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- #!/usr/bin/env python
- Import("env")
- Import("env_modules")
- env_fbx = env_modules.Clone()
- # Thirdparty source files
- thirdparty_obj = []
- thirdparty_dir = "#thirdparty/ufbx/"
- thirdparty_sources = [thirdparty_dir + "ufbx.c"]
- env_fbx.Prepend(CPPPATH=[thirdparty_dir])
- env_thirdparty = env_fbx.Clone()
- env_thirdparty.disable_warnings()
- env_thirdparty.Append(
- CPPDEFINES=[
- "UFBX_NO_SUBDIVISION",
- "UFBX_NO_TESSELLATION",
- "UFBX_NO_GEOMETRY_CACHE",
- "UFBX_NO_SCENE_EVALUATION",
- "UFBX_NO_INDEX_GENERATION",
- "UFBX_NO_SKINNING_EVALUATION",
- "UFBX_NO_FORMAT_OBJ",
- ]
- )
- env_thirdparty.add_source_files(thirdparty_obj, thirdparty_sources)
- env.modules_sources += thirdparty_obj
- # Godot source files
- module_obj = []
- env_fbx.add_source_files(module_obj, "*.cpp")
- env_fbx.add_source_files(module_obj, "structures/*.cpp")
- if env.editor_build:
- env_fbx.add_source_files(module_obj, "editor/*.cpp")
- env.modules_sources += module_obj
- # Needed to force rebuilding the module files when the thirdparty library is updated.
- env.Depends(module_obj, thirdparty_obj)
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