2020-01-10 11:22:34 +00:00
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#!/usr/bin/env python
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2024-06-11 20:19:07 +00:00
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from misc.utility.scons_hints import *
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2020-01-10 11:22:34 +00:00
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2020-03-30 06:28:32 +00:00
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Import("env")
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Import("env_modules")
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2020-01-10 11:22:34 +00:00
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env_navigation = env_modules.Clone()
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2020-12-17 15:01:36 +00:00
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# Thirdparty source files
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thirdparty_obj = []
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2020-01-10 11:22:34 +00:00
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# Recast Thirdparty source files
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2023-02-16 11:15:16 +00:00
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if env["builtin_recastnavigation"]:
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2020-01-10 11:22:34 +00:00
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thirdparty_dir = "#thirdparty/recastnavigation/Recast/"
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thirdparty_sources = [
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2020-03-30 06:28:32 +00:00
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"Source/Recast.cpp",
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"Source/RecastAlloc.cpp",
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"Source/RecastArea.cpp",
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"Source/RecastAssert.cpp",
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"Source/RecastContour.cpp",
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"Source/RecastFilter.cpp",
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"Source/RecastLayers.cpp",
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"Source/RecastMesh.cpp",
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"Source/RecastMeshDetail.cpp",
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"Source/RecastRasterization.cpp",
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"Source/RecastRegion.cpp",
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2020-01-10 11:22:34 +00:00
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]
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thirdparty_sources = [thirdparty_dir + file for file in thirdparty_sources]
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2020-12-17 15:01:36 +00:00
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env_navigation.Prepend(CPPPATH=[thirdparty_dir + "Include"])
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2020-01-10 11:22:34 +00:00
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env_thirdparty = env_navigation.Clone()
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env_thirdparty.disable_warnings()
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2020-12-17 15:01:36 +00:00
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env_thirdparty.add_source_files(thirdparty_obj, thirdparty_sources)
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2020-01-10 11:22:34 +00:00
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2023-01-10 06:14:16 +00:00
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# RVO 2D Thirdparty source files
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if env["builtin_rvo2_2d"]:
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thirdparty_dir = "#thirdparty/rvo2/rvo2_2d/"
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2020-01-10 11:22:34 +00:00
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thirdparty_sources = [
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2023-06-29 10:50:49 +00:00
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"Agent2d.cpp",
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"Obstacle2d.cpp",
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"KdTree2d.cpp",
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"RVOSimulator2d.cpp",
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2020-01-10 11:22:34 +00:00
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]
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thirdparty_sources = [thirdparty_dir + file for file in thirdparty_sources]
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2020-12-17 15:01:36 +00:00
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env_navigation.Prepend(CPPPATH=[thirdparty_dir])
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2020-01-10 11:22:34 +00:00
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env_thirdparty = env_navigation.Clone()
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env_thirdparty.disable_warnings()
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2020-12-17 15:01:36 +00:00
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env_thirdparty.add_source_files(thirdparty_obj, thirdparty_sources)
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2023-01-10 06:14:16 +00:00
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# RVO 3D Thirdparty source files
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if env["builtin_rvo2_3d"]:
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thirdparty_dir = "#thirdparty/rvo2/rvo2_3d/"
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thirdparty_sources = [
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2023-06-29 10:50:49 +00:00
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"Agent3d.cpp",
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"KdTree3d.cpp",
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"RVOSimulator3d.cpp",
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2023-01-10 06:14:16 +00:00
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]
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thirdparty_sources = [thirdparty_dir + file for file in thirdparty_sources]
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2020-12-17 15:01:36 +00:00
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2023-01-10 06:14:16 +00:00
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env_navigation.Prepend(CPPPATH=[thirdparty_dir])
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2020-01-10 11:22:34 +00:00
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2023-01-10 06:14:16 +00:00
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env_thirdparty = env_navigation.Clone()
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env_thirdparty.disable_warnings()
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env_thirdparty.add_source_files(thirdparty_obj, thirdparty_sources)
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env.modules_sources += thirdparty_obj
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2020-01-10 11:22:34 +00:00
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# Godot source files
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2020-12-17 15:01:36 +00:00
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module_obj = []
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env_navigation.add_source_files(module_obj, "*.cpp")
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2023-10-11 03:00:15 +00:00
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env_navigation.add_source_files(module_obj, "2d/*.cpp")
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2023-10-13 15:20:31 +00:00
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if not env["disable_3d"]:
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env_navigation.add_source_files(module_obj, "3d/*.cpp")
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SCons: Unify tools/target build type configuration
Implements https://github.com/godotengine/godot-proposals/issues/3371.
New `target` presets
====================
The `tools` option is removed and `target` changes to use three new presets,
which match the builds users are familiar with. These targets control the
default optimization level and enable editor-specific and debugging code:
- `editor`: Replaces `tools=yes target=release_debug`.
* Defines: `TOOLS_ENABLED`, `DEBUG_ENABLED`, `-O2`/`/O2`
- `template_debug`: Replaces `tools=no target=release_debug`.
* Defines: `DEBUG_ENABLED`, `-O2`/`/O2`
- `template_release`: Replaces `tools=no target=release`.
* Defines: `-O3`/`/O2`
New `dev_build` option
======================
The previous `target=debug` is now replaced by a separate `dev_build=yes`
option, which can be used in combination with either of the three targets,
and changes the following:
- `dev_build`: Defines `DEV_ENABLED`, disables optimization (`-O0`/`/0d`),
enables generating debug symbols, does not define `NDEBUG` so `assert()`
works in thirdparty libraries, adds a `.dev` suffix to the binary name.
Note: Unlike previously, `dev_build` defaults to off so that users who
compile Godot from source get an optimized and small build by default.
Engine contributors should now set `dev_build=yes` in their build scripts or
IDE configuration manually.
Changed binary names
====================
The name of generated binaries and object files are changed too, to follow
this format:
`godot.<platform>.<target>[.dev][.double].<arch>[.<extra_suffix>][.<ext>]`
For example:
- `godot.linuxbsd.editor.dev.arm64`
- `godot.windows.template_release.double.x86_64.mono.exe`
Be sure to update your links/scripts/IDE config accordingly.
More flexible `optimize` and `debug_symbols` options
====================================================
The optimization level and whether to generate debug symbols can be further
specified with the `optimize` and `debug_symbols` options. So the default
values listed above for the various `target` and `dev_build` combinations
are indicative and can be replaced when compiling, e.g.:
`scons p=linuxbsd target=template_debug dev_build=yes optimize=debug`
will make a "debug" export template with dev-only code enabled, `-Og`
optimization level for GCC/Clang, and debug symbols. Perfect for debugging
complex crashes at runtime in an exported project.
2022-09-22 06:28:55 +00:00
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if env.editor_build:
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2022-03-28 12:10:28 +00:00
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env_navigation.add_source_files(module_obj, "editor/*.cpp")
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2020-12-17 15:01:36 +00:00
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env.modules_sources += module_obj
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# Needed to force rebuilding the module files when the thirdparty library is updated.
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env.Depends(module_obj, thirdparty_obj)
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