blender/source/gameengine/Converter/CMakeLists.txt
Mitchell Stokes 84966c3d0a BGE: Committing async LibLoad from Swiss. This does the lib loading in a separate thread to keep the BGE from freezing. Here is an example from the docs:
# Print a message when an async LibLoad is done
      import bge

      def finished_cb(status):
          print("Library (%s) loaded in %.2fms." % (status.libraryName, status.timeTaken))

      bge.logic.LibLoad('myblend.blend', 'Scene', async=True).onFinish = finished_cb

LibLoad() now returns a KX_LibLoadStatus object for information on the library loading. LibNew() and LibFree() are unaffected by this commit. In other words, the async option only works for LibLoad(). Furthermore it only works for Scenes, not Actions or Meshes.
2012-12-22 05:38:32 +00:00

128 lines
3.0 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.
#
# The Original Code is: all of this file.
#
# Contributor(s): Jacques Beaurain.
#
# ***** END GPL LICENSE BLOCK *****
set(INC
.
../BlenderRoutines
../Expressions
../GameLogic
../Ketsji
../Ketsji/KXNetwork
../Network
../Network/LoopBackNetwork
../Physics/Bullet
../Physics/Dummy
../Physics/common
../Rasterizer
../Rasterizer/RAS_OpenGLRasterizer
../Rasterizer/RAS_OpenGLRasterizer
../SceneGraph
../../blender
../../blender/blenkernel
../../blender/blenlib
../../blender/blenloader
../../blender/gpu
../../blender/ikplugin
../../blender/imbuf
../../blender/makesdna
../../blender/makesrna
../../blender/windowmanager
../../../intern/container
../../../intern/guardedalloc
../../../intern/moto/include
../../../intern/string
)
set(INC_SYS
../../../extern/recastnavigation/Detour/Include
../../../extern/Eigen3
${PTHREADS_INCLUDE_DIRS}
${BOOST_INCLUDE_DIR}
)
set(SRC
BL_ActionActuator.cpp
BL_ArmatureActuator.cpp
BL_ArmatureChannel.cpp
BL_ArmatureConstraint.cpp
BL_ArmatureObject.cpp
BL_BlenderDataConversion.cpp
BL_DeformableGameObject.cpp
BL_MeshDeformer.cpp
BL_ModifierDeformer.cpp
BL_ShapeActionActuator.cpp
BL_ShapeDeformer.cpp
BL_SkinDeformer.cpp
BlenderWorldInfo.cpp
KX_BlenderScalarInterpolator.cpp
KX_BlenderSceneConverter.cpp
KX_ConvertActuators.cpp
KX_ConvertControllers.cpp
KX_ConvertProperties.cpp
KX_ConvertSensors.cpp
KX_IpoConvert.cpp
KX_LibLoadStatus.cpp
KX_SoftBodyDeformer.cpp
BL_ActionActuator.h
BL_ArmatureActuator.h
BL_ArmatureChannel.h
BL_ArmatureConstraint.h
BL_ArmatureObject.h
BL_BlenderDataConversion.h
BL_DeformableGameObject.h
BL_MeshDeformer.h
BL_ModifierDeformer.h
BL_ShapeActionActuator.h
BL_ShapeDeformer.h
BL_SkinDeformer.h
BlenderWorldInfo.h
KX_BlenderScalarInterpolator.h
KX_BlenderSceneConverter.h
KX_ConvertActuators.h
KX_ConvertControllers.h
KX_ConvertProperties.h
KX_ConvertSensors.h
KX_IpoConvert.h
KX_LibLoadStatus.h
KX_SoftBodyDeformer.h
)
if(WITH_BULLET)
list(APPEND INC_SYS
../../../extern/bullet2/src
)
add_definitions(-DUSE_BULLET)
endif()
if(WITH_AUDASPACE)
list(APPEND INC
../../../intern/audaspace/intern
)
add_definitions(-DWITH_AUDASPACE)
endif()
blender_add_lib(ge_converter "${SRC}" "${INC}" "${INC_SYS}")