1. Setting Up A Project
Download HOOPS Exchange
If you are a registered user, use the Tech Soft 3D Developer Zone. If not, go to the Evaluation Dashboard page.
If you are on a Windows platform, you may use either the installer or the zip file. Linux users must use the zip file.
Package Hierarchy
Here is a quick decription of the package, once extracted:
Folder |
Description |
---|---|
bin |
Exchange and 3rd party binaries |
documentation |
A link to this documentation |
include |
C include files |
samples |
A list of example programs made with HOOPS |
tools |
Misc helper tools for facilitating client code upgrades |
Binaries
Binary files are location in a subfolder of bin/ directory. The name of the subfolder is set according to the runtime enviroment:
Platform |
Folder |
Main Binary File |
---|---|---|
Windows |
win32_v142 |
A3DLIBS.dll |
win64_v142 |
||
GNU/Linux |
linux32 |
libA3DLIBS.so |
linux64 |
||
Android |
android/arm64-v8a |
|
android/armeabi-v7a |
||
android/x86 |
||
android/x86_64 |
||
macOS |
macos |
libA3DLIBS.dylib |
iOS |
ios |
libA3DLIBS.a |
Some platforms may have specific requirements. See Supported Platforms and Compiler Information for more information.
Setting The License
You must have a valid HOOPS Exchange license in order to use this product. Your license key can be generated using the “License Generator” button located on the HOOPS Exchange downloads page in the Developer Zone. The license is delivered in a file called hoops_license.h, which must replace the file of the same name within the include/ folder of your installation.
Creating a new HOOPS Exchange project
HOOPS Exchange is an explicitely load dynamic C library. This means that the main binary file is programmatically loaded at runtime from user code. In concrete words, that implied the following:
At compile time, your compiler only needs to now the location of header files (include/ folder)
At link time, nothing is necessary
At run time, your environment needs to know the location of the binaries (bin/ subfolder)
The following sections provide the most standard ways to prepare your environment for an new HOOPS Exchange application using:
Visual Studio (Available soon)
Xcode (Available soon)
You’re now ready to jump to our next tutorial: Initializing HOOPS Exchange.