The C++ SDK for Rhino for Mac is available from the repository below, which contains the SDK, sample plug-ins, and complete instructions for use — including how to build with CMake, Xcode, and Visual Studio.
This SDK allows third-party developers to write plug-ins for Rhino for Mac in C++. This capability has been available on Rhino for Windows since Rhino 2.0.
It runs on Rhino 9 — we won’t be making it available for Rhino 8. It isn’t an official API just yet, but we are hoping to have it officially available before the release of Rhino 9. It is essentially the same as the C++ SDK for Windows, and provides the same low-level access to Rhino that you get with that API.
Please note: providing a C++ SDK for Mac does not automatically make existing Windows plug-ins work on Mac. These plug-ins will need to be rebuilt specifically for Rhino for Mac.
There is no support for MFC or the Win32 API. For cross-platform UI, use Eto. If you have an existing C++ plug-in, you should find that porting your native code to the Mac is relatively straightforward.
Complete instructions for using the SDK — for both macOS and Windows — are in the README of the rhino_sdk_cpp repository. Please respond to this thread with any questions or problems and we’ll get them fixed!
Hi @andy and @dan
I am trying to setup VSCode to run Mac SDK. It seems to be working.
But I am getting typical C++ linking errors. Can’t find AfxMac.h?
Thank you for your effort and work on Vray for Rhino! Many of my architect friends have been dreaming of finally being able to switch from SketchUp to Rhino on Macs and be able to render in Vray! Thanks!
Just in case it isn’t clear. Providing a C++ SDK for Mac does not automatically make plug-ins work on Mac. These existing plug-ins will need to be rebuilt specifically for Mac Rhino.