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.
This commit is contained in:
Robert Osfield
2013-08-09 16:51:06 +00:00
parent babd6e0ee7
commit bd7ec9c5f7
21 changed files with 849 additions and 244 deletions

View File

@@ -137,6 +137,7 @@ SET(TARGET_H
${HEADER_PATH}/RenderInfo
${HEADER_PATH}/SampleMaski
${HEADER_PATH}/Scissor
${HEADER_PATH}/ScriptEngine
${HEADER_PATH}/Sequence
${HEADER_PATH}/ShadeModel
${HEADER_PATH}/Shader
@@ -323,6 +324,7 @@ SET(TARGET_SRC
Referenced.cpp
SampleMaski.cpp
Scissor.cpp
ScriptEngine.cpp
Sequence.cpp
ShadeModel.cpp
Shader.cpp

50
src/osg/ScriptEngine.cpp Normal file
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@@ -0,0 +1,50 @@
/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2013 Robert Osfield
*
* This library is open source and may be redistributed and/or modified under
* the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
* (at your option) any later version. The full license is in LICENSE file
* included with this distribution, and on the openscenegraph.org website.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* OpenSceneGraph Public License for more details.
*/
#include <osg/ScriptEngine>
#include <osg/UserDataContainer>
using namespace osg;
ScriptEngine* ScriptCallback::getScriptEngine(osg::NodePath& nodePath)
{
if (!_script) return 0;
for(osg::NodePath::reverse_iterator itr = nodePath.rbegin();
itr != nodePath.rend();
++itr)
{
osg::Node* node = *itr;
osg::UserDataContainer* udc = node->getUserDataContainer();
if (udc)
{
ScriptEngine* engine = dynamic_cast<ScriptEngine*>(udc->getUserObject(_script->getLanguage()));
if (engine) return engine;
}
}
return 0;
}
void ScriptCallback::operator()(Node* node, NodeVisitor* nv)
{
ScriptEngine* engine = getScriptEngine(nv->getNodePath());
if (engine && _script.valid())
{
engine->run(_script.get());
}
// note, callback is responsible for scenegraph traversal so
// they must call traverse(node,nv) to ensure that the
// scene graph subtree (and associated callbacks) are traversed.
traverse(node,nv);
}