register_server_types.cpp 8.4 KB

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  1. /*************************************************************************/
  2. /* register_server_types.cpp */
  3. /*************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /*************************************************************************/
  8. /* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /*************************************************************************/
  30. #include "register_server_types.h"
  31. #include "core/engine.h"
  32. #include "core/project_settings.h"
  33. #include "arvr/arvr_interface.h"
  34. #include "arvr/arvr_positional_tracker.h"
  35. #include "arvr_server.h"
  36. #include "audio/audio_effect.h"
  37. #include "audio/audio_stream.h"
  38. #include "audio/effects/audio_effect_amplify.h"
  39. #include "audio/effects/audio_effect_chorus.h"
  40. #include "audio/effects/audio_effect_compressor.h"
  41. #include "audio/effects/audio_effect_delay.h"
  42. #include "audio/effects/audio_effect_distortion.h"
  43. #include "audio/effects/audio_effect_eq.h"
  44. #include "audio/effects/audio_effect_filter.h"
  45. #include "audio/effects/audio_effect_limiter.h"
  46. #include "audio/effects/audio_effect_panner.h"
  47. #include "audio/effects/audio_effect_phaser.h"
  48. #include "audio/effects/audio_effect_pitch_shift.h"
  49. #include "audio/effects/audio_effect_record.h"
  50. #include "audio/effects/audio_effect_reverb.h"
  51. #include "audio/effects/audio_effect_stereo_enhance.h"
  52. #include "audio_server.h"
  53. #include "core/script_debugger_remote.h"
  54. #include "physics/physics_server_sw.h"
  55. #include "physics_2d/physics_2d_server_sw.h"
  56. #include "physics_2d/physics_2d_server_wrap_mt.h"
  57. #include "physics_2d_server.h"
  58. #include "physics_server.h"
  59. #include "visual/shader_types.h"
  60. #include "visual_server.h"
  61. static void _debugger_get_resource_usage(List<ScriptDebuggerRemote::ResourceUsage> *r_usage) {
  62. List<VS::TextureInfo> tinfo;
  63. VS::get_singleton()->texture_debug_usage(&tinfo);
  64. for (List<VS::TextureInfo>::Element *E = tinfo.front(); E; E = E->next()) {
  65. ScriptDebuggerRemote::ResourceUsage usage;
  66. usage.path = E->get().path;
  67. usage.vram = E->get().bytes;
  68. usage.id = E->get().texture;
  69. usage.type = "Texture";
  70. usage.format = itos(E->get().width) + "x" + itos(E->get().height) + " " + Image::get_format_name(E->get().format);
  71. r_usage->push_back(usage);
  72. }
  73. }
  74. ShaderTypes *shader_types = NULL;
  75. PhysicsServer *_createGodotPhysicsCallback() {
  76. WARN_PRINT("The GodotPhysics 3D physics engine is deprecated and will be removed in Godot 3.2. You should use the Bullet physics engine instead (configurable in your project settings).");
  77. return memnew(PhysicsServerSW);
  78. }
  79. Physics2DServer *_createGodotPhysics2DCallback() {
  80. return Physics2DServerWrapMT::init_server<Physics2DServerSW>();
  81. }
  82. void register_server_types() {
  83. ClassDB::register_virtual_class<VisualServer>();
  84. ClassDB::register_class<AudioServer>();
  85. ClassDB::register_virtual_class<PhysicsServer>();
  86. ClassDB::register_virtual_class<Physics2DServer>();
  87. ClassDB::register_class<ARVRServer>();
  88. shader_types = memnew(ShaderTypes);
  89. ClassDB::register_virtual_class<ARVRInterface>();
  90. ClassDB::register_class<ARVRPositionalTracker>();
  91. ClassDB::register_virtual_class<AudioStream>();
  92. ClassDB::register_virtual_class<AudioStreamPlayback>();
  93. ClassDB::register_class<AudioStreamMicrophone>();
  94. ClassDB::register_class<AudioStreamRandomPitch>();
  95. ClassDB::register_virtual_class<AudioEffect>();
  96. ClassDB::register_class<AudioEffectEQ>();
  97. ClassDB::register_class<AudioEffectFilter>();
  98. ClassDB::register_class<AudioBusLayout>();
  99. {
  100. //audio effects
  101. ClassDB::register_class<AudioEffectAmplify>();
  102. ClassDB::register_class<AudioEffectReverb>();
  103. ClassDB::register_class<AudioEffectLowPassFilter>();
  104. ClassDB::register_class<AudioEffectHighPassFilter>();
  105. ClassDB::register_class<AudioEffectBandPassFilter>();
  106. ClassDB::register_class<AudioEffectNotchFilter>();
  107. ClassDB::register_class<AudioEffectBandLimitFilter>();
  108. ClassDB::register_class<AudioEffectLowShelfFilter>();
  109. ClassDB::register_class<AudioEffectHighShelfFilter>();
  110. ClassDB::register_class<AudioEffectEQ6>();
  111. ClassDB::register_class<AudioEffectEQ10>();
  112. ClassDB::register_class<AudioEffectEQ21>();
  113. ClassDB::register_class<AudioEffectDistortion>();
  114. ClassDB::register_class<AudioEffectStereoEnhance>();
  115. ClassDB::register_class<AudioEffectPanner>();
  116. ClassDB::register_class<AudioEffectChorus>();
  117. ClassDB::register_class<AudioEffectDelay>();
  118. ClassDB::register_class<AudioEffectCompressor>();
  119. ClassDB::register_class<AudioEffectLimiter>();
  120. ClassDB::register_class<AudioEffectPitchShift>();
  121. ClassDB::register_class<AudioEffectPhaser>();
  122. ClassDB::register_class<AudioEffectRecord>();
  123. }
  124. ClassDB::register_virtual_class<Physics2DDirectBodyState>();
  125. ClassDB::register_virtual_class<Physics2DDirectSpaceState>();
  126. ClassDB::register_virtual_class<Physics2DShapeQueryResult>();
  127. ClassDB::register_class<Physics2DTestMotionResult>();
  128. ClassDB::register_class<Physics2DShapeQueryParameters>();
  129. ClassDB::register_class<PhysicsShapeQueryParameters>();
  130. ClassDB::register_virtual_class<PhysicsDirectBodyState>();
  131. ClassDB::register_virtual_class<PhysicsDirectSpaceState>();
  132. ClassDB::register_virtual_class<PhysicsShapeQueryResult>();
  133. ScriptDebuggerRemote::resource_usage_func = _debugger_get_resource_usage;
  134. // Physics 2D
  135. GLOBAL_DEF(Physics2DServerManager::setting_property_name, "DEFAULT");
  136. ProjectSettings::get_singleton()->set_custom_property_info(Physics2DServerManager::setting_property_name, PropertyInfo(Variant::STRING, Physics2DServerManager::setting_property_name, PROPERTY_HINT_ENUM, "DEFAULT"));
  137. Physics2DServerManager::register_server("GodotPhysics", &_createGodotPhysics2DCallback);
  138. Physics2DServerManager::set_default_server("GodotPhysics");
  139. // Physics 3D
  140. GLOBAL_DEF(PhysicsServerManager::setting_property_name, "DEFAULT");
  141. ProjectSettings::get_singleton()->set_custom_property_info(PhysicsServerManager::setting_property_name, PropertyInfo(Variant::STRING, PhysicsServerManager::setting_property_name, PROPERTY_HINT_ENUM, "DEFAULT"));
  142. PhysicsServerManager::register_server("GodotPhysics - deprecated", &_createGodotPhysicsCallback);
  143. PhysicsServerManager::set_default_server("GodotPhysics - deprecated");
  144. }
  145. void unregister_server_types() {
  146. memdelete(shader_types);
  147. }
  148. void register_server_singletons() {
  149. Engine::get_singleton()->add_singleton(Engine::Singleton("VisualServer", VisualServer::get_singleton()));
  150. Engine::get_singleton()->add_singleton(Engine::Singleton("AudioServer", AudioServer::get_singleton()));
  151. Engine::get_singleton()->add_singleton(Engine::Singleton("PhysicsServer", PhysicsServer::get_singleton()));
  152. Engine::get_singleton()->add_singleton(Engine::Singleton("Physics2DServer", Physics2DServer::get_singleton()));
  153. Engine::get_singleton()->add_singleton(Engine::Singleton("ARVRServer", ARVRServer::get_singleton()));
  154. }