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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51
src/osgPlugins/lua/LuaScriptEngine.cpp
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51
src/osgPlugins/lua/LuaScriptEngine.cpp
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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 "LuaScriptEngine.h"
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using namespace lua;
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LuaScriptEngine::LuaScriptEngine():
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osg::ScriptEngine("lua"),
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_lua(0)
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{
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initialize();
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}
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LuaScriptEngine::LuaScriptEngine(const LuaScriptEngine& rhs, const osg::CopyOp&):
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osg::ScriptEngine("lua"),
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_lua(0)
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{
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initialize();
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}
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LuaScriptEngine::~LuaScriptEngine()
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{
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lua_close(_lua);
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}
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void LuaScriptEngine::initialize()
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{
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_lua = lua_open();
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luaL_openlibs(_lua);
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}
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void LuaScriptEngine::run(osg::Script* script)
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{
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if (!script || !_lua) return;
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if (luaL_dostring(_lua, script->getScript().c_str()))
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{
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OSG_NOTICE << "LuaScriptEngine::run(Script*) error: " << lua_tostring(_lua, -1) << std::endl;
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}
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}
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