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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@@ -137,6 +137,7 @@ SET(TARGET_H
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${HEADER_PATH}/RenderInfo
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${HEADER_PATH}/SampleMaski
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${HEADER_PATH}/Scissor
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${HEADER_PATH}/ScriptEngine
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${HEADER_PATH}/Sequence
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${HEADER_PATH}/ShadeModel
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${HEADER_PATH}/Shader
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@@ -323,6 +324,7 @@ SET(TARGET_SRC
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Referenced.cpp
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SampleMaski.cpp
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Scissor.cpp
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ScriptEngine.cpp
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Sequence.cpp
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ShadeModel.cpp
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Shader.cpp
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50
src/osg/ScriptEngine.cpp
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50
src/osg/ScriptEngine.cpp
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@@ -0,0 +1,50 @@
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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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#include <osg/ScriptEngine>
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#include <osg/UserDataContainer>
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using namespace osg;
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ScriptEngine* ScriptCallback::getScriptEngine(osg::NodePath& nodePath)
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{
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if (!_script) return 0;
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for(osg::NodePath::reverse_iterator itr = nodePath.rbegin();
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itr != nodePath.rend();
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++itr)
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{
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osg::Node* node = *itr;
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osg::UserDataContainer* udc = node->getUserDataContainer();
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if (udc)
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{
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ScriptEngine* engine = dynamic_cast<ScriptEngine*>(udc->getUserObject(_script->getLanguage()));
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if (engine) return engine;
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}
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}
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return 0;
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}
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void ScriptCallback::operator()(Node* node, NodeVisitor* nv)
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{
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ScriptEngine* engine = getScriptEngine(nv->getNodePath());
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if (engine && _script.valid())
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{
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engine->run(_script.get());
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}
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// note, callback is responsible for scenegraph traversal so
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// they must call traverse(node,nv) to ensure that the
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// scene graph subtree (and associated callbacks) are traversed.
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traverse(node,nv);
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}
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