This repository has been archived on 2023-10-09. You can view files and clone it. You cannot open issues or pull requests or push a commit.
Files
blender-archive/source/blender/modifiers/CMakeLists.txt
Jacques Lucke b55c78a289 Simulation: Add modifier to access simulation data
For now the "Simulation" modifier only exists for point cloud objects, because
we need this for the particle system. Right now, the modifier is doing nothing.

There is a new `DEG_add_simulation_relation` function that is used
by the modifier to make sure that the simulation is evaluated before
the modifier is executed.

Reviewers: brecht, sergey

Differential Revision: https://developer.blender.org/D7549
2020-05-13 12:39:17 +02:00

164 lines
3.6 KiB
CMake

# ***** 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.
#
# The Original Code is Copyright (C) 2006, Blender Foundation
# All rights reserved.
# ***** END GPL LICENSE BLOCK *****
set(INC
.
intern
../blenfont
../blenkernel
../blenlib
../bmesh
../depsgraph
../makesdna
../makesrna
../render/extern/include
../../../intern/eigen
../../../intern/guardedalloc
)
set(INC_SYS
${ZLIB_INCLUDE_DIRS}
)
set(SRC
intern/MOD_armature.c
intern/MOD_array.c
intern/MOD_bevel.c
intern/MOD_boolean.c
intern/MOD_build.c
intern/MOD_cast.c
intern/MOD_cloth.c
intern/MOD_collision.c
intern/MOD_correctivesmooth.c
intern/MOD_curve.c
intern/MOD_datatransfer.c
intern/MOD_decimate.c
intern/MOD_displace.c
intern/MOD_dynamicpaint.c
intern/MOD_edgesplit.c
intern/MOD_explode.c
intern/MOD_fluid.c
intern/MOD_hook.c
intern/MOD_laplaciandeform.c
intern/MOD_laplaciansmooth.c
intern/MOD_lattice.c
intern/MOD_mask.cc
intern/MOD_meshcache.c
intern/MOD_meshcache_mdd.c
intern/MOD_meshcache_pc2.c
intern/MOD_meshcache_util.c
intern/MOD_meshdeform.c
intern/MOD_meshsequencecache.c
intern/MOD_mirror.c
intern/MOD_multires.c
intern/MOD_none.c
intern/MOD_normal_edit.c
intern/MOD_ocean.c
intern/MOD_particleinstance.c
intern/MOD_particlesystem.c
intern/MOD_remesh.c
intern/MOD_screw.c
intern/MOD_shapekey.c
intern/MOD_shrinkwrap.c
intern/MOD_simpledeform.c
intern/MOD_simulation.cc
intern/MOD_skin.c
intern/MOD_smooth.c
intern/MOD_softbody.c
intern/MOD_solidify.c
intern/MOD_solidify_extrude.c
intern/MOD_solidify_nonmanifold.c
intern/MOD_subsurf.c
intern/MOD_surface.c
intern/MOD_surfacedeform.c
intern/MOD_triangulate.c
intern/MOD_util.c
intern/MOD_uvproject.c
intern/MOD_uvwarp.c
intern/MOD_warp.c
intern/MOD_wave.c
intern/MOD_weighted_normal.c
intern/MOD_weightvg_util.c
intern/MOD_weightvgedit.c
intern/MOD_weightvgmix.c
intern/MOD_weightvgproximity.c
intern/MOD_weld.c
intern/MOD_wireframe.c
MOD_modifiertypes.h
intern/MOD_meshcache_util.h
intern/MOD_solidify_util.h
intern/MOD_util.h
intern/MOD_weightvg_util.h
)
set(LIB
bf_blenkernel
bf_blenlib
)
if(WITH_ALEMBIC)
add_definitions(-DWITH_ALEMBIC)
list(APPEND INC
../io/alembic
)
list(APPEND LIB
bf_alembic
)
endif()
if(WITH_MOD_REMESH)
list(APPEND INC
../../../intern/dualcon
)
list(APPEND LIB
bf_intern_dualcon
)
add_definitions(-DWITH_MOD_REMESH)
endif()
if(WITH_MOD_FLUID)
add_definitions(-DWITH_FLUID)
endif()
if(WITH_MOD_OCEANSIM)
add_definitions(-DWITH_OCEANSIM)
endif()
if(WITH_OPENSUBDIV)
add_definitions(-DWITH_OPENSUBDIV)
endif()
if(WITH_BULLET)
list(APPEND LIB
extern_bullet
)
add_definitions(-DWITH_BULLET)
endif()
if(WITH_INTERNATIONAL)
add_definitions(-DWITH_INTERNATIONAL)
endif()
# So we can have special tricks in modifier system.
add_definitions(${GL_DEFINITIONS})
blender_add_lib(bf_modifiers "${SRC}" "${INC}" "${INC_SYS}" "${LIB}")