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![BastiaanOlij](/assets/img/avatar_default.png)
This is a new singleton where camera sources such as webcams or cameras on a mobile phone can register themselves with the Server. Other parts of Godot can interact with this to obtain images from the camera as textures. This work includes additions to the Visual Server to use this functionality to present the camera image in the background. This is specifically targetted at AR applications.
218 lines
9.4 KiB
C++
218 lines
9.4 KiB
C++
/*************************************************************************/
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/* register_server_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) 2007-2019 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2019 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_server_types.h"
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#include "core/engine.h"
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#include "core/project_settings.h"
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#include "arvr/arvr_interface.h"
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#include "arvr/arvr_positional_tracker.h"
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#include "arvr_server.h"
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#include "audio/audio_effect.h"
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#include "audio/audio_stream.h"
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#include "audio/effects/audio_effect_amplify.h"
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#include "audio/effects/audio_effect_chorus.h"
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#include "audio/effects/audio_effect_compressor.h"
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#include "audio/effects/audio_effect_delay.h"
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#include "audio/effects/audio_effect_distortion.h"
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#include "audio/effects/audio_effect_eq.h"
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#include "audio/effects/audio_effect_filter.h"
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#include "audio/effects/audio_effect_limiter.h"
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#include "audio/effects/audio_effect_panner.h"
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#include "audio/effects/audio_effect_phaser.h"
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#include "audio/effects/audio_effect_pitch_shift.h"
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#include "audio/effects/audio_effect_record.h"
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#include "audio/effects/audio_effect_reverb.h"
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#include "audio/effects/audio_effect_spectrum_analyzer.h"
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#include "audio/effects/audio_effect_stereo_enhance.h"
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#include "audio/effects/audio_stream_generator.h"
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#include "audio_server.h"
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#include "camera/camera_feed.h"
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#include "camera_server.h"
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#include "core/script_debugger_remote.h"
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#include "physics/physics_server_sw.h"
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#include "physics_2d/physics_2d_server_sw.h"
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#include "physics_2d/physics_2d_server_wrap_mt.h"
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#include "physics_2d_server.h"
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#include "physics_server.h"
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#include "visual/shader_types.h"
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#include "visual_server.h"
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static void _debugger_get_resource_usage(List<ScriptDebuggerRemote::ResourceUsage> *r_usage) {
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List<VS::TextureInfo> tinfo;
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VS::get_singleton()->texture_debug_usage(&tinfo);
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for (List<VS::TextureInfo>::Element *E = tinfo.front(); E; E = E->next()) {
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ScriptDebuggerRemote::ResourceUsage usage;
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usage.path = E->get().path;
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usage.vram = E->get().bytes;
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usage.id = E->get().texture;
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usage.type = "Texture";
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if (E->get().depth == 0) {
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usage.format = itos(E->get().width) + "x" + itos(E->get().height) + " " + Image::get_format_name(E->get().format);
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} else {
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usage.format = itos(E->get().width) + "x" + itos(E->get().height) + "x" + itos(E->get().depth) + " " + Image::get_format_name(E->get().format);
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}
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r_usage->push_back(usage);
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}
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}
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ShaderTypes *shader_types = NULL;
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PhysicsServer *_createGodotPhysicsCallback() {
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return memnew(PhysicsServerSW);
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}
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Physics2DServer *_createGodotPhysics2DCallback() {
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return Physics2DServerWrapMT::init_server<Physics2DServerSW>();
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}
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static bool has_server_feature_callback(const String &p_feature) {
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if (VisualServer::get_singleton()) {
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if (VisualServer::get_singleton()->has_os_feature(p_feature)) {
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return true;
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}
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}
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return false;
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}
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void register_server_types() {
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OS::get_singleton()->set_has_server_feature_callback(has_server_feature_callback);
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ClassDB::register_virtual_class<VisualServer>();
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ClassDB::register_class<AudioServer>();
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ClassDB::register_virtual_class<PhysicsServer>();
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ClassDB::register_virtual_class<Physics2DServer>();
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ClassDB::register_class<ARVRServer>();
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ClassDB::register_class<CameraServer>();
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shader_types = memnew(ShaderTypes);
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ClassDB::register_virtual_class<ARVRInterface>();
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ClassDB::register_class<ARVRPositionalTracker>();
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ClassDB::register_virtual_class<AudioStream>();
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ClassDB::register_virtual_class<AudioStreamPlayback>();
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ClassDB::register_virtual_class<AudioStreamPlaybackResampled>();
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ClassDB::register_class<AudioStreamMicrophone>();
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ClassDB::register_class<AudioStreamRandomPitch>();
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ClassDB::register_virtual_class<AudioEffect>();
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ClassDB::register_virtual_class<AudioEffectInstance>();
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ClassDB::register_class<AudioEffectEQ>();
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ClassDB::register_class<AudioEffectFilter>();
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ClassDB::register_class<AudioBusLayout>();
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ClassDB::register_class<AudioStreamGenerator>();
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ClassDB::register_virtual_class<AudioStreamGeneratorPlayback>();
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{
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//audio effects
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ClassDB::register_class<AudioEffectAmplify>();
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ClassDB::register_class<AudioEffectReverb>();
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ClassDB::register_class<AudioEffectLowPassFilter>();
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ClassDB::register_class<AudioEffectHighPassFilter>();
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ClassDB::register_class<AudioEffectBandPassFilter>();
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ClassDB::register_class<AudioEffectNotchFilter>();
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ClassDB::register_class<AudioEffectBandLimitFilter>();
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ClassDB::register_class<AudioEffectLowShelfFilter>();
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ClassDB::register_class<AudioEffectHighShelfFilter>();
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ClassDB::register_class<AudioEffectEQ6>();
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ClassDB::register_class<AudioEffectEQ10>();
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ClassDB::register_class<AudioEffectEQ21>();
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ClassDB::register_class<AudioEffectDistortion>();
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ClassDB::register_class<AudioEffectStereoEnhance>();
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ClassDB::register_class<AudioEffectPanner>();
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ClassDB::register_class<AudioEffectChorus>();
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ClassDB::register_class<AudioEffectDelay>();
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ClassDB::register_class<AudioEffectCompressor>();
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ClassDB::register_class<AudioEffectLimiter>();
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ClassDB::register_class<AudioEffectPitchShift>();
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ClassDB::register_class<AudioEffectPhaser>();
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ClassDB::register_class<AudioEffectRecord>();
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ClassDB::register_class<AudioEffectSpectrumAnalyzer>();
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ClassDB::register_virtual_class<AudioEffectSpectrumAnalyzerInstance>();
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}
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ClassDB::register_class<CameraFeed>();
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ClassDB::register_virtual_class<Physics2DDirectBodyState>();
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ClassDB::register_virtual_class<Physics2DDirectSpaceState>();
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ClassDB::register_virtual_class<Physics2DShapeQueryResult>();
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ClassDB::register_class<Physics2DTestMotionResult>();
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ClassDB::register_class<Physics2DShapeQueryParameters>();
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ClassDB::register_class<PhysicsShapeQueryParameters>();
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ClassDB::register_virtual_class<PhysicsDirectBodyState>();
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ClassDB::register_virtual_class<PhysicsDirectSpaceState>();
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ClassDB::register_virtual_class<PhysicsShapeQueryResult>();
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ScriptDebuggerRemote::resource_usage_func = _debugger_get_resource_usage;
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// Physics 2D
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GLOBAL_DEF(Physics2DServerManager::setting_property_name, "DEFAULT");
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ProjectSettings::get_singleton()->set_custom_property_info(Physics2DServerManager::setting_property_name, PropertyInfo(Variant::STRING, Physics2DServerManager::setting_property_name, PROPERTY_HINT_ENUM, "DEFAULT"));
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Physics2DServerManager::register_server("GodotPhysics", &_createGodotPhysics2DCallback);
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Physics2DServerManager::set_default_server("GodotPhysics");
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// Physics 3D
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GLOBAL_DEF(PhysicsServerManager::setting_property_name, "DEFAULT");
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ProjectSettings::get_singleton()->set_custom_property_info(PhysicsServerManager::setting_property_name, PropertyInfo(Variant::STRING, PhysicsServerManager::setting_property_name, PROPERTY_HINT_ENUM, "DEFAULT"));
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PhysicsServerManager::register_server("GodotPhysics", &_createGodotPhysicsCallback);
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PhysicsServerManager::set_default_server("GodotPhysics");
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}
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void unregister_server_types() {
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memdelete(shader_types);
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}
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void register_server_singletons() {
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Engine::get_singleton()->add_singleton(Engine::Singleton("VisualServer", VisualServer::get_singleton()));
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Engine::get_singleton()->add_singleton(Engine::Singleton("AudioServer", AudioServer::get_singleton()));
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Engine::get_singleton()->add_singleton(Engine::Singleton("PhysicsServer", PhysicsServer::get_singleton()));
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Engine::get_singleton()->add_singleton(Engine::Singleton("Physics2DServer", Physics2DServer::get_singleton()));
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Engine::get_singleton()->add_singleton(Engine::Singleton("ARVRServer", ARVRServer::get_singleton()));
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Engine::get_singleton()->add_singleton(Engine::Singleton("CameraServer", CameraServer::get_singleton()));
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}
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