Ejemplo n.º 1
0
    public CesiumRuntime(ReadOnlyTargetRules Target) : base(Target)
    {
        PCHUsage = ModuleRules.PCHUsageMode.UseExplicitOrSharedPCHs;

        PublicIncludePaths.AddRange(
            new string[] {
            Path.Combine(ModuleDirectory, "../ThirdParty/include")
        }
            );

        PrivateIncludePaths.AddRange(
            new string[] {
            // ... add other private include paths required here ...
        }
            );

        string libPrefix;
        string libPostfix;
        string platform;

        if (Target.Platform == UnrealTargetPlatform.Win64)
        {
            platform   = "Windows-x64";
            libPostfix = ".lib";
            libPrefix  = "";
        }
        else if (Target.Platform == UnrealTargetPlatform.Mac)
        {
            platform   = "Darwin-x64";
            libPostfix = ".a";
            libPrefix  = "lib";
        }
        else if (Target.Platform == UnrealTargetPlatform.Android)
        {
            platform   = "Android-xaarch64";
            libPostfix = ".a";
            libPrefix  = "lib";
        }
        else if (Target.Platform == UnrealTargetPlatform.Linux)
        {
            platform   = "Linux-x64";
            libPostfix = ".a";
            libPrefix  = "lib";
        }
        else if (Target.Platform == UnrealTargetPlatform.IOS)
        {
            platform   = "iOS-xarm64";
            libPostfix = ".a";
            libPrefix  = "lib";
        }
        else
        {
            platform   = "Unknown";
            libPostfix = ".Unknown";
            libPrefix  = "Unknown";
        }

        string libPath = Path.Combine(ModuleDirectory, "../ThirdParty/lib/" + platform);

        string releasePostfix = "";
        string debugPostfix   = "d";

        bool   preferDebug = (Target.Configuration == UnrealTargetConfiguration.Debug || Target.Configuration == UnrealTargetConfiguration.DebugGame);
        string postfix     = preferDebug ? debugPostfix : releasePostfix;

        string[] libs = new string[]
        {
            "async++",
            "Cesium3DTilesSelection",
            "CesiumAsync",
            "CesiumGeometry",
            "CesiumGeospatial",
            "CesiumGltfReader",
            "CesiumGltf",
            "CesiumJsonReader",
            "CesiumUtility",
            "draco",
            "ktx_read",
            //"MikkTSpace",
            "modp_b64",
            "s2geometry",
            "spdlog",
            "sqlite3",
            "tinyxml2",
            "uriparser",
            "ktx_read"
        };

        // Use our own copy of MikkTSpace on Android.
        if (Target.Platform == UnrealTargetPlatform.Android || Target.Platform == UnrealTargetPlatform.IOS)
        {
            libs = libs.Concat(new string[] { "MikkTSpace" }).ToArray();
            PrivateIncludePaths.Add(Path.Combine(ModuleDirectory, "../ThirdParty/include/mikktspace"));
        }

        if (preferDebug)
        {
            // We prefer Debug, but might still use Release if that's all that's available.
            foreach (string lib in libs)
            {
                string debugPath = Path.Combine(libPath, libPrefix + lib + debugPostfix + libPostfix);
                if (!File.Exists(debugPath))
                {
                    Console.WriteLine("Using release build of cesium-native because a debug build is not available.");
                    preferDebug = false;
                    postfix     = releasePostfix;
                    break;
                }
            }
        }

        PublicAdditionalLibraries.AddRange(libs.Select(lib => Path.Combine(libPath, libPrefix + lib + postfix + libPostfix)));

        PublicDependencyModuleNames.AddRange(
            new string[]
        {
            "Core",
            // ... add other public dependencies that you statically link with here ...
        }
            );


        PrivateDependencyModuleNames.AddRange(
            new string[]
        {
            "RHI",
            "CoreUObject",
            "Engine",
            "MeshDescription",
            "StaticMeshDescription",
            "HTTP",
            "LevelSequence",
            "Projects",
            "RenderCore",
            "SunPosition",
            "DeveloperSettings"
        }
            );

        // Use UE's MikkTSpace on non-Android
        if (Target.Platform != UnrealTargetPlatform.Android)
        {
            PrivateDependencyModuleNames.Add("MikkTSpace");
        }


        PublicDefinitions.AddRange(
            new string[]
        {
            "SPDLOG_COMPILED_LIB",
            "LIBASYNC_STATIC",
            "GLM_FORCE_XYZW_ONLY",
            "GLM_FORCE_EXPLICIT_CTOR",
            "GLM_FORCE_SIZE_T_LENGTH",
            //"CESIUM_TRACING_ENABLED"
        }
            );

        if (Target.bCompilePhysX && !Target.bUseChaos)
        {
            PrivateDependencyModuleNames.Add("PhysXCooking");
            PrivateDependencyModuleNames.Add("PhysicsCore");
        }
        else
        {
            PrivateDependencyModuleNames.Add("Chaos");
        }

        if (Target.bBuildEditor == true)
        {
            PublicDependencyModuleNames.AddRange(
                new string[] {
                "UnrealEd",
                "Slate",
                "SlateCore",
                "WorldBrowser"
            }
                );
        }

        DynamicallyLoadedModuleNames.AddRange(
            new string[]
        {
            // ... add any modules that your module loads dynamically here ...
        }
            );

        PCHUsage             = PCHUsageMode.UseExplicitOrSharedPCHs;
        PrivatePCHHeaderFile = "Private/PCH.h";
        CppStandard          = CppStandardVersion.Cpp17;
        bEnableExceptions    = true;

        if (Target.Platform == UnrealTargetPlatform.IOS ||
            (Target.Platform == UnrealTargetPlatform.Android &&
             Target.Version.MajorVersion == 4 &&
             Target.Version.MinorVersion == 26 &&
             Target.Version.PatchVersion < 2))
        {
            // In UE versions prior to 4.26.2, the Unreal Build Tool on Android
            // (AndroidToolChain.cs) ignores the CppStandard property and just
            // always uses C++14. Our plugin can't be compiled with C++14.
            //
            // So this hack uses reflection to add an additional argument to
            // the compiler command-line to force C++17 mode. Clang ignores all
            // but the last `-std=` argument, so the `-std=c++14` added by the
            // UBT is ignored.
            //
            // This is also needed for iOS builds on all engine versions as Unreal
            // defaults to c++14 regardless of the CppStandard setting
            Type        type       = Target.GetType();
            FieldInfo   innerField = type.GetField("Inner", BindingFlags.Instance | BindingFlags.NonPublic);
            TargetRules inner      = (TargetRules)innerField.GetValue(Target);
            inner.AdditionalCompilerArguments += " -std=c++17";
        }
    }
Ejemplo n.º 2
0
    public CesiumEditor(ReadOnlyTargetRules Target) : base(Target)
    {
        PCHUsage = ModuleRules.PCHUsageMode.UseExplicitOrSharedPCHs;

        PublicIncludePaths.AddRange(
            new string[] {
            // ... add public include paths required here ...
        }
            );


        PrivateIncludePaths.AddRange(
            new string[] {
            Path.Combine(ModuleDirectory, "../ThirdParty/include")
        }
            );

        string libPrefix;
        string libPostfix;
        string platform;

        if (Target.Platform == UnrealTargetPlatform.Win64)
        {
            platform   = "Windows-x64";
            libPostfix = ".lib";
            libPrefix  = "";
        }
        else if (Target.Platform == UnrealTargetPlatform.Mac)
        {
            platform   = "Darwin-x64";
            libPostfix = ".a";
            libPrefix  = "lib";
        }
        else if (Target.Platform == UnrealTargetPlatform.Android)
        {
            platform   = "Android-xaarch64";
            libPostfix = ".a";
            libPrefix  = "lib";
        }
        else if (Target.Platform == UnrealTargetPlatform.Linux)
        {
            platform   = "Linux-x64";
            libPostfix = ".a";
            libPrefix  = "lib";
        }
        else if (Target.Platform == UnrealTargetPlatform.IOS)
        {
            platform   = "iOS-xarm64";
            libPostfix = ".a";
            libPrefix  = "lib";
        }
        else
        {
            platform   = "Unknown";
            libPostfix = ".Unknown";
            libPrefix  = "Unknown";
        }

        string libPath = Path.Combine(ModuleDirectory, "../ThirdParty/lib/" + platform);

        string releasePostfix = "";
        string debugPostfix   = "d";

        bool   preferDebug = (Target.Configuration == UnrealTargetConfiguration.Debug || Target.Configuration == UnrealTargetConfiguration.DebugGame);
        string postfix     = preferDebug ? debugPostfix : releasePostfix;

        string[] libs = new string[]
        {
            "CesiumIonClient",
            "csprng"
        };

        if (preferDebug)
        {
            // We prefer Debug, but might still use Release if that's all that's available.
            foreach (string lib in libs)
            {
                string debugPath = Path.Combine(libPath, libPrefix + lib + debugPostfix + libPostfix);
                if (!File.Exists(debugPath))
                {
                    Console.WriteLine("Using release build of cesium-native because a debug build is not available.");
                    preferDebug = false;
                    postfix     = releasePostfix;
                    break;
                }
            }
        }

        PublicAdditionalLibraries.AddRange(libs.Select(lib => Path.Combine(libPath, libPrefix + lib + postfix + libPostfix)));

        PublicDependencyModuleNames.AddRange(
            new string[]
        {
            "Core",
            "UnrealEd",
            "CesiumRuntime"
        }
            );

        PrivateDependencyModuleNames.AddRange(
            new string[]
        {
            "CoreUObject",
            "Engine",
            "ApplicationCore",
            "Slate",
            "SlateCore",
            "MeshDescription",
            "StaticMeshDescription",
            "HTTP",
            "MikkTSpace",
            "Chaos",
            "Projects",
            "InputCore",
            "PropertyEditor",
            "DeveloperSettings",
            "EditorStyle"
            // ... add private dependencies that you statically link with here ...
        }
            );

        PublicDefinitions.AddRange(
            new string[]
        {
        }
            );

        DynamicallyLoadedModuleNames.AddRange(
            new string[]
        {
            // ... add any modules that your module loads dynamically here ...
        }
            );

        PCHUsage             = PCHUsageMode.UseExplicitOrSharedPCHs;
        PrivatePCHHeaderFile = "Private/PCH.h";
        CppStandard          = CppStandardVersion.Cpp17;

        if (Target.Platform == UnrealTargetPlatform.IOS ||
            (Target.Platform == UnrealTargetPlatform.Android &&
             Target.Version.MajorVersion == 4 &&
             Target.Version.MinorVersion == 26 &&
             Target.Version.PatchVersion < 2))
        {
            // In UE versions prior to 4.26.2, the Unreal Build Tool on Android
            // (AndroidToolChain.cs) ignores the CppStandard property and just
            // always uses C++14. Our plugin can't be compiled with C++14.
            //
            // So this hack uses reflection to add an additional argument to
            // the compiler command-line to force C++17 mode. Clang ignores all
            // but the last `-std=` argument, so the `-std=c++14` added by the
            // UBT is ignored.
            //
            // This is also needed for iOS builds on all engine versions as Unreal
            // defaults to c++14 regardless of the CppStandard setting
            Type        type       = Target.GetType();
            FieldInfo   innerField = type.GetField("Inner", BindingFlags.Instance | BindingFlags.NonPublic);
            TargetRules inner      = (TargetRules)innerField.GetValue(Target);
            inner.AdditionalCompilerArguments += " -std=c++17";
        }
    }