Maxon Developers Maxon Developers
    • Documentation
      • Cinema 4D Python API
      • Cinema 4D C++ API
      • Cineware API
      • ZBrush GoZ API
      • Code Examples on Github
    • Forum
    • Downloads
    • Support
      • Support Procedures
      • Registered Developer Program
      • Plugin IDs
      • Contact Us
    • Categories
      • Overview
      • News & Information
      • Cinema 4D SDK Support
      • Cineware SDK Support
      • ZBrush 4D SDK Support
      • Bugs
      • General Talk
    • Unread
    • Recent
    • Tags
    • Users
    • Login

    Anyone interested in my CMake script?

    General Discussion
    0
    22
    13.5k
    Loading More Posts
    • Oldest to Newest
    • Newest to Oldest
    • Most Votes
    Reply
    • Reply as topic
    Log in to reply
    This topic has been deleted. Only users with topic management privileges can see it.
    • H
      Helper
      last edited by

      THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

      On 28/03/2012 at 14:14, xxxxxxxx wrote:

      Originally posted by xxxxxxxx

      There 's no reason to fiddle with CMake. Adding/removing source files is D&D; in Xcode. Changing compiler options or compilers can easily be done by editing the _apibase_debug.xcconfig or _apibase_release.xcconfig files.

      The cinema4dsdk project is based on these xcconfig files. If you use multiple projects based on these xcconfig files inside of an umbrella project, you can still change individual settings of a project by modifiying its target settings.

      Best regards,

      Wilfried Behne

      Hi Wilfried,

      first of all, I am not 'fiddling' with CMake. And yes, there are many good reasons:

      * works well with automated build systems. a commit doesn't break the build because a file was not added to any of the projects
      * projects can never get out of sync because someone forgot to update some config/project
      * compiling boils down to 'cmake . && make -j 8'. that builds all targets.

      To only name a few.

      Yes, I am aware that adding files is just D&D;, but that is exactly the point of the CMake script: to get rid of these manual steps that needed to be done every time a file is added, or removed (automated build systems).

      I am also aware of the xcconfig files.

      I was only offering this because I thought it could be useful to anyone else who prefers makefiles over XCode, simple console commands over dragging & dropping into 5 different projects.

      If you don't need it or don't want it thats OK.
      Whatever floats your boat 🙂

      Regards,
      Yves

      1 Reply Last reply Reply Quote 0
      • H
        Helper
        last edited by

        THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

        On 28/03/2012 at 14:46, xxxxxxxx wrote:

        Hi fused,

        I am interested in you CMake. Could you please share it with me? I'm on Windows and I refuse to use the Visual Studio IDE! I hope your CMake file can give me a better overview over the c4dsdk and how it needs to be compiled. 🙂

        Thank you!
        -Niklas

        1 Reply Last reply Reply Quote 0
        • H
          Helper
          last edited by

          THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

          On 28/03/2012 at 16:00, xxxxxxxx wrote:

          Originally posted by xxxxxxxx

          I refuse to use the Visual Studio IDE!s

          the spanish inquisition is already on its way !

          1 Reply Last reply Reply Quote 0
          • H
            Helper
            last edited by

            THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

            On 21/04/2012 at 10:53, xxxxxxxx wrote:

            @littledevil: Now, is that positive or negative for me? ^^
            @fused: I'm still interested in your script, could you please share it?

            1 Reply Last reply Reply Quote 0
            • H
              Helper
              last edited by

              THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

              On 21/04/2012 at 11:34, xxxxxxxx wrote:

              Hi guys,

              sorry for the long delay, very busy at the moment.

              Will put it on github or google code when I have a free minute.

              Cheers!

              1 Reply Last reply Reply Quote 0
              • H
                Helper
                last edited by

                THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

                On 28/06/2012 at 10:00, xxxxxxxx wrote:

                Hei fused,

                Could you please upload the script?

                Thanks,
                Niklas

                1 Reply Last reply Reply Quote 0
                • H
                  Helper
                  last edited by

                  THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

                  On 29/06/2012 at 02:14, xxxxxxxx wrote:

                  Sorry for the long delay. Here's the initial release.
                  Will get a git repo or so sorted for it soon.

                  http://www.indigorenderer.com/dist/exporters/cindigo/c4d_plugin_cmake_1.0.zip

                  Any questions, just ask 🙂

                  edit: fixed link

                  1 Reply Last reply Reply Quote 0
                  • H
                    Helper
                    last edited by

                    THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

                    On 16/10/2012 at 09:04, xxxxxxxx wrote:

                    A little update.

                    1.1
                    * Updated linker options for correct stripping on OS X (see https://developers.maxon.net/forum/topic/6572/7115_symbol-stripping-on-os-x).

                    http://www.indigorenderer.com/dist/exporters/cindigo/c4d_plugin_cmake_1.1.zip

                    1 Reply Last reply Reply Quote 0
                    • H
                      Helper
                      last edited by

                      On 16/03/2013 at 07:11, xxxxxxxx wrote:

                      Thanks,
                      using CMake to build plugins for C4d is a option that I wanted to test...

                      Originally posted by xxxxxxxx

                      Hi fused,

                      I am interested in you CMake. Could you please share it with me? I'm on Windows and I refuse to use the Visual Studio IDE! I hope your CMake file can give me a better overview over the c4dsdk and how it needs to be compiled. 🙂

                      Thank you!
                      -Niklas

                      Can I ask why do you refuse to use VS IDE ?
                      Will you also do not use Xcode IDE too ?

                      1 Reply Last reply Reply Quote 0
                      • H
                        Helper
                        last edited by

                        On 16/03/2013 at 07:29, xxxxxxxx wrote:

                        Can't tell you why someone would not want to use an IDE but if you need any help getting my CMake script working, let me know 🙂

                        1 Reply Last reply Reply Quote 0
                        • H
                          Helper
                          last edited by

                          On 16/03/2013 at 07:33, xxxxxxxx wrote:

                          Hi Remotion,

                          Originally posted by xxxxxxxx

                          Can I ask why do you refuse to use VS IDE ?

                          I am unable to work with the Editor of Visual Studio. I'm used to the behavior of the Notepad++
                          Editor. Back then, I didn't understand much about C++ and Compilers and I didn't understand
                          to set up a Project for a new Cinema Plugin. Although I know how to do this now, I'm still
                          compiling from the command-line. Setting up an environment to start right off coding a plugin
                          works much faster (at least for me) this way.

                          There's a repository of the command-line scripts I use for achieving this (relieng on Makefiles) on
                          github. All I do to start a project is to copy the template folder from the repo into the Cinema
                          plugins folder, rename it and open the command-line.

                          > vcvarsall
                          \> make description DESCNAME=Oplugin
                          \> make plugin DEBUG=1
                          

                          Originally posted by xxxxxxxx

                          Will you also do not use Xcode IDE too ?

                          I'm pretty sure I will also not use XCode. I have tried to keep the Makefiles on the rep above
                          as abstract as possible. As soon as I have a mac, I will try implement the api\platform\mac.mak file
                          to compile plugins on the mac. This will (hopefully) allow me to simply copy my plugin structure
                          to the Mac, run the Makefile and I'll be done without creating an XCode project.

                          Best,
                          -Niklas

                          1 Reply Last reply Reply Quote 0
                          • H
                            Helper
                            last edited by

                            On 16/03/2013 at 07:42, xxxxxxxx wrote:

                            Thanks I was able to compile this example for R12,R13,R14 now I need to try to do this for one of my bigger projects.
                            May be later for very big one like SuperVoxels 🙂

                            Well using comand line or script or CMake for compiling has some advantages.
                            I am using Notepad++ but mostly to read the code.
                            Using Notepad++ for coding has a lot of disadvantaged in my opinion, no auto completion, no refactoring and more...

                            1 Reply Last reply Reply Quote 0
                            • H
                              Helper
                              last edited by

                              On 16/03/2013 at 07:48, xxxxxxxx wrote:

                              @Remotion: That's correct, features like intelli-sense in VS or refactoring are not included in
                              Notepad++. But hitting these problems helps me writing better code right from the start so I
                              actually wouldn't need these features. 🙂

                              Good old search-and-replace is my best friend, btw.

                              1 Reply Last reply Reply Quote 0
                              • H
                                Helper
                                last edited by

                                On 16/03/2013 at 07:59, xxxxxxxx wrote:

                                Nobody can write code that do not need refactoring in (near) future 🙂

                                1 Reply Last reply Reply Quote 0
                                • H
                                  Helper
                                  last edited by

                                  On 16/03/2013 at 08:28, xxxxxxxx wrote:

                                  you should take a look at sublime text 2. it is better than visual studio python in almost 
                                  all aspects. the only reasons i have still visual studio python installed, are the watch
                                  feature and stepped interpreation of my code. the refactoring and autocomplete of 
                                  sublime text 2 is with plugins are better than the one provided by visual studio python.

                                  not sure how the situation is for cpp, but multicursor editors are such much powerful
                                  than single cursor editors, because things like refactoring suddenly become obsolete,
                                  because it is now just typing a new name. and there are freakishly powerfull python 
                                  addons for sulime text2/3. like sublimecodeintel or sublimerepl.

                                  1 Reply Last reply Reply Quote 0
                                  • H
                                    Helper
                                    last edited by

                                    On 16/03/2013 at 08:55, xxxxxxxx wrote:

                                    Well for Python there are probably a lot of options but I am talking about C++.
                                    MultiCursor Editing is possible in VS with an extension too.
                                    How can be refactoring become obsolete if you need to change 10 or even 100 of files at once ?
                                    And of course you only want to change this one member function name that may have the same name as a other member function in another class ....

                                    1 Reply Last reply Reply Quote 0
                                    • H
                                      Helper
                                      last edited by

                                      On 16/03/2013 at 09:33, xxxxxxxx wrote:

                                      Unfortunately it does not work out of box for Xcode 4.6  and R12, R13, R14...

                                      1 Reply Last reply Reply Quote 0
                                      • H
                                        Helper
                                        last edited by

                                        On 17/03/2013 at 06:54, xxxxxxxx wrote:

                                        Originally posted by xxxxxxxx

                                        Unfortunately it does not work out of box for Xcode 4.6  and R12, R13, R14...

                                        My CMake script? No, it won't generate proper XCode projects (can be made to do so tho). That's mostly due to CMakes XCode generator being pretty bad (it requires special settings for XCode instead of just parsing the linker and compiler flags and setting the properties accordingly like the VS generator...).

                                        It's not really a priority for me either as I try to stay away from Macs as far as I can, especially from XCode 🙂

                                        I only use make on OS X.

                                        It actually works with R12 and should work fine with R13 and R14, you just need to add it to the main CMakeLists.txt file.

                                        1 Reply Last reply Reply Quote 0
                                        • First post
                                          Last post