ege/lutin_ege.py

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#!/usr/bin/python
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import lutin.module as module
import lutin.tools as tools
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def get_desc():
return "EGE : Ewol Game engine (based on bullet lib)"
def create(target):
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# module name is 'edn' and type binary.
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myModule = module.Module(__file__, 'ege', 'LIBRARY')
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# add the file to compile:
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myModule.add_src_file([
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'ege/debug.cpp',
'ege/AudioElement.cpp',
'ege/AudioEngine.cpp',
'ege/camera/Camera.cpp',
'ege/camera/View.cpp',
'ege/camera/FPS.cpp',
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'ege/CollisionShapeCreator.cpp',
'ege/physics/Engine.cpp',
'ege/elements/Element.cpp',
'ege/elements/ElementBase.cpp',
'ege/elements/ElementPhysic.cpp',
'ege/Particule.cpp',
'ege/ParticuleEngine.cpp',
'ege/ParticuleSimple.cpp',
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'ege/widget/Mesh.cpp',
'ege/widget/Scene.cpp',
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'ege/Environement.cpp',
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'ege/resource/Mesh.cpp',
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'ege/resource/MeshEmf.cpp',
'ege/resource/MeshGird.cpp',
'ege/resource/MeshCube.cpp',
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'ege/resource/MeshObj.cpp',
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'ege/resource/ParticuleMesh.cpp',
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'ege/resource/tools/icoSphere.cpp',
'ege/resource/tools/isoSphere.cpp',
'ege/resource/tools/viewBox.cpp',
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'ege/Light.cpp',
'ege/Material.cpp',
'ege/physicsShape/PhysicsShape.cpp',
'ege/physicsShape/PhysicsBox.cpp',
'ege/physicsShape/PhysicsCapsule.cpp',
'ege/physicsShape/PhysicsCone.cpp',
'ege/physicsShape/PhysicsConvexHull.cpp',
'ege/physicsShape/PhysicsCylinder.cpp',
'ege/physicsShape/PhysicsSphere.cpp',
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'ege/Ray.cpp',
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])
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myModule.copy_folder('data/ParticuleMesh.*','')
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# name of the dependency
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myModule.add_module_depend(['ewol', 'bullet-physics'])
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myModule.compile_flags('c++', [
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'-Wno-write-strings',
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'-Wmissing-field-initializers',
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'-Wall'])
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myModule.add_export_path(tools.get_current_path(__file__))
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# add the currrent module at the
return myModule