[ax_navmesh] # the prefix to be added to the generated functions. You might or might not use this in your own # templates prefix = ax_navmesh # create a target namespace (in javascript, this would create some code like the equiv. to `ns = ns || {}`) # all classes will be embedded in that namespace target_namespace = ax macro_judgement = #if AX_USE_NAVMESH android_headers = android_flags = -target armv7-none-linux-androideabi -D_LIBCPP_DISABLE_VISIBILITY_ANNOTATIONS -DANDROID -D__ANDROID_API__=16 -idirafter %(androidndkdir)s/sources/android/support/include -idirafter %(clangllvmdir)s/sysroot/usr/include -idirafter %(clangllvmdir)s/sysroot/usr/include/arm-linux-androideabi -I%(androidndkdir)s/sources/cxx-stl/llvm-libc++/include clang_headers = clang_flags = -nostdinc -x c++ -std=%(cxx_std)s -fsigned-char -U__SSE__ -DAX__USE_NAVMESH win32_clang_flags = -U __SSE__ ax_headers = -I%(axdir)s/core -I%(axdir)s/core/platform/android -I%(axdir)s/thirdparty -I%(axdir)s/thirdparty/jni.hpp/include -I%(axdir)s/thirdparty/robin-map/include -I%(axdir)s/thirdparty/glad/include -I%(axdir)s/thirdparty/recast/Detour -I%(axdir)s/thirdparty/recast/DetourCrowd -I%(axdir)s/thirdparty/recast/DetourTileCache -I%(axdir)s/thirdparty/recast/DebugUtils -I%(axdir)s/thirdparty/recast/fastlz -I%(axdir)s/thirdparty/recast/Recast -I%(axdir)s/thirdparty/lua/luajit/include -I%(axdir)s/thirdparty/lua/tolua -I%(axdir)s/extensions -I%(axdir)s/extensions/scripting/lua-bindings/manual ax_flags = -DANDROID cxxgenerator_headers = # extra arguments for clang extra_arguments = %(android_headers)s %(clang_headers)s %(cxxgenerator_headers)s %(ax_headers)s %(android_flags)s %(clang_flags)s %(ax_flags)s %(extra_flags)s # what headers to parse headers = %(axdir)s/core/navmesh/NavMesh.h %(axdir)s/extensions/scripting/lua-bindings/manual/navmesh/axlua_navmesh_conversions.h # what classes to produce code for. You can use regular expressions here. When testing the regular # expression, it will be enclosed in "^$", like this: "^Menu*$". classes = NavMesh NavMeshAgent NavMeshObstacle # what should we skip? in the format ClassName::[function function] # ClassName is a regular expression, but will be used like this: "^ClassName$" functions are also # regular expressions, they will not be surrounded by "^$". If you want to skip a whole class, just # add a single "*" as functions. See bellow for several examples. A special class name is "*", which # will apply to all class names. This is a convenience wildcard to be able to skip similar named # functions from all classes. skip = NavMesh::[findPath], NavMeshObstacle::[setRadius setHeight], NavMeshAgent::[move] rename_functions = rename_classes = # for all class names, should we remove something when registering in the target VM? remove_prefix = # classes for which there will be no "parent" lookup classes_have_no_parents = # base classes which will be skipped when their sub-classes found them. base_classes_to_skip = # classes that create no constructor # Set is special and we will use a hand-written constructor abstract_classes = # Determining whether to use script object(js object) to control the lifecycle of native(cpp) object or the other way around. Supported values are 'yes' or 'no'. script_control_cpp = no