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build.sh
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build.sh
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#! /bin/bash
# get path of current script: https://stackoverflow.com/a/39340259/207661
SCRIPT_DIR="$( cd "$( dirname "${BASH_SOURCE[0]}" )" && pwd )"
cd "$SCRIPT_DIR"
set -e
# update any git submodules, currently rpclib
git submodule update --init --recursive
# check for clang compiler, if not installed then instruct user to install it
#!/bin/bash
if [[ !(-f "/usr/bin/clang") || !(-f "/usr/bin/clang++") ]]; then
echo "ERROR: clang++ 3.9 is necessary to compile AirSim and run it in Unreal"
echo " please run : sudo apt-get install clang++-3.9"
echo " followed by: sudo update-alternatives --install /usr/bin/clang clang /usr/bin/clang-3.9 60 --slave /usr/bin/clang++ clang++ /usr/bin/clang++-3.9 "
echo " We need to use clang because the Unreal Engine is built with clang as well and"
echo " there are some symbol inconsistencies in the C++ library with regard to C++11"
echo " (see GCC Dual ABI: # https://gcc.gnu.org/onlinedocs/libstdc++/manual/using_dual_abi.html)"
exit 1
fi
# set up paths of clang compiler
export CC=/usr/bin/clang
export CXX=/usr/bin/clang++
# if eigen env var not found then install eigen in current directory
if [[ ! -d "$EIGEN_ROOT" ]]; then
if [[ ! -d eigen ]]; then
echo "downloading eigen..."
wget http://bitbucket.org/eigen/eigen/get/3.3.2.zip
unzip 3.3.2.zip -d eigen
pushd eigen
mv eigen* eigen3
echo "3.3.2" > version
popd &>/dev/null
rm 3.3.2.zip
fi
export EIGEN_ROOT="$(pwd)/eigen"
fi
# variable for build output
build_dir=build_debug
echo "putting build in build_debug folder, to clean, just delete the directory..."
# this ensures the cmake files will be built in our $build_dir instead.
if [[ -f "./cmake/CMakeCache.txt" ]]; then
rm "./cmake/CMakeCache.txt"
fi
if [[ -d "./cmake/CMakeFiles" ]]; then
rm -rf "./cmake/CMakeFiles"
fi
if [[ ! -d $build_dir ]]; then
mkdir -p $build_dir
pushd $build_dir
cmake ../cmake -DCMAKE_BUILD_TYPE=Debug \
|| (cd .. && rm -r $build_dir && exit 1)
popd &>/dev/null
fi
pushd $build_dir
# final linking of the binaries can fail due to a missing libc++abi library
# (happens on Fedora, see https://bugzilla.redhat.com/show_bug.cgi?id=1332306).
# So we only build the libraries here for now
make
popd &>/dev/null
mkdir -p AirLib/lib/x64/Debug
mkdir -p AirLib/deps/rpclib/lib
mkdir -p AirLib/deps/MavLinkCom/lib
cp $build_dir/output/lib/libAirLib.a AirLib/lib
cp $build_dir/output/lib/libMavLinkCom.a AirLib/deps/MavLinkCom/lib
cp $build_dir/output/lib/libAirSim-rpclib.a AirLib/deps/rpclib/lib/librpc.a
rsync -a --delete $build_dir/output/lib/ AirLib/lib/x64/Debug
rsync -a --delete external/rpclib/include AirLib/deps/rpclib
rsync -a --delete MavLinkCom/include AirLib/deps/MavLinkCom
rsync -a --delete AirLib Unreal/Plugins/AirSim/Source
echo ""
echo "============================================================"
echo "Now copy the Unreal/Plugins directory to the Unreal project:"
echo "rsync -t -r Unreal/Plugins <unreal project_root>"
echo " (<unreal project_root> contains a file named <project>.uproject)"
echo "============================================================"
echo "And do (required for building the Unreal plugin):"
echo "export EIGEN_ROOT=\"$EIGEN_ROOT\""