-- A module of LSL stuffs. -- TODO - currently there is a constants.lsl file. Move it into here. -- It contains LSL constants and ll*() functions stubs. -- The compiler compiles that into a LSL_Scripts structure at startup, -- then uses that for function and variable lookups, as well as looking up in the current script. -- I can run this at compiler startup time, then iterate through the LSL table from C to generate that LSL_Script structure. --[[ Have an array of functions and argument types. Compiler startup writes a short script that loads this module as normal, then calls the special "gimme the LSL" function. The function runs through the array, calling back to C, passing each function definition. It also runs through the constants, calling back to C, passing each constant type, name, and value. In both cases, it could just combine them all (variables and functions together) into one big string blob to pass to the lexer+parser. Hook up the metatable _call method to check if the function is in the array, then pass it to OpenSim. The array includes any return type, so _call knows if it has to wait for the reply. So the function array should have some structure, to be able to tell the function name, and the various types. ]] -- Using a module means it gets compiled each time? Maybe not if I can use bytecode files. Perhaps LuaJIT caches these? -- Does not seem to be slowing it down noticably, but that might change once the stubs are filled out. -- Use it like this - -- local _LSL = require 'LSL' --[[ From http://lua-users.org/wiki/LuaModuleFunctionCritiqued A related note on C code: The luaL_register [9] function in C is somewhat analogous to the module function in Lua, so luaL_register shares similar problems, at least when a non-NULL libname is used. Furthermore, the luaL_newmetatable/luaL_getmetatable/luaL_checkudata functions use a C string as a key into the global registry. This poses some potential for name conflicts--either because the modules were written by different people or because they are different versions of the same module loaded simultaneously. To address this, one may instead use a lightuserdata (pointer to variable of static linkage to ensure global uniqueness) for this key or store the metatable as an upvalue--either way is a bit more efficient and less error prone. ]] -- http://www.lua.org/pil/15.4.html looks useful. -- http://www.lua.org/pil/15.5.html the last part about autoloading functions might be useful. local LSL = {}; local SID = ""; -- Debugging aids -- Functions to print tables. local print_table, print_table_start; function print_table_start(table, space, name) print(space .. name .. ": "); print(space .. "{"); print_table(table, space .. " "); print(space .. "}"); end function print_table(table, space) for k, v in pairs(table) do if type(v) == "table" then print_table_start(v, space, k); elseif type(v) == "string" then print(space .. k .. ': "' .. v .. '";') else print(space .. k .. ": " .. v .. ";") end end end function msg(...) print(SID, ...) -- The comma adds a tab, fancy that. B-) end -- LSL function and constant creation stuff. local function newConst(Type, name, value) LSL[name] = value return { Type = Type, name = name } end local function newFunc(Type, name, ... ) return { Type = Type, name = name, args = ... } end local functions = { newFunc("key", "llAvatarOnSitTarget"), newFunc("list", "llGetAnimationList", "key"), } local constants = { newConst("float", "PI", 3.14159265358979323846264338327950), } -- LSL constants. LSL.PI = 3.14159265358979323846264338327950; LSL.PI_BY_TWO = LSL.PI / 2; -- 1.57079632679489661923132169163975 LSL.TWO_PI = LSL.PI * 2; -- 6.28318530717958647692528676655900 LSL.DEG_TO_RAD = LSL.PI / 180.0; -- 0.01745329252 LSL.RAD_TO_DEG = 180.0 / LSL.PI; -- 57.2957795131 LSL.SQRT2 = 1.4142135623730950488016887242097; LSL.CHANGED_INVENTORY = 0x001; LSL.CHANGED_COLOR = 0x002; LSL.CHANGED_SHAPE = 0x004; LSL.CHANGED_SCALE = 0x008; LSL.CHANGED_TEXTURE = 0x010; LSL.CHANGED_LINK = 0x020; LSL.CHANGED_ALLOWED_DROP = 0x040; LSL.CHANGED_OWNER = 0x080; LSL.CHANGED_REGION = 0x100; LSL.CHANGED_TELEPORT = 0x200; LSL.CHANGED_REGION_START = 0x400; LSL.CHANGED_MEDIA = 0x800; LSL.DEBUG_CHANNEL = 2147483647; LSL.PUBLIC_CHANNEL = 0; LSL.INVENTORY_ALL = -1; LSL.INVENTORY_NONE = -1; LSL.INVENTORY_TEXTURE = 0; LSL.INVENTORY_SOUND = 1; LSL.INVENTORY_LANDMARK = 3; LSL.INVENTORY_CLOTHING = 5; LSL.INVENTORY_OBJECT = 6; LSL.INVENTORY_NOTECARD = 7; LSL.INVENTORY_SCRIPT = 10; LSL.INVENTORY_BODYPART = 13; LSL.INVENTORY_ANIMATION = 20; LSL.INVENTORY_GESTURE = 21; LSL.ALL_SIDES = -1; LSL.LINK_SET = -1; LSL.LINK_ROOT = 1; LSL.LINK_ALL_OTHERS = -2; LSL.LINK_ALL_CHILDREN = -3; LSL.LINK_THIS = -4; LSL.PERM_ALL = 0x7FFFFFFF; LSL.PERM_COPY = 0x00008000; LSL.PERM_MODIFY = 0x00004000; LSL.PERM_MOVE = 0x00080000; LSL.PERM_TRANSFER = 0x00002000; LSL.MASK_BASE = 0; LSL.MASK_OWNER = 1; LSL.MASK_GROUP = 2; LSL.MASK_EVERYONE = 3; LSL.MASK_NEXT = 4; LSL.PERMISSION_DEBIT = 0x0002; LSL.PERMISSION_TAKE_CONTROLS = 0x0004; LSL.PERMISSION_TRIGGER_ANIMATION = 0x0010; LSL.PERMISSION_ATTACH = 0x0020; LSL.PERMISSION_CHANGE_LINKS = 0x0080; LSL.PERMISSION_TRACK_CAMERA = 0x0400; LSL.PERMISSION_CONTRAL_CAMERA = 0x0800; LSL.AGENT = 0x01; LSL.ACTIVE = 0x02; LSL.PASSIVE = 0x04; LSL.SCRIPTED = 0x08; LSL.OBJECT_UNKNOWN_DETAIL = -1; LSL.PRIM_BUMP_SHINY = 19; LSL.PRIM_COLOR = 18; LSL.PRIM_FLEXIBLE = 21; LSL.PRIM_FULLBRIGHT = 20; LSL.PRIM_GLOW = 25; LSL.PRIM_MATERIAL = 2; LSL.PRIM_PHANTOM = 5; LSL.PRIM_PHYSICS = 3; LSL.PRIM_POINT_LIGHT = 23; LSL.PRIM_POSITION = 6; LSL.PRIM_ROTATION = 8; LSL.PRIM_SIZE = 7; LSL.PRIM_TEMP_ON_REZ = 4; LSL.PRIM_TYPE = 9; LSL.PRIM_TYPE_OLD = 1; LSL.PRIM_TEXGEN = 22; LSL.PRIM_TEXTURE = 17; LSL.PRIM_TEXT = 26; LSL.PRIM_BUMP_NONE = 0; LSL.PRIM_BUMP_BRIGHT = 1; LSL.PRIM_BUMP_DARK = 2; LSL.PRIM_BUMP_WOOD = 3; LSL.PRIM_BUMP_BARK = 4; LSL.PRIM_BUMP_BRICKS = 5; LSL.PRIM_BUMP_CHECKER = 6; LSL.PRIM_BUMP_CONCRETE = 7; LSL.PRIM_BUMP_TILE = 8; LSL.PRIM_BUMP_STONE = 9; LSL.PRIM_BUMP_DISKS = 10; LSL.PRIM_BUMP_GRAVEL = 11; LSL.PRIM_BUMP_BLOBS = 12; LSL.PRIM_BUMP_SIDING = 13; LSL.PRIM_BUMP_LARGETILE = 14; LSL.PRIM_BUMP_STUCCO = 15; LSL.PRIM_BUMP_SUCTION = 16; LSL.PRIM_BUMP_WEAVE = 17; LSL.PRIM_HOLE_DEFAULT = 0; LSL.PRIM_HOLE_CIRCLE = 16; LSL.PRIM_HOLE_SQUARE = 32; LSL.PRIM_HOLE_TRIANGLE = 48; LSL.PRIM_MATERIAL_STONE = 0; LSL.PRIM_MATERIAL_METAL = 1; LSL.PRIM_MATERIAL_GLASS = 2; LSL.PRIM_MATERIAL_WOOD = 3; LSL.PRIM_MATERIAL_FLESH = 4; LSL.PRIM_MATERIAL_PLASTIC = 5; LSL.PRIM_MATERIAL_RUBBER = 6; LSL.PRIM_MATERIAL_LIGHT = 7; LSL.PRIM_SCULPT_TYPE_SPHERE = 1; LSL.PRIM_SCULPT_TYPE_TORUS = 2; LSL.PRIM_SCULPT_TYPE_PLANE = 3; LSL.PRIM_SCULPT_TYPE_CYLINDER = 4; LSL.PRIM_SCULPT_TYPE_MESH = 5; LSL.PRIM_SCULPT_TYPE_MIMESH = 6; LSL.PRIM_SHINY_NONE = 0; LSL.PRIM_SHINY_LOW = 1; LSL.PRIM_SHINY_MEDIUM = 2; LSL.PRIM_SHINY_HIGH = 3; LSL.PRIM_TYPE_BOX = 0; LSL.PRIM_TYPE_CYLINDER = 1; LSL.PRIM_TYPE_PRISM = 2; LSL.PRIM_TYPE_SPHERE = 3; LSL.PRIM_TYPE_TORUS = 4; LSL.PRIM_TYPE_TUBE = 5; LSL.PRIM_TYPE_RING = 6; LSL.PRIM_TYPE_SCULPT = 7; LSL_RC_GET_NORMAL = 1; LSL_RC_GET_ROOT_KEY = 2; LSL_RC_GET_LINK_NUM = 4; LSL_RC_REJECT_AGENTS = 1; LSL_RC_REJECT_PHYSICAL = 2; LSL_RC_REJECT_NONPHYSICAL = 4; LSL_RC_REJECT_LAND = 8; LSL.RC_REJECT_TYPES = 0; LSL.RC_DETECT_PHANTOM = 1; LSL.RC_DATA_FLAGS = 2; LSL.RC_MAX_HITS = 3; LSL.RCERR_UNKNOWN = -1; LSL.RCERR_SIM_PERF_LOW = -2; LSL.RCERR_CAST_TIME_EXCEEDED = -3; LSL.STATUS_OK = 0; LSL.STATUS_MALFORMED_PARAMS = 1000; LSL.STATUS_TYPE_MISMATCH = 1001; LSL.STATUS_BOUNDS_ERROR = 1002; LSL.STATUS_NOT_FOUND = 1003; LSL.STATUS_NOT_SUPPORTED = 1004; LSL.STATUS_INTERNAL_ERROR = 1999; LSL.STATUS_WHITELIST_FAILED = 2001; LSL.STRING_TRIM = 3; LSL.STRING_TRIM_HEAD = 1; LSL.STRING_TRIM_TAIL = 2; LSL.TRUE = 1; LSL.FALSE = 0; LSL.TYPE_INTEGER = 1; LSL.TYPE_FLOAT = 2; LSL.TYPE_STRING = 3; LSL.TYPE_KEY = 4; LSL.TYPE_VECTOR = 5; LSL.TYPE_ROTATION = 6; LSL.TYPE_INVALID = 0; LSL.NULL_KEY = "00000000-0000-0000-0000-000000000000"; LSL.EOF = "\n\n\n"; LSL.ZERO_ROTATION = {x=0.0, y=0.0, z=0.0, s=1.0}; LSL.ZERO_VECTOR = {x=0.0, y=0.0, z=0.0}; -- TODO - Temporary dummy variables to got vector and rotation thingies to work for now. LSL.s = 1.0; LSL.x = 0.0; LSL.y = 0.0; LSL.z = 0.0; -- ll*() function stubs. -- LSL avatar functions function --[[key]] LSL.llAvatarOnSitTarget() return LSL.NULL_KEY end; function --[[list]] LSL.llGetAnimationList(--[[key]] id) return {} end; function --[[integer]] LSL.llGetPermissions() return 0 end; function --[[key]] LSL.llGetPermissionsKey() return LSL.NULL_KEY end; function --[[string]] LSL.llKey2Name(--[[key]] avatar) return "" end; function LSL.llRequestPermissions(--[[key]] avatar,--[[integer]] perms) end; function --[[integer]] LSL.llSameGroup(--[[key]] avatar) return 0 end; function LSL.llStartAnimation(--[[string]] anim) end; function LSL.llStopAnimation(--[[string]] anim) end; function LSL.llUnSit(--[[key]] avatar) end; -- LSL collision / detect / sensor functions function --[[key]] LSL.llDetectedGroup(--[[integer]] index) return LSL.NULL_KEY end; function --[[key]] LSL.llDetectedKey(--[[integer]] index) return LSL.NULL_KEY end; -- LSL communications functions function LSL.llDialog(--[[key]] avatar, --[[string]] caption, --[[list]] arseBackwardsMenu,--[[integer]] channel) end; function --[[integer]] LSL.llListen(--[[integer]] channel, --[[string]] name, --[[key]] id, --[[string]] msg) return 0 end; function LSL.llListenRemove(--[[integer]] handle) end; function LSL.llOwnerSay(--[[string]] text) msg("Owner say: " .. text); end; function LSL.llSay(--[[integer]] channel, --[[string]] text) msg("Channel " .. channel .. " say: " .. text); end; function LSL.llShout(--[[integer]] channel, --[[string]] text) msg("Channel " .. channel .. " shout: " .. text); end; function LSL.llWhisper(--[[integer]] channel, --[[string]] text) msg("Channel " .. channel .. " whisper: " .. text); end; function LSL.llMessageLinked(--[[integer]] link,--[[integer]] num, --[[string]] text, --[[key]] aKey) end; -- LSL inventory functions. function --[[string]] LSL.llGetInventoryName(--[[integer]] tyPe,--[[integer]] index) return "" end; function --[[integer]] LSL.llGetInventoryNumber(--[[integer]] tyPe) return 0 end; function --[[integer]] LSL.llGetInventoryType(--[[string]] name) return LSL.INVENTORY_SCRIPT end; function --[[key]] LSL.llGetNotecardLine(--[[string]] name,--[[integer]] index) return LSL.NULL_KEY end; function LSL.llRezAtRoot(--[[string]] name, --[[vector]] position, --[[vector]] velocity, --[[rotation]] rot,--[[integer]] channel) end; function LSL.llRezObject(--[[string]] name, --[[vector]] position, --[[vector]] velocity, --[[rotation]] rot,--[[integer]] channel) end; -- LSL list functions. function --[[list]] LSL.llCSV2List(--[[string]] text) return {} end; function --[[list]] LSL.llDeleteSubList(--[[list]] l,--[[integer]] start,--[[integer]] eNd) local result = {} local x = 1 -- Deal with the impedance mismatch. start = start + 1 eNd = eNd + 1 for i = 1,#l do if i < start then result[x] = l[i]; x = x + 1 elseif i > eNd then result[x] = l[i]; x = x + 1 end end return result end function --[[string]] LSL.llDumpList2String(--[[list]] l, --[[string]] separator) local result = "" for i = 1,#l do if "" ~= result then result = result .. separator end result = result .. l[i] end return result end function --[[integer]] LSL.llGetListLength(--[[list]] l) return #l end function --[[string]] LSL.llList2CSV(--[[list]] l) return LSL.llDumpList2String(l, ",") end function --[[float]] LSL.llList2Float(--[[list]] l,--[[integer]] index) local result = tonumber(l[index]) if nil == result then result = 0.0 end return result end function --[[integer]] LSL.llList2Integer(--[[list]] l,--[[integer]] index) local result = tonumber(l[index+1]) if nil == result then result = 0 end return result end function --[[key]] LSL.llList2Key(--[[list]] l,--[[integer]] index) local result = l[index+1] if result then return "" .. result else return LSL.NULL_KEY end end function --[[list]] LSL.llList2List(--[[list]] l,--[[integer]] start,--[[integer]] eNd) local result = {} local x = 1 --[[ TODO - Using negative numbers for start and/or end causes the index to count backwards from the length of the list, so 0, -1 would capture the entire list. If start is larger than end the list returned is the exclusion of the entries, so 6, 4 would give the entire list except for the 5th entry. ]] -- Deal with the impedance mismatch. start = start + 1 eNd = eNd + 1 for i = 1,#l do if i >= start then result[x] = l[i]; x = x + 1 elseif i <= eNd then result[x] = l[i]; x = x + 1 end end return result end function --[[string]] LSL.llList2String(--[[list]] l,--[[integer]] index) local result = l[index+1] if result then return "" .. result else return "" end end function --[[rotation]] LSL.llList2Rotation(--[[list]] l,--[[integer]] index) local result = l[index+1] if nil == result then result = LSL.ZERO_ROTATION end -- TODO - check if it's not an actual rotation, then return LSS.ZERO_ROTATION return result end function --[[vector]] LSL.llList2Vector(--[[list]] l,--[[integer]] index) local result = l[index+1] if nil == result then result = LSL.ZERO_VECTOR end -- TODO - check if it's not an actual rotation, then return LSS.ZERO_VECTOR return result end function --[[integer]] LSL.llListFindList(--[[list]] l, --[[list]] l1) return 0 end; function --[[list]] LSL.llListInsertList(--[[list]] l, --[[list]] l1,--[[integer]] index) local result = {} local x = 1 local y for i = 1,index do result[x] = l[i] x = x + 1 end y = x for i = 1,#ll do result[x] = ll[i] x = x + 1 end for i = y,#l do result[x] = l[i] x = x + 1 end return result end function --[[list]] LSL.llListReplaceList(--[[list]] l, --[[list]] part,--[[integer]] start,--[[integer]] eNd) local result = {} local x = 1 local y for i = 1,index do result[x] = l[i] x = x + 1 end for i = 1,#part do result[x] = part[i] x = x + 1 end for i = index,#l do result[x] = l[i] x = x + 1 end return result end function --[[list]] LSL.llListSort(--[[list]] l,--[[integer]] stride,--[[integer]] ascending) local result = {} -- TODO - Deal with stride and ascending. for i = 1,#l do result[x] = l[i]; x = x + 1 end table.sort(result) return result end function --[[list]] LSL.llParseString2List(--[[string]] In, --[[list]] l, --[[list]] l1) return {} end; function --[[list]] LSL.llParseStringKeepNulls(--[[string]] In, --[[list]] l, --[[list]] l1) return {} end; -- LSL math functions function --[[rotation]] LSL.llEuler2Rot(--[[vector]] vec) return LSL.ZERO_ROTATION end; function --[[float]] LSL.llFrand(--[[float]] max) return 0.0 end; function --[[float]] LSL.llPow(--[[float]] number,--[[float]] places) return 0.0 end; function --[[vector]] LSL.llRot2Euler(--[[rotation]] rot) return LSL.ZERO_VECTOR end; function --[[integer]] LSL.llRound(--[[float]] number) return 0 end; -- LSL media functions function LSL.llPlaySound(--[[string]] name,--[[float]] volume) end; -- LSL object / prim functions function LSL.llDie() end; function --[[key]] LSL.llGetKey() return LSL.NULL_KEY end; function --[[integer]] LSL.llGetLinkNumber() return 0 end; function --[[string]] LSL.llGetObjectDesc() return "" end; function --[[string]] LSL.llGetObjectName() return "" end; function --[[key]] LSL.llGetOwner() return LSL.NULL_KEY end; function LSL.llSetObjectDesc(--[[string]] text) end; function LSL.llSetObjectName(--[[string]] text) end; function LSL.llSetPrimitiveParams(--[[list]] params) end; function LSL.llSetSitText(--[[string]] text) end; function LSL.llSetText(--[[string]] text, --[[vector]] colour,--[[float]] alpha) end; function LSL.llSitTarget(--[[vector]] pos, --[[rotation]] rot) end; -- LSL rotation / scaling / translation functions function --[[vector]] LSL.llGetPos() return LSL.ZERO_VECTOR end; function --[[rotation]] LSL.llGetRot() return LSL.ZERO_ROTATION end; function LSL.llSetPos(--[[vector]] pos) end; function LSL.llSetRot(--[[rotation]] rot) end; function LSL.llSetScale(--[[vector]] scale) end; -- LSL script functions function --[[integer]] LSL.llGetFreeMemory() return 0 end; function --[[string]] LSL.llGetScriptName() return "" end; function LSL.llResetOtherScript(--[[string]] name) msg("llResetOtherScript(" .. name .. ")") end; function LSL.llResetScript() end; function LSL.llSetScriptState(--[[string]] name,--[[integer]] running) msg("llSetScriptState(" .. name .. "," .. running .. ")") end; -- LSL string functions function --[[string]] LSL.llGetSubString(--[[string]] text,--[[integer]] start,--[[integer]] eNd) return "" end; function --[[integer]] LSL.llStringLength(--[[string]] text) return 0 end; function --[[string]] LSL.llStringTrim(--[[string]] text,--[[integer]] tyPe) return "" end; function --[[integer]] LSL.llSubStringIndex(--[[string]] text, --[[string]] sub) return 0 end; -- LSL texture functions function --[[float]] LSL.llGetAlpha(--[[integer]] side) return 0.0 end; function LSL.llSetAlpha(--[[float]] alpha,--[[integer]] side) end; function LSL.llSetColor(--[[vector]] colour,--[[integer]] side) end; -- LSL time functions function --[[float]] LSL.llGetTime() return 0.0 end; function LSL.llResetTime() end; function LSL.llSetTimerEvent(--[[float]] seconds) end; function LSL.llSleep(--[[float]] seconds) msg("llSleep(" .. seconds .. ")") end; -- Crements stuff. function LSL.preDecrement(name) _G[name] = _G[name] - 1; return _G[name]; end; function LSL.preIncrement(name) _G[name] = _G[name] + 1; return _G[name]; end; function LSL.postDecrement(name) local temp = _G[name]; _G[name] = _G[name] - 1; return temp; end; function LSL.postIncrement(name) local temp = _G[name]; _G[name] = _G[name] + 1; return temp; end; -- State stuff local currentState = {} local running = true local paused = false -- Stuff called from the wire protocol has to be global, but I think this means just global to this file. function stop() paused = true end function quit() running = false end function LSL.stateChange(x) if currentState ~= x then -- Changing to the same state is a NOP. -- TODO - Should clear out pending events, except timer() -- Also forget about any event setup that needs setting up via some ll*() function, except timer(). if nil ~= currentState.state_exit then currentState.state_exit(); end currentState = x; --[[ Never return to the current states event handler. In theory. lol Notably, it's not actually legal to do a state change from a function, only from handlers. There is a hack though, but it's unsupported, so I don't have to worry about it so much. Write out "state new;" as "return _LSL.stateChange(newState);", with stateChange() returning new.state_entry()) which will force two tail calls. The caller of stateChange() might be a function rather than an event handler. Which will return to the event handler (possibly via other nested function calls) as if the state never changed. http://lslwiki.net/lslwiki/wakka.php?wakka=FunctionStateChangeHack seems to imply that this is exactly what LSL does. Soooo, this might actually work perfectly. Except for one minor quirk, as that page shows - only the top level function's state sticks, unless the handler does one to, then the handlers one overrides things. Which I can probably ignore anyway, as this entire calling states within functions thing is an unsupported hack. ]] if nil ~= currentState.state_entry then return currentState.state_entry(); end end end; function LSL.mainLoop(sid, x) local status, errorMsg = luaproc.newchannel(sid) local result SID = sid if not status then msg("Can't open the luaproc channel " .. sid .. " ERROR MESSAGE: " .. errorMsg) return end LSL.stateChange(x); -- Need a FIFO queue of incoming events. Which will be in the C main thread, coz that's listening on the socket for us. -- The ecore_con stuff ends up being a sorta FIFO queue of the commands coming from OpenSim. -- Plus, I think the luaproc message system manages a FIFO queue for us as well. -- Might still need one. lol while running do local message = luaproc.receive(sid) if message then if paused then if "start()" == message then paused = false end else result, errorMsg = loadstring(message) -- "The environment of the returned function is the global environment." Though normally, a function inherits it's environment from the function creating it. Which is what we want. lol if nil == result then msg("Not a valid event: " .. message .. " ERROR MESSAGE: " .. errorMsg) else -- Set the functions environment to ours, for the protection of the script, coz loadstring sets it to the global environment instead. -- TODO - On the other hand, we will need the global environment when we call event handlers. So we should probably stash it around here somewhere. setfenv(result, getfenv(1)) status, result = pcall(result) if not status then msg("Error from event: " .. message .. " ERROR MESSAGE: " .. result) elseif result then status, errorMsg = luaproc.send(sid, result) if not status then msg("Error sending results from event: " .. message .. " ERROR MESSAGE: " .. errorMsg) end end end end end end end -- Typecasting stuff. function LSL.floatTypecast(x) local temp = tonumber(x) if nil == temp then temp = 0 end return temp; end function LSL.integerTypecast(x) local temp = tonumber(x) if nil == temp then temp = 0 end return temp; end function LSL.keyTypecast(x) return "" .. x; end function LSL.listTypecast(x) return {x}; end function LSL.rotationTypecast(x) return x; end function LSL.stringTypecast(x) return "" .. x; end function LSL.vectorTypecast(x) return x; end return LSL;