoconf.h
minilzo/lzodefs.h
minilzo/minilzo.h
)
blender_add_lib(extern_minilzo "${SRC}" "${INC}")

View File

@@ -1,353 +0,0 @@
<?xml version="1.0" encoding="Windows-1252"?>
<VisualStudioProject
ProjectType="Visual C++"
Version="9,00"
Name="EXT_lzo"
ProjectGUID="{8BFA4082-773B-D100-BC24-659083BA023F}"
RootNamespace="lzo"
TargetFrameworkVersion="131072"
>
<Platforms>
<Platform
Name="Win32"
/>
</Platforms>
<ToolFiles>
</ToolFiles>
<Configurations>
<Configuration
Name="Blender Debug|Win32"
OutputDirectory="..\..\..\..\..\build\msvc_9\extern\lzo\debug"
IntermediateDirectory="..\..\..\..\..\build\msvc_9\extern\lzo\debug"
ConfigurationType="4"
InheritedPropertySheets="$(VCInstallDir)VCProjectDefaults\UpgradeFromVC71.vsprops"
UseOfMFC="0"
ATLMinimizesCRunTimeLibraryUsage="false"
CharacterSet="2"
>
<Tool
Name="VCPreBuildEventTool"
/>
<Tool
Name="VCCustomBuildTool"
/>
<Tool
Name="VCXMLDataGeneratorTool"
/>
<Tool
Name="VCWebServiceProxyGeneratorTool"
/>
<Tool
Name="VCMIDLTool"
/>
<Tool
Name="VCCLCompilerTool"
Optimization="0"
AdditionalIncludeDirectories=""
PreprocessorDefinitions="_DEBUG;_LIB;WIN32"
ExceptionHandling="1"
BasicRuntimeChecks="3"
RuntimeLibrary="1"
UsePrecompiledHeader="0"
PrecompiledHeaderFile="..\..\..\..\..\build\msvc_9\extern\lzo\debug\lzo.pch"
AssemblerListingLocation="..\..\..\..\..\build\msvc_9\extern\lzo\debug\"
ObjectFile="..\..\..\..\..\build\msvc_9\extern\lzo\debug\"
ProgramDataBaseFileName="..\..\..\..\..\build\msvc_9\extern\lzo\debug\"
WarningLevel="3"
SuppressStartupBanner="true"
DebugInformationFormat="4"
CompileAs="0"
/>
<Tool
Name="VCManagedResourceCompilerTool"
/>
<Tool
Name="VCResourceCompilerTool"
PreprocessorDefinitions="_DEBUG"
Culture="1033"
/>
<Tool
Name="VCPreLinkEventTool"
/>
<Tool
Name="VCLibrarianTool"
OutputFile="..\..\..\..\..\build\msvc_9\libs\extern\debug\lzo.lib"
SuppressStartupBanner="true"
/>
<Tool
Name="VCALinkTool"
/>
<Tool
Name="VCXDCMakeTool"
/>
<Tool
Name="VCBscMakeTool"
/>
<Tool
Name="VCFxCopTool"
/>
<Tool
Name="VCPostBuildEventTool"
/>
</Configuration>
<Configuration
Name="Blender Release|Win32"
OutputDirectory="..\..\..\..\..\build\msvc_9\extern\lzo"
IntermediateDirectory="..\..\..\..\..\build\msvc_9\extern\lzo"
ConfigurationType="4"
InheritedPropertySheets="$(VCInstallDir)VCProjectDefaults\UpgradeFromVC71.vsprops"
UseOfMFC="0"
ATLMinimizesCRunTimeLibraryUsage="false"
CharacterSet="2"
>
<Tool
Name="VCPreBuildEventTool"
/>
<Tool
Name="VCCustomBuildTool"
/>
<Tool
Name="VCXMLDataGeneratorTool"
/>
<Tool
Name="VCWebServiceProxyGeneratorTool"
/>
<Tool
Name="VCMIDLTool"
/>
<Tool
Name="VCCLCompilerTool"
Optimization="2"
InlineFunctionExpansion="1"
AdditionalIncludeDirectories=""
PreprocessorDefinitions="NDEBUG;_LIB;WIN32"
StringPooling="true"
ExceptionHandling="0"
RuntimeLibrary="0"
EnableFunctionLevelLinking="true"
UsePrecompiledHeader="0"
PrecompiledHeaderFile="..\..\..\..\..\build\msvc_9\extern\lzo\lzo.pch"
AssemblerListingLocation="..\..\..\..\..\build\msvc_9\extern\lzo\"
ObjectFile="..\..\..\..\..\build\msvc_9\extern\lzo\"
ProgramDataBaseFileName="..\..\..\..\..\build\msvc_9\extern\lzo\"
WarningLevel="3"
SuppressStartupBanner="true"
DebugInformationFormat="1"
CompileAs="0"
/>
<Tool
Name="VCManagedResourceCompilerTool"
/>
<Tool
Name="VCResourceCompilerTool"
PreprocessorDefinitions="NDEBUG"
Culture="1033"
/>
<Tool
Name="VCPreLinkEventTool"
/>
<Tool
Name="VCLibrarianTool"
OutputFile="..\..\..\..\..\build\msvc_9\libs\extern\lzo.lib"
SuppressStartupBanner="true"
/>
<Tool
Name="VCALinkTool"
/>
<Tool
Name="VCXDCMakeTool"
/>
<Tool
Name="VCBscMakeTool"
/>
<Tool
Name="VCFxCopTool"
/>
<Tool
Name="VCPostBuildEventTool"
/>
</Configuration>
<Configuration
Name="3D Plugin Debug|Win32"
OutputDirectory="..\..\..\..\..\build\msvc_9\extern\lzo\mtdll\debug"
IntermediateDirectory="..\..\..\..\..\build\msvc_9\extern\lzo\mtdll\debug"
ConfigurationType="4"
InheritedPropertySheets="$(VCInstallDir)VCProjectDefaults\UpgradeFromVC71.vsprops"
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ATLMinimizesCRunTimeLibraryUsage="false"
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<Tool
Name="VCCustomBuildTool"
/>
<Tool
Name="VCXMLDataGeneratorTool"
/>
<Tool
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<Tool
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<Tool
Name="VCCLCompilerTool"
Optimization="0"
AdditionalIncludeDirectories=""
PreprocessorDefinitions="_DEBUG;_LIB;WIN32"
ExceptionHandling="0"
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RuntimeLibrary="3"
UsePrecompiledHeader="0"
PrecompiledHeaderFile="..\..\..\..\..\build\msvc_9\extern\lzo\mtdll\debug\lzo.pch"
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DebugInformationFormat="4"
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<Tool
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PreprocessorDefinitions="_DEBUG"
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/>
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Name="VCLibrarianTool"
OutputFile="..\..\..\..\..\build\msvc_9\libs\extern\mtdll\debug\lzo.lib"
SuppressStartupBanner="true"
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Name="VCXDCMakeTool"
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Name="VCPostBuildEventTool"
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</Configuration>
<Configuration
Name="3D Plugin Release|Win32"
OutputDirectory="..\..\..\..\..\build\msvc_9\extern\lzo\mtdll"
IntermediateDirectory="..\..\..\..\..\build\msvc_9\extern\lzo\mtdll"
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UseOfMFC="0"
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<Tool
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<Tool
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<Tool
Name="VCCLCompilerTool"
Optimization="2"
InlineFunctionExpansion="1"
AdditionalIncludeDirectories=""
PreprocessorDefinitions="NDEBUG;_LIB;WIN32"
StringPooling="true"
ExceptionHandling="0"
RuntimeLibrary="2"
EnableFunctionLevelLinking="true"
UsePrecompiledHeader="0"
PrecompiledHeaderFile="..\..\..\..\..\build\msvc_9\extern\lzo\mtdll\lzo.pch"
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DebugInformationFormat="1"
CompileAs="0"
/>
<Tool
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/>
<Tool
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PreprocessorDefinitions="NDEBUG"
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/>
<Tool
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OutputFile="..\..\..\..\..\build\msvc_9\libs\extern\mtdll\lzo.lib"
SuppressStartupBanner="true"
/>
<Tool
Name="VCALinkTool"
/>
<Tool
Name="VCXDCMakeTool"
/>
<Tool
Name="VCBscMakeTool"
/>
<Tool
Name="VCFxCopTool"
/>
<Tool
Name="VCPostBuildEventTool"
/>
</Configuration>
</Configurations>
<References>
</References>
<Files>
<Filter
Name="Source Files"
>
<File
RelativePath="..\..\minilzo\minilzo.c"
>
</File>
</Filter>
<Filter
Name="Header Files"
>
<File
RelativePath="..\..\minilzo\lzoconf.h"
>
</File>
<File
RelativePath="..\..\minilzo\lzodefs.h"
>
</File>
<File
RelativePath="..\..\minilzo\minilzo.h"
>
</File>
</Filter>
</Files>
<Globals>
</Globals>
</VisualStudioProject>

View File

@@ -1,40 +0,0 @@
#
# $Id$
#
# ***** BEGIN GPL LICENSE BLOCK *****
#
# This program is free software; you can redistribute it and/or
# modify it under the terms of the GNU General Public License
# as published by the Free Software Foundation; either version 2
# of the License, or (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program; if not, write to the Free Software Foundation,
# Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
#
# The Original Code is Copyright (C) 2009 Blender Foundation
# All rights reserved.
#
# Contributor(s): none yet.
#
# ***** END GPL LICENSE BLOCK *****
LIBNAME = minilzo
DIR = $(OCGDIR)/extern/$(LIBNAME)
include nan_compile.mk
install: $(ALL_OR_DEBUG)
@[ -d $(NAN_LZO) ] || mkdir -p $(NAN_LZO)
@[ -d $(NAN_LZO)/minilzo ] || mkdir -p $(NAN_LZO)/minilzo
@[ -d $(NAN_LZO)/lib/$(DEBUG_DIR) ] || mkdir -p $(NAN_LZO)/lib/$(DEBUG_DIR)
@$(NANBLENDERHOME)/intern/tools/cpifdiff.sh $(DIR)/$(DEBUG_DIR)lib$(LIBNAME).a $(NAN_LZO)/lib/$(DEBUG_DIR)
ifeq ($(OS),darwin)
ranlib $(NAN_LZO)/lib/$(DEBUG_DIR)lib$(LIBNAME).a
endif
@$(NANBLENDERHOME)/intern/tools/cpifdiff.sh *.h $(NAN_LZO)/minilzo

View File

@@ -1,85 +0,0 @@
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Keyword="ManagedCProj">
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<Configuration
Name="3D Plugin Release|Win32"
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<Tool
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<Configuration
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<Tool
Name="VCCustomBuildTool"/>
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<References>
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<Files>
</Files>
<Globals>
</Globals>
</VisualStudioProject>

View File

@@ -1,245 +0,0 @@
Microsoft Visual Studio Solution File, Format Version 8.00
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ProjectSection(ProjectDependencies) = postProject
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ProjectSection(ProjectDependencies) = postProject
EndProjectSection
EndProject
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ProjectSection(ProjectDependencies) = postProject
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ProjectSection(ProjectDependencies) = postProject
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ProjectSection(ProjectDependencies) = postProject
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EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "verse_server", "..\..\verse\make\msvc_7_0\verse.vcproj", "{FC752464-F413-4D4F-842D-A5D3AA0E6A3D}"
ProjectSection(ProjectDependencies) = postProject
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EndProjectSection
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Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "bullet2", "..\..\bullet2\make\msvc_7_0\Bullet_vc7.vcproj", "{FFD3C64A-30E2-4BC7-BC8F-51818C320400}"
ProjectSection(ProjectDependencies) = postProject
EndProjectSection
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "glew", "..\..\glew\make\msvc_7_0\glew_vc7.vcproj", "{BAC615B0-F1AF-418B-8D23-A10FD8870D6A}"
ProjectSection(ProjectDependencies) = postProject
EndProjectSection
EndProject
Global
GlobalSection(SolutionConfiguration) = preSolution
3D Plugin Debug = 3D Plugin Debug
3D Plugin Release = 3D Plugin Release
Blender Debug = Blender Debug
Blender Release = Blender Release
BlenderPlayer Debug = BlenderPlayer Debug
BlenderPlayer Release = BlenderPlayer Release
Debug = Debug
Release = Release
EndGlobalSection
GlobalSection(ProjectDependencies) = postSolution
EndGlobalSection
GlobalSection(ProjectConfiguration) = postSolution
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{F9850C15-FF0A-429E-9D47-89FB433C9BD8}.3D Plugin Release.Build.0 = 3D Plugin Release|Win32
{F9850C15-FF0A-429E-9D47-89FB433C9BD8}.Blender Debug.ActiveCfg = Blender Debug|Win32
{F9850C15-FF0A-429E-9D47-89FB433C9BD8}.Blender Debug.Build.0 = Blender Debug|Win32
{F9850C15-FF0A-429E-9D47-89FB433C9BD8}.Blender Release.ActiveCfg = Blender Release|Win32
{F9850C15-FF0A-429E-9D47-89FB433C9BD8}.Blender Release.Build.0 = Blender Release|Win32
{F9850C15-FF0A-429E-9D47-89FB433C9BD8}.BlenderPlayer Debug.ActiveCfg = Blender Release|Win32
{F9850C15-FF0A-429E-9D47-89FB433C9BD8}.BlenderPlayer Debug.Build.0 = Blender Release|Win32
{F9850C15-FF0A-429E-9D47-89FB433C9BD8}.BlenderPlayer Release.ActiveCfg = Blender Release|Win32
{F9850C15-FF0A-429E-9D47-89FB433C9BD8}.BlenderPlayer Release.Build.0 = Blender Release|Win32
{F9850C15-FF0A-429E-9D47-89FB433C9BD8}.Debug.ActiveCfg = 3D Plugin Debug|Win32
{F9850C15-FF0A-429E-9D47-89FB433C9BD8}.Debug.Build.0 = 3D Plugin Debug|Win32
{F9850C15-FF0A-429E-9D47-89FB433C9BD8}.Release.ActiveCfg = 3D Plugin Release|Win32
{F9850C15-FF0A-429E-9D47-89FB433C9BD8}.Release.Build.0 = 3D Plugin Release|Win32
{FC752464-F413-4D4F-842D-A5D3AA0E6A3D}.3D Plugin Debug.ActiveCfg = 3D Plugin Debug|Win32
{FC752464-F413-4D4F-842D-A5D3AA0E6A3D}.3D Plugin Release.ActiveCfg = 3D Plugin Release|Win32
{FC752464-F413-4D4F-842D-A5D3AA0E6A3D}.Blender Debug.ActiveCfg = Blender Debug|Win32
{FC752464-F413-4D4F-842D-A5D3AA0E6A3D}.Blender Debug.Build.0 = Blender Debug|Win32
{FC752464-F413-4D4F-842D-A5D3AA0E6A3D}.Blender Release.ActiveCfg = Blender Release|Win32
{FC752464-F413-4D4F-842D-A5D3AA0E6A3D}.Blender Release.Build.0 = Blender Release|Win32
{FC752464-F413-4D4F-842D-A5D3AA0E6A3D}.BlenderPlayer Debug.ActiveCfg = BlenderPlayer Debug|Win32
{FC752464-F413-4D4F-842D-A5D3AA0E6A3D}.BlenderPlayer Release.ActiveCfg = BlenderPlayer Release|Win32
{FC752464-F413-4D4F-842D-A5D3AA0E6A3D}.Debug.ActiveCfg = BlenderPlayer Debug|Win32
{FC752464-F413-4D4F-842D-A5D3AA0E6A3D}.Debug.Build.0 = BlenderPlayer Debug|Win32
{FC752464-F413-4D4F-842D-A5D3AA0E6A3D}.Release.ActiveCfg = BlenderPlayer Release|Win32
{FC752464-F413-4D4F-842D-A5D3AA0E6A3D}.Release.Build.0 = BlenderPlayer Release|Win32
{FFD3C64A-30E2-4BC7-BC8F-51818C320400}.3D Plugin Debug.ActiveCfg = 3D Plugin Debug|Win32
{FFD3C64A-30E2-4BC7-BC8F-51818C320400}.3D Plugin Debug.Build.0 = 3D Plugin Debug|Win32
{FFD3C64A-30E2-4BC7-BC8F-51818C320400}.3D Plugin Release.ActiveCfg = 3D Plugin Release|Win32
{FFD3C64A-30E2-4BC7-BC8F-51818C320400}.3D Plugin Release.Build.0 = 3D Plugin Release|Win32
{FFD3C64A-30E2-4BC7-BC8F-51818C320400}.Blender Debug.ActiveCfg = Blender Debug|Win32
{FFD3C64A-30E2-4BC7-BC8F-51818C320400}.Blender Debug.Build.0 = Blender Debug|Win32
{FFD3C64A-30E2-4BC7-BC8F-51818C320400}.Blender Release.ActiveCfg = Blender Release|Win32
{FFD3C64A-30E2-4BC7-BC8F-51818C320400}.Blender Release.Build.0 = Blender Release|Win32
{FFD3C64A-30E2-4BC7-BC8F-51818C320400}.BlenderPlayer Debug.ActiveCfg = Blender Release|Win32
{FFD3C64A-30E2-4BC7-BC8F-51818C320400}.BlenderPlayer Debug.Build.0 = Blender Release|Win32
{FFD3C64A-30E2-4BC7-BC8F-51818C320400}.BlenderPlayer Release.ActiveCfg = Blender Release|Win32
{FFD3C64A-30E2-4BC7-BC8F-51818C320400}.BlenderPlayer Release.Build.0 = Blender Release|Win32
{FFD3C64A-30E2-4BC7-BC8F-51818C320400}.Debug.ActiveCfg = 3D Plugin Debug|Win32
{FFD3C64A-30E2-4BC7-BC8F-51818C320400}.Debug.Build.0 = 3D Plugin Debug|Win32
{FFD3C64A-30E2-4BC7-BC8F-51818C320400}.Release.ActiveCfg = 3D Plugin Release|Win32
{FFD3C64A-30E2-4BC7-BC8F-51818C320400}.Release.Build.0 = 3D Plugin Release|Win32
{BAC615B0-F1AF-418B-8D23-A10FD8870D6A}.3D Plugin Debug.ActiveCfg = Blender Release|Win32
{BAC615B0-F1AF-418B-8D23-A10FD8870D6A}.3D Plugin Debug.Build.0 = Blender Release|Win32
{BAC615B0-F1AF-418B-8D23-A10FD8870D6A}.3D Plugin Release.ActiveCfg = Blender Release|Win32
{BAC615B0-F1AF-418B-8D23-A10FD8870D6A}.3D Plugin Release.Build.0 = Blender Release|Win32
{BAC615B0-F1AF-418B-8D23-A10FD8870D6A}.Blender Debug.ActiveCfg = Blender Debug|Win32
{BAC615B0-F1AF-418B-8D23-A10FD8870D6A}.Blender Debug.Build.0 = Blender Debug|Win32
{BAC615B0-F1AF-418B-8D23-A10FD8870D6A}.Blender Release.ActiveCfg = Blender Release|Win32
{BAC615B0-F1AF-418B-8D23-A10FD8870D6A}.Blender Release.Build.0 = Blender Release|Win32
{BAC615B0-F1AF-418B-8D23-A10FD8870D6A}.BlenderPlayer Debug.ActiveCfg = Blender Release|Win32
{BAC615B0-F1AF-418B-8D23-A10FD8870D6A}.BlenderPlayer Debug.Build.0 = Blender Release|Win32
{BAC615B0-F1AF-418B-8D23-A10FD8870D6A}.BlenderPlayer Release.ActiveCfg = Blender Release|Win32
{BAC615B0-F1AF-418B-8D23-A10FD8870D6A}.BlenderPlayer Release.Build.0 = Blender Release|Win32
{BAC615B0-F1AF-418B-8D23-A10FD8870D6A}.Debug.ActiveCfg = Blender Debug|Win32
{BAC615B0-F1AF-418B-8D23-A10FD8870D6A}.Debug.Build.0 = Blender Debug|Win32
{BAC615B0-F1AF-418B-8D23-A10FD8870D6A}.Release.ActiveCfg = Blender Release|Win32
{BAC615B0-F1AF-418B-8D23-A10FD8870D6A}.Release.Build.0 = Blender Release|Win32
EndGlobalSection
GlobalSection(ExtensibilityGlobals) = postSolution
EndGlobalSection
GlobalSection(ExtensibilityAddIns) = postSolution
EndGlobalSection
EndGlobal

View File

@@ -1,114 +0,0 @@
<?xml version="1.0" encoding="Windows-1252"?>
<VisualStudioProject
ProjectType="Visual C++"
Version="9,00"
Name="EXT_build_install_all"
ProjectGUID="{9C71A793-C177-4CAB-8EC5-923D500B39F8}"
RootNamespace="build_install_all"
Keyword="ManagedCProj"
TargetFrameworkVersion="131072"
>
<Platforms>
<Platform
Name="Win32"
/>
</Platforms>
<ToolFiles>
</ToolFiles>
<Configurations>
<Configuration
Name="Blender Debug|Win32"
OutputDirectory="..\..\..\..\build\msvc_9\extern\debug"
IntermediateDirectory="..\..\..\..\build\msvc_9\extern\debug"
ConfigurationType="10"
InheritedPropertySheets="$(VCInstallDir)VCProjectDefaults\UpgradeFromVC71.vsprops"
CharacterSet="2"
ManagedExtensions="0"
>
<Tool
Name="VCPreBuildEventTool"
/>
<Tool
Name="VCCustomBuildTool"
/>
<Tool
Name="VCMIDLTool"
/>
<Tool
Name="VCPostBuildEventTool"
/>
</Configuration>
<Configuration
Name="Blender Release|Win32"
OutputDirectory="..\..\..\..\build\msvc_9\extern"
IntermediateDirectory="..\..\..\..\build\msvc_9\extern"
ConfigurationType="10"
InheritedPropertySheets="$(VCInstallDir)VCProjectDefaults\UpgradeFromVC71.vsprops"
CharacterSet="2"
ManagedExtensions="4"
>
<Tool
Name="VCPreBuildEventTool"
/>
<Tool
Name="VCCustomBuildTool"
/>
<Tool
Name="VCMIDLTool"
/>
<Tool
Name="VCPostBuildEventTool"
/>
</Configuration>
<Configuration
Name="3D Plugin Release|Win32"
OutputDirectory="..\..\..\..\build\msvc_9\extern\mtdll"
IntermediateDirectory="..\..\..\..\build\msvc_9\extern\mtdll"
ConfigurationType="10"
InheritedPropertySheets="$(VCInstallDir)VCProjectDefaults\UpgradeFromVC71.vsprops"
CharacterSet="2"
ManagedExtensions="4"
>
<Tool
Name="VCPreBuildEventTool"
/>
<Tool
Name="VCCustomBuildTool"
/>
<Tool
Name="VCMIDLTool"
/>
<Tool
Name="VCPostBuildEventTool"
/>
</Configuration>
<Configuration
Name="3D Plugin Debug|Win32"
OutputDirectory="..\..\..\..\build\msvc_9\extern\mtdll\debug"
IntermediateDirectory="..\..\..\..\build\msvc_9\extern\mtdll\debug"
ConfigurationType="10"
InheritedPropertySheets="$(VCInstallDir)VCProjectDefaults\UpgradeFromVC71.vsprops"
CharacterSet="2"
ManagedExtensions="4"
>
<Tool
Name="VCPreBuildEventTool"
/>
<Tool
Name="VCCustomBuildTool"
/>
<Tool
Name="VCMIDLTool"
/>
<Tool
Name="VCPostBuildEventTool"
/>
</Configuration>
</Configurations>
<References>
</References>
<Files>
</Files>
<Globals>
</Globals>
</VisualStudioProject>

View File

@@ -24,9 +24,40 @@
#
# ***** END GPL LICENSE BLOCK *****
SET(INC Recast/Include Detour/Include)
set(INC
Recast/Include
Detour/Include
)
FILE(GLOB SRC Recast/Source/*.cpp Detour/Source/*.cpp)
set(SRC
Detour/Source/DetourCommon.cpp
Detour/Source/DetourNode.cpp
Detour/Source/DetourStatNavMesh.cpp
Detour/Source/DetourStatNavMeshBuilder.cpp
Detour/Source/DetourTileNavMesh.cpp
Detour/Source/DetourTileNavMeshBuilder.cpp
Detour/Include/DetourCommon.h
Detour/Include/DetourNode.h
Detour/Include/DetourStatNavMesh.h
Detour/Include/DetourStatNavMeshBuilder.h
Detour/Include/DetourTileNavMesh.h
Detour/Include/DetourTileNavMeshBuilder.h
Recast/Source/Recast.cpp
Recast/Source/RecastContour.cpp
Recast/Source/RecastFilter.cpp
Recast/Source/RecastLog.cpp
Recast/Source/RecastMesh.cpp
Recast/Source/RecastMeshDetail.cpp
Recast/Source/RecastRasterization.cpp
Recast/Source/RecastRegion.cpp
Recast/Source/RecastTimer.cpp
Recast/Include/Recast.h
Recast/Include/RecastLog.h
Recast/Include/RecastTimer.h
)
blender_add_lib(extern_recastnavigation "${SRC}" "${INC}")
BLENDERLIB(extern_recastnavigation "${SRC}" "${INC}")
#, libtype='blender', priority = 0 )

View File

@@ -1,275 +0,0 @@
<?xml version="1.0" encoding="windows-1251"?>
<VisualStudioProject
ProjectType="Visual C++"
Version="9.00"
Name="EXT_recastnavigation"
ProjectGUID="{FB55B14E-D38E-4D04-BA7B-748EBC97FDB6}"
RootNamespace="EXT_recastnavigation"
Keyword="Win32Proj"
TargetFrameworkVersion="196613"
>
<Platforms>
<Platform
Name="Win32"
/>
</Platforms>
<ToolFiles>
</ToolFiles>
<Configurations>
<Configuration
Name="Debug|Win32"
OutputDirectory="..\..\..\..\..\build\msvc_9\extern\recastnavigation\debug"
IntermediateDirectory="..\..\..\..\..\build\msvc_9\extern\recastnavigation\debug"
ConfigurationType="4"
CharacterSet="1"
>
<Tool
Name="VCPreBuildEventTool"
/>
<Tool
Name="VCCustomBuildTool"
/>
<Tool
Name="VCXMLDataGeneratorTool"
/>
<Tool
Name="VCWebServiceProxyGeneratorTool"
/>
<Tool
Name="VCMIDLTool"
/>
<Tool
Name="VCCLCompilerTool"
Optimization="0"
AdditionalIncludeDirectories="../../Recast/Include;../../Detour/Include;../../../../source/blender/makesdna;../../../../source/blender/blenkernel;../../../../source/blender/blenlib"
PreprocessorDefinitions="WIN32;_DEBUG;_WINDOWS"
MinimalRebuild="true"
BasicRuntimeChecks="3"
RuntimeLibrary="1"
UsePrecompiledHeader="0"
WarningLevel="3"
DebugInformationFormat="4"
/>
<Tool
Name="VCManagedResourceCompilerTool"
/>
<Tool
Name="VCResourceCompilerTool"
/>
<Tool
Name="VCPreLinkEventTool"
/>
<Tool
Name="VCLibrarianTool"
OutputFile="..\..\..\..\..\build\msvc_9\libs\extern\debug\RecastNavigation.lib"
/>
<Tool
Name="VCALinkTool"
/>
<Tool
Name="VCXDCMakeTool"
/>
<Tool
Name="VCBscMakeTool"
/>
<Tool
Name="VCFxCopTool"
/>
<Tool
Name="VCPostBuildEventTool"
CommandLine="ECHO Copying header files&#x0D;&#x0A;IF NOT EXIST ..\..\..\..\..\build\msvc_9\extern\recastnavigation\Detour MKDIR ..\..\..\..\..\build\msvc_9\extern\recastnavigation\Detour&#x0D;&#x0A;IF NOT EXIST ..\..\..\..\..\build\msvc_9\extern\recastnavigation\Detour\Include MKDIR ..\..\..\..\..\build\msvc_9\extern\recastnavigation\Detour\Include&#x0D;&#x0A;IF NOT EXIST ..\..\..\..\..\build\msvc_9\extern\recastnavigation\Recast\ MKDIR ..\..\..\..\..\build\msvc_9\extern\recastnavigation\Recast&#x0D;&#x0A;IF NOT EXIST ..\..\..\..\..\build\msvc_9\extern\recastnavigation\Recast\Include MKDIR ..\..\..\..\..\build\msvc_9\extern\recastnavigation\Recast\Include&#x0D;&#x0A;IF NOT EXIST ..\..\..\..\..\build\msvc_9\extern\recastnavigation\BlenderNavMesh MKDIR ..\..\..\..\..\build\msvc_9\extern\recastnavigation\BlenderNavMesh&#x0D;&#x0A;&#x0D;&#x0A;XCOPY /Y ..\..\Detour\Include\*.h ..\..\..\..\..\build\msvc_9\extern\recastnavigation\Detour\Include&#x0D;&#x0A;XCOPY /Y ..\..\Recast\Include\*.h ..\..\..\..\..\build\msvc_9\extern\recastnavigation\Recast\Include&#x0D;&#x0A;XCOPY /Y ..\..\BlenderNavMesh\*.h ..\..\..\..\..\build\msvc_9\extern\recastnavigation\BlenderNavMesh&#x0D;&#x0A;&#x0D;&#x0A;ECHO Done&#x0D;&#x0A;"
/>
</Configuration>
<Configuration
Name="Release|Win32"
OutputDirectory="..\..\..\..\..\build\msvc_9\extern\recastnavigation\release"
IntermediateDirectory="..\..\..\..\..\build\msvc_9\extern\recastnavigation\release"
ConfigurationType="4"
CharacterSet="1"
WholeProgramOptimization="1"
>
<Tool
Name="VCPreBuildEventTool"
/>
<Tool
Name="VCCustomBuildTool"
/>
<Tool
Name="VCXMLDataGeneratorTool"
/>
<Tool
Name="VCWebServiceProxyGeneratorTool"
/>
<Tool
Name="VCMIDLTool"
/>
<Tool
Name="VCCLCompilerTool"
Optimization="2"
EnableIntrinsicFunctions="false"
AdditionalIncludeDirectories="../../Recast/Include;../../Detour/Include;../../../../source/blender/makesdna;../../../../source/blender/blenkernel;../../../../source/blender/blenlib"
PreprocessorDefinitions="WIN32;NDEBUG;_WINDOWS"
RuntimeLibrary="0"
EnableFunctionLevelLinking="true"
UsePrecompiledHeader="0"
WarningLevel="3"
DebugInformationFormat="3"
/>
<Tool
Name="VCManagedResourceCompilerTool"
/>
<Tool
Name="VCResourceCompilerTool"
/>
<Tool
Name="VCPreLinkEventTool"
/>
<Tool
Name="VCLibrarianTool"
OutputFile="..\..\..\..\..\build\msvc_9\libs\extern\release\RecastNavigation.lib"
/>
<Tool
Name="VCALinkTool"
/>
<Tool
Name="VCXDCMakeTool"
/>
<Tool
Name="VCBscMakeTool"
/>
<Tool
Name="VCFxCopTool"
/>
<Tool
Name="VCPostBuildEventTool"
CommandLine="ECHO Copying header files&#x0D;&#x0A;IF NOT EXIST ..\..\..\..\..\build\msvc_9\extern\recastnavigation\Detour MKDIR ..\..\..\..\..\build\msvc_9\extern\recastnavigation\Detour&#x0D;&#x0A;IF NOT EXIST ..\..\..\..\..\build\msvc_9\extern\recastnavigation\Detour\Include MKDIR ..\..\..\..\..\build\msvc_9\extern\recastnavigation\Detour\Include&#x0D;&#x0A;IF NOT EXIST ..\..\..\..\..\build\msvc_9\extern\recastnavigation\Recast\ MKDIR ..\..\..\..\..\build\msvc_9\extern\recastnavigation\Recast&#x0D;&#x0A;IF NOT EXIST ..\..\..\..\..\build\msvc_9\extern\recastnavigation\Recast\Include MKDIR ..\..\..\..\..\build\msvc_9\extern\recastnavigation\Recast\Include&#x0D;&#x0A;IF NOT EXIST ..\..\..\..\..\build\msvc_9\extern\recastnavigation\BlenderNavMesh MKDIR ..\..\..\..\..\build\msvc_9\extern\recastnavigation\BlenderNavMesh&#x0D;&#x0A;&#x0D;&#x0A;XCOPY /Y ..\..\Detour\Include\*.h ..\..\..\..\..\build\msvc_9\extern\recastnavigation\Detour\Include&#x0D;&#x0A;XCOPY /Y ..\..\Recast\Include\*.h ..\..\..\..\..\build\msvc_9\extern\recastnavigation\Recast\Include&#x0D;&#x0A;XCOPY /Y ..\..\BlenderNavMesh\*.h ..\..\..\..\..\build\msvc_9\extern\recastnavigation\BlenderNavMesh&#x0D;&#x0A;&#x0D;&#x0A;ECHO Done&#x0D;&#x0A;"
/>
</Configuration>
</Configurations>
<References>
</References>
<Files>
<Filter
Name="Recast"
>
<Filter
Name="Include"
>
<File
RelativePath="..\..\Recast\Include\Recast.h"
>
</File>
<File
RelativePath="..\..\Recast\Include\RecastLog.h"
>
</File>
<File
RelativePath="..\..\Recast\Include\RecastTimer.h"
>
</File>
</Filter>
<Filter
Name="Source"
>
<File
RelativePath="..\..\Recast\Source\Recast.cpp"
>
</File>
<File
RelativePath="..\..\Recast\Source\RecastContour.cpp"
>
</File>
<File
RelativePath="..\..\Recast\Source\RecastFilter.cpp"
>
</File>
<File
RelativePath="..\..\Recast\Source\RecastLog.cpp"
>
</File>
<File
RelativePath="..\..\Recast\Source\RecastMesh.cpp"
>
</File>
<File
RelativePath="..\..\Recast\Source\RecastMeshDetail.cpp"
>
</File>
<File
RelativePath="..\..\Recast\Source\RecastRasterization.cpp"
>
</File>
<File
RelativePath="..\..\Recast\Source\RecastRegion.cpp"
>
</File>
<File
RelativePath="..\..\Recast\Source\RecastTimer.cpp"
>
</File>
</Filter>
</Filter>
<Filter
Name="Detour"
>
<Filter
Name="Include"
>
<File
RelativePath="..\..\Detour\Include\DetourCommon.h"
>
</File>
<File
RelativePath="..\..\Detour\Include\DetourNode.h"
>
</File>
<File
RelativePath="..\..\Detour\Include\DetourStatNavMesh.h"
>
</File>
<File
RelativePath="..\..\Detour\Include\DetourStatNavMeshBuilder.h"
>
</File>
<File
RelativePath="..\..\Detour\Include\DetourTileNavMesh.h"
>
</File>
<File
RelativePath="..\..\Detour\Include\DetourTileNavMeshBuilder.h"
>
</File>
</Filter>
<Filter
Name="Source"
>
<File
RelativePath="..\..\Detour\Source\DetourCommon.cpp"
>
</File>
<File
RelativePath="..\..\Detour\Source\DetourNode.cpp"
>
</File>
<File
RelativePath="..\..\Detour\Source\DetourStatNavMesh.cpp"
>
</File>
<File
RelativePath="..\..\Detour\Source\DetourStatNavMeshBuilder.cpp"
>
</File>
<File
RelativePath="..\..\Detour\Source\DetourTileNavMesh.cpp"
>
</File>
<File
RelativePath="..\..\Detour\Source\DetourTileNavMeshBuilder.cpp"
>
</File>
</Filter>
</Filter>
</Files>
<Globals>
</Globals>
</VisualStudioProject>