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Add example for the LuaRotation class and fix it at the same time (#3285)
* Add example for LuaRotation class and make it work again
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16
data/assets/examples/rotation/luarotation/example.lua
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16
data/assets/examples/rotation/luarotation/example.lua
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@@ -0,0 +1,16 @@
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-- The `rotation` function takes exactly three arguments and returns the 9 values that
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-- make up the final rotation matrix as a table.
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-- The three parameters are all provided as the number of seconds past the J2000 epoch
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-- (2000-01-01 12:00:00), which can be both fractional numbers as well as negative numbers
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-- for dates earlier than the epoch.
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-- 1. `simulationTime` is the value of the in-game clock for the current frame
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-- 2. `prevSimulationTime` is the value of the in-game clock for the previous frame
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-- 3. `wallTime` is the value of the computer clock as seconds past the epoch
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function rotation(simulationTime, prevSimulationTime, wallTime)
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-- Create a rotation around the x axis
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return {
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1, 0, 0,
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0, math.cos(simulationTime), -math.sin(simulationTime),
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0, math.sin(simulationTime), math.cos(simulationTime)
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}
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end
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34
data/assets/examples/rotation/luarotation/lua.asset
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34
data/assets/examples/rotation/luarotation/lua.asset
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@@ -0,0 +1,34 @@
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-- Basic
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-- This asset creates a SceneGraphNode that only displays coordinate axes. The rotation of
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-- coordinate axes are determined by executing a Lua file that returns the rotation matrix
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-- to be used.
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--
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-- ```{literalinclude} example.lua
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-- :language: lua
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-- :caption: The script file that is used in this example
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-- ```
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local Node = {
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Identifier = "LuaRotation_Example",
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Transform = {
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Rotation = {
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Type = "LuaRotation",
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Script = asset.resource("example.lua")
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}
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},
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Renderable = {
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Type = "RenderableCartesianAxes"
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},
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GUI = {
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Name = "Basic",
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Path = "/Examples/LuaRotation"
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}
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}
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asset.onInitialize(function()
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openspace.addSceneGraphNode(Node)
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end)
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asset.onDeinitialize(function()
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openspace.removeSceneGraphNode(Node)
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end)
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@@ -41,15 +41,17 @@ namespace {
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"This value is the path to the Lua script that will be executed to compute the "
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"rotation for this transformation. The script needs to define a function "
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"'rotation' that takes the current simulation time in seconds past the J2000 "
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"epoch as the first argument, the current wall time as milliseconds past the "
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"J2000 epoch as the second argument and computes the rotation returned as 9 "
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"values.",
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"epoch as the first argument, the simulation time in seconds past the J2000 "
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"epoch of the last frame as the second argument, and the current wall time as "
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"milliseconds past the J2000 epoch as the third argument. It computes the rotation "
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"value factors returned as a table containing the 9 values that make up the "
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"resulting rotation matrix.",
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openspace::properties::Property::Visibility::AdvancedUser
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};
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struct [[codegen::Dictionary(LuaRotation)]] Parameters {
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// [[codegen::verbatim(ScriptInfo.description)]]
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std::string script;
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std::filesystem::path script;
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};
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#include "luarotation_codegen.cpp"
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} // namespace
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@@ -60,23 +62,24 @@ documentation::Documentation LuaRotation::Documentation() {
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return codegen::doc<Parameters>("base_transform_rotation_lua");
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}
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LuaRotation::LuaRotation()
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LuaRotation::LuaRotation(const ghoul::Dictionary& dictionary)
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: _luaScriptFile(ScriptInfo)
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, _state(ghoul::lua::LuaState::IncludeStandardLibrary::No)
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, _state(
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ghoul::lua::LuaState::IncludeStandardLibrary::Yes,
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ghoul::lua::LuaState::StrictState::No
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)
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{
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addProperty(_luaScriptFile);
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const Parameters p = codegen::bake<Parameters>(dictionary);
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_luaScriptFile.onChange([this]() {
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requireUpdate();
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_fileHandle = std::make_unique<ghoul::filesystem::File>(_luaScriptFile.value());
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_fileHandle->setCallback([this]() { requireUpdate(); });
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});
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}
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LuaRotation::LuaRotation(const ghoul::Dictionary& dictionary) : LuaRotation() {
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const Parameters p = codegen::bake<Parameters>(dictionary);
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addProperty(_luaScriptFile);
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_luaScriptFile = absPath(p.script).string();
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_luaScriptFile = p.script.string();
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}
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glm::dmat3 LuaRotation::matrix(const UpdateData& data) const {
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@@ -107,20 +110,15 @@ glm::dmat3 LuaRotation::matrix(const UpdateData& data) const {
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ghoul::lua::push(_state, duration_cast<milliseconds>(now.time_since_epoch()).count());
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// Execute the scaling function
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const int success = lua_pcall(_state, 2, 9, 0);
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const int success = lua_pcall(_state, 3, 1, 0);
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if (success != 0) {
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LERRORC(
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"LuaRotation",
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std::format("Error executing 'rotation': {}", lua_tostring(_state, -1))
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);
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}
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std::array<double, 9> values;
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for (int i = 0; i < 9; i++) {
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values[i] = luaL_checknumber(_state, -1 - i);
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}
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return glm::make_mat3(values.data());
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const glm::dmat3 rotation = ghoul::lua::value<glm::dmat3>(_state);
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return rotation;
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}
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} // namespace openspace
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@@ -39,8 +39,7 @@ namespace documentation { struct Documentation; }
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class LuaRotation : public Rotation {
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public:
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LuaRotation();
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LuaRotation(const ghoul::Dictionary& dictionary);
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explicit LuaRotation(const ghoul::Dictionary& dictionary);
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glm::dmat3 matrix(const UpdateData& data) const override;
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