Difference between revisions of "User:SuzannaLinn Resident/LuaMovingTo"
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Used as an integer is a <code>number</code> (which has integer and float values all in the same datatype). | Used as an integer is a <code>number</code> (which has integer and float values all in the same datatype). | ||
SLua adds the type <code>integer</code>, which is the same than the LSL integer, because LL functions that use lists as parameters need the integers to be of type <code>integer</code>, not <code>number</code>. | SLua adds the type <code>integer</code>, which is the same than the LSL integer, because some LL functions that use lists as parameters need the integers to be of type <code>integer</code>, not <code>number</code>. | ||
We get an integer value using <code>myInt = integer(42)</code>. | * We get an integer value using <code>myInt = integer(42)</code>. | ||
* Use always the type <code>number</code> for any number, use the type <code>integer</code> only when it is necessary for the LL functions. | |||
{| {{KBtable}} | {| {{KBtable}} | ||
| | | | ||
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=== LSL string === | === LSL string === | ||
It is a <code>string</code>. We will see about strings in its section below. | |||
{| {{KBtable}} | |||
| | |||
<syntaxhighlight lang="lsl2" line> | |||
// strings (LSL) | |||
string message = "hello"; | |||
</syntaxhighlight> | |||
| | |||
<syntaxhighlight lang="lua" line> | |||
-- strings (SLua) | |||
local message = "hello" | |||
</syntaxhighlight> | |||
|} | |||
=== LSL key === | === LSL key === | ||
SLua adds the type <code>uuid</code>, which is the same than the LSL key.The change of name is probably to avoid confusion with the key of a table. | |||
* We get an uuid using <code>myId = uuid("0f16c0e1-384e-4b5f-b7ce-886dda3bce41")</code>. | |||
{| {{KBtable}} | |||
| | |||
<syntaxhighlight lang="lsl2" line> | |||
// keys (LSL) | |||
key myId = "0f16c0e1-384e-4b5f-b7ce-886dda3bce41"; | |||
</syntaxhighlight> | |||
| | |||
<syntaxhighlight lang="lua" line> | |||
-- uuids (SLua) | |||
local myId = uuid("0f16c0e1-384e-4b5f-b7ce-886dda3bce41") | |||
</syntaxhighlight> | |||
|} | |||
=== LSL vector === | === LSL vector === | ||
It is a <code>vector</code>. It uses the library vector. | |||
* We get a vector using <code>myVec = vector(50, 50, 0)</code>. | |||
* It's not possible to assign a value to a coordinate. We need to create a new vector. | |||
* We can get a coordinate from the return value of a function, not only from a variable. | |||
{| {{KBtable}} | |||
| | |||
<syntaxhighlight lang="lsl2" line> | |||
// vectors (LSL) | |||
vector myVec = <50, 50, 0>; | |||
myVec.z = 20; | |||
vector pos = llGetPos(); // we need a variable before reading the coordinate | |||
float posZ = pos.z; | |||
</syntaxhighlight> | |||
| | |||
<syntaxhighlight lang="lua" line> | |||
-- vectors (SLua) | |||
local myVec = vector(50, 50, 0) | |||
myVec = vector(myVec.x, myVec.y, 20) -- we can't assign a value to a coordinate | |||
local posZ = ll.GetPos().z | |||
</syntaxhighlight> | |||
|} | |||
=== LSL rotation === | === LSL rotation === | ||
SLua adds the types <code>rotation</code> and <code>quaternion</code>. They are synonims, internally they are the same datatype <code>quaternion</code>. | |||
* We get a rotation using <code>myRot = rotation(1, 1, 1, 0)</code> or <code>myRot = quaternion(1, 1, 1, 0)</code>. | |||
* It's not possible to assign a value to a coordinate. We need to create a new rotation. | |||
* We can get a coordinate from the return value of a function, not only from a variable. | |||
* Vectors can use uppercase coordinates (X, Y, Z) but rotations can't. Use always lowercase coordinates. | |||
{| {{KBtable}} | |||
| | |||
<syntaxhighlight lang="lsl2" line> | |||
// rotations (LSL) | |||
rotation myRot = <1, 1, 1, 0>; | |||
quaternion myRot2 = <2, 2, 2, 0>; | |||
myRot.s = -myRot.s; | |||
rotation rot = llGetRot(); // we need a variable before reading the coordinate | |||
float rotS = rot.s; | |||
</syntaxhighlight> | |||
| | |||
<syntaxhighlight lang="lua" line> | |||
-- rotations (SLua) | |||
local myRot = rotation(1, 1, 1, 0) | |||
local myRot2 = quaternion(2, 2, 2, 0) | |||
myRot = vector(myRot.x, myRot.y, myRot.z, -myRot.s) -- we can't assign a value to a coordinate | |||
local rotS = ll.GetRot().s | |||
</syntaxhighlight> | |||
|} | |||
=== LSL list === | === LSL list === | ||
Lists are tables. We will see about lists in its section below. | |||
{| {{KBtable}} | |||
| | |||
<syntaxhighlight lang="lsl2" line> | |||
// lists (LSL) | |||
list fruits = ["apple", "banana", "orange"]; | |||
</syntaxhighlight> | |||
| | |||
<syntaxhighlight lang="lua" line> | |||
-- tables (SLua) | |||
local fruits = {"apple", "banana", "orange"} -- tables are enclosed in { and }, instead of [ and ] | |||
</syntaxhighlight> | |||
|} | |||
=== Typecasting === | === Typecasting === | ||
* to <code>boolean</code> | |||
** from <code>number</code> or <code>integer</code>: <code>myBool = (myNum ~= 0)</code> | |||
* to <code>number</code> | |||
** from <code>string</code>: | |||
*** if the string is fully numeric: <code>myNum = tonumber("123")</code> or <code>myNum = tonumber("1.75")</code>, but <code>tonumber("123abc")</code> gets <code>nil</code> | |||
*** if the string starts with an integer: <code>myNum = integer("123abc")</code>, but <code>integer("1.75abc")</code> gets <code>1</code>, <code>integer("abc")</code> gets <code>0</code> | |||
** from <code>integer</code>: <code>myNum = tonumber(integer(42))</code> | |||
* to <code>integer</code> | |||
** from <code>boolean</code>: <code>myInt = integer(true)</code> gets <code>1</code>, <code>myNum = integer(false)</code> gets <code>0</code> | |||
** from <code>number</code>: <code>myInt = integer(1.75)</code> gets <code>1</code> | |||
** from <code>string</code>: <code>myInt = integer("123abc")</code> gets <code>123</code> | |||
* to <code>string</code> | |||
** from any type: <code>myStr = tostring(myVar)</code> | |||
* to <code>uuid</code> | |||
** from <code>string</code>: <code>myUuid = uuid("0f16c0e1-384e-4b5f-b7ce-886dda3bce41")</code> | |||
* to <code>vector</code> | |||
** from <code>string</code>: <code>myVec = tovector("<50,50,20>")</code> | |||
* to <code>rotation/quaternion</code> | |||
** from <code>string</code>: <code>myRot = torotation("<1,1,1,0>")</code> or <code>myRot = toquaternion("<1,1,1,0>")</code> | |||
The types <code>integer</code> and <code>uuid</code> haven't got a "to" function because they already use or can use a string to create the value. | |||
We need to typecast from booleans and to booleans because the LL functions use numeric TRUE/FALSE as parameters and return value. | |||
== Events == | == Events == | ||
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== Operators == | == Operators == | ||
== Functions == | |||
Revision as of 08:28, 20 March 2025
Moving from LSL to SLua
In this section, we will learn how to rewrite our LSL scripts in SLua through a two-step process:
- First, we will translate them into SLua while maintaining a structure as close as possible to the original LSL format (SLua in LSL style).
- Next, we will refine and improve them to take full advantage of Lua’s capabilities (SLua in Lua style).
To follow this section effectively, a basic understanding of Lua is required, as covered in the previous two sections.
Using SLua in the beta grid
These are the steps to follow before starting to script in SLua:
- Install the "Second Life Project Lua Editor" viewer, from: https://releasenotes.secondlife.com/viewer.html. This is a different viewer, with a different icon, than the "Second Life Viewer". We can keep our usual viewer for the main grid and use this one for the beta grid.
- Access the Beta Grid (Aditi), explained in: https://lindenlab.freshdesk.com/support/solutions/articles/31000156725-accessing-aditi
- Teleport to one of the four regions that have SLua activated. It doesn't work in the other regions. Sometimes one or two of these regions are offline, try another one if you can't tp or login:
- Rez an object and add a new script as usual. The script editor has a "compiler" drop-down list, at bottom center. Choose "SLua":
- LSL Legacy (LSO2) : LSL, with "Mono" unchecked.
- LSL Mono : LSL, with "Mono" checked (the usual one).
- LSL 2025 VM : LSL, but compiled into VM Luau instead of VM Mono.
- SLua
Global namespace
The global namespace is a table with the name "_G".
It contains the global functions and libraries. Each library is a table with its functions.
SLua has added all the LL constants (1002 constants, currently).
The global variables and functions created by the script will also be in this table.
-- list of global functions (SLua)
for key, value in pairs(_G) do
if type(value) == "function" then
ll.OwnerSay(key)
end
end
There are 22 functions that come from Luau, they are documented in https://luau.org/library:
- type, typeof, tonumber, tostring
- ipairs, pairs, next, select
- getmetatable, setmetatable
- rawget, rawset, rawequal, rawlen
- assert, error, pcall, xpcall, gcinfo
- print, unpack, newproxy
And 7 functions added by Slua:
- integer, uuid, rotation, quaternion
- tovector, torotation, toquaternion
We will see them in the Datatypes section below.
3 Luau functions are not in SLua:
- getfenv, setfenv: old Lua functions out of use.
- require: to import modules with functions, a very useful option, hopefully it will be in SLua in some future, but it's not planned yet.
Libraries
The libraries are in the global namespace as tables.
-- list of global tables (SLua)
for key, value in pairs(_G) do
if type(value) == "table" then
ll.OwnerSay(key)
end
end
There are 10 libraries that come from Luau, with all the same functions, documented in https://luau.org/library:
- table, string, math, bit32, os, vector (these ones have functions in common with the LSL functions, we will see them below)
- coroutine, utf8, debug, buffer
SLua has added:
- ll
with all the functions coming from LSL (523 functions, currently).
The functions have the same name, without the "ll" at the start (because "ll" is now the name of the library).
So llSay
becomes the function Say
in the library ll
and is used as ll.Say
.
Datatypes
LSL integer
Used as a boolean value, with contants TRUE
and FALSE
is a boolean
, with values true
and false
.
Used as an integer is a number
(which has integer and float values all in the same datatype).
SLua adds the type integer
, which is the same than the LSL integer, because some LL functions that use lists as parameters need the integers to be of type integer
, not number
.
- We get an integer value using
myInt = integer(42)
.
- Use always the type
number
for any number, use the typeinteger
only when it is necessary for the LL functions.
// integers (LSL)
integer isOk = TRUE;
integer count = 0;
integer face = 0;
llSetPrimitiveParams([PRIM_GLOW, face, 1]);
llOwnerSay("glowed!");
|
-- integers (SLua)
local isOk = true
local count = 0
local face = integer(0)
-- there is no type list, LL functions use tables instead of lists
-- tables are enclosed in { and }, instead of [ and ]
ll.SetPrimitiveParams({PRIM_GLOW, face, 1})
-- when a function is called with only one table literal the parentheses can be omitted
ll.SetPrimitiveParams{PRIM_GLOW, face, 1}
-- same with only one string literal
ll.OwnerSay "glowed!" -- instead of ll.OwnerSay("glowed!")
|
LSL float
It is a number
(floats and integers all go in the datatype number
)
// floats (LSL)
float height = 1.65;
|
-- floats (SLua)
local height = 1.65
|
LSL string
It is a string
. We will see about strings in its section below.
// strings (LSL)
string message = "hello";
|
-- strings (SLua)
local message = "hello"
|
LSL key
SLua adds the type uuid
, which is the same than the LSL key.The change of name is probably to avoid confusion with the key of a table.
- We get an uuid using
myId = uuid("0f16c0e1-384e-4b5f-b7ce-886dda3bce41")
.
// keys (LSL)
key myId = "0f16c0e1-384e-4b5f-b7ce-886dda3bce41";
|
-- uuids (SLua)
local myId = uuid("0f16c0e1-384e-4b5f-b7ce-886dda3bce41")
|
LSL vector
It is a vector
. It uses the library vector.
- We get a vector using
myVec = vector(50, 50, 0)
.
- It's not possible to assign a value to a coordinate. We need to create a new vector.
- We can get a coordinate from the return value of a function, not only from a variable.
// vectors (LSL)
vector myVec = <50, 50, 0>;
myVec.z = 20;
vector pos = llGetPos(); // we need a variable before reading the coordinate
float posZ = pos.z;
|
-- vectors (SLua)
local myVec = vector(50, 50, 0)
myVec = vector(myVec.x, myVec.y, 20) -- we can't assign a value to a coordinate
local posZ = ll.GetPos().z
|
LSL rotation
SLua adds the types rotation
and quaternion
. They are synonims, internally they are the same datatype quaternion
.
- We get a rotation using
myRot = rotation(1, 1, 1, 0)
ormyRot = quaternion(1, 1, 1, 0)
.
- It's not possible to assign a value to a coordinate. We need to create a new rotation.
- We can get a coordinate from the return value of a function, not only from a variable.
- Vectors can use uppercase coordinates (X, Y, Z) but rotations can't. Use always lowercase coordinates.
// rotations (LSL)
rotation myRot = <1, 1, 1, 0>;
quaternion myRot2 = <2, 2, 2, 0>;
myRot.s = -myRot.s;
rotation rot = llGetRot(); // we need a variable before reading the coordinate
float rotS = rot.s;
|
-- rotations (SLua)
local myRot = rotation(1, 1, 1, 0)
local myRot2 = quaternion(2, 2, 2, 0)
myRot = vector(myRot.x, myRot.y, myRot.z, -myRot.s) -- we can't assign a value to a coordinate
local rotS = ll.GetRot().s
|
LSL list
Lists are tables. We will see about lists in its section below.
// lists (LSL)
list fruits = ["apple", "banana", "orange"];
|
-- tables (SLua)
local fruits = {"apple", "banana", "orange"} -- tables are enclosed in { and }, instead of [ and ]
|
Typecasting
- to
boolean
- from
number
orinteger
:myBool = (myNum ~= 0)
- from
- to
number
- from
string
:- if the string is fully numeric:
myNum = tonumber("123")
ormyNum = tonumber("1.75")
, buttonumber("123abc")
getsnil
- if the string starts with an integer:
myNum = integer("123abc")
, butinteger("1.75abc")
gets1
,integer("abc")
gets0
- if the string is fully numeric:
- from
integer
:myNum = tonumber(integer(42))
- from
- to
integer
- from
boolean
:myInt = integer(true)
gets1
,myNum = integer(false)
gets0
- from
number
:myInt = integer(1.75)
gets1
- from
string
:myInt = integer("123abc")
gets123
- from
- to
string
- from any type:
myStr = tostring(myVar)
- from any type:
- to
uuid
- from
string
:myUuid = uuid("0f16c0e1-384e-4b5f-b7ce-886dda3bce41")
- from
- to
vector
- from
string
:myVec = tovector("<50,50,20>")
- from
- to
rotation/quaternion
- from
string
:myRot = torotation("<1,1,1,0>")
ormyRot = toquaternion("<1,1,1,0>")
- from
The types integer
and uuid
haven't got a "to" function because they already use or can use a string to create the value.
We need to typecast from booleans and to booleans because the LL functions use numeric TRUE/FALSE as parameters and return value.
Events
States
The "New Script"
// the "New Script" (LSL)
default
{
state_entry()
{
llSay(0, "Hello, Avatar!");
}
touch_start(integer total_number)
{
llSay(0, "Touched.");
}
}
//
|
-- the "New Script" (SLua - LSL style)
function state_entry()
ll.Say(0, "Hello, Avatar!")
end
function touch_start(total_number)
ll.Say(0, "Touched.")
end
state_entry()
|
-- the "New Script" (SLua - Lua style)
function touch_start(total_number)
ll.Say(0, "Touched.")
end
ll.Say(0, "Hello, Avatar!")
|