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Merge pull request #1631 from dsnopek/4.2-cherrypicks-8

Cherry-picks for the godot-cpp 4.2 branch - 8th batch
David Snopek před 10 měsíci
rodič
revize
549f5d6550

+ 2 - 2
.github/workflows/ci.yml

@@ -264,9 +264,9 @@ jobs:
       - name: Build godot-cpp
         run: |
           cmake -DCMAKE_BUILD_TYPE=Release -G"Visual Studio 16 2019" .
-          cmake --build . --verbose
+          cmake --build . --verbose --config Release
 
       - name: Build test GDExtension library
         run: |
           cd test && cmake -DCMAKE_BUILD_TYPE=Release -DGODOT_HEADERS_PATH="../godot-headers" -DCPP_BINDINGS_PATH=".." -G"Visual Studio 16 2019" .
-          cmake --build . --verbose
+          cmake --build . --verbose --config Release

+ 4 - 0
.gitignore

@@ -195,3 +195,7 @@ compile_commands.json
 # Python development
 .venv
 venv
+
+# Clion Configuration
+.idea/
+cmake-build-*

+ 15 - 219
CMakeLists.txt

@@ -1,228 +1,24 @@
-# cmake arguments
-# CMAKE_BUILD_TYPE:			Compilation target (Debug or Release defaults to Debug)
-#
-# godot-cpp cmake arguments
-# GODOT_GDEXTENSION_DIR:		Path to the directory containing GDExtension interface header and API JSON file
-# GODOT_CPP_SYSTEM_HEADERS		Mark the header files as SYSTEM. This may be useful to suppress warnings in projects including this one.
-# GODOT_CPP_WARNING_AS_ERROR	Treat any warnings as errors
-# GODOT_ENABLE_HOT_RELOAD       Build with hot reload support. Defaults to YES for Debug-builds and NO for Release-builds.
-# GODOT_CUSTOM_API_FILE:		Path to a custom GDExtension API JSON file (takes precedence over `gdextension_dir`)
-# FLOAT_PRECISION:				Floating-point precision level ("single", "double")
-#
-# Android cmake arguments
-# CMAKE_TOOLCHAIN_FILE:		The path to the android cmake toolchain ($ANDROID_NDK/build/cmake/android.toolchain.cmake)
-# ANDROID_NDK:				The path to the android ndk root folder
-# ANDROID_TOOLCHAIN_NAME:	The android toolchain (arm-linux-androideabi-4.9 or aarch64-linux-android-4.9 or x86-4.9 or x86_64-4.9)
-# ANDROID_PLATFORM:			The android platform version (android-23)
-# More info here: https://godot.readthedocs.io/en/latest/development/compiling/compiling_for_android.html
-#
-# Examples
-#
-# Builds a debug version:
-# cmake .
-# cmake --build .
-#
-# Builds a release version with clang
-# CC=/usr/bin/clang CXX=/usr/bin/clang++ cmake -DCMAKE_BUILD_TYPE=Release -G "Unix Makefiles" .
-# cmake --build .
-#
-# Builds an android armeabi-v7a debug version:
-# cmake -DCMAKE_TOOLCHAIN_FILE=$ANDROID_NDK/build/cmake/android.toolchain.cmake -DANDROID_NDK=$ANDROID_NDK \
-#		-DANDROID_TOOLCHAIN_NAME=arm-linux-androideabi-4.9 -DANDROID_PLATFORM=android-23 -DCMAKE_BUILD_TYPE=Debug .
-# cmake --build .
-#
-# Protip
-# Generate the buildfiles in a sub directory to not clutter the root directory with build files:
-# mkdir build && cd build && cmake -G "Unix Makefiles" .. && cmake --build .
-#
-# Todo
-# Test build for Windows, Mac and mingw.
-
 cmake_minimum_required(VERSION 3.13)
 project(godot-cpp LANGUAGES CXX)
 
-option(GENERATE_TEMPLATE_GET_NODE "Generate a template version of the Node class's get_node." ON)
-option(GODOT_CPP_SYSTEM_HEADERS "Expose headers as SYSTEM." ON)
-option(GODOT_CPP_WARNING_AS_ERROR "Treat warnings as errors" OFF)
-
-# Add path to modules
-list( APPEND CMAKE_MODULE_PATH "${CMAKE_CURRENT_SOURCE_DIR}/cmake/" )
-
-# Set some helper variables for readability
-set( compiler_is_clang "$<OR:$<CXX_COMPILER_ID:AppleClang>,$<CXX_COMPILER_ID:Clang>>" )
-set( compiler_is_gnu "$<CXX_COMPILER_ID:GNU>" )
-set( compiler_is_msvc "$<CXX_COMPILER_ID:MSVC>" )
-
-# Default build type is Debug in the SConstruct
-if("${CMAKE_BUILD_TYPE}" STREQUAL "")
-	set(CMAKE_BUILD_TYPE Debug)
-endif()
-
-# Hot reload is enabled by default in Debug-builds
-if("${CMAKE_BUILD_TYPE}" STREQUAL "Debug")
-    option(GODOT_ENABLE_HOT_RELOAD "Build with hot reload support" ON)
-else()
-    option(GODOT_ENABLE_HOT_RELOAD "Build with hot reload support" OFF)
-endif()
-
-if(NOT DEFINED BITS)
-	set(BITS 32)
-	if(CMAKE_SIZEOF_VOID_P EQUAL 8)
-		set(BITS 64)
-	endif(CMAKE_SIZEOF_VOID_P EQUAL 8)
-endif()
-
-# Input from user for GDExtension interface header and the API JSON file
-set(GODOT_GDEXTENSION_DIR "gdextension" CACHE STRING "")
-set(GODOT_CUSTOM_API_FILE "" CACHE STRING "")
-
-set(GODOT_GDEXTENSION_API_FILE "${GODOT_GDEXTENSION_DIR}/extension_api.json")
-if (NOT "${GODOT_CUSTOM_API_FILE}" STREQUAL "")  # User-defined override.
-	set(GODOT_GDEXTENSION_API_FILE "${GODOT_CUSTOM_API_FILE}")
-endif()
-
-set(FLOAT_PRECISION "single" CACHE STRING "")
-if ("${FLOAT_PRECISION}" STREQUAL "double")
-	add_definitions(-DREAL_T_IS_DOUBLE)
-endif()
-
-set(GODOT_COMPILE_FLAGS )
-
-if ("${CMAKE_CXX_COMPILER_ID}" STREQUAL "MSVC")
-	# using Visual Studio C++
-	set(GODOT_COMPILE_FLAGS "/utf-8") # /GF /MP
-
-	if(CMAKE_BUILD_TYPE MATCHES Debug)
-		set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} /MDd") # /Od /RTC1 /Zi
-	else()
-		set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} /MD /O2") # /Oy /GL /Gy
-		STRING(REGEX REPLACE "/RTC(su|[1su])" "" CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS}")
-		string(REPLACE "/RTC1" "" CMAKE_CXX_FLAGS_DEBUG ${CMAKE_CXX_FLAGS_DEBUG})
-	endif(CMAKE_BUILD_TYPE MATCHES Debug)
-
-	add_definitions(-DNOMINMAX)
-else()  # GCC/Clang
-	if(CMAKE_BUILD_TYPE MATCHES Debug)
-		set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} -fno-omit-frame-pointer -O0 -g")
-	else()
-		set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} -O3")
-	endif(CMAKE_BUILD_TYPE MATCHES Debug)
-endif()
-
-# Disable exception handling. Godot doesn't use exceptions anywhere, and this
-# saves around 20% of binary size and very significant build time (GH-80513).
-option(GODOT_DISABLE_EXCEPTIONS ON "Force disabling exception handling code")
-if (GODOT_DISABLE_EXCEPTIONS)
-	if ("${CMAKE_CXX_COMPILER_ID}" STREQUAL "MSVC")
-		set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} -D_HAS_EXCEPTIONS=0")
-	else()
-		set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} -fno-exceptions")
-	endif()
-else()
-	if ("${CMAKE_CXX_COMPILER_ID}" STREQUAL "MSVC")
-		set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} /EHsc")
-	endif()
-endif()
-
-if (GODOT_ENABLE_HOT_RELOAD)
-    set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} -D HOT_RELOAD_ENABLED")
-endif()
-
-# Generate source from the bindings file
-find_package(Python3 3.4 REQUIRED) # pathlib should be present
-if(GENERATE_TEMPLATE_GET_NODE)
-	set(GENERATE_BINDING_PARAMETERS "True")
-else()
-	set(GENERATE_BINDING_PARAMETERS "False")
-endif()
-
-execute_process(COMMAND "${Python3_EXECUTABLE}" "-c" "import binding_generator; binding_generator.print_file_list(\"${GODOT_GDEXTENSION_API_FILE}\", \"${CMAKE_CURRENT_BINARY_DIR}\", headers=True, sources=True)"
-	WORKING_DIRECTORY ${CMAKE_CURRENT_SOURCE_DIR}
-	OUTPUT_VARIABLE GENERATED_FILES_LIST
-	OUTPUT_STRIP_TRAILING_WHITESPACE
-)
-
-add_custom_command(OUTPUT ${GENERATED_FILES_LIST}
-		COMMAND "${Python3_EXECUTABLE}" "-c" "import binding_generator; binding_generator.generate_bindings(\"${GODOT_GDEXTENSION_API_FILE}\", \"${GENERATE_BINDING_PARAMETERS}\", \"${BITS}\", \"${FLOAT_PRECISION}\", \"${CMAKE_CURRENT_BINARY_DIR}\")"
-		VERBATIM
-		WORKING_DIRECTORY ${CMAKE_CURRENT_SOURCE_DIR}
-		MAIN_DEPENDENCY ${GODOT_GDEXTENSION_API_FILE}
-		DEPENDS ${CMAKE_CURRENT_SOURCE_DIR}/binding_generator.py
-		COMMENT "Generating bindings"
-)
-
-# Get Sources
-file(GLOB_RECURSE SOURCES CONFIGURE_DEPENDS src/*.c**)
-file(GLOB_RECURSE HEADERS CONFIGURE_DEPENDS include/*.h**)
-
-# Define our godot-cpp library
-add_library(${PROJECT_NAME} STATIC
-		${SOURCES}
-		${HEADERS}
-		${GENERATED_FILES_LIST}
-)
-add_library(godot::cpp ALIAS ${PROJECT_NAME})
-
-include(GodotCompilerWarnings)
-
-target_compile_features(${PROJECT_NAME}
-	PRIVATE
-		cxx_std_17
-)
-
-target_compile_definitions(${PROJECT_NAME} PUBLIC
-	$<$<CONFIG:Debug>:
-		DEBUG_ENABLED
-		DEBUG_METHODS_ENABLED
-	>
-	$<${compiler_is_msvc}:
-		TYPED_METHOD_BIND
-	>
-)
-
-target_link_options(${PROJECT_NAME} PRIVATE
-	$<$<NOT:${compiler_is_msvc}>:
-		-static-libgcc
-		-static-libstdc++
-		-Wl,-R,'$$ORIGIN'
-	>
-)
-
-# Optionally mark headers as SYSTEM
-set(GODOT_CPP_SYSTEM_HEADERS_ATTRIBUTE "")
-if (GODOT_CPP_SYSTEM_HEADERS)
-	set(GODOT_CPP_SYSTEM_HEADERS_ATTRIBUTE SYSTEM)
+# Configure CMake
+# https://discourse.cmake.org/t/how-do-i-remove-compile-options-from-target/5965
+# https://stackoverflow.com/questions/74426638/how-to-remove-rtc1-from-specific-target-or-file-in-cmake
+if(${CMAKE_CXX_COMPILER_ID} STREQUAL MSVC)
+    if(NOT CMAKE_BUILD_TYPE MATCHES Debug)
+        STRING(REGEX REPLACE "/RTC(su|[1su])" "" CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS}")
+        string(REPLACE "/RTC1" "" CMAKE_CXX_FLAGS_DEBUG ${CMAKE_CXX_FLAGS_DEBUG})
+    endif ()
 endif ()
 
-target_include_directories(${PROJECT_NAME} ${GODOT_CPP_SYSTEM_HEADERS_ATTRIBUTE} PUBLIC
-	include
-	${CMAKE_CURRENT_BINARY_DIR}/gen/include
-	${GODOT_GDEXTENSION_DIR}
-)
-
-# Add the compile flags
-set_property(TARGET ${PROJECT_NAME} APPEND_STRING PROPERTY COMPILE_FLAGS ${GODOT_COMPILE_FLAGS})
+include( ${PROJECT_SOURCE_DIR}/cmake/godotcpp.cmake )
 
-# Create the correct name (godot.os.build_type.system_bits)
-string(TOLOWER "${CMAKE_SYSTEM_NAME}" SYSTEM_NAME)
-string(TOLOWER "${CMAKE_BUILD_TYPE}" BUILD_TYPE)
+# I know this doesn't look like a typical CMakeLists.txt, but as we are
+# attempting mostly feature parity with SCons, and easy maintenance, the closer
+# the two build systems look the easier they will be to keep in lockstep.
 
-if(ANDROID)
-	# Added the android abi after system name
-	set(SYSTEM_NAME ${SYSTEM_NAME}.${ANDROID_ABI})
+# The typical target definitions are in ${PROJECT_SOURCE_DIR}/cmake/godotcpp.cmake
 
-	# Android does not have the bits at the end if you look at the main godot repo build
-	set(OUTPUT_NAME "godot-cpp.${SYSTEM_NAME}.${BUILD_TYPE}")
-else()
-	set(OUTPUT_NAME "godot-cpp.${SYSTEM_NAME}.${BUILD_TYPE}.${BITS}")
-endif()
+godotcpp_options()
 
-set_target_properties(${PROJECT_NAME}
-	PROPERTIES
-		CXX_EXTENSIONS OFF
-		POSITION_INDEPENDENT_CODE ON
-		ARCHIVE_OUTPUT_DIRECTORY "${CMAKE_CURRENT_BINARY_DIR}/bin"
-		LIBRARY_OUTPUT_DIRECTORY "${CMAKE_CURRENT_BINARY_DIR}/bin"
-		RUNTIME_OUTPUT_DIRECTORY "${CMAKE_CURRENT_BINARY_DIR}/bin"
-		OUTPUT_NAME "${OUTPUT_NAME}"
-)
+godotcpp_generate()

+ 1 - 1
cmake/GodotCompilerWarnings.cmake → cmake/common_compiler_flags.cmake

@@ -89,6 +89,6 @@ function( set_warning_as_error )
     endif()
 endfunction()
 
-if ( GODOT_CPP_WARNING_AS_ERROR )
+if ( GODOT_WARNING_AS_ERROR )
     set_warning_as_error()
 endif()

+ 240 - 0
cmake/godotcpp.cmake

@@ -0,0 +1,240 @@
+function( godotcpp_options )
+
+    #TODO platform
+    #TODO target
+
+    # Input from user for GDExtension interface header and the API JSON file
+    set(GODOT_GDEXTENSION_DIR "gdextension" CACHE PATH
+            "Path to a custom directory containing GDExtension interface header and API JSON file ( /path/to/gdextension_dir )" )
+    set(GODOT_CUSTOM_API_FILE "" CACHE FILEPATH
+            "Path to a custom GDExtension API JSON file (takes precedence over `gdextension_dir`) ( /path/to/custom_api_file )")
+
+    #TODO generate_bindings
+
+    option(GODOT_GENERATE_TEMPLATE_GET_NODE
+            "Generate a template version of the Node class's get_node. (ON|OFF)" ON)
+
+    #TODO build_library
+
+    set(GODOT_PRECISION "single" CACHE STRING
+            "Set the floating-point precision level (single|double)")
+
+    #TODO arch
+    #TODO threads
+    #TODO compiledb
+    #TODO compiledb_file
+    #TODO build_profile aka cmake preset
+
+    set(GODOT_USE_HOT_RELOAD "" CACHE BOOL
+            "Enable the extra accounting required to support hot reload. (ON|OFF)")
+
+    option(GODOT_DISABLE_EXCEPTIONS "Force disabling exception handling code (ON|OFF)" ON )
+
+    set( GODOT_SYMBOL_VISIBILITY "hidden" CACHE STRING
+            "Symbols visibility on GNU platforms. Use 'auto' to apply the default value. (auto|visible|hidden)")
+    set_property( CACHE GODOT_SYMBOL_VISIBILITY PROPERTY STRINGS "auto;visible;hidden" )
+
+    #TODO optimize
+    #TODO debug_symbols
+    #TODO dev_build
+
+    # FIXME These options are not present in SCons, and perhaps should be added there.
+    option(GODOT_SYSTEM_HEADERS "Expose headers as SYSTEM." ON)
+    option(GODOT_WARNING_AS_ERROR "Treat warnings as errors" OFF)
+
+    # Run options commands on the following to populate cache for all platforms.
+    # This type of thing is typically done conditionally
+    # But as scons shows all options so shall we.
+    #TODO ios_options()
+    #TODO linux_options()
+    #TODO macos_options()
+    #TODO web_options()
+    #TODO windows_options()
+endfunction()
+
+
+function( godotcpp_generate )
+    # Set some helper variables for readability
+    set( compiler_is_clang "$<OR:$<CXX_COMPILER_ID:AppleClang>,$<CXX_COMPILER_ID:Clang>>" )
+    set( compiler_is_gnu "$<CXX_COMPILER_ID:GNU>" )
+    set( compiler_is_msvc "$<CXX_COMPILER_ID:MSVC>" )
+
+    # CXX_VISIBILITY_PRESET supported values are: default, hidden, protected, and internal
+    # which is inline with the gcc -fvisibility=
+    # https://gcc.gnu.org/onlinedocs/gcc/Code-Gen-Options.html
+    # To match the scons options we need to change the text to match the -fvisibility flag
+    # it is probably worth another PR which changes both to use the flag options
+    if( ${GODOT_SYMBOL_VISIBILITY} STREQUAL "auto" OR ${GODOT_SYMBOL_VISIBILITY} STREQUAL "visible" )
+        set( GODOT_SYMBOL_VISIBILITY "default" )
+    endif ()
+
+    # Default build type is Debug in the SConstruct
+    if("${CMAKE_BUILD_TYPE}" STREQUAL "")
+        set(CMAKE_BUILD_TYPE Debug)
+    endif()
+
+    # Hot reload is enabled by default in Debug-builds
+    if( GODOT_USE_HOT_RELOAD STREQUAL "" AND NOT CMAKE_BUILD_TYPE STREQUAL "Release")
+        set(GODOT_USE_HOT_RELOAD ON)
+    endif()
+
+    if(NOT DEFINED BITS)
+        set(BITS 32)
+        if(CMAKE_SIZEOF_VOID_P EQUAL 8)
+            set(BITS 64)
+        endif(CMAKE_SIZEOF_VOID_P EQUAL 8)
+    endif()
+
+
+    set(GODOT_GDEXTENSION_API_FILE "${GODOT_GDEXTENSION_DIR}/extension_api.json")
+    if (NOT "${GODOT_CUSTOM_API_FILE}" STREQUAL "")  # User-defined override.
+        set(GODOT_GDEXTENSION_API_FILE "${GODOT_CUSTOM_API_FILE}")
+    endif()
+
+    if ("${GODOT_PRECISION}" STREQUAL "double")
+        add_definitions(-DREAL_T_IS_DOUBLE)
+    endif()
+
+    set( GODOT_COMPILE_FLAGS )
+
+    if ("${CMAKE_CXX_COMPILER_ID}" STREQUAL "MSVC")
+        # using Visual Studio C++
+        set(GODOT_COMPILE_FLAGS "/utf-8") # /GF /MP
+
+        if(CMAKE_BUILD_TYPE MATCHES Debug)
+            set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} /MDd") # /Od /RTC1 /Zi
+        else()
+            set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} /MD /O2") # /Oy /GL /Gy
+        endif(CMAKE_BUILD_TYPE MATCHES Debug)
+
+        add_definitions(-DNOMINMAX)
+    else()  # GCC/Clang
+        if(CMAKE_BUILD_TYPE MATCHES Debug)
+            set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} -fno-omit-frame-pointer -O0 -g")
+        else()
+            set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} -O3")
+        endif(CMAKE_BUILD_TYPE MATCHES Debug)
+    endif()
+
+    # Disable exception handling. Godot doesn't use exceptions anywhere, and this
+    # saves around 20% of binary size and very significant build time (GH-80513).
+    if (GODOT_DISABLE_EXCEPTIONS)
+        if ("${CMAKE_CXX_COMPILER_ID}" STREQUAL "MSVC")
+            set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} -D_HAS_EXCEPTIONS=0")
+        else()
+            set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} -fno-exceptions")
+        endif()
+    else()
+        if ("${CMAKE_CXX_COMPILER_ID}" STREQUAL "MSVC")
+            set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} /EHsc")
+        endif()
+    endif()
+
+    # Generate source from the bindings file
+    find_package(Python3 3.4 REQUIRED) # pathlib should be present
+    if(GODOT_GENERATE_TEMPLATE_GET_NODE)
+        set(GENERATE_BINDING_PARAMETERS "True")
+    else()
+        set(GENERATE_BINDING_PARAMETERS "False")
+    endif()
+
+    execute_process(COMMAND "${Python3_EXECUTABLE}" "-c" "import binding_generator; binding_generator.print_file_list(\"${GODOT_GDEXTENSION_API_FILE}\", \"${CMAKE_CURRENT_BINARY_DIR}\", headers=True, sources=True)"
+            WORKING_DIRECTORY ${CMAKE_CURRENT_SOURCE_DIR}
+            OUTPUT_VARIABLE GENERATED_FILES_LIST
+            OUTPUT_STRIP_TRAILING_WHITESPACE
+    )
+
+    add_custom_command(OUTPUT ${GENERATED_FILES_LIST}
+            COMMAND "${Python3_EXECUTABLE}" "-c" "import binding_generator; binding_generator.generate_bindings(\"${GODOT_GDEXTENSION_API_FILE}\", \"${GENERATE_BINDING_PARAMETERS}\", \"${BITS}\", \"${GODOT_PRECISION}\", \"${CMAKE_CURRENT_BINARY_DIR}\")"
+            VERBATIM
+            WORKING_DIRECTORY ${CMAKE_CURRENT_SOURCE_DIR}
+            MAIN_DEPENDENCY ${GODOT_GDEXTENSION_API_FILE}
+            DEPENDS ${CMAKE_CURRENT_SOURCE_DIR}/binding_generator.py
+            COMMENT "Generating bindings"
+    )
+
+    # Get Sources
+    # As this cmake file was added using 'include(godotcpp)' from the root CMakeLists.txt,
+    # the ${CMAKE_CURRENT_SOURCE_DIR} is still the root dir.
+    file(GLOB_RECURSE SOURCES CONFIGURE_DEPENDS src/*.c**)
+    file(GLOB_RECURSE HEADERS CONFIGURE_DEPENDS include/*.h**)
+
+    # Define our godot-cpp library
+    add_library(${PROJECT_NAME} STATIC
+            ${SOURCES}
+            ${HEADERS}
+            ${GENERATED_FILES_LIST}
+    )
+    add_library(godot::cpp ALIAS ${PROJECT_NAME})
+
+    include(${PROJECT_SOURCE_DIR}/cmake/common_compiler_flags.cmake)
+
+    target_compile_features(${PROJECT_NAME}
+            PRIVATE
+            cxx_std_17
+    )
+
+    if(GODOT_USE_HOT_RELOAD)
+        target_compile_definitions(${PROJECT_NAME} PUBLIC HOT_RELOAD_ENABLED)
+        target_compile_options(${PROJECT_NAME} PUBLIC $<${compiler_is_gnu}:-fno-gnu-unique>)
+    endif()
+
+    target_compile_definitions(${PROJECT_NAME} PUBLIC
+            $<$<CONFIG:Debug>:
+            DEBUG_ENABLED
+            DEBUG_METHODS_ENABLED
+            >
+            $<${compiler_is_msvc}:
+            TYPED_METHOD_BIND
+            >
+    )
+
+    target_link_options(${PROJECT_NAME} PRIVATE
+            $<$<NOT:${compiler_is_msvc}>:
+            -static-libgcc
+            -static-libstdc++
+            -Wl,-R,'$$ORIGIN'
+            >
+    )
+
+    # Optionally mark headers as SYSTEM
+    set(GODOT_SYSTEM_HEADERS_ATTRIBUTE "")
+    if (GODOT_SYSTEM_HEADERS)
+        set(GODOT_SYSTEM_HEADERS_ATTRIBUTE SYSTEM)
+    endif ()
+
+    target_include_directories(${PROJECT_NAME} ${GODOT_SYSTEM_HEADERS_ATTRIBUTE} PUBLIC
+            include
+            ${CMAKE_CURRENT_BINARY_DIR}/gen/include
+            ${GODOT_GDEXTENSION_DIR}
+    )
+
+    # Add the compile flags
+    set_property(TARGET ${PROJECT_NAME} APPEND_STRING PROPERTY COMPILE_FLAGS ${GODOT_COMPILE_FLAGS})
+
+    # Create the correct name (godot.os.build_type.system_bits)
+    string(TOLOWER "${CMAKE_SYSTEM_NAME}" SYSTEM_NAME)
+    string(TOLOWER "${CMAKE_BUILD_TYPE}" BUILD_TYPE)
+
+    if(ANDROID)
+        # Added the android abi after system name
+        set(SYSTEM_NAME ${SYSTEM_NAME}.${ANDROID_ABI})
+
+        # Android does not have the bits at the end if you look at the main godot repo build
+        set(OUTPUT_NAME "godot-cpp.${SYSTEM_NAME}.${BUILD_TYPE}")
+    else()
+        set(OUTPUT_NAME "godot-cpp.${SYSTEM_NAME}.${BUILD_TYPE}.${BITS}")
+    endif()
+
+    set_target_properties(${PROJECT_NAME}
+            PROPERTIES
+            CXX_EXTENSIONS OFF
+            POSITION_INDEPENDENT_CODE ON
+            CXX_VISIBILITY_PRESET ${GODOT_SYMBOL_VISIBILITY}
+            ARCHIVE_OUTPUT_DIRECTORY "${CMAKE_CURRENT_BINARY_DIR}/bin"
+            LIBRARY_OUTPUT_DIRECTORY "${CMAKE_CURRENT_BINARY_DIR}/bin"
+            RUNTIME_OUTPUT_DIRECTORY "${CMAKE_CURRENT_BINARY_DIR}/bin"
+            OUTPUT_NAME "${OUTPUT_NAME}"
+    )
+
+endfunction()

+ 57 - 0
doc/cmake.md

@@ -0,0 +1,57 @@
+## CMake
+
+### cmake arguments
+
+`CMAKE_BUILD_TYPE`:         Compilation target (Debug or Release defaults to Debug)
+
+### godot-cpp cmake arguments
+- `GODOT_GDEXTENSION_DIR`:    Path to the directory containing GDExtension interface header and API JSON file
+- `GODOT_SYSTEM_HEADERS`:     Mark the header files as SYSTEM. This may be useful to suppress warnings in projects including this one.
+- `GODOT_WARNING_AS_ERROR`:   Treat any warnings as errors
+- `GODOT_USE_HOT_RELOAD`:     Build with hot reload support. Defaults to YES for Debug-builds and NO for Release-builds.
+- `GODOT_CUSTOM_API_FILE`:    Path to a custom GDExtension API JSON file (takes precedence over `gdextension_dir`)
+- `GODOT_PRECISION`:          Floating-point precision level ("single", "double")
+
+### Android cmake arguments
+- `CMAKE_TOOLCHAIN_FILE`:     The path to the android cmake toolchain ($ANDROID_NDK/build/cmake/android.toolchain.cmake)
+- `ANDROID_NDK`:              The path to the android ndk root folder
+- `ANDROID_TOOLCHAIN_NAME`:   The android toolchain (arm-linux-androideabi-4.9 or aarch64-linux-android-4.9 or x86-4.9 or x86_64-4.9)
+- `ANDROID_PLATFORM`:         The android platform version (android-23)
+
+- More info [here](https://godot.readthedocs.io/en/latest/development/compiling/compiling_for_android.html)
+
+## Examples
+```shell
+Builds a debug version:
+cmake .
+cmake --build .
+```
+Builds a release version with clang
+
+```shell
+CC=/usr/bin/clang CXX=/usr/bin/clang++ cmake -DCMAKE_BUILD_TYPE=Release -G "Unix Makefiles" .
+cmake --build .
+```
+Builds an android armeabi-v7a debug version:
+
+``` shell
+cmake -DCMAKE_TOOLCHAIN_FILE=$ANDROID_NDK/build/cmake/android.toolchain.cmake -DANDROID_NDK=$ANDROID_NDK \
+		-DANDROID_TOOLCHAIN_NAME=arm-linux-androideabi-4.9 -DANDROID_PLATFORM=android-23 -DCMAKE_BUILD_TYPE=Debug .
+cmake --build .
+```
+
+## Protip
+Generate the buildfiles in a sub directory to not clutter the root directory with build files:
+
+```shell
+mkdir build && cd build && cmake -G "Unix Makefiles" .. && cmake --build .
+```
+
+Ensure that you avoid exposing godot-cpp symbols - this might lead to hard to debug errors if you ever load multiple
+plugins using difference godot-cpp versions. Use visibility hidden whenever possible:
+```cmake
+set_target_properties(<all-my-plugin-related-targets> PROPERTIES CXX_VISIBILITY_PRESET hidden)
+```
+
+## Todo
+Test build for Windows, Mac and mingw.

+ 1 - 1
include/godot_cpp/variant/basis.hpp

@@ -224,7 +224,7 @@ struct _NO_DISCARD_ Basis {
 
 	operator Quaternion() const { return get_quaternion(); }
 
-	static Basis looking_at(const Vector3 &p_target, const Vector3 &p_up = Vector3(0, 1, 0));
+	static Basis looking_at(const Vector3 &p_target, const Vector3 &p_up = Vector3(0, 1, 0), bool p_use_model_front = false);
 
 	Basis(const Quaternion &p_quaternion) { set_quaternion(p_quaternion); }
 	Basis(const Quaternion &p_quaternion, const Vector3 &p_scale) { set_quaternion_scale(p_quaternion, p_scale); }

+ 5 - 2
src/variant/basis.cpp

@@ -1037,12 +1037,15 @@ void Basis::rotate_sh(real_t *p_values) {
 	p_values[8] = d4 * s_scale_dst4;
 }
 
-Basis Basis::looking_at(const Vector3 &p_target, const Vector3 &p_up) {
+Basis Basis::looking_at(const Vector3 &p_target, const Vector3 &p_up, bool p_use_model_front) {
 #ifdef MATH_CHECKS
 	ERR_FAIL_COND_V_MSG(p_target.is_zero_approx(), Basis(), "The target vector can't be zero.");
 	ERR_FAIL_COND_V_MSG(p_up.is_zero_approx(), Basis(), "The up vector can't be zero.");
 #endif
-	Vector3 v_z = -p_target.normalized();
+	Vector3 v_z = p_target.normalized();
+	if (!p_use_model_front) {
+		v_z = -v_z;
+	}
 	Vector3 v_x = p_up.cross(v_z);
 #ifdef MATH_CHECKS
 	ERR_FAIL_COND_V_MSG(v_x.is_zero_approx(), Basis(), "The target vector and up vector can't be parallel to each other.");

+ 1 - 0
test/SConstruct

@@ -38,4 +38,5 @@ else:
         source=sources,
     )
 
+env.NoCache(library)
 Default(library)

+ 1 - 1
tools/common_compiler_flags.py

@@ -74,7 +74,7 @@ def generate(env):
             else:
                 env.Append(CCFLAGS=["-g2"])
         else:
-            if using_clang(env) and not is_vanilla_clang(env):
+            if using_clang(env) and not is_vanilla_clang(env) and not env["use_mingw"]:
                 # Apple Clang, its linker doesn't like -s.
                 env.Append(LINKFLAGS=["-Wl,-S", "-Wl,-x", "-Wl,-dead_strip"])
             else:

+ 1 - 0
tools/godotcpp.py

@@ -506,6 +506,7 @@ def _godot_cpp(env):
 
     if env["build_library"]:
         library = env.StaticLibrary(target=env.File("bin/%s" % library_name), source=sources)
+        env.NoCache(library)
         default_args = [library]
 
         # Add compiledb if the option is set

+ 48 - 9
tools/windows.py

@@ -1,3 +1,4 @@
+import os
 import sys
 
 import common_compiler_flags
@@ -72,10 +73,13 @@ def silence_msvc(env):
 
 
 def options(opts):
+    mingw = os.getenv("MINGW_PREFIX", "")
+
     opts.Add(BoolVariable("use_mingw", "Use the MinGW compiler instead of MSVC - only effective on Windows", False))
-    opts.Add(BoolVariable("use_clang_cl", "Use the clang driver instead of MSVC - only effective on Windows", False))
     opts.Add(BoolVariable("use_static_cpp", "Link MinGW/MSVC C++ runtime libraries statically", True))
     opts.Add(BoolVariable("silence_msvc", "Silence MSVC's cl/link stdout bloat, redirecting errors to stderr.", True))
+    opts.Add(BoolVariable("use_llvm", "Use the LLVM compiler (MVSC or MinGW depending on the use_mingw flag)", False))
+    opts.Add("mingw_prefix", "MinGW prefix", mingw)
 
 
 def exists(env):
@@ -86,12 +90,22 @@ def generate(env):
     if not env["use_mingw"] and msvc.exists(env):
         if env["arch"] == "x86_64":
             env["TARGET_ARCH"] = "amd64"
+        elif env["arch"] == "arm64":
+            env["TARGET_ARCH"] = "arm64"
+        elif env["arch"] == "arm32":
+            env["TARGET_ARCH"] = "arm"
         elif env["arch"] == "x86_32":
             env["TARGET_ARCH"] = "x86"
+
+        env["MSVC_SETUP_RUN"] = False  # Need to set this to re-run the tool
+        env["MSVS_VERSION"] = None
+        env["MSVC_VERSION"] = None
+
         env["is_msvc"] = True
 
         # MSVC, linker, and archiver.
         msvc.generate(env)
+        env.Tool("msvc")
         env.Tool("mslib")
         env.Tool("mslink")
 
@@ -99,7 +113,7 @@ def generate(env):
         env.Append(CCFLAGS=["/utf-8"])
         env.Append(LINKFLAGS=["/WX"])
 
-        if env["use_clang_cl"]:
+        if env["use_llvm"]:
             env["CC"] = "clang-cl"
             env["CXX"] = "clang-cl"
 
@@ -111,7 +125,7 @@ def generate(env):
         if env["silence_msvc"] and not env.GetOption("clean"):
             silence_msvc(env)
 
-    elif sys.platform == "win32" or sys.platform == "msys":
+    elif (sys.platform == "win32" or sys.platform == "msys") and not env["mingw_prefix"]:
         env["use_mingw"] = True
         mingw.generate(env)
         # Don't want lib prefixes
@@ -137,12 +151,32 @@ def generate(env):
     else:
         env["use_mingw"] = True
         # Cross-compilation using MinGW
-        prefix = "i686" if env["arch"] == "x86_32" else env["arch"]
-        env["CXX"] = prefix + "-w64-mingw32-g++"
-        env["CC"] = prefix + "-w64-mingw32-gcc"
-        env["AR"] = prefix + "-w64-mingw32-ar"
-        env["RANLIB"] = prefix + "-w64-mingw32-ranlib"
-        env["LINK"] = prefix + "-w64-mingw32-g++"
+        prefix = ""
+        if env["mingw_prefix"]:
+            prefix = env["mingw_prefix"] + "/bin/"
+
+        if env["arch"] == "x86_64":
+            prefix += "x86_64"
+        elif env["arch"] == "arm64":
+            prefix += "aarch64"
+        elif env["arch"] == "arm32":
+            prefix += "armv7"
+        elif env["arch"] == "x86_32":
+            prefix += "i686"
+
+        if env["use_llvm"]:
+            env["CXX"] = prefix + "-w64-mingw32-clang++"
+            env["CC"] = prefix + "-w64-mingw32-clang"
+            env["AR"] = prefix + "-w64-mingw32-llvm-ar"
+            env["RANLIB"] = prefix + "-w64-mingw32-ranlib"
+            env["LINK"] = prefix + "-w64-mingw32-clang"
+        else:
+            env["CXX"] = prefix + "-w64-mingw32-g++"
+            env["CC"] = prefix + "-w64-mingw32-gcc"
+            env["AR"] = prefix + "-w64-mingw32-gcc-ar"
+            env["RANLIB"] = prefix + "-w64-mingw32-ranlib"
+            env["LINK"] = prefix + "-w64-mingw32-g++"
+
         # Want dll suffix
         env["SHLIBSUFFIX"] = ".dll"
 
@@ -156,6 +190,11 @@ def generate(env):
                     "-static-libstdc++",
                 ]
             )
+        if env["use_llvm"]:
+            env.Append(LINKFLAGS=["-lstdc++"])
+
+        if sys.platform == "win32" or sys.platform == "msys":
+            my_spawn.configure(env)
 
     env.Append(CPPDEFINES=["WINDOWS_ENABLED"])