-
Notifications
You must be signed in to change notification settings - Fork 92
Installing for Godot 3.x
- a Godot 3.x executable (https://godotengine.org/download/linux)
- a C++ compiler (
sudo apt install cmake
) - SCons as a build tool (
python3 -m pip install scons
)
We will be following gdnative_cpp_example Godot guide with several modifications.
git clone --recursive https://github.com/EmmanuelMess/Godot-poly2tri.git
And import Godot-poly2tri/demo/project.godot in Godot
Move your <project folder>
into an empty folder "cpp_root".
If your project was a git repo, you can move the repo a folder up, see here how.
If it wasn't a git repo, simply run git init
in cpp_root
.
Clone the cpp submodule:
git submodule add -b 3.x https://github.com/godotengine/godot-cpp
git submodule update --init --recursive
Create an api.json
:
cd godot-cpp
<path to godot> --gdnative-generate-json-api api.json
mv ./api.json ../
Create cpp_root/godot-cpp/gdexample.h
:
#ifndef GDEXAMPLE_H
#define GDEXAMPLE_H
#include <Godot.hpp>
#include <Sprite.hpp>
namespace godot {
class GDExample : public Sprite {
GODOT_CLASS(GDExample, Sprite)
private:
float time_passed;
public:
static void _register_methods();
GDExample();
~GDExample();
void _init(); // our initializer called by Godot
void _process(float delta);
};
}
#endif
Create cpp_root/godot-cpp/gdexample.cpp
:
#include "gdexample.h"
#include <vector>
#include <poly2tri.h>
using namespace godot;
void GDExample::_register_methods() {
register_method("_process", &GDExample::_process);
}
GDExample::GDExample() {
}
GDExample::~GDExample() {
// add your cleanup here
}
void GDExample::_init() {
// initialize any variables here
time_passed = 0.0;
}
void GDExample::_process(float delta) {
time_passed += delta;
Vector2 new_position = Vector2(10.0 + (10.0 * sin(time_passed * 2.0)), 10.0 + (10.0 * cos(time_passed * 1.5)));
set_position(new_position);
std::vector<p2t::Point*> polyline{ new p2t::Point(0, 0), new p2t::Point(0, 1),
new p2t::Point(1, 1), new p2t::Point(1, 0) };
p2t::CDT cdt{ polyline };
const auto result = cdt.GetTriangles();
p2t::IsDelaunay(result);
}
Create cpp_root/godot-cpp/gdlibrary.cpp
:
#include "gdexample.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::GDExample>();
}
At cpp_root
:
git submodule add https://github.com/jhasse/poly2tri.git
Go to root_cpp/poly2tri/CMakeFiles.txt
and add set(CMAKE_POSITION_INDEPENDENT_CODE ON)
after set(CMAKE_CXX_STANDARD 14)
.
Then, in cpp_root
, run:
mkdir poly2tri/build && cd poly2tri/build
cmake -GNinja ..
cmake --build .
In the cpp_root
create SConstruct
file:
#!python
import os
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.', 'demo/bin/'))
opts.Add(PathVariable('target_name', 'The library name.', 'libgdexample', 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'
env.Append(CCFLAGS=['-arch', 'x86_64'])
env.Append(CXXFLAGS=['-std=c++17'])
env.Append(LINKFLAGS=['-arch', 'x86_64'])
if env['target'] in ('debug', 'd'):
env.Append(CCFLAGS=['-g', '-O2'])
else:
env.Append(CCFLAGS=['-g', '-O3'])
elif env['platform'] in ('x11', 'linux'):
env['target_path'] += 'x11/'
cpp_library += '.linux'
env.Append(CCFLAGS=['-fPIC'])
env.Append(CXXFLAGS=['-std=c++17'])
if env['target'] in ('debug', 'd'):
env.Append(CCFLAGS=['-g3', '-Og'])
else:
env.Append(CCFLAGS=['-g', '-O3'])
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'])
env.Append(CXXFLAGS='/std:c++17')
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/', 'poly2tri/poly2tri/'])
env.Append(LIBPATH=[cpp_bindings_path + 'bin/', 'poly2tri/build/'])
env.Append(LIBS=[cpp_library, 'libpoly2tri.a'])
# tweak this if you want to use different folders, or more folders, to store your source code in.
env.Append(CPPPATH=[cpp_bindings_path + 'src/'])
sources = Glob(cpp_bindings_path + 'src/*.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))
Go to the SConstruct
file and change demo/bin/
to <project folder>/bin
.
In cpp_root
run:
mkdir <project folder>/bin
cd godot-cpp
scons platform=linux generate_bindings=yes bits=64 use_custom_api_file=yes custom_api_file=../api.json -j$(nproc)
cd ..
scons platform=linux
Create <project folder>/bin/gdexample.gdnlib
:
[general]
singleton=false
load_once=true
symbol_prefix="godot_"
reloadable=false
[entry]
X11.64="res://bin/x11/libgdexample.so"
Windows.64="res://bin/win64/libgdexample.dll"
OSX.64="res://bin/osx/libgdexample.dylib"
[dependencies]
X11.64=[]
Windows.64=[]
OSX.64=[]
Create <project folder>/bin/gdexample.gdns
:
[gd_resource type="NativeScript" load_steps=2 format=2]
[ext_resource path="res://bin/gdexample.gdnlib" type="GDNativeLibrary" id=1]
[resource]
resource_name = "gdexample"
class_name = "GDExample"
library = ExtResource( 1 )
- Open Godot and load your project
- Create a new Spacial called "Main", and save the scene as "main.tscn"
- Create a new Sprite, set Centered to false and set texture to Godot's icon
- Load bin/gdexample.gdns as its script
- Run Main scene
- If the sprite moves, it worked. If it doesn't check all steps.