Added initial cut of basic scripting support, introducing an osg::Script object to wrap up the individual scripts, osg::ScriptCallback for assigning a Script as node callback and an osg::ScriptEngine base class that plugins implement to provided support for specific scripting languages.
Provided are lua, python and V8 (for javascript) plugins that just open up enough of a link to the respective libs to run a script, there is no scene graph <-> script communication in current implementation.
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include/osg/ScriptEngine
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108
include/osg/ScriptEngine
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/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2013 Robert Osfield
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*
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* This library is open source and may be redistributed and/or modified under
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* the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
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* (at your option) any later version. The full license is in LICENSE file
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* included with this distribution, and on the openscenegraph.org website.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* OpenSceneGraph Public License for more details.
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*/
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#ifndef OSG_SCRIPTENGINE
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#define OSG_SCRIPTENGINE 1
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#include <osg/Object>
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#include <osg/NodeCallback>
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#include <osg/NodeVisitor>
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namespace osg
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{
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// forward declare
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class ScriptEngine;
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/* Script class for wrapping a script and the language used in the script.*/
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class Script : public osg::Object
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{
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public:
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Script():_modifiedCount(0) {}
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Script(const std::string& language, const std::string& str): _language(language), _script(str), _modifiedCount(0) {}
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Script(const Script& rhs, const osg::CopyOp& copyop=osg::CopyOp::SHALLOW_COPY): _language(rhs._language), _script(rhs._script), _modifiedCount(0) {}
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META_Object(osg, Script)
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void setLanguage(const std::string& language) { _language = language; dirty(); }
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const std::string& getLanguage() { return _language; }
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void setScript(const std::string& str) { _script = str; dirty(); }
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const std::string& getScript() const { return _script; }
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void dirty() { ++_modifiedCount; }
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unsigned int getModifiedCount() const { return _modifiedCount; }
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protected:
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virtual ~Script() {}
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std::string _language;
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std::string _script;
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unsigned int _modifiedCount;
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};
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/** NodeCallback for attaching a script to a NodeCallback so that it can be called as an update or event callback.*/
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class OSG_EXPORT ScriptCallback : public osg::NodeCallback
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{
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public:
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ScriptCallback(Script* script=0) : _script(script) {}
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ScriptCallback(const ScriptCallback& rhs, const osg::CopyOp& copyop=osg::CopyOp::SHALLOW_COPY): osg::NodeCallback(rhs,copyop), _script(rhs._script) {}
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META_Object(osg, ScriptCallback)
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/** Set the script to call.*/
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void setScript(osg::Script* script) { _script = script; }
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/** Get the script to call.*/
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osg::Script* getScript() { return _script.get(); }
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/** Get the script to call.*/
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const osg::Script* getScript() const { return _script.get(); }
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/** find the ScriptEngine from looking at the UserDataContainers of nodes in scene graph above the ScriptCallback.*/
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osg::ScriptEngine* getScriptEngine(osg::NodePath& nodePath);
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/** NodeCallback method, calls the Script.*/
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virtual void operator()(osg::Node* node, osg::NodeVisitor* nv);
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protected:
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virtual ~ScriptCallback() {}
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osg::ref_ptr<Script> _script;
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};
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/** ScriptEngine base class for integrating different scripting languages.
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* Concrete ScriptEngine's are provided by osgDB::readFile<ScriptEngine> */
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class ScriptEngine : public osg::Object
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{
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public:
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/** get the scripting language supported by the ScriptEngine.*/
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inline const std::string& getLanguage() const { return _language; }
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/** run a Script.*/
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virtual void run(osg::Script* script) = 0;
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protected:
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ScriptEngine(const std::string& language):_language(language) { setName(language); }
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virtual ~ScriptEngine() {}
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std::string _language;
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};
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}
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#endif
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