mirror of
https://github.com/godotengine/godot
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0ee7e3102b
Adds 2D navigation mesh baking.
249 lines
8.3 KiB
Python
249 lines
8.3 KiB
Python
#!/usr/bin/env python
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Import("env")
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import core_builders
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env.core_sources = []
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# Generate AES256 script encryption key
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import os
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txt = "0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0"
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if "SCRIPT_AES256_ENCRYPTION_KEY" in os.environ:
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key = os.environ["SCRIPT_AES256_ENCRYPTION_KEY"]
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ec_valid = True
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if len(key) != 64:
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ec_valid = False
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else:
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txt = ""
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for i in range(len(key) >> 1):
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if i > 0:
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txt += ","
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txts = "0x" + key[i * 2 : i * 2 + 2]
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try:
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int(txts, 16)
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except Exception:
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ec_valid = False
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txt += txts
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if not ec_valid:
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print("Error: Invalid AES256 encryption key, not 64 hexadecimal characters: '" + key + "'.")
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print(
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"Unset 'SCRIPT_AES256_ENCRYPTION_KEY' in your environment "
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"or make sure that it contains exactly 64 hexadecimal characters."
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)
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Exit(255)
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# NOTE: It is safe to generate this file here, since this is still executed serially
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with open("script_encryption_key.gen.cpp", "w") as f:
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f.write('#include "core/config/project_settings.h"\nuint8_t script_encryption_key[32]={' + txt + "};\n")
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# Add required thirdparty code.
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thirdparty_obj = []
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env_thirdparty = env.Clone()
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env_thirdparty.disable_warnings()
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# Misc thirdparty code: header paths are hardcoded, we don't need to append
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# to the include path (saves a few chars on the compiler invocation for touchy MSVC...)
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thirdparty_misc_dir = "#thirdparty/misc/"
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thirdparty_misc_sources = [
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# C sources
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"fastlz.c",
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"r128.c",
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"smaz.c",
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# C++ sources
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"pcg.cpp",
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"polypartition.cpp",
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"clipper.cpp",
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"smolv.cpp",
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]
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thirdparty_misc_sources = [thirdparty_misc_dir + file for file in thirdparty_misc_sources]
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env_thirdparty.add_source_files(thirdparty_obj, thirdparty_misc_sources)
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# Brotli
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if env["brotli"] and env["builtin_brotli"]:
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thirdparty_brotli_dir = "#thirdparty/brotli/"
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thirdparty_brotli_sources = [
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"common/constants.c",
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"common/context.c",
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"common/dictionary.c",
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"common/platform.c",
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"common/shared_dictionary.c",
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"common/transform.c",
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"dec/bit_reader.c",
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"dec/decode.c",
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"dec/huffman.c",
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"dec/state.c",
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]
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thirdparty_brotli_sources = [thirdparty_brotli_dir + file for file in thirdparty_brotli_sources]
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env_thirdparty.Prepend(CPPPATH=[thirdparty_brotli_dir + "include"])
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env.Prepend(CPPPATH=[thirdparty_brotli_dir + "include"])
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if env.get("use_ubsan") or env.get("use_asan") or env.get("use_tsan") or env.get("use_lsan") or env.get("use_msan"):
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env_thirdparty.Append(CPPDEFINES=["BROTLI_BUILD_PORTABLE"])
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env_thirdparty.add_source_files(thirdparty_obj, thirdparty_brotli_sources)
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# Clipper2 Thirdparty source files used for polygon and polyline boolean operations.
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if env["builtin_clipper2"]:
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thirdparty_clipper_dir = "#thirdparty/clipper2/"
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thirdparty_clipper_sources = [
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"src/clipper.engine.cpp",
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"src/clipper.offset.cpp",
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"src/clipper.rectclip.cpp",
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]
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thirdparty_clipper_sources = [thirdparty_clipper_dir + file for file in thirdparty_clipper_sources]
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env_thirdparty.Prepend(CPPPATH=[thirdparty_clipper_dir + "include"])
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env.Prepend(CPPPATH=[thirdparty_clipper_dir + "include"])
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env_thirdparty.Append(CPPDEFINES=["CLIPPER2_ENABLED"])
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env.Append(CPPDEFINES=["CLIPPER2_ENABLED"])
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env_thirdparty.add_source_files(thirdparty_obj, thirdparty_clipper_sources)
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# Zlib library, can be unbundled
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if env["builtin_zlib"]:
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thirdparty_zlib_dir = "#thirdparty/zlib/"
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thirdparty_zlib_sources = [
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"adler32.c",
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"compress.c",
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"crc32.c",
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"deflate.c",
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"inffast.c",
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"inflate.c",
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"inftrees.c",
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"trees.c",
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"uncompr.c",
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"zutil.c",
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]
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thirdparty_zlib_sources = [thirdparty_zlib_dir + file for file in thirdparty_zlib_sources]
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env_thirdparty.Prepend(CPPPATH=[thirdparty_zlib_dir])
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# Needs to be available in main env too
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env.Prepend(CPPPATH=[thirdparty_zlib_dir])
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if env.dev_build:
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env_thirdparty.Append(CPPDEFINES=["ZLIB_DEBUG"])
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env_thirdparty.add_source_files(thirdparty_obj, thirdparty_zlib_sources)
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# Minizip library, could be unbundled in theory
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# However, our version has some custom modifications, so it won't compile with the system one
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thirdparty_minizip_dir = "#thirdparty/minizip/"
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thirdparty_minizip_sources = ["ioapi.c", "unzip.c", "zip.c"]
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thirdparty_minizip_sources = [thirdparty_minizip_dir + file for file in thirdparty_minizip_sources]
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env_thirdparty.add_source_files(thirdparty_obj, thirdparty_minizip_sources)
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# Zstd library, can be unbundled in theory
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# though we currently use some private symbols
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# https://github.com/godotengine/godot/issues/17374
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if env["builtin_zstd"]:
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thirdparty_zstd_dir = "#thirdparty/zstd/"
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thirdparty_zstd_sources = [
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"common/debug.c",
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"common/entropy_common.c",
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"common/error_private.c",
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"common/fse_decompress.c",
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"common/pool.c",
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"common/threading.c",
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"common/xxhash.c",
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"common/zstd_common.c",
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"compress/fse_compress.c",
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"compress/hist.c",
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"compress/huf_compress.c",
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"compress/zstd_compress.c",
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"compress/zstd_double_fast.c",
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"compress/zstd_fast.c",
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"compress/zstd_lazy.c",
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"compress/zstd_ldm.c",
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"compress/zstd_opt.c",
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"compress/zstdmt_compress.c",
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"compress/zstd_compress_literals.c",
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"compress/zstd_compress_sequences.c",
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"compress/zstd_compress_superblock.c",
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"decompress/huf_decompress.c",
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"decompress/zstd_ddict.c",
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"decompress/zstd_decompress_block.c",
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"decompress/zstd_decompress.c",
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]
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if env["platform"] in ["android", "ios", "linuxbsd", "macos"]:
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# Match platforms with ZSTD_ASM_SUPPORTED in common/portability_macros.h
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thirdparty_zstd_sources.append("decompress/huf_decompress_amd64.S")
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thirdparty_zstd_sources = [thirdparty_zstd_dir + file for file in thirdparty_zstd_sources]
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env_thirdparty.Prepend(CPPPATH=[thirdparty_zstd_dir, thirdparty_zstd_dir + "common"])
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env_thirdparty.Append(CPPDEFINES=["ZSTD_STATIC_LINKING_ONLY"])
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env.Prepend(CPPPATH=thirdparty_zstd_dir)
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# Also needed in main env includes will trigger warnings
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env.Append(CPPDEFINES=["ZSTD_STATIC_LINKING_ONLY"])
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env_thirdparty.add_source_files(thirdparty_obj, thirdparty_zstd_sources)
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env.core_sources += thirdparty_obj
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# Godot source files
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env.add_source_files(env.core_sources, "*.cpp")
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env.add_source_files(env.core_sources, "script_encryption_key.gen.cpp")
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env.add_source_files(env.core_sources, "version_hash.gen.cpp")
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# Certificates
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env.Depends(
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"#core/io/certs_compressed.gen.h",
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["#thirdparty/certs/ca-certificates.crt", env.Value(env["builtin_certs"]), env.Value(env["system_certs_path"])],
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)
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env.CommandNoCache(
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"#core/io/certs_compressed.gen.h",
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"#thirdparty/certs/ca-certificates.crt",
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env.Run(core_builders.make_certs_header, "Building ca-certificates header."),
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)
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# Authors
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env.Depends("#core/authors.gen.h", "../AUTHORS.md")
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env.CommandNoCache(
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"#core/authors.gen.h", "../AUTHORS.md", env.Run(core_builders.make_authors_header, "Generating authors header.")
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)
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# Donors
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env.Depends("#core/donors.gen.h", "../DONORS.md")
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env.CommandNoCache(
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"#core/donors.gen.h", "../DONORS.md", env.Run(core_builders.make_donors_header, "Generating donors header.")
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)
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# License
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env.Depends("#core/license.gen.h", ["../COPYRIGHT.txt", "../LICENSE.txt"])
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env.CommandNoCache(
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"#core/license.gen.h",
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["../COPYRIGHT.txt", "../LICENSE.txt"],
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env.Run(core_builders.make_license_header, "Generating license header."),
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)
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# Chain load SCsubs
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SConscript("os/SCsub")
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SConscript("math/SCsub")
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SConscript("crypto/SCsub")
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SConscript("io/SCsub")
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SConscript("debugger/SCsub")
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SConscript("input/SCsub")
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SConscript("variant/SCsub")
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SConscript("extension/SCsub")
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SConscript("object/SCsub")
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SConscript("templates/SCsub")
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SConscript("string/SCsub")
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SConscript("config/SCsub")
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SConscript("error/SCsub")
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# Build it all as a library
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lib = env.add_library("core", env.core_sources)
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env.Prepend(LIBS=[lib])
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# Needed to force rebuilding the core files when the thirdparty code is updated.
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env.Depends(lib, thirdparty_obj)
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