Implemented uniform API in Viewport class to override 2D and/or 3D camera. Added buttons in 2D and 3D editor viewport toolbars that override the running game camera transform with the editor viewport camera transform. Implemented via remote debugger protocol and camera override API. Removed LiveEditFuncs function pointers from ScriptDebugger class. Since the debugger got access to the SceneTree instance (if one exists), there is no need to store the function pointers. The live edit functions in SceneTree are used directly instead. Also removed the static version of live edit functions in SceneTree for the same reason. This reduced the SceneTree -> Debugger coupling too since the function pointers don't need to be set from SceneTree anymore. Moved script_debugger_remote.h/cpp from 'core/' to 'scene/debugger/'. This is because the remote debugger is now using SceneTree directly and 'core/' classes should not depend on 'scene/' classes.
217 lines
9.4 KiB
C++
217 lines
9.4 KiB
C++
/*************************************************************************/
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/* register_server_types.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "register_server_types.h"
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#include "core/engine.h"
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#include "core/project_settings.h"
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#include "arvr/arvr_interface.h"
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#include "arvr/arvr_positional_tracker.h"
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#include "arvr_server.h"
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#include "audio/audio_effect.h"
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#include "audio/audio_stream.h"
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#include "audio/effects/audio_effect_amplify.h"
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#include "audio/effects/audio_effect_chorus.h"
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#include "audio/effects/audio_effect_compressor.h"
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#include "audio/effects/audio_effect_delay.h"
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#include "audio/effects/audio_effect_distortion.h"
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#include "audio/effects/audio_effect_eq.h"
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#include "audio/effects/audio_effect_filter.h"
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#include "audio/effects/audio_effect_limiter.h"
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#include "audio/effects/audio_effect_panner.h"
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#include "audio/effects/audio_effect_phaser.h"
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#include "audio/effects/audio_effect_pitch_shift.h"
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#include "audio/effects/audio_effect_record.h"
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#include "audio/effects/audio_effect_reverb.h"
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#include "audio/effects/audio_effect_spectrum_analyzer.h"
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#include "audio/effects/audio_effect_stereo_enhance.h"
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#include "audio/effects/audio_stream_generator.h"
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#include "audio_server.h"
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#include "camera/camera_feed.h"
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#include "camera_server.h"
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#include "physics/physics_server_sw.h"
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#include "physics_2d/physics_2d_server_sw.h"
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#include "physics_2d/physics_2d_server_wrap_mt.h"
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#include "physics_2d_server.h"
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#include "physics_server.h"
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#include "scene/debugger/script_debugger_remote.h"
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#include "visual/shader_types.h"
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#include "visual_server.h"
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static void _debugger_get_resource_usage(List<ScriptDebuggerRemote::ResourceUsage> *r_usage) {
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List<VS::TextureInfo> tinfo;
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VS::get_singleton()->texture_debug_usage(&tinfo);
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for (List<VS::TextureInfo>::Element *E = tinfo.front(); E; E = E->next()) {
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ScriptDebuggerRemote::ResourceUsage usage;
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usage.path = E->get().path;
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usage.vram = E->get().bytes;
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usage.id = E->get().texture;
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usage.type = "Texture";
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if (E->get().depth == 0) {
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usage.format = itos(E->get().width) + "x" + itos(E->get().height) + " " + Image::get_format_name(E->get().format);
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} else {
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usage.format = itos(E->get().width) + "x" + itos(E->get().height) + "x" + itos(E->get().depth) + " " + Image::get_format_name(E->get().format);
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}
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r_usage->push_back(usage);
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}
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}
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ShaderTypes *shader_types = NULL;
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PhysicsServer *_createGodotPhysicsCallback() {
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return memnew(PhysicsServerSW);
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}
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Physics2DServer *_createGodotPhysics2DCallback() {
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return Physics2DServerWrapMT::init_server<Physics2DServerSW>();
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}
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static bool has_server_feature_callback(const String &p_feature) {
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if (VisualServer::get_singleton()) {
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if (VisualServer::get_singleton()->has_os_feature(p_feature)) {
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return true;
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}
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}
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return false;
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}
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void register_server_types() {
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OS::get_singleton()->set_has_server_feature_callback(has_server_feature_callback);
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ClassDB::register_virtual_class<VisualServer>();
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ClassDB::register_class<AudioServer>();
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ClassDB::register_virtual_class<PhysicsServer>();
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ClassDB::register_virtual_class<Physics2DServer>();
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ClassDB::register_class<ARVRServer>();
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ClassDB::register_class<CameraServer>();
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shader_types = memnew(ShaderTypes);
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ClassDB::register_virtual_class<ARVRInterface>();
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ClassDB::register_class<ARVRPositionalTracker>();
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ClassDB::register_virtual_class<AudioStream>();
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ClassDB::register_virtual_class<AudioStreamPlayback>();
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ClassDB::register_virtual_class<AudioStreamPlaybackResampled>();
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ClassDB::register_class<AudioStreamMicrophone>();
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ClassDB::register_class<AudioStreamRandomPitch>();
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ClassDB::register_virtual_class<AudioEffect>();
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ClassDB::register_virtual_class<AudioEffectInstance>();
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ClassDB::register_class<AudioEffectEQ>();
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ClassDB::register_class<AudioEffectFilter>();
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ClassDB::register_class<AudioBusLayout>();
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ClassDB::register_class<AudioStreamGenerator>();
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ClassDB::register_virtual_class<AudioStreamGeneratorPlayback>();
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{
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//audio effects
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ClassDB::register_class<AudioEffectAmplify>();
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ClassDB::register_class<AudioEffectReverb>();
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ClassDB::register_class<AudioEffectLowPassFilter>();
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ClassDB::register_class<AudioEffectHighPassFilter>();
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ClassDB::register_class<AudioEffectBandPassFilter>();
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ClassDB::register_class<AudioEffectNotchFilter>();
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ClassDB::register_class<AudioEffectBandLimitFilter>();
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ClassDB::register_class<AudioEffectLowShelfFilter>();
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ClassDB::register_class<AudioEffectHighShelfFilter>();
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ClassDB::register_class<AudioEffectEQ6>();
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ClassDB::register_class<AudioEffectEQ10>();
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ClassDB::register_class<AudioEffectEQ21>();
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ClassDB::register_class<AudioEffectDistortion>();
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ClassDB::register_class<AudioEffectStereoEnhance>();
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ClassDB::register_class<AudioEffectPanner>();
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ClassDB::register_class<AudioEffectChorus>();
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ClassDB::register_class<AudioEffectDelay>();
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ClassDB::register_class<AudioEffectCompressor>();
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ClassDB::register_class<AudioEffectLimiter>();
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ClassDB::register_class<AudioEffectPitchShift>();
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ClassDB::register_class<AudioEffectPhaser>();
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ClassDB::register_class<AudioEffectRecord>();
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ClassDB::register_class<AudioEffectSpectrumAnalyzer>();
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ClassDB::register_virtual_class<AudioEffectSpectrumAnalyzerInstance>();
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}
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ClassDB::register_class<CameraFeed>();
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ClassDB::register_virtual_class<Physics2DDirectBodyState>();
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ClassDB::register_virtual_class<Physics2DDirectSpaceState>();
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ClassDB::register_virtual_class<Physics2DShapeQueryResult>();
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ClassDB::register_class<Physics2DTestMotionResult>();
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ClassDB::register_class<Physics2DShapeQueryParameters>();
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ClassDB::register_class<PhysicsShapeQueryParameters>();
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ClassDB::register_virtual_class<PhysicsDirectBodyState>();
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ClassDB::register_virtual_class<PhysicsDirectSpaceState>();
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ClassDB::register_virtual_class<PhysicsShapeQueryResult>();
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ScriptDebuggerRemote::resource_usage_func = _debugger_get_resource_usage;
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// Physics 2D
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GLOBAL_DEF(Physics2DServerManager::setting_property_name, "DEFAULT");
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ProjectSettings::get_singleton()->set_custom_property_info(Physics2DServerManager::setting_property_name, PropertyInfo(Variant::STRING, Physics2DServerManager::setting_property_name, PROPERTY_HINT_ENUM, "DEFAULT"));
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Physics2DServerManager::register_server("GodotPhysics", &_createGodotPhysics2DCallback);
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Physics2DServerManager::set_default_server("GodotPhysics");
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// Physics 3D
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GLOBAL_DEF(PhysicsServerManager::setting_property_name, "DEFAULT");
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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", &_createGodotPhysicsCallback);
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PhysicsServerManager::set_default_server("GodotPhysics");
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}
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void unregister_server_types() {
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memdelete(shader_types);
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}
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void register_server_singletons() {
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Engine::get_singleton()->add_singleton(Engine::Singleton("VisualServer", VisualServer::get_singleton()));
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Engine::get_singleton()->add_singleton(Engine::Singleton("AudioServer", AudioServer::get_singleton()));
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Engine::get_singleton()->add_singleton(Engine::Singleton("PhysicsServer", PhysicsServer::get_singleton()));
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Engine::get_singleton()->add_singleton(Engine::Singleton("Physics2DServer", Physics2DServer::get_singleton()));
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Engine::get_singleton()->add_singleton(Engine::Singleton("ARVRServer", ARVRServer::get_singleton()));
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Engine::get_singleton()->add_singleton(Engine::Singleton("CameraServer", CameraServer::get_singleton()));
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}
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