Move NavigationMeshEditorPlugin to Recast module as should be
Modules can register their own editor plugins (like GridMap does), so no need to put module-specific classes in the `editor/` folder. Also cleans up the previous SCons env pollution from the Recast module, integrating its code into libmodules as other modules.
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59c2c21b15
7 changed files with 14 additions and 30 deletions
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@ -88,7 +88,6 @@
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#include "editor/plugins/mesh_editor_plugin.h"
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#include "editor/plugins/mesh_instance_editor_plugin.h"
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#include "editor/plugins/multimesh_editor_plugin.h"
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#include "editor/plugins/navigation_mesh_editor_plugin.h"
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#include "editor/plugins/navigation_polygon_editor_plugin.h"
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#include "editor/plugins/particles_2d_editor_plugin.h"
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#include "editor/plugins/particles_editor_plugin.h"
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@ -5365,7 +5364,6 @@ EditorNode::EditorNode() {
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add_editor_plugin(memnew(TextureEditorPlugin(this)));
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add_editor_plugin(memnew(AudioBusesEditorPlugin(audio_bus_editor)));
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add_editor_plugin(memnew(AudioBusesEditorPlugin(audio_bus_editor)));
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add_editor_plugin(memnew(NavigationMeshEditorPlugin(this)));
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add_editor_plugin(memnew(SkeletonEditorPlugin(this)));
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add_editor_plugin(memnew(PhysicalBonePlugin(this)));
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@ -1,8 +1,9 @@
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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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# Not building in a separate env as core needs it
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env_recast = env_modules.Clone()
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# Thirdparty source files
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if env['builtin_recast']:
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@ -22,13 +23,10 @@ if env['builtin_recast']:
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]
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thirdparty_sources = [thirdparty_dir + file for file in thirdparty_sources]
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env.Append(CPPPATH=[thirdparty_dir, thirdparty_dir + "/Include"])
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lib = env.add_library("recast_builtin", thirdparty_sources)
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env.Append(LIBS=[lib])
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env_recast.add_source_files(env.modules_sources, thirdparty_sources)
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env_recast.Append(CPPPATH=[thirdparty_dir + "/Include"])
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# Godot source files
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env.add_source_files(env.modules_sources, "*.cpp")
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env.Append(CCFLAGS=['-DRECAST_ENABLED'])
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env_recast.add_source_files(env.modules_sources, "*.cpp")
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Export('env')
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@ -29,13 +29,12 @@
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/*************************************************************************/
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#include "navigation_mesh_editor_plugin.h"
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#include "io/marshalls.h"
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#include "io/resource_saver.h"
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#include "scene/3d/mesh_instance.h"
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#include "scene/gui/box_container.h"
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#ifdef RECAST_ENABLED
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void NavigationMeshEditor::_node_removed(Node *p_node) {
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if (p_node == node) {
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@ -162,5 +161,3 @@ NavigationMeshEditorPlugin::NavigationMeshEditorPlugin(EditorNode *p_node) {
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NavigationMeshEditorPlugin::~NavigationMeshEditorPlugin() {
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}
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#endif // RECAST_ENABLED
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@ -31,8 +31,6 @@
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#ifndef NAVIGATION_MESH_GENERATOR_PLUGIN_H
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#define NAVIGATION_MESH_GENERATOR_PLUGIN_H
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#ifdef RECAST_ENABLED
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#include "editor/editor_node.h"
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#include "editor/editor_plugin.h"
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#include "navigation_mesh_generator.h"
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@ -83,5 +81,4 @@ public:
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~NavigationMeshEditorPlugin();
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};
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#endif // RECAST_ENABLED
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#endif // NAVIGATION_MESH_GENERATOR_PLUGIN_H
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@ -30,8 +30,6 @@
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#include "navigation_mesh_generator.h"
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#ifdef RECAST_ENABLED
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void NavigationMeshGenerator::_add_vertex(const Vector3 &p_vec3, Vector<float> &p_verticies) {
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p_verticies.push_back(p_vec3.x);
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p_verticies.push_back(p_vec3.y);
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@ -304,5 +302,3 @@ void NavigationMeshGenerator::clear(Ref<NavigationMesh> p_nav_mesh) {
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p_nav_mesh->set_vertices(PoolVector<Vector3>());
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}
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}
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#endif //RECAST_ENABLED
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@ -31,16 +31,11 @@
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#ifndef NAVIGATION_MESH_GENERATOR_H
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#define NAVIGATION_MESH_GENERATOR_H
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#ifdef RECAST_ENABLED
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#include "editor/editor_node.h"
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#include "editor/editor_settings.h"
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#include "scene/3d/mesh_instance.h"
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#include "scene/3d/navigation_mesh.h"
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#include "os/thread.h"
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#include "scene/3d/mesh_instance.h"
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#include "scene/3d/navigation_mesh.h"
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#include "scene/resources/shape.h"
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#include <Recast.h>
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@ -61,6 +56,4 @@ public:
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static void clear(Ref<NavigationMesh> p_nav_mesh);
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};
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#endif // RECAST_ENABLED
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#endif // NAVIGATION_MESH_GENERATOR_H
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@ -30,5 +30,10 @@
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#include "register_types.h"
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void register_recast_types() {}
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#include "navigation_mesh_editor_plugin.h"
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void register_recast_types() {
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EditorPlugins::add_by_type<NavigationMeshEditorPlugin>();
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}
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void unregister_recast_types() {}
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