#!/usr/bin/env python

Import("env")
Import("env_modules")

env_recast = env_modules.Clone()

# Thirdparty source files

thirdparty_obj = []

if env["builtin_recast"]:
    thirdparty_dir = "#thirdparty/recastnavigation/Recast/"
    thirdparty_sources = [
        "Source/Recast.cpp",
        "Source/RecastAlloc.cpp",
        "Source/RecastArea.cpp",
        "Source/RecastAssert.cpp",
        "Source/RecastContour.cpp",
        "Source/RecastFilter.cpp",
        "Source/RecastLayers.cpp",
        "Source/RecastMesh.cpp",
        "Source/RecastMeshDetail.cpp",
        "Source/RecastRasterization.cpp",
        "Source/RecastRegion.cpp",
    ]
    thirdparty_sources = [thirdparty_dir + file for file in thirdparty_sources]

    env_recast.Prepend(CPPPATH=[thirdparty_dir + "/Include"])

    env_thirdparty = env_recast.Clone()
    env_thirdparty.disable_warnings()
    env_thirdparty.add_source_files(thirdparty_obj, thirdparty_sources)
    env.modules_sources += thirdparty_obj

# Godot source files

module_obj = []

env_recast.add_source_files(module_obj, "*.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)