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https://github.com/Relintai/pmlpp.git
synced 2024-12-22 15:06:47 +01:00
Experimental work on getting the module to build as a gdnative module.
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5
.gitignore
vendored
5
.gitignore
vendored
@ -6,3 +6,8 @@
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*.pyc
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*.bc
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*.os
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*.so
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.sconsign.dblite
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gdnative_cpp/
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105
SConstruct
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105
SConstruct
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#!python
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import os, subprocess
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opts = Variables([], ARGUMENTS)
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# Gets the standard flags CC, CCX, etc.
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env = DefaultEnvironment()
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# Define our options
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opts.Add(EnumVariable('target', "Compilation target", 'debug', ['d', 'debug', 'r', 'release']))
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opts.Add(EnumVariable('platform', "Compilation platform", '', ['', 'windows', 'x11', 'linux', 'osx']))
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opts.Add(EnumVariable('p', "Compilation target, alias for 'platform'", '', ['', 'windows', 'x11', 'linux', 'osx']))
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opts.Add(BoolVariable('use_llvm', "Use the LLVM / Clang compiler", 'no'))
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opts.Add(PathVariable('target_path', 'The path where the lib is installed.', '../game/gdn/'))
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opts.Add(PathVariable('target_name', 'The library name.', 'libgdexample', PathVariable.PathAccept))
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# Local dependency paths, adapt them to your setup
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godot_headers_path = "gdnative_cpp/pandemonium_headers/"
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cpp_bindings_path = "gdnative_cpp/"
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cpp_library = "libpandemonium-cpp"
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# only support 64 at this time..
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bits = 64
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# Updates the environment with the option variables.
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opts.Update(env)
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# Process some arguments
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if env['use_llvm']:
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env['CC'] = 'clang'
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env['CXX'] = 'clang++'
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if env['p'] != '':
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env['platform'] = env['p']
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if env['platform'] == '':
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print("No valid target platform selected.")
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quit();
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# Check our platform specifics
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if env['platform'] == "osx":
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env['target_path'] += 'osx/'
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cpp_library += '.osx'
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if env['target'] in ('debug', 'd'):
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env.Append(CCFLAGS = ['-g','-O2', '-arch', 'x86_64', '-std=c++17'])
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env.Append(LINKFLAGS = ['-arch', 'x86_64'])
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else:
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env.Append(CCFLAGS = ['-g','-O3', '-arch', 'x86_64', '-std=c++17'])
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env.Append(LINKFLAGS = ['-arch', 'x86_64'])
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elif env['platform'] in ('x11', 'linux'):
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env['target_path'] += 'x11/'
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cpp_library += '.linux'
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if env['target'] in ('debug', 'd'):
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env.Append(CCFLAGS = ['-fPIC', '-g3','-Og', '-std=c++17'])
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else:
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env.Append(CCFLAGS = ['-fPIC', '-g','-O3', '-std=c++17'])
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elif env['platform'] == "windows":
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env['target_path'] += 'win64/'
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cpp_library += '.windows'
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# This makes sure to keep the session environment variables on windows,
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# that way you can run scons in a vs 2017 prompt and it will find all the required tools
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env.Append(ENV = os.environ)
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env.Append(CCFLAGS = ['-DWIN32', '-D_WIN32', '-D_WINDOWS', '-W3', '-GR', '-D_CRT_SECURE_NO_WARNINGS'])
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if env['target'] in ('debug', 'd'):
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env.Append(CCFLAGS = ['-EHsc', '-D_DEBUG', '-MDd'])
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else:
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env.Append(CCFLAGS = ['-O2', '-EHsc', '-DNDEBUG', '-MD'])
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if env['target'] in ('debug', 'd'):
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cpp_library += '.debug'
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else:
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cpp_library += '.release'
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cpp_library += '.' + str(bits)
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# make sure our binding library is properly includes
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env.Append(CPPPATH=['.', godot_headers_path, cpp_bindings_path, cpp_bindings_path + '/core/', cpp_bindings_path + '/gen/'])
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env.Append(LIBPATH=[cpp_bindings_path + 'bin/'])
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env.Append(LIBS=[cpp_library])
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env.Append(CCFLAGS = ['-DGDNATIVE'])
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# tweak this if you want to use different folders, or more folders, to store your source code in.
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#env.Append(CPPPATH=['src/'])
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#sources = Glob('src/*.cpp')
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sources = [
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"gdlibrary.cpp",
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"mlpp/lin_alg/mlpp_vector.cpp",
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"mlpp/lin_alg/mlpp_matrix.cpp",
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"mlpp/lin_alg/mlpp_tensor3.cpp",
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"mlpp/lin_alg/lin_alg.cpp",
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]
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library = env.SharedLibrary(target=env['target_path'] + env['target_name'] , source=sources)
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Default(library)
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# Generates help for the -h scons option.
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Help(opts.GenerateHelpText(env))
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16
gdlibrary.cpp
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16
gdlibrary.cpp
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#include "core/pandemonium_global.h"
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extern "C" void GDN_EXPORT pandemonium_gdnative_init(pandemonium_gdnative_init_options *o) {
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Pandemonium::gdnative_init(o);
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}
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extern "C" void GDN_EXPORT pandemonium_gdnative_terminate(pandemonium_gdnative_terminate_options *o) {
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Pandemonium::gdnative_terminate(o);
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}
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extern "C" void GDN_EXPORT pandemonium_nativescript_init(void *handle) {
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Pandemonium::nativescript_init(handle);
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}
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@ -10,10 +10,21 @@
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//TODO Methods here should probably use error macros in a way where they get disabled in non-tools(?) (maybe release?) builds
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#ifndef GDNATIVE
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#include "core/math/math_defs.h"
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#include "core/object/reference.h"
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#else
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#include "core/defs.h"
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#include "core/math_funcs.h"
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#include "gen/resource.h"
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#endif
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#include "../lin_alg/mlpp_matrix.h"
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#include "../lin_alg/mlpp_vector.h"
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#ifndef MLPP_MATRIX_H
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#define MLPP_MATRIX_H
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#ifndef GDNATIVE
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#include "core/math/math_defs.h"
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#include "core/containers/pool_vector.h"
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@ -12,6 +14,19 @@
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#include "core/object/resource.h"
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#else
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#include "core/defs.h"
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#include "core/math_funcs.h"
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#include "core/pool_arrays.h"
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#include "core/containers/vector.h"
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#include "core/os/memory.h"
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#include "gen/resource.h"
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#endif
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#include "mlpp_vector.h"
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class Image;
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#ifndef MLPP_TENSOR3_H
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#define MLPP_TENSOR3_H
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#ifndef GDNATIVE
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#include "core/math/math_defs.h"
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#include "core/containers/pool_vector.h"
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#include "core/object/resource.h"
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#else
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#include "core/defs.h"
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#include "core/math_funcs.h"
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#include "core/pool_arrays.h"
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#include "core/containers/vector.h"
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#include "core/os/memory.h"
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#include "gen/resource.h"
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#endif
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#include "mlpp_matrix.h"
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#include "mlpp_vector.h"
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#ifndef MLPP_VECTOR_H
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#define MLPP_VECTOR_H
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#ifndef GDNATIVE
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#include "core/math/math_defs.h"
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#include "core/math/math_funcs.h"
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#include "core/object/resource.h"
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#else
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#include "core/defs.h"
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#include "core/math_funcs.h"
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#include "core/pool_arrays.h"
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#include "core/containers/vector.h"
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#include "core/os/memory.h"
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#include "gen/resource.h"
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#endif
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//REMOVE
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#include <vector>
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src/gdexample.cpp
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51
src/gdexample.cpp
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#include "gdexample.h"
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void GDExample::_register_methods() {
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register_method("_process", &GDExample::_process);
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register_property<GDExample, float>("amplitude", &GDExample::amplitude, 10.0);
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register_property<GDExample, float>("speed", &GDExample::set_speed, &GDExample::get_speed, 1.0);
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//register_signal<GDExample>((char *)"position_changed", "node", PANDEMONIUM_VARIANT_TYPE_OBJECT, "new_pos", PANDEMONIUM_VARIANT_TYPE_VECTOR2);
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register_signal<GDExample>("position_changed");
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}
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GDExample::GDExample() {
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}
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GDExample::~GDExample() {
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// add your cleanup here
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}
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void GDExample::_init() {
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// initialize any variables here
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time_passed = 0.0;
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amplitude = 10.0;
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speed = 1.0;
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}
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void GDExample::_process(float delta) {
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time_passed += speed * delta;
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Vector2 pos = get_position();
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Vector2 new_position = Vector2(
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amplitude * sin(time_passed * speed),
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amplitude * cos(time_passed * speed));
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set_position(new_position);
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time_emit += delta;
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if (time_emit > 1.0) {
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emit_signal("position_changed");
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time_emit = 0.0;
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}
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}
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void GDExample::set_speed(float p_speed) {
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speed = p_speed;
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}
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float GDExample::get_speed() {
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return speed;
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}
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31
src/gdexample.h
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31
src/gdexample.h
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#ifndef GDEXAMPLE_H
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#define GDEXAMPLE_H
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#include "gen/object.h"
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#include "gen/sprite.h"
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#include "core/pandemonium.h"
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class GDExample : public Sprite {
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PANDEMONIUM_CLASS(GDExample, Sprite)
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private:
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float time_passed;
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float time_emit;
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float amplitude;
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float speed;
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public:
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static void _register_methods();
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GDExample();
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~GDExample();
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void _init(); // our initializer called by Godot
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void _process(float delta);
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void set_speed(float p_speed);
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float get_speed();
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};
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#endif
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