OpenSceneGraph/src/osg/ScriptEngine.cpp

67 lines
2.3 KiB
C++

/* -*-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 <osg/ScriptEngine>
#include <osg/UserDataContainer>
using namespace osg;
ScriptEngine* ScriptNodeCallback::getScriptEngine(osg::NodePath& nodePath)
{
if (!_script) return 0;
for(osg::NodePath::reverse_iterator itr = nodePath.rbegin();
itr != nodePath.rend();
++itr)
{
osg::Node* node = *itr;
osg::UserDataContainer* udc = node->getUserDataContainer();
if (udc)
{
ScriptEngine* engine = dynamic_cast<ScriptEngine*>(udc->getUserObject(_script->getLanguage()));
if (engine) return engine;
}
}
return 0;
}
void ScriptNodeCallback::operator()(Node* node, NodeVisitor* nv)
{
ScriptEngine* engine = getScriptEngine(nv->getNodePath());
if (engine && _script.valid())
{
// To handle the case where a NodeVisitor is created on the stack and can't be automatically ref counted
// we take a reference to prevent the inputParameters reference to the NodeVisitor making it's ref count going to zero and causing a delete.
ref_ptr<NodeVisitor> ref_nv(nv);
{
Parameters inputParameters;
inputParameters.push_back(node);
inputParameters.push_back(nv);
// empty outputParameters
Parameters outputParameters;
engine->run(_script.get(), _entryPoint, inputParameters, outputParameters);
}
// now release the ref_ptr used to protected the NodeVisitor from deletion.
ref_nv.release();
}
// note, callback is responsible for scenegraph traversal so
// they must call traverse(node,nv) to ensure that the
// scene graph subtree (and associated callbacks) are traversed.
traverse(node,nv);
}