ODE dependency in playground/games
Andreas Beckermann
b_mann at gmx.de
Mon Feb 9 13:30:22 CET 2009
On Saturday 07 February 2009, Stefan Majewsky wrote:
> Hi folks,
>
> I need to use a 3D physics engine in Kolf 2 (in trunk/playground/games
> currently) and after evaluating some available solutions, I've come to use
> the Open Dynamics Engine. By reading some modules, I composed the
> FindODE.cmake script which is at [1] (ODE itself uses autotools). When I
> wanted to integrate the ODE check into the CMakeLists.txt for
> playground/games [2], I noticed two things:
>
> 1. The variable ODE_FOUND is already used to determine whether Astrododge
> is built, but the find_package(ODE) call is in the CMakeLists.txt for
> Astrododge [3], which is only included if ODE has already been found. What
> the...? 2. Astrododge comes with its own FindODE.cmake [4], but it looks
> weird to me that paths like /usr/include etc. are hardcoded for Linux while
The paths aren't hardcoded, cmake takes a list of paths where it searches for
the libraries/files _in addition_ to the default paths. The astrododge
FindODE.cmake provides a few of these paths, to make it easier to find ODE on
common systems.
However /usr/include and /usr/local/include (same with lib) are kinda
pointless here, as cmake searches those by default anyway.
However the astrododge version e.g. also searches in ${OGRE_HOME} for the
includes and libs which makes things _a lot_ simpler when you build in
windows. The kolf version requires a lot more work from the user, as the
paths must be given to cmake manually (e.g. by adding the required paths to
environment variables).
So I'd go for the astrododge version.
Hmmm, however I just noticed that apparently astrododge uses the FindODE.cmake
from d-collide
(http://d-collide.ematia.de/svn/d-collide/trunk/d-collide/cmake/modules/).
So my opinion on this may be a bit biased, as I probably wrote most of that
file :-)
But it also means that this file has been tested on several Linux
distributions, Windows and MAC.
Greetings
Andi
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