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

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