feat: godot-engine-source-4.3-stable
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48
engine/modules/fbx/SCsub
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48
engine/modules/fbx/SCsub
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#!/usr/bin/env python
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Import("env")
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Import("env_modules")
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env_fbx = env_modules.Clone()
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# Thirdparty source files
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thirdparty_obj = []
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thirdparty_dir = "#thirdparty/ufbx/"
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thirdparty_sources = [thirdparty_dir + "ufbx.c"]
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env_fbx.Prepend(CPPPATH=[thirdparty_dir])
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env_thirdparty = env_fbx.Clone()
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env_thirdparty.disable_warnings()
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env_thirdparty.Append(
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CPPDEFINES=[
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"UFBX_NO_SUBDIVISION",
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"UFBX_NO_TESSELLATION",
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"UFBX_NO_GEOMETRY_CACHE",
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"UFBX_NO_SCENE_EVALUATION",
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"UFBX_NO_INDEX_GENERATION",
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"UFBX_NO_SKINNING_EVALUATION",
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"UFBX_NO_FORMAT_OBJ",
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]
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)
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env_thirdparty.add_source_files(thirdparty_obj, thirdparty_sources)
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env.modules_sources += thirdparty_obj
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# Godot source files
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module_obj = []
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env_fbx.add_source_files(module_obj, "*.cpp")
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env_fbx.add_source_files(module_obj, "structures/*.cpp")
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if env.editor_build:
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env_fbx.add_source_files(module_obj, "editor/*.cpp")
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env.modules_sources += module_obj
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# Needed to force rebuilding the module files when the thirdparty library is updated.
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env.Depends(module_obj, thirdparty_obj)
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