godot/servers/register_server_types.cpp

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/*************************************************************************/
/* register_server_types.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
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/*************************************************************************/
/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
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/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
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#include "register_server_types.h"
#include "engine.h"
#include "project_settings.h"
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#include "arvr/arvr_interface.h"
#include "arvr/arvr_positional_tracker.h"
#include "arvr_server.h"
#include "audio/audio_effect.h"
#include "audio/audio_stream.h"
#include "audio/effects/audio_effect_amplify.h"
#include "audio/effects/audio_effect_chorus.h"
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#include "audio/effects/audio_effect_compressor.h"
#include "audio/effects/audio_effect_delay.h"
#include "audio/effects/audio_effect_distortion.h"
#include "audio/effects/audio_effect_eq.h"
#include "audio/effects/audio_effect_filter.h"
#include "audio/effects/audio_effect_limiter.h"
#include "audio/effects/audio_effect_panner.h"
#include "audio/effects/audio_effect_phaser.h"
#include "audio/effects/audio_effect_pitch_shift.h"
#include "audio/effects/audio_effect_reverb.h"
#include "audio/effects/audio_effect_stereo_enhance.h"
#include "audio_server.h"
#include "physics/physics_server_sw.h"
#include "physics_2d/physics_2d_server_sw.h"
#include "physics_2d/physics_2d_server_wrap_mt.h"
#include "physics_2d_server.h"
#include "physics_server.h"
#include "script_debugger_remote.h"
#include "visual/shader_types.h"
#include "visual_server.h"
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static void _debugger_get_resource_usage(List<ScriptDebuggerRemote::ResourceUsage> *r_usage) {
List<VS::TextureInfo> tinfo;
VS::get_singleton()->texture_debug_usage(&tinfo);
for (List<VS::TextureInfo>::Element *E = tinfo.front(); E; E = E->next()) {
ScriptDebuggerRemote::ResourceUsage usage;
usage.path = E->get().path;
usage.vram = E->get().bytes;
usage.id = E->get().texture;
usage.type = "Texture";
usage.format = itos(E->get().size.width) + "x" + itos(E->get().size.height) + " " + Image::get_format_name(E->get().format);
r_usage->push_back(usage);
}
}
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ShaderTypes *shader_types = NULL;
PhysicsServer *_createGodotPhysicsCallback() {
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WARN_PRINT("The GodotPhysics 3D physics engine is deprecated and will be removed in Godot 3.2. You should use the Bullet physics engine instead (configurable in your project settings).");
return memnew(PhysicsServerSW);
}
Physics2DServer *_createGodotPhysics2DCallback() {
return Physics2DServerWrapMT::init_server<Physics2DServerSW>();
}
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void register_server_types() {
ClassDB::register_virtual_class<VisualServer>();
ClassDB::register_class<AudioServer>();
ClassDB::register_virtual_class<PhysicsServer>();
ClassDB::register_virtual_class<Physics2DServer>();
ClassDB::register_class<ARVRServer>();
shader_types = memnew(ShaderTypes);
ClassDB::register_virtual_class<ARVRInterface>();
ClassDB::register_class<ARVRPositionalTracker>();
ClassDB::register_virtual_class<AudioStream>();
ClassDB::register_virtual_class<AudioStreamPlayback>();
ClassDB::register_class<AudioStreamRandomPitch>();
ClassDB::register_virtual_class<AudioEffect>();
ClassDB::register_class<AudioEffectEQ>();
ClassDB::register_class<AudioEffectFilter>();
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ClassDB::register_class<AudioBusLayout>();
{
//audio effects
ClassDB::register_class<AudioEffectAmplify>();
ClassDB::register_class<AudioEffectReverb>();
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ClassDB::register_class<AudioEffectLowPassFilter>();
ClassDB::register_class<AudioEffectHighPassFilter>();
ClassDB::register_class<AudioEffectBandPassFilter>();
ClassDB::register_class<AudioEffectNotchFilter>();
ClassDB::register_class<AudioEffectBandLimitFilter>();
ClassDB::register_class<AudioEffectLowShelfFilter>();
ClassDB::register_class<AudioEffectHighShelfFilter>();
ClassDB::register_class<AudioEffectEQ6>();
ClassDB::register_class<AudioEffectEQ10>();
ClassDB::register_class<AudioEffectEQ21>();
ClassDB::register_class<AudioEffectDistortion>();
ClassDB::register_class<AudioEffectStereoEnhance>();
ClassDB::register_class<AudioEffectPanner>();
ClassDB::register_class<AudioEffectChorus>();
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ClassDB::register_class<AudioEffectDelay>();
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ClassDB::register_class<AudioEffectCompressor>();
ClassDB::register_class<AudioEffectLimiter>();
ClassDB::register_class<AudioEffectPitchShift>();
ClassDB::register_class<AudioEffectPhaser>();
}
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ClassDB::register_virtual_class<Physics2DDirectBodyState>();
ClassDB::register_virtual_class<Physics2DDirectSpaceState>();
ClassDB::register_virtual_class<Physics2DShapeQueryResult>();
ClassDB::register_class<Physics2DTestMotionResult>();
ClassDB::register_class<Physics2DShapeQueryParameters>();
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ClassDB::register_class<PhysicsShapeQueryParameters>();
ClassDB::register_virtual_class<PhysicsDirectBodyState>();
ClassDB::register_virtual_class<PhysicsDirectSpaceState>();
ClassDB::register_virtual_class<PhysicsShapeQueryResult>();
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ScriptDebuggerRemote::resource_usage_func = _debugger_get_resource_usage;
// Physics 2D
GLOBAL_DEF(Physics2DServerManager::setting_property_name, "DEFAULT");
ProjectSettings::get_singleton()->set_custom_property_info(Physics2DServerManager::setting_property_name, PropertyInfo(Variant::STRING, Physics2DServerManager::setting_property_name, PROPERTY_HINT_ENUM, "DEFAULT"));
Physics2DServerManager::register_server("GodotPhysics", &_createGodotPhysics2DCallback);
Physics2DServerManager::set_default_server("GodotPhysics");
// Physics 3D
GLOBAL_DEF(PhysicsServerManager::setting_property_name, "DEFAULT");
ProjectSettings::get_singleton()->set_custom_property_info(PhysicsServerManager::setting_property_name, PropertyInfo(Variant::STRING, PhysicsServerManager::setting_property_name, PROPERTY_HINT_ENUM, "DEFAULT"));
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PhysicsServerManager::register_server("GodotPhysics - deprecated", &_createGodotPhysicsCallback);
PhysicsServerManager::set_default_server("GodotPhysics - deprecated");
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}
void unregister_server_types() {
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memdelete(shader_types);
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}
void register_server_singletons() {
Engine::get_singleton()->add_singleton(Engine::Singleton("VisualServer", VisualServer::get_singleton()));
Engine::get_singleton()->add_singleton(Engine::Singleton("AudioServer", AudioServer::get_singleton()));
Engine::get_singleton()->add_singleton(Engine::Singleton("PhysicsServer", PhysicsServer::get_singleton()));
Engine::get_singleton()->add_singleton(Engine::Singleton("Physics2DServer", Physics2DServer::get_singleton()));
Engine::get_singleton()->add_singleton(Engine::Singleton("ARVRServer", ARVRServer::get_singleton()));
}