#!/usr/bin/env python Import("env") Import("env_modules") env_fbx = env_modules.Clone() # Thirdparty source files thirdparty_obj = [] thirdparty_dir = "#thirdparty/ufbx/" thirdparty_sources = [thirdparty_dir + "ufbx.c"] env_fbx.Prepend(CPPPATH=[thirdparty_dir]) env_thirdparty = env_fbx.Clone() env_thirdparty.disable_warnings() env_thirdparty.Append( CPPDEFINES=[ "UFBX_NO_SUBDIVISION", "UFBX_NO_TESSELLATION", "UFBX_NO_GEOMETRY_CACHE", "UFBX_NO_SCENE_EVALUATION", "UFBX_NO_INDEX_GENERATION", "UFBX_NO_SKINNING_EVALUATION", "UFBX_NO_FORMAT_OBJ", ] ) env_thirdparty.add_source_files(thirdparty_obj, thirdparty_sources) env.modules_sources += thirdparty_obj # Godot source files module_obj = [] env_fbx.add_source_files(module_obj, "*.cpp") env_fbx.add_source_files(module_obj, "structures/*.cpp") if env.editor_build: env_fbx.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)