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https://github.com/TorqueGameEngines/Torque3D.git
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Project Generator may now automatically copy files needed for a module into the project's directory. Use the new copyFileToProject() function in the module .inc file. The following modules have been set up for this: - FMod - Leap Motion - PhysX - Razer Hydra These modules have been set up to copy both release and debug files as appropriate. When releasing your game you'll likely want to not include any debug files.
115 lines
4.7 KiB
PHP
115 lines
4.7 KiB
PHP
<?php
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//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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beginModule( 'physX' );
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// Look for the optional global from the project.conf.
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global $PHYSX_SDK_PATH;
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if (!$PHYSX_SDK_PATH)
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{
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// First look for an environment var.
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$PHYSX_SDK_PATH = getenv( "TORQUE_PHYSX_PATH" );
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if (strlen($PHYSX_SDK_PATH) == 0 || !file_exists($PHYSX_SDK_PATH))
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{
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// Sometimes users get confused and use this var.
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$PHYSX_SDK_PATH = getenv( "PHYSX_SDK_PATH" );
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if (strlen($PHYSX_SDK_PATH) == 0 || !file_exists($PHYSX_SDK_PATH))
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{
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// Since neither environment var worked try for
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// the default PhysX SDK install location.
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$PHYSX_SDK_PATH = getenv("ProgramFiles") . "/NVIDIA Corporation/NVIDIA PhysX SDK/v2.8.4_win";
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// Last channce... try the x86 default install path.
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if (!file_exists($PHYSX_SDK_PATH))
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$PHYSX_SDK_PATH = getenv("ProgramFiles(x86)") . "/NVIDIA Corporation/NVIDIA PhysX SDK/v2.8.4_win";
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}
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}
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// We need forward slashes for paths.
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$PHYSX_SDK_PATH = str_replace( "\\", "/", $PHYSX_SDK_PATH);
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// Remove trailing slashes.
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$PHYSX_SDK_PATH = rtrim($PHYSX_SDK_PATH, " /");
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}
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// If we still don't have the SDK path then let the user know.
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if (!file_exists($PHYSX_SDK_PATH))
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{
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trigger_error(
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"\n*******************************************************************".
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"\n".
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"\n We were not able to find a valid path to the PhysX SDK!".
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"\n".
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"\n You must install the latest PhysX SDK and set the path via a".
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"\n \$PHYSX_SDK_PATH variable in your buildFiles/project.conf file".
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"\n or by setting the TORQUE_PHYSX_PATH system environment variable".
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"\n (may require a reboot).".
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"\n".
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"\n*******************************************************************".
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"\n", E_USER_ERROR );
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}
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addProjectDefine( "TORQUE_PHYSICS_PHYSX" );
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addProjectDefine( "TORQUE_PHYSICS_ENABLED" );
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// Source
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addEngineSrcDir( "T3D/physics/physX" );
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// Includes
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addIncludePath( $PHYSX_SDK_PATH . "/SDKs/Physics/include" );
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addIncludePath( $PHYSX_SDK_PATH . "/SDKs/Foundation/include" );
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addIncludePath( $PHYSX_SDK_PATH . "/SDKs/PhysXLoader/include" );
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addIncludePath( $PHYSX_SDK_PATH . "/SDKs/Cooking/include" );
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addIncludePath( $PHYSX_SDK_PATH . "/SDKs/NxCharacter/include" );
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addIncludePath( $PHYSX_SDK_PATH . "/Tools/NxuStream2" );
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// Libs
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addProjectLibDir( $PHYSX_SDK_PATH . "/SDKs/lib/Win32" );
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addProjectLibInput( "PhysXCooking.lib" );
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addProjectLibInput( "PhysXLoader.lib" );
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// File Copy
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copyFileToProject( $PHYSX_SDK_PATH . "/Bin/win32/cudart32_30_9.dll", "/game/cudart32_30_9.dll" );
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copyFileToProject( $PHYSX_SDK_PATH . "/Bin/win32/PhysXCooking.dll", "/game/PhysXCooking.dll" );
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copyFileToProject( $PHYSX_SDK_PATH . "/Bin/win32/PhysXCore.dll", "/game/PhysXCore.dll" );
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copyFileToProject( $PHYSX_SDK_PATH . "/Bin/win32/PhysXDevice.dll", "/game/PhysXDevice.dll" );
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copyFileToProject( $PHYSX_SDK_PATH . "/Bin/win32/PhysXLoader.dll", "/game/PhysXLoader.dll" );
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// For PhysX support.
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includeLib( 'nxCharacter' );
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includeLib( 'nxuStream' );
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if (inProjectConfig())
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{
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addProjectDependency( 'nxCharacter' );
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addProjectDependency( 'nxuStream' );
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addSolutionProjectRef( 'nxCharacter' );
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addSolutionProjectRef( 'nxuStream' );
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}
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endModule();
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?>
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