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реализация player в gdnative cpp

владелец d76b1ff3
...@@ -3,3 +3,5 @@ export_presets.cfg ...@@ -3,3 +3,5 @@ export_presets.cfg
addons/ addons/
*.so *.so
*.os
*.dblite
#!python
import os, subprocess
opts = Variables([], ARGUMENTS)
# Gets the standard flags CC, CCX, etc.
env = DefaultEnvironment()
# Define our options
opts.Add(EnumVariable('target', "Compilation target", 'debug', ['d', 'debug', 'r', 'release']))
opts.Add(EnumVariable('platform', "Compilation platform", '', ['', 'windows', 'x11', 'linux', 'osx']))
opts.Add(EnumVariable('p', "Compilation target, alias for 'platform'", '', ['', 'windows', 'x11', 'linux', 'osx']))
opts.Add(BoolVariable('use_llvm', "Use the LLVM / Clang compiler", 'no'))
opts.Add(PathVariable('target_path', 'The path where the lib is installed.', '../../../../bin/'))
opts.Add(PathVariable('target_name', 'The library name.', 'libplayer', PathVariable.PathAccept))
# Local dependency paths, adapt them to your setup
godot_headers_path = "../../../../../godot-cpp/godot_headers/"
cpp_bindings_path = "../../../../../godot-cpp/"
cpp_library = "libgodot-cpp"
# only support 64 at this time..
bits = 64
# Updates the environment with the option variables.
opts.Update(env)
# Process some arguments
if env['use_llvm']:
env['CC'] = 'clang'
env['CXX'] = 'clang++'
if env['p'] != '':
env['platform'] = env['p']
if env['platform'] == '':
print("No valid target platform selected.")
quit();
# For the reference:
# - CCFLAGS are compilation flags shared between C and C++
# - CFLAGS are for C-specific compilation flags
# - CXXFLAGS are for C++-specific compilation flags
# - CPPFLAGS are for pre-processor flags
# - CPPDEFINES are for pre-processor defines
# - LINKFLAGS are for linking flags
# Check our platform specifics
if env['platform'] == "osx":
env['target_path'] += 'osx/'
cpp_library += '.osx'
if env['target'] in ('debug', 'd'):
env.Append(CCFLAGS=['-g', '-O2', '-arch', 'x86_64'])
env.Append(LINKFLAGS=['-arch', 'x86_64'])
else:
env.Append(CCFLAGS=['-g', '-O3', '-arch', 'x86_64'])
env.Append(LINKFLAGS=['-arch', 'x86_64'])
elif env['platform'] in ('x11', 'linux'):
env['target_path'] += 'x11/'
cpp_library += '.linux'
if env['target'] in ('debug', 'd'):
env.Append(CCFLAGS=['-fPIC', '-g3', '-Og'])
env.Append(CXXFLAGS=['-std=c++17'])
else:
env.Append(CCFLAGS=['-fPIC', '-g', '-O3'])
env.Append(CXXFLAGS=['-std=c++17'])
elif env['platform'] == "windows":
env['target_path'] += 'win64/'
cpp_library += '.windows'
# This makes sure to keep the session environment variables on windows,
# that way you can run scons in a vs 2017 prompt and it will find all the required tools
env.Append(ENV=os.environ)
env.Append(CPPDEFINES=['WIN32', '_WIN32', '_WINDOWS', '_CRT_SECURE_NO_WARNINGS'])
env.Append(CCFLAGS=['-W3', '-GR'])
if env['target'] in ('debug', 'd'):
env.Append(CPPDEFINES=['_DEBUG'])
env.Append(CCFLAGS=['-EHsc', '-MDd', '-ZI'])
env.Append(LINKFLAGS=['-DEBUG'])
else:
env.Append(CPPDEFINES=['NDEBUG'])
env.Append(CCFLAGS=['-O2', '-EHsc', '-MD'])
if env['target'] in ('debug', 'd'):
cpp_library += '.debug'
else:
cpp_library += '.release'
cpp_library += '.' + str(bits)
# make sure our binding library is properly includes
env.Append(CPPPATH=['.', godot_headers_path, cpp_bindings_path + 'include/', cpp_bindings_path + 'include/core/', cpp_bindings_path + 'include/gen/'])
env.Append(LIBPATH=[cpp_bindings_path + 'bin/'])
env.Append(LIBS=[cpp_library])
# tweak this if you want to use different folders, or more folders, to store your source code in.
env.Append(CPPPATH=['player/'])
sources = Glob('player/*.cpp')
library = env.SharedLibrary(target=env['target_path'] + env['target_name'] , source=sources)
Default(library)
# Generates help for the -h scons option.
Help(opts.GenerateHelpText(env))
...@@ -34,12 +34,6 @@ void Player::_physics_process(float delta) { ...@@ -34,12 +34,6 @@ void Player::_physics_process(float delta) {
if (input->is_action_pressed("ui_up")) { if (input->is_action_pressed("ui_up")) {
rotate_object_local(Vector3(1, 0, 0), -delta); rotate_object_local(Vector3(1, 0, 0), -delta);
} }
if (input->is_action_pressed("ui_left")) {
rotate_object_local(Vector3(0, 0, 1), delta);
}
if (input->is_action_pressed("ui_left")) {
rotate_object_local(Vector3(0, 0, 1), delta);
}
if (input->is_action_pressed("move_forward")) { if (input->is_action_pressed("move_forward")) {
t = get_transform(); t = get_transform();
dir += t.basis.z.normalized(); dir += t.basis.z.normalized();
...@@ -53,4 +47,4 @@ void Player::_physics_process(float delta) { ...@@ -53,4 +47,4 @@ void Player::_physics_process(float delta) {
dir *= SPEED * delta; dir *= SPEED * delta;
move_and_slide(dir, Vector3(0, 0, 1)); move_and_slide(dir, Vector3(0, 0, 1));
} }
} }
\ No newline at end of file
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