* This PR adds the ability to disable classes when building. * For now it's only possible to do this via command like: `scons disable_classes=RayCast2D,Area3D` * Eventually, a proper UI will be implemented to create a build config file to do this at large scale, as well as detect what is used in the project.
74 lines
3.1 KiB
C++
74 lines
3.1 KiB
C++
/*************************************************************************/
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/* register_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) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2021 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_types.h"
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#include "core/config/engine.h"
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#include "servers/navigation_server_3d.h"
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#include "godot_navigation_server.h"
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#ifndef _3D_DISABLED
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#include "navigation_mesh_generator.h"
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#endif
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#ifdef TOOLS_ENABLED
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#include "navigation_mesh_editor_plugin.h"
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#endif
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#ifndef _3D_DISABLED
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NavigationMeshGenerator *_nav_mesh_generator = nullptr;
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#endif
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NavigationServer3D *new_server() {
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return memnew(GodotNavigationServer);
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}
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void register_navigation_types() {
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NavigationServer3DManager::set_default_server(new_server);
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#ifndef _3D_DISABLED
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_nav_mesh_generator = memnew(NavigationMeshGenerator);
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GDREGISTER_CLASS(NavigationMeshGenerator);
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Engine::get_singleton()->add_singleton(Engine::Singleton("NavigationMeshGenerator", NavigationMeshGenerator::get_singleton()));
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#endif
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#ifdef TOOLS_ENABLED
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EditorPlugins::add_by_type<NavigationMeshEditorPlugin>();
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#endif
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}
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void unregister_navigation_types() {
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#ifndef _3D_DISABLED
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if (_nav_mesh_generator) {
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memdelete(_nav_mesh_generator);
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}
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#endif
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}
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