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common.py
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common.py
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import glob
# Gets sources and configurations that are common to compiling as a module and an extension.
# For module-specific configuration, see `SCsub`.
# For extension-specific configuration, see `SConstruct`.
def get_sources(env, is_editor_build, include_tests):
env.Append(CPPPATH=["."])
env.Append(CPPDEFINES=[
# See https://github.com/zeux/meshoptimizer/issues/311
"MESHOPTIMIZER_ZYLANN_NEVER_COLLAPSE_BORDERS",
# Because of the above, the MeshOptimizer library in this module is different to an official one.
# Godot 4 includes an official version, which means they would both conflict at linking time.
# To prevent this clash we wrap the entire library within an additional namespace.
# This should be solved either by solving issue #311 or by porting the module to a dynamic library (GDExtension).
"MESHOPTIMIZER_ZYLANN_WRAP_LIBRARY_IN_NAMESPACE",
])
if env["platform"] == "windows":
# When compiling SQLite with Godot on Windows with MSVC, it produces the following warning:
# `sqlite3.c(42754): warning C4996: 'GetVersionExA': was declared deprecated `
# To fix it, let's indicate to SQLite it should not use this function, even if it is available.
# https://stackoverflow.com/questions/20031597/error-c4996-received-when-compiling-sqlite-c-in-visual-studio-2013
env.Append(CPPDEFINES={"SQLITE_WIN32_GETVERSIONEX": 0})
sources = [
"constants/*.cpp",
"meshers/blocky/*.cpp",
"meshers/blocky/types/*.cpp",
"meshers/transvoxel/*.cpp",
"meshers/dmc/*.cpp",
"meshers/cubes/*.cpp",
"meshers/*.cpp",
"streams/*.cpp",
"streams/sqlite/*.cpp",
"streams/region/*.cpp",
"streams/vox/*.cpp",
"storage/*.cpp",
"storage/metadata/*.cpp",
"generators/*.cpp",
"generators/graph/*.cpp",
"generators/simple/*.cpp",
"generators/multipass/*.cpp",
"modifiers/*.cpp",
"modifiers/godot/*.cpp",
"terrain/*.cpp",
"terrain/instancing/*.cpp",
"terrain/fixed_lod/*.cpp",
"terrain/variable_lod/*.cpp",
"engine/*.cpp",
"engine/gpu/*.cpp",
"engine/detail_rendering/*.cpp",
"edition/*.cpp",
"shaders/*.cpp",
"register_types.cpp",
# Utility
"util/*.cpp",
"util/containers/*.cpp",
"util/math/*.cpp",
"util/memory/*.cpp",
"util/noise/fast_noise_lite/*.cpp",
"util/noise/gd_noise_range.cpp",
"util/noise/spot_noise_gd.cpp",
"util/string/*.cpp",
"util/thread/thread.cpp",
"util/thread/spatial_lock_2d.cpp",
"util/thread/spatial_lock_3d.cpp",
"util/tasks/*.cpp",
"util/tasks/godot/*.cpp",
"util/godot/classes/array_mesh.cpp",
"util/godot/classes/concave_polygon_shape_3d.cpp",
"util/godot/classes/geometry_2d.cpp",
"util/godot/classes/geometry_instance_3d.cpp",
"util/godot/classes/input_event_key.cpp",
"util/godot/classes/mesh.cpp",
"util/godot/classes/multimesh.cpp",
"util/godot/classes/node.cpp",
"util/godot/classes/object.cpp",
"util/godot/classes/project_settings.cpp",
"util/godot/classes/rendering_device.cpp",
"util/godot/classes/rendering_server.cpp",
"util/godot/classes/resource_loader.cpp",
"util/godot/classes/shader.cpp",
"util/godot/core/string.cpp",
"util/godot/core/variant.cpp",
"util/godot/core/packed_arrays.cpp",
"util/godot/core/rect2i.cpp",
"util/godot/direct_mesh_instance.cpp",
"util/godot/direct_multimesh_instance.cpp",
"util/godot/direct_static_body.cpp",
"util/godot/file_utils.cpp",
"util/godot/shader_material_pool.cpp",
"util/io/*.cpp",
# Thirdparty
"thirdparty/lz4/*.c",
# "thirdparty/sqlite/*.c",
"thirdparty/meshoptimizer/*.cpp"
]
if is_editor_build:
sources += [
"editor/*.cpp",
"editor/terrain/*.cpp",
"editor/fast_noise_lite/*.cpp",
"editor/spot_noise/*.cpp",
"editor/vox/*.cpp",
"editor/instancer/*.cpp",
"editor/instance_library/*.cpp",
"editor/mesh_sdf/*.cpp",
"editor/graph/*.cpp",
"editor/blocky_library/*.cpp",
"editor/blocky_library/types/*.cpp",
"editor/multipass/*.cpp",
"util/godot/debug_renderer.cpp",
"util/godot/check_ref_ownership.cpp",
"util/godot/classes/editor_plugin.cpp",
"util/godot/classes/editor_import_plugin.cpp",
"util/godot/classes/editor_inspector_plugin.cpp",
"util/godot/classes/editor_property.cpp",
"util/godot/classes/editor_settings.cpp",
"util/godot/classes/graph_edit.cpp", # Not editor-only, but only used in editor for now
"util/godot/classes/graph_node.cpp" # Not editor-only, but only used in editor for now
]
if include_tests:
sources += [
"tests/*.cpp",
"tests/util/*.cpp",
"tests/voxel/*.cpp"
]
def process_glob_paths(p_sources):
out = []
for path in p_sources:
if '*' in path:
paths = glob.glob(path)
out += paths
else:
out.append(path)
return out
sources = process_glob_paths(sources)
return sources