Коммит 5d3b30da создал по автору magcourier's avatar magcourier
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Merge branch 'develop' into 'develop'

#95 удалён тестовый блок toroid

See merge request tehnokom/universo!185
владельцы c294a612 e5f0dfba
......@@ -10,3 +10,4 @@ export_presets.cfg
#настройки сервера и сам сервер
settings.cfg
Godot_v3.2.1-stable_linux_server.64
godot-server.64
......@@ -11,6 +11,6 @@ func _ready():
var subchild1 = self.create_item(child1)
subchild1.set_text(0, 'Типовые грузовые космические корабли')
var subchild2 = self.create_item(child1)
subchild1.set_text(0, "Специализированные грузовые космические корабли")
# var subchild2 = self.create_item(child1)
# subchild1.set_text(0, "Специализированные грузовые космические корабли")
Этот отличия не может быть отображен по слишком большой. Вместо этого вы можете использовать просмотреть бинарные данные
Это отличие свёрнуто
#!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))
#include "player.h"
extern "C" void GDN_EXPORT godot_gdnative_init(godot_gdnative_init_options *o) {
godot::Godot::gdnative_init(o);
}
extern "C" void GDN_EXPORT godot_gdnative_terminate(godot_gdnative_terminate_options *o) {
godot::Godot::gdnative_terminate(o);
}
extern "C" void GDN_EXPORT godot_nativescript_init(void *handle) {
godot::Godot::nativescript_init(handle);
godot::register_class<godot::Player>();
}
#include "player.h"
using namespace godot;
void Player::_register_methods() {
register_method("_physics_process", &Player::_physics_process);
}
Player::Player() {
}
Player::~Player() {
}
void Player::_init() {
}
void Player::_physics_process(float delta) {
Transform t;
Vector3 dir = Vector3();
Input* input = Input::get_singleton();
if (input->is_action_pressed("ui_left")) {
rotate_object_local(Vector3(0, 0, 1), -delta);
}
if (input->is_action_pressed("ui_right")) {
rotate_object_local(Vector3(0, 0, 1), delta);
}
if (input->is_action_pressed("ui_down")) {
rotate_object_local(Vector3(1, 0, 0), delta);
}
if (input->is_action_pressed("ui_up")) {
rotate_object_local(Vector3(1, 0, 0), -delta);
}
if (input->is_action_pressed("move_forward")) {
t = get_transform();
dir += t.basis.z.normalized();
}
if (input->is_action_pressed("move_back")) {
t = get_transform();
dir -= t.basis.z.normalized();
}
if (dir.x != 0 or dir.y != 0 or dir.z != 0) {
dir *= SPEED * delta;
move_and_slide(dir, Vector3(0, 0, 1));
}
}
#include <Godot.hpp>
#include <KinematicBody.hpp>
#include <Input.hpp>
namespace godot
{
class Player: public KinematicBody {
GODOT_CLASS(Player, KinematicBody);
private:
const int SPEED = 300;
public:
static void _register_methods();
void _init();
void _physics_process(float delta);
Player();
~Player();
};
} // namespace godot
extends KinematicBody
const SPEED = 300
func _physics_process(delta):
var dir = Vector3()
if Input.is_action_pressed("ui_left"):
rotate_object_local(Vector3(0, 0, 1), -delta)
if Input.is_action_pressed("ui_right"):
rotate_object_local(Vector3(0, 0, 1), delta)
if Input.is_action_pressed("ui_down"):
rotate_object_local(Vector3(1, 0, 0), delta)
if Input.is_action_pressed("ui_up"):
rotate_object_local(Vector3(1, 0, 0), -delta)
if Input.is_action_pressed("ui_page_up"):
dir += transform.basis.z.normalized()
if Input.is_action_pressed("ui_page_down"):
dir -= transform.basis.z.normalized()
if dir:
dir *= SPEED * delta
move_and_slide(dir, Vector3(0, 0, 1))
[gd_resource type="NativeScript" load_steps=2 format=2]
[ext_resource path="res://bin/player.gdnlib" type="GDNativeLibrary" id=1]
[resource]
resource_name = "player"
class_name = "Player"
library = ExtResource( 1 )
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