#!/usr/bin/env python Import("env") Import("env_modules") env_navigation_mesh_generator = env_modules.Clone() # Thirdparty source files #thirdparty_obj = [] # Recast Thirdparty source files 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_navigation_mesh_generator.Prepend(CPPPATH=[thirdparty_dir + "Include"]) #env_thirdparty = env_navigation_mesh_generator.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_navigation_mesh_generator.add_source_files(module_obj, "*.cpp") #if env.editor_build: # env_navigation_mesh_generator.add_source_files(module_obj, "editor/*.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)