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

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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.
*/
#ifndef LUASCRIPTENGINE_H
#define LUASCRIPTENGINE_H
#include <osg/ScriptEngine>
extern "C" {
#include <lua.h>
#include <lualib.h>
#include <lauxlib.h>
}
namespace lua
{
class LuaScriptEngine : public osg::ScriptEngine
{
public:
LuaScriptEngine();
LuaScriptEngine(const LuaScriptEngine& rhs, const osg::CopyOp& copyop=osg::CopyOp::SHALLOW_COPY);
META_Object(lua, LuaScriptEngine)
virtual const std::string& getLanguage() const { return _language; }
/** run a Script.*/
virtual void run(osg::Script* script);
/** get the lua_State object.*/
lua_State* getLuaState() { return _lua; }
protected:
void initialize();
virtual ~LuaScriptEngine();
lua_State* _lua;
};
}
#endif