Comments (5)
I hit the same issue as @Hatrickek (apparently 7 hours after). The workaround is good to get buildling/running, although it may be that skipping that if
block means some of the build configurations won't be set up right. I have been using cmake/ninja/clang for builds.
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JoltPhysics/Build/CMakeLists.txt
Line 69 in 6535d6c
I would probably advise just replacing that whole thing with if (MSVC)
, which will be truthy whenever the compiler defines _MSC_VER
, which would cover Microsoft's own cl
as well as clang-cl
, but none of the compilers adhering to the GCC-like interface, like MinGW-based compilers or (in this case) native clang
.
JoltPhysics/Build/CMakeLists.txt
Line 131 in 6535d6c
Then this could probably just be an else()
, since any other supported compiler is likely to emulate the GCC-like interface anyway, including native clang
on Windows.
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I like @mihe's solution better. I've created #767 and it looks like it passes all builds. Can you let me know if this works for ninja too? (I don't use it)
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I can confirm that @mihe's solution works for my cmake/clang/ninja setup.
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It indeed works thanks 🙂
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Related Issues (20)
- Some userdata variables are still uint32_t HOT 2
- Support multiple collisions per vertex for a soft body
- CharacterContactListener: add OnContactPersisted and OnContactRemoved HOT 3
- Should DecoratedShapeSettings allow for raw pointers in its constructor? HOT 3
- Epsilon values in asserts causing issues in Debug builds HOT 9
- Automatic transmission HOT 2
- Crash in SkeletonMapperTest sample HOT 3
- [MSVC] Internal compiler error
- Compile error on Sample project HOT 5
- [Question] I intergrate JoltPhysics into my project with exception thrown HOT 1
- Is it possible to cast sphere ? HOT 2
- Misaligned ABI when using JPH_DOUBLE_PRECISION causes a problem on the VirtualCharacter HOT 13
- Slow HeightfieldShape Save/RestoreBinaryState HOT 2
- Poor performance with high amount of static colliders HOT 1
- Why the character cannot collide with the floor ? HOT 1
- [Feature Request] CharacterVirtual needs support for enhanced internal edge removal HOT 4
- Problem serializing/deserializing BodyCreationSettings with sRestoreWithChildren HOT 2
- GCC 14 inlining failed in call to always_inline HOT 2
- Annoying identical color HOT 2
- Assert hit on a scene without constraints w/ `JPH::TempAllocatorMalloc`. HOT 1
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