godot/modules/fbx/SCsub

#!/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)