#!/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)