#!/usr/bin/python import lutinModule as module import lutinTools as tools def get_desc(): return "EGE : Ewol Game engine (based on bullet lib)" def create(target): # module name is 'edn' and type binary. myModule = module.Module(__file__, 'ege', 'LIBRARY') # add the file to compile: myModule.add_src_file([ 'ege/debug.cpp', 'ege/AudioElement.cpp', 'ege/AudioEngine.cpp', 'ege/camera/Camera.cpp', 'ege/camera/View.cpp', 'ege/camera/FPS.cpp', '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', 'ege/widget/Mesh.cpp', 'ege/widget/Scene.cpp', 'ege/Environement.cpp', 'ege/resource/Mesh.cpp', 'ege/resource/MeshEmf.cpp', 'ege/resource/MeshGird.cpp', 'ege/resource/MeshCube.cpp', 'ege/resource/MeshObj.cpp', 'ege/resource/ParticuleMesh.cpp', 'ege/resource/tools/icoSphere.cpp', 'ege/resource/tools/isoSphere.cpp', 'ege/resource/tools/viewBox.cpp', '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', 'ege/Ray.cpp', ]) myModule.copy_folder('data/ParticuleMesh.*','') # name of the dependency myModule.add_module_depend(['ewol', 'bullet']) myModule.compile_flags_CC([ '-Wno-write-strings', '-Wmissing-field-initializers', '-Wall']) myModule.add_export_path(tools.get_current_path(__file__)) # add the currrent module at the return myModule