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CMakeLists.txt
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#
# Copyright 2024 Autodesk
#
# Licensed under the Apache License, Version 2.0 (the "License");
# you may not use this file except in compliance with the License.
# You may obtain a copy of the License at
#
# http://www.apache.org/licenses/LICENSE-2.0
#
# Unless required by applicable law or agreed to in writing, software
# distributed under the License is distributed on an "AS IS" BASIS,
# WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
# See the License for the specific language governing permissions and
# limitations under the License.
#
project(lookdevXUsd)
add_library(${PROJECT_NAME} SHARED)
# -----------------------------------------------------------------------------
# sources
# -----------------------------------------------------------------------------
target_sources(${PROJECT_NAME}
PRIVATE
LookdevXUsd.cpp
UsdCapabilityHandler.cpp
UsdClipboardHandler.cpp
UsdComponentConnections.cpp
UsdConnectionCommands.cpp
UsdDebugHandler.cpp
UsdDeleteCommand.cpp
UsdExtendedAttributeHandler.cpp
UsdExtendedConnectionHandler.cpp
UsdFileHandler.cpp
UsdHierarchy.cpp
UsdHierarchyHandler.cpp
UsdLookdevHandler.cpp
UsdMaterial.cpp
UsdMaterialCommands.cpp
UsdMaterialHandler.cpp
UsdMaterialValidator.cpp
UsdSceneItemOps.cpp
UsdSceneItemOpsHandler.cpp
UsdSceneItemUI.cpp
UsdSceneItemUIHandler.cpp
UsdSoloingHandler.cpp
UsdUINodeGraphNode.cpp
UsdUINodeGraphNodeHandler.cpp
Utils.cpp
)
set(HEADERS
Export.h
LookdevXUsd.h
UsdCapabilityHandler.h
UsdClipboardHandler.h
UsdComponentConnections.h
UsdConnectionCommands.h
UsdDebugHandler.h
UsdDeleteCommand.h
UsdExtendedAttributeHandler.h
UsdExtendedConnectionHandler.h
UsdFileHandler.h
UsdHierarchy.h
UsdHierarchyHandler.h
UsdLookdevHandler.h
UsdMaterial.h
UsdMaterialCommands.h
UsdMaterialHandler.h
UsdMaterialValidator.h
UsdSceneItemOps.h
UsdSceneItemOpsHandler.h
UsdSceneItemUI.h
UsdSceneItemUIHandler.h
UsdSoloingHandler.h
UsdUINodeGraphNode.h
UsdUINodeGraphNodeHandler.h
Utils.h
)
# -----------------------------------------------------------------------------
# Compiler configuration
# -----------------------------------------------------------------------------
target_compile_definitions(${PROJECT_NAME}
PRIVATE
LOOKDEVX_USD_SHARED
PXR_VERSION=${PXR_VERSION}
MFB_PACKAGE_NAME="${PROJECT_NAME}"
MFB_ALT_PACKAGE_NAME="${PROJECT_NAME}"
MFB_PACKAGE_MODULE="${PROJECT_NAME}"
$<$<BOOL:${IS_MACOSX}>:OSMac_>
$<$<BOOL:${IS_LINUX}>:LINUX>
# this flag is needed when building for Maya
$<$<BOOL:${IS_WINDOWS}>:WIN32>
)
mayaUsd_compile_config(${PROJECT_NAME})
mayaUsd_promoteHeaderList(
HEADERS
${HEADERS}
BASEDIR
${PROJECT_NAME}
)
# -----------------------------------------------------------------------------
# include directories
# -----------------------------------------------------------------------------
target_include_directories(${PROJECT_NAME}
PUBLIC
${PXR_INCLUDE_DIRS}
${UFE_INCLUDE_DIR}
${LookdevXUfe_INCLUDE_DIR}
${CMAKE_BINARY_DIR}/include
)
# -----------------------------------------------------------------------------
# link libraries
# -----------------------------------------------------------------------------
target_link_libraries(${PROJECT_NAME}
PUBLIC
sdf
sdr
mayaUsdAPI
PRIVATE
usd
usdShade
usdUtils
usdUI
${UFE_LIBRARY}
${LookdevXUfe_LIBRARY}
)
# -----------------------------------------------------------------------------
# run-time search paths
# -----------------------------------------------------------------------------
if(IS_MACOSX OR IS_LINUX)
mayaUsd_init_rpath(rpath "lib")
if(DEFINED MAYAUSD_TO_USD_RELATIVE_PATH)
mayaUsd_add_rpath(rpath "../${MAYAUSD_TO_USD_RELATIVE_PATH}/lib")
elseif(DEFINED PXR_USD_LOCATION)
mayaUsd_add_rpath(rpath "${PXR_USD_LOCATION}/lib")
endif()
if (IS_LINUX AND DEFINED MAYAUSD_TO_USD_RELATIVE_PATH)
mayaUsd_add_rpath(rpath "../${MAYAUSD_TO_USD_RELATIVE_PATH}/lib64")
endif()
if(IS_MACOSX AND DEFINED MAYAUSD_TO_USD_RELATIVE_PATH)
mayaUsd_add_rpath(rpath "../../../Maya.app/Contents/MacOS")
endif()
mayaUsd_install_rpath(rpath ${PROJECT_NAME})
endif()
# -----------------------------------------------------------------------------
# install
# -----------------------------------------------------------------------------
# TODO - do we need to install the headers?
#install(FILES ${HEADERS}
# DESTINATION
# ${CMAKE_INSTALL_PREFIX}/include/${PROJECT_NAME}
#)
install(TARGETS ${PROJECT_NAME}
LIBRARY
DESTINATION ${CMAKE_INSTALL_PREFIX}/lib
ARCHIVE
DESTINATION ${CMAKE_INSTALL_PREFIX}/lib
RUNTIME
DESTINATION ${CMAKE_INSTALL_PREFIX}/lib
)
if(IS_WINDOWS)
install(FILES $<TARGET_PDB_FILE:${PROJECT_NAME}>
DESTINATION ${CMAKE_INSTALL_PREFIX}/lib OPTIONAL
)
endif()