Fixed: PCH for Object Viewer plugin

hg/feature/build_pipeline_v3
kervala 12 years ago
parent 7f4ac72ef3
commit 4a63d4556a

@ -154,15 +154,15 @@ TARGET_LINK_LIBRARIES(ovqt_plugin_object_viewer
NL_DEFAULT_PROPS(ovqt_plugin_object_viewer "NeL, Tools, 3D: Object Viewer Qt Plugin: Object Viewer")
IF(WITH_PCH)
ADD_NATIVE_PRECOMPILED_HEADER(ovqt_plugin_object_viewer ${CMAKE_CURRENT_SOURCE_DIR}/stdpch.h ${CMAKE_CURRENT_SOURCE_DIR}/stdpch.cpp)
ENDIF(WITH_PCH)
NL_ADD_RUNTIME_FLAGS(ovqt_plugin_object_viewer)
NL_ADD_LIB_SUFFIX(ovqt_plugin_object_viewer)
ADD_DEFINITIONS(-DQT_NO_KEYWORDS ${LIBXML2_DEFINITIONS} -DQT_PLUGIN -DQT_SHARED ${QT_DEFINITIONS})
IF(WITH_PCH)
ADD_NATIVE_PRECOMPILED_HEADER(ovqt_plugin_object_viewer ${CMAKE_CURRENT_SOURCE_DIR}/stdpch.h ${CMAKE_CURRENT_SOURCE_DIR}/stdpch.cpp)
ENDIF(WITH_PCH)
INSTALL(TARGETS ovqt_plugin_object_viewer LIBRARY DESTINATION ${OVQT_PLUGIN_DIR} RUNTIME DESTINATION ${NL_BIN_PREFIX} ARCHIVE DESTINATION ${OVQT_PLUGIN_DIR} COMPONENT tools3d)
INSTALL(FILES ${CMAKE_CURRENT_SOURCE_DIR}/ovqt_plugin_object_viewer.xml DESTINATION ${OVQT_PLUGIN_SPECS_DIR} COMPONENT tools3d)

@ -30,6 +30,96 @@
#include <vector>
#include <nel/misc/types_nl.h>
#include <nel/misc/aabbox.h>
#include <nel/misc/app_context.h>
#include <nel/misc/bitmap.h>
#include <nel/misc/common.h>
#include <nel/misc/config_file.h>
#include <nel/misc/debug.h>
#include <nel/misc/event_emitter.h>
#include <nel/misc/event_server.h>
#include <nel/misc/events.h>
#include <nel/misc/file.h>
#include <nel/misc/i_xml.h>
#include <nel/misc/matrix.h>
#include <nel/misc/mem_stream.h>
#include <nel/misc/noise_value.h>
#include <nel/misc/o_xml.h>
#include <nel/misc/path.h>
#include <nel/misc/quat.h>
#include <nel/misc/rgba.h>
#include <nel/misc/sheet_id.h>
#include <nel/misc/smart_ptr.h>
#include <nel/misc/stream.h>
#include <nel/misc/vectord.h>
#include <nel/misc/vector.h>
#include <nel/3d/animation_time.h>
#include <nel/3d/bloom_effect.h>
#include <nel/3d/bone.h>
#include <nel/3d/channel_mixer.h>
#include <nel/3d/driver.h>
#include <nel/3d/driver_user.h>
#include <nel/3d/event_mouse_listener.h>
#include <nel/3d/landscape_model.h>
#include <nel/3d/material.h>
#include <nel/3d/particle_system.h>
#include <nel/3d/particle_system_model.h>
#include <nel/3d/particle_system_shape.h>
#include <nel/3d/ps_attrib_maker_bin_op.h>
#include <nel/3d/ps_attrib_maker.h>
#include <nel/3d/ps_attrib_maker_template.h>
#include <nel/3d/ps_color.h>
#include <nel/3d/ps_direction.h>
#include <nel/3d/ps_edit.h>
#include <nel/3d/ps_emitter.h>
#include <nel/3d/ps_float.h>
#include <nel/3d/ps_force.h>
#include <nel/3d/ps_int.h>
#include <nel/3d/ps_light.h>
#include <nel/3d/ps_located.h>
#include <nel/3d/ps_mesh.h>
#include <nel/3d/ps_particle2.h>
#include <nel/3d/ps_particle_basic.h>
#include <nel/3d/ps_particle.h>
#include <nel/3d/ps_plane_basis.h>
#include <nel/3d/ps_plane_basis_maker.h>
#include <nel/3d/ps_sound.h>
#include <nel/3d/ps_zone.h>
#include <nel/3d/scene.h>
#include <nel/3d/scene_user.h>
#include <nel/3d/shape_bank.h>
#include <nel/3d/skeleton_model.h>
#include <nel/3d/skeleton_shape.h>
#include <nel/3d/text_context_user.h>
#include <nel/3d/texture_bump.h>
#include <nel/3d/texture_file.h>
#include <nel/3d/texture_grouped.h>
#include <nel/3d/texture.h>
#include <nel/3d/tile_vegetable_desc.h>
#include <nel/3d/u_3d_mouse_listener.h>
#include <nel/3d/u_animation.h>
#include <nel/3d/u_animation_set.h>
#include <nel/3d/u_bone.h>
#include <nel/3d/u_camera.h>
#include <nel/3d/u_driver.h>
#include <nel/3d/u_instance_group.h>
#include <nel/3d/u_instance.h>
#include <nel/3d/u_light.h>
#include <nel/3d/u_particle_system_sound.h>
#include <nel/3d/u_play_list.h>
#include <nel/3d/u_play_list_manager.h>
#include <nel/3d/u_scene.h>
#include <nel/3d/u_skeleton.h>
#include <nel/3d/u_text_context.h>
#include <nel/3d/u_track.h>
#include <nel/3d/u_water.h>
#include <nel/3d/vegetable.h>
#include <nel/3d/visual_collision_manager.h>
#include <nel/sound/sound_animation.h>
#include <nel/sound/sound_anim_manager.h>
#include <nel/sound/u_audio_mixer.h>
#include <nel/sound/u_listener.h>
#endif

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