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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 "${BASH_SOURCE[0]}" )" && pwd )"
pushd "$SCRIPT_DIR" >/dev/null
set -e
# set -x
#check for correct verion of llvm
if [[ ! -d "llvm-source-50" ]]; then
if [[ -d "llvm-source-39" ]]; then
echo "Hello there! We just upgraded AirSim to Unreal Engine 4.18."
echo "Here are few easy steps for upgrade so everything is new and shiny :)"
echo "https://github.com/Microsoft/AirSim/blob/master/docs/unreal_upgrade.md"
exit 1
else
echo "The llvm-souce-50 folder was not found! Mystery indeed."
fi
fi
# check for libc++
if [[ !(-d "./llvm-build/output/lib") ]]; then
echo "ERROR: clang++ and libc++ is necessary to compile AirSim and run it in Unreal engine"
echo "Please run setup.sh first."
exit 1
fi
# check for rpclib
if [ ! -d "./external/rpclib/rpclib-2.2.1" ]; then
echo "ERROR: new version of AirSim requires newer rpclib."
echo "please run setup.sh first and then run build.sh again."
exit 1
fi
# check for cmake build
if [ ! -d "./cmake_build" ]; then
echo "ERROR: cmake build was not found."
echo "please run setup.sh first and then run build.sh again."
exit 1
fi
# set up paths of cc and cxx compiler
if [ "$1" == "gcc" ]; then
export CC="gcc"
export CXX="g++"
else
if [ "$(uname)" == "Darwin" ]; then
CMAKE="$(greadlink -f cmake_build/bin/cmake)"
export CC=/usr/local/opt/llvm-5.0/bin/clang-5.0
export CXX=/usr/local/opt/llvm-5.0/bin/clang++-5.0
else
CMAKE="$(readlink -f cmake_build/bin/cmake)"
export CC="clang-5.0"
export CXX="clang++-5.0"
fi
fi
#install EIGEN library
if [[ !(-d "./AirLib/deps/eigen3/Eigen") ]]; then
echo "eigen is not installed. Please run setup.sh first."
exit 1
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 $build_dir >/dev/null
"$CMAKE" ../cmake -DCMAKE_BUILD_TYPE=Debug \
|| (popd && rm -r $build_dir && exit 1)
popd >/dev/null
fi
pushd $build_dir >/dev/null
# 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 -j`nproc`
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/librpc.a AirLib/deps/rpclib/lib/librpc.a
# Update AirLib/lib, AirLib/deps, Plugins folders with new binaries
rsync -a --delete $build_dir/output/lib/ AirLib/lib/x64/Debug
rsync -a --delete external/rpclib/rpclib-2.2.1/include AirLib/deps/rpclib
rsync -a --delete MavLinkCom/include AirLib/deps/MavLinkCom
rsync -a --delete AirLib Unreal/Plugins/AirSim/Source
# Update Blocks project
Unreal/Environments/Blocks/clean.sh
mkdir -p Unreal/Environments/Blocks/Plugins
rsync -a --delete Unreal/Plugins/AirSim Unreal/Environments/Blocks/Plugins
set +x
echo ""
echo ""
echo "=================================================================="
echo " AirSim plugin is built! Here's how to build Unreal project."
echo "=================================================================="
echo "If you are using Blocks environment, its already updated."
echo "If you are using your own environment, update plugin using,"
echo "rsync -a --delete Unreal/Plugins path/to/MyUnrealProject"
echo ""
echo "For help see:"
echo "https://github.com/Microsoft/AirSim/blob/master/docs/build_linux.md"
echo "=================================================================="
popd >/dev/null