mirror of
https://github.com/Relintai/pandemonium_engine.git
synced 2024-12-26 13:47:12 +01:00
Ported: Single Compilation Unit build.
Adds support for simple SCU build.
This speeds up compilation by compiling multiple cpp files within a single translation unit.
- lawnjelly
43e181a00a
This commit is contained in:
parent
d6018f1818
commit
834cbe8cef
@ -14,6 +14,7 @@ from collections import OrderedDict
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# Local
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import methods
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import gles_builders
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import scu_builders
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from platform_methods import run_in_subprocess
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# scan possible build platforms
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@ -159,6 +160,7 @@ opts.Add(BoolVariable("disable_advanced_gui", "Disable advanced GUI nodes and be
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opts.Add(BoolVariable("no_editor_splash", "Don't use the custom splash screen for the editor", True))
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opts.Add("system_certs_path", "Use this path as SSL certificates default for editor (for package maintainers)", "")
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opts.Add(BoolVariable("use_precise_math_checks", "Math checks use very precise epsilon (debug option)", False))
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opts.Add(BoolVariable("scu_build", "Use single compilation unit build", False))
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opts.Add(
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EnumVariable(
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"rids",
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@ -428,6 +430,10 @@ if selected_platform in platform_list:
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"for an optimized template with debug features)."
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)
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# Run SCU file generation script if in a SCU build.
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if env["scu_build"]:
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methods.set_scu_folders(scu_builders.generate_scu_files(env["verbose"], env_base["target"] != "debug"))
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# Must happen after the flags' definition, as configure is when most flags
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# are actually handled to change compile options, etc.
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detect.configure(env)
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@ -1,4 +1,9 @@
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#ifndef COLOR_NAMES_INC_H
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#define COLOR_NAMES_INC_H
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// Names from https://en.wikipedia.org/wiki/X11_color_names
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#include "core/containers/rb_map.h"
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static RBMap<String, Color> _named_colors;
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@ -153,3 +158,5 @@ static void _populate_named_colors() {
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_named_colors.insert("yellow", Color(1.00, 1.00, 0.00));
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_named_colors.insert("yellowgreen", Color(0.60, 0.80, 0.20));
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}
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#endif
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@ -343,8 +343,8 @@ def run(target, source, env):
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versions = 13
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versions_ext = 6
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text = ""
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text_ext = ""
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text = "#ifndef METHOD_BIND_GEN_INC_H\n#define METHOD_BIND_GEN_INC_H\n"
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text_ext = "#ifndef METHOD_BIND_EXT_GEN_INC_H\n#define METHOD_BIND_EXT_GEN_INC_H\n"
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text_free_func = "#ifndef METHOD_BIND_FREE_FUNC_H\n#define METHOD_BIND_FREE_FUNC_H\n"
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text_free_func += "\n//including this header file allows method binding to use free functions\n"
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text_free_func += (
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@ -372,6 +372,8 @@ def run(target, source, env):
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text_free_func += make_version(template_typed_free_func, i, versions, True, False)
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text_free_func += make_version(template_typed_free_func, i, versions, True, True)
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text += "#endif"
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text_ext += "#endif"
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text_free_func += "#endif"
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with open(target[0], "w") as f:
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@ -52,7 +52,7 @@
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#endif
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#endif
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static const GLenum _cube_side_enum[6] = {
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const GLenum RasterizerSceneGLES2::_cube_side_enum[6] = {
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GL_TEXTURE_CUBE_MAP_NEGATIVE_X,
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GL_TEXTURE_CUBE_MAP_POSITIVE_X,
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@ -1304,7 +1304,7 @@ void RasterizerSceneGLES2::_fill_render_list(InstanceBase **p_cull_result, int p
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}
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}
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static const GLenum gl_primitive[] = {
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const GLenum RasterizerSceneGLES2::gl_primitive[] = {
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GL_POINTS,
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GL_LINES,
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GL_LINE_STRIP,
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@ -89,6 +89,8 @@ public:
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private:
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uint32_t _light_counter;
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static const GLenum gl_primitive[];
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static const GLenum _cube_side_enum[6];
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public:
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RasterizerStorageGLES2 *storage;
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@ -126,7 +126,7 @@ static void _display_error_with_code(const String &p_error, const Vector<const c
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ERR_PRINT(p_error);
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}
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static String _mkid(const String &p_id) {
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String ShaderGLES2::_mkid(const String &p_id) {
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String id = "m_" + p_id;
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return id.replace("__", "_dus_"); //doubleunderscore is reserved in glsl
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}
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@ -50,6 +50,8 @@
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class RasterizerStorageGLES2;
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class ShaderGLES2 {
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static String _mkid(const String &p_id);
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protected:
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struct Enum {
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uint64_t mask;
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@ -59,7 +59,7 @@
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#include "scene/resources/texture.h"
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// The metadata key used to store and retrieve the version text to copy to the clipboard.
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static const String META_TEXT_TO_COPY = "text_to_copy";
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const String EditorAbout::META_TEXT_TO_COPY = "text_to_copy";
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void EditorAbout::_notification(int p_what) {
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switch (p_what) {
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@ -50,6 +50,8 @@ class EditorAbout : public AcceptDialog {
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GDCLASS(EditorAbout, AcceptDialog);
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private:
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static const String META_TEXT_TO_COPY;
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void _license_tree_selected();
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void _version_button_pressed();
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ScrollContainer *_populate_list(const String &p_name, const List<String> &p_sections, const char *const *const p_src[], const int p_flag_single_column = 0);
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@ -1846,7 +1846,7 @@ EditorScriptTextEditor::~EditorScriptTextEditor() {
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}
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}
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static EditorScriptEditorBase *create_editor(const RES &p_resource) {
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EditorScriptEditorBase *EditorScriptTextEditor::create_editor(const RES &p_resource) {
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if (Object::cast_to<Script>(*p_resource)) {
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return memnew(EditorScriptTextEditor);
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}
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@ -153,6 +153,8 @@ class EditorScriptTextEditor : public EditorScriptEditorBase {
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LOOKUP_SYMBOL,
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};
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static EditorScriptEditorBase *create_editor(const RES &p_resource);
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void _enable_code_editor();
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protected:
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@ -477,7 +477,7 @@ void EditorTextEditor::_bind_methods() {
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ClassDB::bind_method("_prepare_edit_menu", &EditorTextEditor::_prepare_edit_menu);
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}
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static EditorScriptEditorBase *create_editor(const RES &p_resource) {
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EditorScriptEditorBase *EditorTextEditor::create_editor(const RES &p_resource) {
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if (Object::cast_to<TextFile>(*p_resource)) {
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return memnew(EditorTextEditor);
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}
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@ -119,6 +119,8 @@ private:
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BOOKMARK_REMOVE_ALL,
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};
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static EditorScriptEditorBase *create_editor(const RES &p_resource);
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protected:
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static void _bind_methods();
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@ -1330,3 +1330,5 @@ MainLoop *test() {
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return nullptr;
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}
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} // namespace TestString
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#undef CHECK
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@ -301,3 +301,5 @@ MainLoop *test() {
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return nullptr;
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}
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} // namespace TestTheme
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#undef CHECK
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83
methods.py
83
methods.py
@ -13,8 +13,23 @@ from SCons.Script import ARGUMENTS
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from SCons.Script import Glob
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from SCons.Variables.BoolVariable import _text2bool
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from pathlib import Path
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from os.path import normpath, basename
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def add_source_files(self, sources, files):
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# Get the "Godot" folder name ahead of time
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base_folder_path = str(os.path.abspath(Path(__file__).parent)) + "/"
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base_folder_only = os.path.basename(os.path.normpath(base_folder_path))
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# Listing all the folders we have converted
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# for SCU in scu_builders.py
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_scu_folders = set()
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def set_scu_folders(scu_folders):
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global _scu_folders
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_scu_folders = scu_folders
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def add_source_files_orig(self, sources, files, allow_gen=False):
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# Convert string to list of absolute paths (including expanding wildcard)
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if isbasestring(files):
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# Keep SCons project-absolute path as they are (no wildcard support)
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@ -29,7 +44,7 @@ def add_source_files(self, sources, files):
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skip_gen_cpp = "*" in files
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dir_path = self.Dir(".").abspath
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files = sorted(glob.glob(dir_path + "/" + files))
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if skip_gen_cpp:
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if skip_gen_cpp and not allow_gen:
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files = [f for f in files if not f.endswith(".gen.cpp")]
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# Add each path as compiled Object following environment (self) configuration
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@ -40,6 +55,70 @@ def add_source_files(self, sources, files):
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continue
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sources.append(obj)
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# The section name is used for checking
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# the hash table to see whether the folder
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# is included in the SCU build.
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# It will be something like "core/math".
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def _find_scu_section_name(subdir):
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section_path = os.path.abspath(subdir) + "/"
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folders = []
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folder = ""
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for i in range(8):
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folder = os.path.dirname(section_path)
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folder = os.path.basename(folder)
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if folder == base_folder_only:
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break
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folders += [folder]
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section_path += "../"
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section_path = os.path.abspath(section_path) + "/"
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section_name = ""
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for n in range(len(folders)):
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section_name += folders[len(folders) - n - 1]
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if n != (len(folders) - 1):
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section_name += "/"
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return section_name
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def add_source_files_scu(self, sources, files, allow_gen=False):
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if self["scu_build"] and isinstance(files, str):
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if "*." not in files:
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return False
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# If the files are in a subdirectory, we want to create the scu gen
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# files inside this subdirectory.
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subdir = os.path.dirname(files)
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if subdir != "":
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subdir += "/"
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section_name = _find_scu_section_name(subdir)
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# if the section name is in the hash table?
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# i.e. is it part of the SCU build?
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global _scu_folders
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if section_name not in (_scu_folders):
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return False
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if self["verbose"]:
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print("SCU building " + section_name)
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# Add all the gen.cpp files in the SCU directory
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add_source_files_orig(self, sources, subdir + ".scu/scu_*.gen.cpp", True)
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return True
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return False
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# Either builds the folder using the SCU system,
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# or reverts to regular build.
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def add_source_files(self, sources, files, allow_gen=False):
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if not add_source_files_scu(self, sources, files, allow_gen):
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# Wraps the original function when scu build is not active.
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add_source_files_orig(self, sources, files, allow_gen)
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return False
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return True
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def disable_warnings(self):
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# 'self' is the environment
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@ -32,12 +32,6 @@
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#include "label.h"
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#include "margin_container.h"
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struct _MinSizeCache {
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int min_size;
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bool will_stretch;
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int final_size;
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};
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void BoxContainer::_resort() {
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/** First pass, determine minimum size AND amount of stretchable elements */
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@ -35,6 +35,12 @@
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class BoxContainer : public Container {
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GDCLASS(BoxContainer, Container);
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struct _MinSizeCache {
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int min_size;
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bool will_stretch;
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int final_size;
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};
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public:
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enum AlignMode {
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ALIGN_BEGIN,
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@ -47,7 +47,7 @@
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#include "editor/editor_settings.h"
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#endif
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static bool _is_text_char(CharType c) {
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bool LineEdit::_is_text_char(CharType c) {
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return !is_symbol(c);
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}
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@ -149,6 +149,7 @@ private:
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void _text_changed();
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void _emit_text_change();
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bool expand_to_text_length;
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bool _is_text_char(CharType c);
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void update_cached_width();
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void update_placeholder_width();
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578
scu_builders.py
Normal file
578
scu_builders.py
Normal file
@ -0,0 +1,578 @@
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"""Functions used to generate scu build source files during build time
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"""
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import glob, os
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import math
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from pathlib import Path
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from os.path import normpath, basename
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base_folder_path = str(Path(__file__).parent) + "/"
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base_folder_only = os.path.basename(os.path.normpath(base_folder_path))
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_verbose = False
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_is_release_build = False
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_scu_folders = set()
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def clear_out_existing_files(output_folder, extension):
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output_folder = os.path.abspath(output_folder)
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# print("clear_out_existing_files from folder: " + output_folder)
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if not os.path.isdir(output_folder):
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# folder does not exist or has not been created yet,
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# no files to clearout. (this is not an error)
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return
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os.chdir(output_folder)
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for file in glob.glob("*." + extension):
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# print("removed pre-existing file: " + file)
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os.remove(file)
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def folder_not_found(folder):
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abs_folder = base_folder_path + folder + "/"
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return not os.path.isdir(abs_folder)
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def find_files_in_folder(folder, sub_folder, include_list, extension, sought_exceptions, found_exceptions):
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abs_folder = base_folder_path + folder + "/" + sub_folder
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if not os.path.isdir(abs_folder):
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print("ERROR " + abs_folder + " not found.")
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return include_list, found_exceptions
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os.chdir(abs_folder)
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sub_folder_slashed = ""
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if sub_folder != "":
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sub_folder_slashed = sub_folder + "/"
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for file in glob.glob("*." + extension):
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simple_name = Path(file).stem
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if file.endswith(".gen.cpp"):
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continue
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li = '#include "' + folder + "/" + sub_folder_slashed + file + '"'
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if not simple_name in sought_exceptions:
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include_list.append(li)
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else:
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found_exceptions.append(li)
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return include_list, found_exceptions
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def write_output_file(file_count, include_list, start_line, end_line, output_folder, output_filename_prefix, extension):
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output_folder = os.path.abspath(output_folder)
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if not os.path.isdir(output_folder):
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# create
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os.mkdir(output_folder)
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if not os.path.isdir(output_folder):
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print("ERROR " + output_folder + " could not be created.")
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return
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print("CREATING folder " + output_folder)
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file_text = ""
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for l in range(start_line, end_line):
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if l < len(include_list):
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line = include_list[l]
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li = line + "\n"
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file_text += li
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num_string = ""
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if file_count > 0:
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num_string = "_" + str(file_count)
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short_filename = output_filename_prefix + num_string + ".gen." + extension
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output_filename = output_folder + "/" + short_filename
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if _verbose:
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print("generating: " + short_filename)
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output_path = Path(output_filename)
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output_path.write_text(file_text, encoding="utf8")
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def write_exception_output_file(file_count, exception_string, output_folder, output_filename_prefix, extension):
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output_folder = os.path.abspath(output_folder)
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if not os.path.isdir(output_folder):
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print("ERROR " + output_folder + " does not exist.")
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return
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file_text = exception_string + "\n"
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num_string = ""
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if file_count > 0:
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num_string = "_" + str(file_count)
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short_filename = output_filename_prefix + "_exception" + num_string + ".gen." + extension
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output_filename = output_folder + "/" + short_filename
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if _verbose:
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print("generating: " + short_filename)
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output_path = Path(output_filename)
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output_path.write_text(file_text, encoding="utf8")
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def find_section_name(sub_folder):
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# Construct a useful name for the section from the path for debug logging
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section_path = os.path.abspath(base_folder_path + sub_folder) + "/"
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folders = []
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folder = ""
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for i in range(8):
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folder = os.path.dirname(section_path)
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folder = os.path.basename(folder)
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if folder == base_folder_only:
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break
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folders.append(folder)
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section_path += "../"
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section_path = os.path.abspath(section_path) + "/"
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section_name = ""
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for n in range(len(folders)):
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section_name += folders[len(folders) - n - 1]
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if n != (len(folders) - 1):
|
||||
section_name += "_"
|
||||
|
||||
return section_name
|
||||
|
||||
|
||||
# "folders" is a list of folders to add all the files from to add to the SCU
|
||||
# "section (like a module)". The name of the scu file will be derived from the first folder
|
||||
# (thus e.g. scene/3d becomes scu_scene_3d.gen.cpp)
|
||||
|
||||
# "includes_per_scu" limits the number of includes in a single scu file.
|
||||
# This allows the module to be built in several translation units instead of just 1.
|
||||
# This will usually be slower to compile but will use less memory per compiler instance, which
|
||||
# is most relevant in release builds.
|
||||
|
||||
# "sought_exceptions" are a list of files (without extension) that contain
|
||||
# e.g. naming conflicts, and are therefore not suitable for the scu build.
|
||||
# These will automatically be placed in their own separate scu file,
|
||||
# which is slow like a normal build, but prevents the naming conflicts.
|
||||
# Ideally in these situations, the source code should be changed to prevent naming conflicts.
|
||||
|
||||
# "extension" will usually be cpp, but can also be set to c (for e.g. third party libraries that use c)
|
||||
def process_folder(folders, sought_exceptions=[], includes_per_scu=0, extension="cpp"):
|
||||
if len(folders) == 0:
|
||||
return
|
||||
|
||||
# Construct the filename prefix from the FIRST folder name
|
||||
# e.g. "scene_3d"
|
||||
out_filename = find_section_name(folders[0])
|
||||
|
||||
found_includes = []
|
||||
found_exceptions = []
|
||||
|
||||
main_folder = folders[0]
|
||||
abs_main_folder = base_folder_path + main_folder
|
||||
|
||||
# Keep a record of all folders that have been processed for SCU,
|
||||
# this enables deciding what to do when we call "add_source_files()"
|
||||
global _scu_folders
|
||||
_scu_folders.add(main_folder)
|
||||
|
||||
# main folder (first)
|
||||
found_includes, found_exceptions = find_files_in_folder(
|
||||
main_folder, "", found_includes, extension, sought_exceptions, found_exceptions
|
||||
)
|
||||
|
||||
# sub folders
|
||||
for d in range(1, len(folders)):
|
||||
found_includes, found_exceptions = find_files_in_folder(
|
||||
main_folder, folders[d], found_includes, extension, sought_exceptions, found_exceptions
|
||||
)
|
||||
|
||||
found_includes = sorted(found_includes)
|
||||
|
||||
# calculate how many lines to write in each file
|
||||
total_lines = len(found_includes)
|
||||
|
||||
# adjust number of output files according to whether DEV or release
|
||||
num_output_files = 1
|
||||
if _is_release_build:
|
||||
# always have a maximum in release
|
||||
includes_per_scu = 8
|
||||
num_output_files = max(math.ceil(total_lines / includes_per_scu), 1)
|
||||
else:
|
||||
if includes_per_scu > 0:
|
||||
num_output_files = max(math.ceil(total_lines / includes_per_scu), 1)
|
||||
|
||||
# error condition
|
||||
if total_lines == 0:
|
||||
return
|
||||
|
||||
lines_per_file = math.ceil(total_lines / num_output_files)
|
||||
lines_per_file = max(lines_per_file, 1)
|
||||
|
||||
start_line = 0
|
||||
file_number = 0
|
||||
|
||||
# These do not vary throughout the loop
|
||||
output_folder = abs_main_folder + "/.scu/"
|
||||
output_filename_prefix = "scu_" + out_filename
|
||||
|
||||
# Clear out any existing files (usually we will be overwriting,
|
||||
# but we want to remove any that are pre-existing that will not be
|
||||
# overwritten, so as to not compile anything stale)
|
||||
clear_out_existing_files(output_folder, extension)
|
||||
|
||||
for file_count in range(0, num_output_files):
|
||||
end_line = start_line + lines_per_file
|
||||
|
||||
# special case to cover rounding error in final file
|
||||
if file_count == (num_output_files - 1):
|
||||
end_line = len(found_includes)
|
||||
|
||||
write_output_file(
|
||||
file_count, found_includes, start_line, end_line, output_folder, output_filename_prefix, extension
|
||||
)
|
||||
|
||||
start_line = end_line
|
||||
|
||||
# Write the exceptions each in their own scu gen file,
|
||||
# so they can effectively compile in "old style / normal build".
|
||||
for exception_count in range(len(found_exceptions)):
|
||||
write_exception_output_file(
|
||||
exception_count, found_exceptions[exception_count], output_folder, output_filename_prefix, extension
|
||||
)
|
||||
|
||||
|
||||
def generate_scu_files(verbose, is_release_build):
|
||||
|
||||
print("=============================")
|
||||
print("Single Compilation Unit Build")
|
||||
print("=============================")
|
||||
print("Generating SCU build files")
|
||||
global _verbose
|
||||
_verbose = verbose
|
||||
global _is_release_build
|
||||
_is_release_build = is_release_build
|
||||
|
||||
curr_folder = os.path.abspath("./")
|
||||
|
||||
# check we are running from the correct folder
|
||||
if folder_not_found("core") or folder_not_found("platform") or folder_not_found("scene"):
|
||||
raise RuntimeError("scu_builders.py must be run from the godot folder.")
|
||||
return
|
||||
|
||||
process_folder(["core"])
|
||||
process_folder(["core/bind"])
|
||||
process_folder(["core/config"])
|
||||
process_folder(["core/containers"])
|
||||
process_folder(["core/error"])
|
||||
process_folder(["core/input"])
|
||||
process_folder(["core/log"])
|
||||
process_folder(["core/math"])
|
||||
process_folder(["core/object"])
|
||||
process_folder(["core/os"])
|
||||
process_folder(["core/string"])
|
||||
process_folder(["core/variant"])
|
||||
process_folder(["core/io"])
|
||||
process_folder(["core/crypto"])
|
||||
|
||||
process_folder(["drivers/gles2"])
|
||||
process_folder(["drivers/unix"])
|
||||
process_folder(["drivers/png"])
|
||||
|
||||
process_folder(["editor"])
|
||||
process_folder(["editor/import"])
|
||||
process_folder(["editor/plugins"])
|
||||
|
||||
process_folder(["main"])
|
||||
process_folder(["main/tests"])
|
||||
|
||||
process_folder(
|
||||
[
|
||||
"platform",
|
||||
"android/export",
|
||||
"iphone/export",
|
||||
"javascript/export",
|
||||
"osx/export",
|
||||
#"uwp/export",
|
||||
"windows/export",
|
||||
"x11/export",
|
||||
]
|
||||
)
|
||||
|
||||
#TODO most of these should be merged per module
|
||||
|
||||
process_folder(["modules/broken_seals_module"])
|
||||
process_folder(["modules/cscript"])
|
||||
process_folder(["modules/csg"])
|
||||
|
||||
process_folder(["modules/database"])
|
||||
process_folder(["modules/database_sqlite"])
|
||||
|
||||
process_folder(["modules/entity_spell_system"])
|
||||
process_folder(["modules/entity_spell_system/data/atlases"])
|
||||
process_folder(["modules/entity_spell_system/data/auras"])
|
||||
process_folder(["modules/entity_spell_system/data/items"])
|
||||
process_folder(["modules/entity_spell_system/data/loot"])
|
||||
process_folder(["modules/entity_spell_system/data/species"])
|
||||
process_folder(["modules/entity_spell_system/data/spells"])
|
||||
process_folder(["modules/entity_spell_system/database"])
|
||||
process_folder(["modules/entity_spell_system/drag_and_drop"])
|
||||
process_folder(["modules/entity_spell_system/editor"])
|
||||
process_folder(["modules/entity_spell_system/entities"])
|
||||
process_folder(["modules/entity_spell_system/entities/ai"])
|
||||
process_folder(["modules/entity_spell_system/entities/auras"])
|
||||
process_folder(["modules/entity_spell_system/entities/data"])
|
||||
process_folder(["modules/entity_spell_system/entities/resources"])
|
||||
process_folder(["modules/entity_spell_system/entities/skills"])
|
||||
process_folder(["modules/entity_spell_system/entities/stats"])
|
||||
process_folder(["modules/entity_spell_system/formations"])
|
||||
process_folder(["modules/entity_spell_system/infos"])
|
||||
process_folder(["modules/entity_spell_system/inventory"])
|
||||
process_folder(["modules/entity_spell_system/material_cache"])
|
||||
process_folder(["modules/entity_spell_system/pipelines"])
|
||||
process_folder(["modules/entity_spell_system/profiles"])
|
||||
process_folder(["modules/entity_spell_system/profiles/actionbar"])
|
||||
process_folder(["modules/entity_spell_system/profiles/input"])
|
||||
process_folder(["modules/entity_spell_system/projectiles/3d"])
|
||||
process_folder(["modules/entity_spell_system/props"])
|
||||
process_folder(["modules/entity_spell_system/singletons"])
|
||||
process_folder(["modules/entity_spell_system/skeleton"])
|
||||
process_folder(["modules/entity_spell_system/spawners"])
|
||||
process_folder(["modules/entity_spell_system/utility"])
|
||||
|
||||
process_folder(["modules/fastnoise"])
|
||||
|
||||
process_folder(["modules/gdnative"])
|
||||
process_folder(["modules/gdnative/gdnative"])
|
||||
process_folder(["modules/gdnative/nativescript"])
|
||||
#process_folder(["modules/gdnative/arvr"])
|
||||
process_folder(["modules/gdnative/pluginscript"])
|
||||
process_folder(["modules/gdnative/net"])
|
||||
|
||||
process_folder(["modules/gdscript"])
|
||||
#process_folder(["modules/gdscript/language_server"])
|
||||
|
||||
process_folder(["modules/gridmap"])
|
||||
process_folder(["modules/gridmap/geometry_parser"])
|
||||
|
||||
process_folder(["modules/http_server_simple"])
|
||||
|
||||
process_folder(["modules/lz4"])
|
||||
|
||||
process_folder(["modules/material_maker"])
|
||||
process_folder(["modules/material_maker/algos"])
|
||||
process_folder(["modules/material_maker/editor"])
|
||||
process_folder(["modules/material_maker/editor/widgets/color_picker_popup"])
|
||||
process_folder(["modules/material_maker/editor/widgets/curve_edit"])
|
||||
process_folder(["modules/material_maker/editor/widgets/file_dialog"])
|
||||
process_folder(["modules/material_maker/editor/widgets/float_edit"])
|
||||
process_folder(["modules/material_maker/editor/widgets/gradient_editor"])
|
||||
process_folder(["modules/material_maker/editor/widgets/image_picker_button"])
|
||||
process_folder(["modules/material_maker/editor/widgets/mm_dnd_color_picker_button"])
|
||||
process_folder(["modules/material_maker/editor/widgets/polygon_edit"])
|
||||
process_folder(["modules/material_maker/editor/widgets/tones_editor"])
|
||||
process_folder(["modules/material_maker/nodes"])
|
||||
process_folder(["modules/material_maker/nodes/bases"])
|
||||
process_folder(["modules/material_maker/nodes/filter"])
|
||||
process_folder(["modules/material_maker/nodes/gradient"])
|
||||
process_folder(["modules/material_maker/nodes/noise"])
|
||||
process_folder(["modules/material_maker/nodes/other"])
|
||||
process_folder(["modules/material_maker/nodes/pattern"])
|
||||
process_folder(["modules/material_maker/nodes/sdf2d"])
|
||||
process_folder(["modules/material_maker/nodes/sdf3d"])
|
||||
process_folder(["modules/material_maker/nodes/simple"])
|
||||
process_folder(["modules/material_maker/nodes/transform"])
|
||||
process_folder(["modules/material_maker/nodes/uniform"])
|
||||
|
||||
process_folder(["modules/mbedtls"])
|
||||
|
||||
process_folder(["modules/mesh_data_resource"])
|
||||
process_folder(["modules/mesh_data_resource/editor"])
|
||||
process_folder(["modules/mesh_data_resource/editor/utilities"])
|
||||
process_folder(["modules/mesh_data_resource/editor/uv_editor"])
|
||||
process_folder(["modules/mesh_data_resource/nodes"])
|
||||
process_folder(["modules/mesh_data_resource/plugin"])
|
||||
process_folder(["modules/mesh_data_resource/plugin_gltf"])
|
||||
process_folder(["modules/mesh_data_resource/props"])
|
||||
process_folder(["modules/mesh_data_resource/props_2d"])
|
||||
|
||||
process_folder(["modules/mesh_utils"])
|
||||
|
||||
process_folder(["modules/navigation"])
|
||||
process_folder(["modules/navigation_dummy"])
|
||||
process_folder(["modules/navigation_geometry_parsers"])
|
||||
process_folder(["modules/navigation_geometry_parsers/geometry_parser_2d"])
|
||||
process_folder(["modules/navigation_geometry_parsers/geometry_parser_3d"])
|
||||
process_folder(["modules/navigation_mesh_generator"])
|
||||
process_folder(["modules/navigation_mesh_generator/editor"])
|
||||
|
||||
process_folder(["modules/network_synchronizer"])
|
||||
|
||||
process_folder(["modules/paint"])
|
||||
process_folder(["modules/paint/actions"])
|
||||
process_folder(["modules/paint/editor"])
|
||||
process_folder(["modules/paint/nodes"])
|
||||
process_folder(["modules/paint/ui"])
|
||||
process_folder(["modules/paint/ui/property_inspectors"])
|
||||
|
||||
process_folder(["modules/props"])
|
||||
process_folder(["modules/props/clutter"])
|
||||
process_folder(["modules/props/editor"])
|
||||
process_folder(["modules/props/jobs"])
|
||||
process_folder(["modules/props/lights"])
|
||||
process_folder(["modules/props/material_cache"])
|
||||
process_folder(["modules/props/props"])
|
||||
process_folder(["modules/props/singleton"])
|
||||
process_folder(["modules/props/tiled_wall"])
|
||||
|
||||
process_folder(["modules/props_2d"])
|
||||
process_folder(["modules/props_2d/clutter"])
|
||||
process_folder(["modules/props_2d/editor"])
|
||||
process_folder(["modules/props_2d/jobs"])
|
||||
process_folder(["modules/props_2d/lights"])
|
||||
process_folder(["modules/props_2d/material_cache"])
|
||||
process_folder(["modules/props_2d/props"])
|
||||
process_folder(["modules/props_2d/singleton"])
|
||||
process_folder(["modules/props_2d/tiled_wall"])
|
||||
|
||||
process_folder(["modules/skeleton_2d"])
|
||||
process_folder(["modules/skeleton_2d/editor"])
|
||||
process_folder(["modules/skeleton_2d/nodes"])
|
||||
process_folder(["modules/skeleton_2d/resources"])
|
||||
process_folder(["modules/skeleton_3d"])
|
||||
process_folder(["modules/skeleton_3d/editor"])
|
||||
process_folder(["modules/skeleton_3d/nodes"])
|
||||
process_folder(["modules/skeleton_3d/resources"])
|
||||
|
||||
process_folder(["modules/steering_ai"])
|
||||
process_folder(["modules/steering_ai/agents"])
|
||||
process_folder(["modules/steering_ai/behaviors"])
|
||||
process_folder(["modules/steering_ai/proximities"])
|
||||
|
||||
process_folder(["modules/terraman"])
|
||||
process_folder(["modules/terraman/areas"])
|
||||
process_folder(["modules/terraman/data"])
|
||||
process_folder(["modules/terraman/level_generator"])
|
||||
process_folder(["modules/terraman/library"])
|
||||
process_folder(["modules/terraman/meshers"])
|
||||
process_folder(["modules/terraman/meshers/blocky"])
|
||||
process_folder(["modules/terraman/meshers/default"])
|
||||
process_folder(["modules/terraman/nodes"])
|
||||
process_folder(["modules/terraman/world"])
|
||||
process_folder(["modules/terraman/world/blocky"])
|
||||
process_folder(["modules/terraman/world/default"])
|
||||
process_folder(["modules/terraman/world/jobs"])
|
||||
|
||||
process_folder(["modules/terraman_2d"])
|
||||
process_folder(["modules/terraman_2d/areas"])
|
||||
process_folder(["modules/terraman_2d/data"])
|
||||
process_folder(["modules/terraman_2d/level_generator"])
|
||||
process_folder(["modules/terraman_2d/library"])
|
||||
process_folder(["modules/terraman_2d/meshers"])
|
||||
process_folder(["modules/terraman_2d/meshers/default"])
|
||||
process_folder(["modules/terraman_2d/meshers/isometric"])
|
||||
process_folder(["modules/terraman_2d/meshers/simple"])
|
||||
process_folder(["modules/terraman_2d/nodes"])
|
||||
process_folder(["modules/terraman_2d/world"])
|
||||
process_folder(["modules/terraman_2d/world/default"])
|
||||
process_folder(["modules/terraman_2d/world/isometric"])
|
||||
process_folder(["modules/terraman_2d/world/jobs"])
|
||||
process_folder(["modules/terraman_2d/world/simple"])
|
||||
|
||||
process_folder(["modules/texture_packer"])
|
||||
process_folder(["modules/texture_packer/layers"])
|
||||
process_folder(["modules/texture_packer/rectpack2D"])
|
||||
process_folder(["modules/texture_packer/texture_resource"])
|
||||
|
||||
process_folder(["modules/tile_map"])
|
||||
process_folder(["modules/tile_map/geometry_parser"])
|
||||
|
||||
process_folder(["modules/ui_extensions"])
|
||||
|
||||
process_folder(["modules/unit_test"])
|
||||
|
||||
process_folder(["modules/users"])
|
||||
process_folder(["modules/users/managers"])
|
||||
process_folder(["modules/users/singleton"])
|
||||
process_folder(["modules/users/users"])
|
||||
process_folder(["modules/users/web/middleware"])
|
||||
process_folder(["modules/users/web/web_nodes"])
|
||||
|
||||
process_folder(["modules/voxelman"])
|
||||
process_folder(["modules/voxelman/areas"])
|
||||
process_folder(["modules/voxelman/data"])
|
||||
process_folder(["modules/voxelman/level_generator"])
|
||||
process_folder(["modules/voxelman/library"])
|
||||
process_folder(["modules/voxelman/meshers"])
|
||||
process_folder(["modules/voxelman/meshers/blocky"])
|
||||
process_folder(["modules/voxelman/meshers/cubic"])
|
||||
process_folder(["modules/voxelman/meshers/default"])
|
||||
process_folder(["modules/voxelman/meshers/marching_cubes"])
|
||||
process_folder(["modules/voxelman/nodes"])
|
||||
process_folder(["modules/voxelman/world"])
|
||||
process_folder(["modules/voxelman/world/blocky"])
|
||||
process_folder(["modules/voxelman/world/cubic"])
|
||||
process_folder(["modules/voxelman/world/default"])
|
||||
process_folder(["modules/voxelman/world/jobs"])
|
||||
process_folder(["modules/voxelman/world/marching_cubes"])
|
||||
|
||||
process_folder(["modules/web"])
|
||||
process_folder(["modules/web/database"])
|
||||
process_folder(["modules/web/editor"])
|
||||
process_folder(["modules/web/html"])
|
||||
process_folder(["modules/web/http"])
|
||||
process_folder(["modules/web/nodes/admin_panel"])
|
||||
process_folder(["modules/web/nodes/folder_serve_nodes"])
|
||||
process_folder(["modules/web/nodes/list_page"])
|
||||
process_folder(["modules/web/nodes/message_page"])
|
||||
process_folder(["modules/web/nodes/paged_article"])
|
||||
process_folder(["modules/web/nodes/redirect"])
|
||||
process_folder(["modules/web/nodes/static_pages"])
|
||||
|
||||
process_folder(["modules/websocket"])
|
||||
|
||||
process_folder(["modules/wfc"])
|
||||
|
||||
#Editor Modules
|
||||
process_folder(["editor_modules/editor_code_editor"])
|
||||
|
||||
process_folder(["editor_modules/gltf"])
|
||||
process_folder(["editor_modules/gltf/structures"])
|
||||
process_folder(["editor_modules/gltf/extensions"])
|
||||
process_folder(["editor_modules/gltf/extensions/physics"])
|
||||
|
||||
process_folder(["editor_modules/plugin_refresher"])
|
||||
|
||||
process_folder(["editor_modules/shader_editor"])
|
||||
process_folder(["editor_modules/text_editor"])
|
||||
|
||||
#process_folder(["modules/fbx"])
|
||||
#process_folder(["modules/fbx/tools"])
|
||||
#process_folder(["modules/fbx/data"])
|
||||
#process_folder(["modules/fbx/fbx_parser"])
|
||||
|
||||
process_folder(["scene"])
|
||||
process_folder(["scene/audio"])
|
||||
process_folder(["scene/debugger"])
|
||||
process_folder(["scene/2d"])
|
||||
process_folder(["scene/3d"])
|
||||
process_folder(["scene/animation"])
|
||||
process_folder(["scene/gui"])
|
||||
process_folder(["scene/main"])
|
||||
process_folder(["scene/resources"])
|
||||
|
||||
process_folder(["servers"])
|
||||
process_folder(["servers/rendering"])
|
||||
process_folder(["servers/rendering/portals"])
|
||||
process_folder(["servers/physics_2d"])
|
||||
process_folder(["servers/physics"])
|
||||
process_folder(["servers/physics/joints"])
|
||||
process_folder(["servers/audio"])
|
||||
process_folder(["servers/audio/effects"])
|
||||
|
||||
# Finally change back the path to the calling folder
|
||||
os.chdir(curr_folder)
|
||||
|
||||
return _scu_folders
|
@ -49,7 +49,7 @@ subject to the following restrictions:
|
||||
|
||||
#include "hinge_joint_sw.h"
|
||||
|
||||
static void plane_space(const Vector3 &n, Vector3 &p, Vector3 &q) {
|
||||
void HingeJointSW::plane_space(const Vector3 &n, Vector3 &p, Vector3 &q) {
|
||||
if (Math::abs(n.z) > Math_SQRT12) {
|
||||
// choose p in y-z plane
|
||||
real_t a = n[1] * n[1] + n[2] * n[2];
|
||||
@ -382,7 +382,7 @@ void HingeJointSW::updateRHS(real_t timeStep)
|
||||
}
|
||||
*/
|
||||
|
||||
static _FORCE_INLINE_ real_t atan2fast(real_t y, real_t x) {
|
||||
real_t HingeJointSW::atan2fast(real_t y, real_t x) {
|
||||
real_t coeff_1 = Math_PI / 4.0f;
|
||||
real_t coeff_2 = 3.0f * coeff_1;
|
||||
real_t abs_y = Math::abs(y);
|
||||
|
@ -94,6 +94,9 @@ class HingeJointSW : public JointSW {
|
||||
|
||||
real_t m_appliedImpulse;
|
||||
|
||||
void plane_space(const Vector3 &n, Vector3 &p, Vector3 &q);
|
||||
_FORCE_INLINE_ real_t atan2fast(real_t y, real_t x);
|
||||
|
||||
public:
|
||||
virtual PhysicsServer::JointType get_type() const { return PhysicsServer::JOINT_HINGE; }
|
||||
|
||||
|
@ -57,7 +57,7 @@ April 04, 2008
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
static _FORCE_INLINE_ real_t atan2fast(real_t y, real_t x) {
|
||||
real_t SliderJointSW::atan2fast(real_t y, real_t x) {
|
||||
real_t coeff_1 = Math_PI / 4.0f;
|
||||
real_t coeff_2 = 3.0f * coeff_1;
|
||||
real_t abs_y = Math::abs(y);
|
||||
|
@ -149,6 +149,9 @@ protected:
|
||||
//------------------------
|
||||
void initParams();
|
||||
|
||||
private:
|
||||
_FORCE_INLINE_ real_t atan2fast(real_t y, real_t x);
|
||||
|
||||
public:
|
||||
// constructors
|
||||
SliderJointSW(BodySW *rbA, BodySW *rbB, const Transform &frameInA, const Transform &frameInB);
|
||||
|
Loading…
Reference in New Issue
Block a user