forcing users to use osgDB::readRef*File() methods. The later is preferable as it closes a potential threading bug when using paging databases in conjunction
with the osgDB::Registry Object Cache. This threading bug occurs when one thread gets an object from the Cache via an osgDB::read*File() call where only
a pointer to the object is passed back, so taking a reference to the object is delayed till it gets reassigned to a ref_ptr<>, but at the same time another
thread calls a flush of the Object Cache deleting this object as it's referenceCount is now zero. Using osgDB::readREf*File() makes sure the a ref_ptr<> is
passed back and the referenceCount never goes to zero.
To ensure the OSG builds when OSG_PROVIDE_READFILE is to OFF the many cases of osgDB::read*File() usage had to be replaced with a ref_ptr<> osgDB::readRef*File()
usage. The avoid this change causing lots of other client code to be rewritten to handle the use of ref_ptr<> in place of C pointer I introduced a serious of
templte methods in various class to adapt ref_ptr<> to the underly C pointer to be passed to old OSG API's, example of this is found in include/osg/Group:
bool addChild(Node* child); // old method which can only be used with a Node*
tempalte<class T> bool addChild(const osg::ref_ptr<T>& child) { return addChild(child.get()); } // adapter template method
These changes together cover 149 modified files, so it's a large submission. This extent of changes are warrent to make use of the Object Cache
and multi-threaded loaded more robust.
git-svn-id: http://svn.openscenegraph.org/osg/OpenSceneGraph/trunk@15164 16af8721-9629-0410-8352-f15c8da7e697
To the Lua plugin added support for assigned lua functions to C++ osg::Objects via the new osg::CallbackObject mechanism. To invoke the scripts function from C++ one must get the CallbackObject and call run on it.
Renamed ScriptCallback to ScriptNodeCallback to avoid possibly confusion between osg::CallbackObject and the ScriptNodeCallback.
Updated lua plugin to use new osgDB::PropertyInterface to run methods.
Added addChild/removeChild() etc to Group.cpp, and addDrawable/removeDrawable() etc. to Geode.cpp serializers.
Undefined symbols for architecture x86_64:
"lua::LuaScriptEngine::pushValue(osg::Quat const&) const", referenced from:
PushStackValueVisitor::apply(osg::Quat const&) in LuaScriptEngine.o
"lua::LuaScriptEngine::pushValue(osg::Plane const&) const", referenced from:
PushStackValueVisitor::apply(osg::Plane const&) in LuaScriptEngine.o
ld: symbol(s) not found for architecture x86_64
clang: error: linker command failed with exit code 1 (use -v to see invocation)
Looks like LuaScriptEngine was missing implementation of those 2 member functions. Fixed src/osgPlugins/lua/LuaScriptEngine.cpp file in attachment.
"
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.