allow luaget/luaset/luacall to access tables and methods, improve type conversion, add bl.string, begin adding matrix

This commit is contained in:
Redo
2025-10-06 10:30:25 -05:00
parent 5f98dc017b
commit 76c758a47b
12 changed files with 223 additions and 94 deletions

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@@ -36,6 +36,8 @@ Lua scripting for Blockland
`object:method(args)` - Call a Torque object method `object:method(args)` - Call a Torque object method
`object[index]` - Access a member of a Torque set or group `object[index]` - Access a member of a Torque set or group
`for childIndex, child in object:members() do` - Iterate objects within of a Torque set or group. Indices start at 0 like in Torque. `for childIndex, child in object:members() do` - Iterate objects within of a Torque set or group. Indices start at 0 like in Torque.
`bl.isObject(object, objectID, or 'objectName')` - Check if an object exists
`object:exists()` - Check if an object exists
### Timing/Schedules ### Timing/Schedules
`sched = bl.schedule(timeMs, function, args...)` - Schedule a Lua function to be called later, similar to schedule in Torque `sched = bl.schedule(timeMs, function, args...)` - Schedule a Lua function to be called later, similar to schedule in Torque
@@ -101,10 +103,11 @@ When reading from outside ZIPs, binary files are fully supported.
`bl.type('className::funcName', 'type')` - Register the return type of a Torque object method. `bl.type('className::funcName', 'type')` - Register the return type of a Torque object method.
`bl.class('className')` - Register an existing Torque class to be used from Lua. Already done for all built-in classes. `bl.class('className')` - Register an existing Torque class to be used from Lua. Already done for all built-in classes.
`bl.class('className', 'parentClassName')` - Same as above, with inheritance `bl.class('className', 'parentClassName')` - Same as above, with inheritance
`bl.boolean(thing)` - Manually convert a Torque boolean (0 or 1) into a Lua boolean. `bl.boolean(arg)` - Manually convert a Torque boolean (0 or 1) into a Lua boolean.
`bl.object(thing)` - Manually convert a Torque object reference (object ID or name) into a Lua object. `bl.object(arg)` - Manually convert a Torque object reference (object ID or name) into a Lua object.
`bl.string(arg)` - Manually convert any automatically-converted Torque value back into a string. This is not as reliable as using `bl.type` to specify the type as a string beforehand.
### Vectors ### Vector
`vec = vector{x,y,z}` - Create a vector. Can have any number of elements `vec = vector{x,y,z}` - Create a vector. Can have any number of elements
`vec1 + vec2` - Add `vec1 + vec2` - Add
`vec1 - vec2` - Subtract `vec1 - vec2` - Subtract
@@ -129,6 +132,9 @@ When reading from outside ZIPs, binary files are fully supported.
`vec1:distance(vec2)` - Distance between two points `vec1:distance(vec2)` - Distance between two points
`vec2 = vec:copy()` - Clone a vector so its elements can be modified without affecting the original. Usually not needed - the builtin vector functions never modify vectors in-place. `vec2 = vec:copy()` - Clone a vector so its elements can be modified without affecting the original. Usually not needed - the builtin vector functions never modify vectors in-place.
### Matrix
WIP
### Extended Standard Lua Library ### Extended Standard Lua Library
`string[index]` `string[index]`
`string[{start,stop}]` `string[{start,stop}]`
@@ -163,12 +169,7 @@ When reading from outside ZIPs, binary files are fully supported.
## Type Conversion ## Type Conversion
When a TorqueScript function is called from Lua or vice-versa, the arguments and return value must be converted between the two languages' type systems. When a TorqueScript function is called from Lua or vice-versa, the arguments and return value must be converted between the two languages' type systems.
TorqueScript stores no type information; all values in TorqueScript are strings. So it's necessary to make some inferences when converting values between the two languages. TorqueScript stores no type information; all values in TorqueScript are strings. So it's necessary to make some inferences when converting values between the two languages.
### From TorqueScript to Lua
- Any numeric value becomes a Lua `number`, except as specified with `bl.type`, which may convert a value into a `boolean` or a Torque object container.
- The empty string "" becomes `nil`
- A string containing three numbers separated by spaces becomes a `vector`
- A string containing six numbers separated by spaces becomes a table of two vectors
- Any other string is passed directly as a `string`
### From Lua to TorqueScript ### From Lua to TorqueScript
- `nil` becomes the empty string "" - `nil` becomes the empty string ""
- `true` and `false` become "1" and "0" respectively - `true` and `false` become "1" and "0" respectively
@@ -178,6 +179,17 @@ TorqueScript stores no type information; all values in TorqueScript are strings.
- Any `string` is passed directly as a string - Any `string` is passed directly as a string
- Tables cannot be passed and will throw an error - Tables cannot be passed and will throw an error
### From TorqueScript to Lua
- Any numeric value becomes a Lua `number`, except as specified with `bl.type`, which may convert a value into a `boolean` or a Torque object container.
- The empty string "" becomes `nil`
- A string containing two or three numbers separated by single spaces becomes a `vector`
- A string containing six numbers separated by single spaces becomes a table of two vectors, usually defining the corners a bounding box
- (WIP) A string containing seven numbers separated by single spaces is treated as an axis-angle (a "transform" in TorqueScript parlance), and is converted into a `matrix` representing the translation and rotation.
- Any other string is passed directly as a `string`
For scenarios where the automatic TorqueScript->Lua conversion rules are insufficient or incorrect, use `bl.type`.
To convert objects by hand, use `bl.object`, `bl.boolean`, or `bl.string`.
## I/O and Safety ## I/O and Safety
All Lua code is sandboxed, and file access is confined to the default directories in the same way TorqueScript is. All Lua code is sandboxed, and file access is confined to the default directories in the same way TorqueScript is.
BlockLua also has access to any C libraries installed in the `modules/lualib` folder, so be careful throwing things in there. BlockLua also has access to any C libraries installed in the `modules/lualib` folder, so be careful throwing things in there.

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@@ -28,6 +28,7 @@ INCLUDE_BIN(bll_fileLuaEnv , "lua-env.lua");
INCLUDE_BIN(bll_fileTsEnv , "ts-env.cs" ); INCLUDE_BIN(bll_fileTsEnv , "ts-env.cs" );
INCLUDE_BIN(bll_fileLuaStd , "util/std.lua"); INCLUDE_BIN(bll_fileLuaStd , "util/std.lua");
INCLUDE_BIN(bll_fileLuaVector , "util/vector.lua"); INCLUDE_BIN(bll_fileLuaVector , "util/vector.lua");
INCLUDE_BIN(bll_fileLuaMatrix , "util/matrix.lua");
INCLUDE_BIN(bll_fileLuaLibts , "util/libts-lua.lua"); INCLUDE_BIN(bll_fileLuaLibts , "util/libts-lua.lua");
INCLUDE_BIN(bll_fileTsLibts , "util/libts-ts.cs"); INCLUDE_BIN(bll_fileTsLibts , "util/libts-ts.cs");
INCLUDE_BIN(bll_fileLuaLibbl , "util/libbl.lua" ); INCLUDE_BIN(bll_fileLuaLibbl , "util/libbl.lua" );
@@ -67,6 +68,7 @@ bool init() {
// Load utilities // Load utilities
BLL_LOAD_LUA(gL, bll_fileLuaStd); BLL_LOAD_LUA(gL, bll_fileLuaStd);
BLL_LOAD_LUA(gL, bll_fileLuaVector); BLL_LOAD_LUA(gL, bll_fileLuaVector);
BLL_LOAD_LUA(gL, bll_fileLuaMatrix);
BLL_LOAD_LUA(gL, bll_fileLuaLibts); BLL_LOAD_LUA(gL, bll_fileLuaLibts);
BlEval(bll_fileTsLibts); BlEval(bll_fileTsLibts);
BLL_LOAD_LUA(gL, bll_fileLuaLibbl); BLL_LOAD_LUA(gL, bll_fileLuaLibbl);

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@@ -139,4 +139,5 @@ debug = {
getfilename = old_debug.getfilename, -- defined in lua.env.lua getfilename = old_debug.getfilename, -- defined in lua.env.lua
} }
_bllua_ts.echo(' Executed bllua-env-safe.lua') print = _bllua_ts.echo
print(' Executed bllua-env-safe.lua')

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@@ -37,4 +37,5 @@ function _bllua_on_error(err)
return table.concat(tracelines, '\n') return table.concat(tracelines, '\n')
end end
_bllua_ts.echo(' Executed bllua-env.lua') print = _bllua_ts.echo
print(' Executed bllua-env.lua')

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@@ -42,4 +42,26 @@ package _bllua_objectDeletionHook {
}; };
activatePackage(_bllua_objectDeletionHook); activatePackage(_bllua_objectDeletionHook);
// Public Lua library for TS
function luacall(%func, %a,%b,%c,%d,%e,%f,%g,%h,%i,%j,%k,%l,%m,%n,%o,%p) {
if($_bllua_active)
return _bllua_luacall("_bllua_call", %func, %a,%b,%c,%d,%e,%f,%g,%h,%i,%j,%k,%l,%m,%n,%o,%p);
}
function luaexec(%fn) {
if($_bllua_active)
return _bllua_luacall("_bllua_exec", %fn);
}
function luaeval(%code) {
if($_bllua_active)
return _bllua_luacall("_bllua_eval", %code);
}
function luaget(%name) {
if($_bllua_active)
return _bllua_luacall("_bllua_getvar", %name);
}
function luaset(%name, %val) {
if($_bllua_active)
_bllua_luacall("_bllua_setvar", %name, %val);
}
echo(" Executed libbl-support.cs"); echo(" Executed libbl-support.cs");

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@@ -2,8 +2,6 @@
-- Main lua-side functionality of bllua, -- Main lua-side functionality of bllua,
-- provided through the global table 'bl.' -- provided through the global table 'bl.'
-- todo: set
local _bllua_ts = ts local _bllua_ts = ts
bl = bl or {} bl = bl or {}
@@ -18,7 +16,7 @@ local function map(t,f)
return u return u
end end
local function isValidFuncName(name) local function isValidFuncName(name)
return type(name)=='string' and name:find('^[a-zA-Z0-9_]+$') return type(name)=='string' and name:find('^[a-zA-Z_][a-zA-Z0-9_]*$')
end end
local function isValidFuncNameNs(name) local function isValidFuncNameNs(name)
return type(name)=='string' and ( return type(name)=='string' and (
@@ -76,7 +74,7 @@ for k,v in pairs(tsTypesByName) do
tsTypesByNum[v] = k tsTypesByNum[v] = k
end end
-- Type conversion -- Type conversion from Lua to TS
local toTsObject local toTsObject
-- Convert a string from TS into a boolean -- Convert a string from TS into a boolean
-- Note: Nonempty nonnumeric strings evaluate to 1, unlike in TS -- Note: Nonempty nonnumeric strings evaluate to 1, unlike in TS
@@ -100,21 +98,61 @@ local function valToTs(val)
-- box - > 6 numbers -- box - > 6 numbers
return table.concat(val[1], ' ')..' '..table.concat(val[2], ' ') return table.concat(val[1], ' ')..' '..table.concat(val[2], ' ')
else else
error('valToTs: could not convert table', 3) error('valToTs: cannot pass Lua tables to TorqueScript.', 3)
end end
else else
error('valToTs: could not convert '..type(val), 3) error('valToTs: could not convert value to TorqueScript: '..tostring(val), 3)
end end
end end
-- Type conversion from TS to Lua
local fromTsForceTypes = { local fromTsForceTypes = {
['boolean'] = tsBool, ['boolean'] = tsBool,
['object'] = function(val) toTsObject(val) end, -- toTsObject not defined yet ['object'] = function(val) toTsObject(val) end, -- wrap because toTsObject not defined yet
['string'] = tostring, ['string'] = function(val) return val end,
} }
local function convertValFromTs(val, typ) local function forceValFromTs(val, typ)
return fromTsForceTypes[typ](val) or return fromTsForceTypes[typ](val) or
error('valFromTs: invalid force type '..typ, 4) error('valFromTs: invalid force type '..typ, 4)
end end
local function vectorFromTs(val)
local xS,yS,zS = val:match('^(%-?[0-9%.e]+) (%-?[0-9%.e]+) (%-?[0-9%.e]+)$')
if xS then return vector{tonumber(xS),tonumber(yS),tonumber(zS)}
else return nil end
end
local function boxFromTs(val)
local x1S,y1S,z1S,x2S,y2S,z2S = val:match(
'^(%-?[0-9%.e]+) (%-?[0-9%.e]+) (%-?[0-9%.e]+) '..
'(%-?[0-9%.e]+) (%-?[0-9%.e]+) (%-?[0-9%.e]+)$')
if x1S then return {
vector{tonumber(x1S),tonumber(y1S),tonumber(z1S)},
vector{tonumber(x2S),tonumber(y2S),tonumber(z2S)} }
else return nil end
end
local function multinumericFromTs(val)
local tsNumPat = '%-?[0-9]+%.?[0-9]*e?[0-9]*'
if val:find('^'..tsNumPat) then
local nums = {}
for _,part in ipairs(val:split(' ')) do
if part:find('^'..tsNumPat..'$') then
table.insert(nums, tonumber(part))
else
return nil
end
end
if #nums==2 or #nums==3 then
return vector(nums)
elseif #nums==6 then -- box
return {
vector{nums[1], nums[2], nums[3]},
vector{nums[4], nums[5], nums[6]} }
elseif #nums==7 then -- axis
return nil --return matrix(nums)
else
return nil
end
end
end
bl._forceType = bl._forceType or {} bl._forceType = bl._forceType or {}
local function valFromTs(val, name, name2) -- todo: ensure name and name2 are already lowercase local function valFromTs(val, name, name2) -- todo: ensure name and name2 are already lowercase
if type(val)~='string' then if type(val)~='string' then
@@ -122,13 +160,13 @@ local function valFromTs(val, name, name2) -- todo: ensure name and name2 are al
if name then if name then
name = name:lower() name = name:lower()
if bl._forceType[name] then if bl._forceType[name] then
return convertValFromTs(val, bl._forceType[name]) return forceValFromTs(val, bl._forceType[name])
end end
end end
if name2 then if name2 then
name2 = name2:lower() name2 = name2:lower()
if bl._forceType[name2] then if bl._forceType[name2] then
return convertValFromTs(val, bl._forceType[name2]) return forceValFromTs(val, bl._forceType[name2])
end end
end end
-- '' -> nil -- '' -> nil
@@ -136,16 +174,9 @@ local function valFromTs(val, name, name2) -- todo: ensure name and name2 are al
-- number -- number
local num = tonumber(val) local num = tonumber(val)
if num then return num end if num then return num end
-- vector -- vector, box, or axis->matrix
local xS,yS,zS = val:match('^(%-?[0-9%.e]+) (%-?[0-9%.e]+) (%-?[0-9%.e]+)$') local vec = multinumericFromTs(val)
if xS then return vector{tonumber(xS),tonumber(yS),tonumber(zS)} end if vec then return vec end
local x1S,y1S,z1S,x2S,y2S,z2S = val:match(
'^(%-?[0-9%.e]+) (%-?[0-9%.e]+) (%-?[0-9%.e]+) '..
'(%-?[0-9%.e]+) (%-?[0-9%.e]+) (%-?[0-9%.e]+)$')
-- box (2 vectors)
if x1S then return {
vector{tonumber(x1S),tonumber(y1S),tonumber(z1S)},
vector{tonumber(x2S),tonumber(y2S),tonumber(z2S)} } end
-- string -- string
return val return val
end end
@@ -189,13 +220,33 @@ setForceType = function(ftname, typ)
end end
bl.type = setForceType bl.type = setForceType
-- Type conversion TS->Lua backwards, convert back to string
local function numFromTsTostring(val)
-- todo: as-good-as-possible scientific notation for numbers
return tostring(val)
end
local function valFromTsTostring(val)
if type(val)=='string' then
return val
elseif type(val)=='number' then
return numFromTsTostring(val)
elseif type(val)=='table' then
if val.__is_vector then
local strs = {}
for i=1,#val do strs[i] = numFromTsTostring(val[i]) end
return table.concat(strs, ' ')
elseif val.__is_matrix then
-- todo: matrix back to axis-angle string
error('bl.string: matrix not yet supported', 3)
end
end
error('bl.string: cannot convert \''..type(val)..'\'', 3)
end
-- Value detection -- Getting info from TS about functions and objects
local function isTsObject(t) local function isTsObject(t)
return type(t)=='table' and t._tsObjectId~=nil return type(t)=='table' and t._tsObjectId~=nil
end end
local function tsIsObject(name) return tsBool(_bllua_ts.call('isObject', name)) end local function tsIsObject(name) return tsBool(_bllua_ts.call('isObject', name)) end
local function tsIsFunction(name) return tsBool(_bllua_ts.call('isFunction', name)) end local function tsIsFunction(name) return tsBool(_bllua_ts.call('isFunction', name)) end
local function tsIsFunctionNs(ns, name) return tsBool(_bllua_ts.call('isFunction', ns, name)) end local function tsIsFunctionNs(ns, name) return tsBool(_bllua_ts.call('isFunction', ns, name)) end
@@ -204,27 +255,31 @@ local function tsIsFunctionNsname(nsname)
if ns then return tsIsFunctionNs(ns, name) if ns then return tsIsFunctionNs(ns, name)
else return tsIsFunction(nsname) end else return tsIsFunction(nsname) end
end end
-- sanity check to make sure objects that don't isObject are always marked as ._deleted
-- can be removed later
local function assertTsObjectExists(obj)
local is = tsIsObject(obj._tsObjectId)
if not is then
print('Warning: TS object :exists or isobject from lua but no longer exists') end
return is
end
function bl.isObject(obj) function bl.isObject(obj)
if isTsObject(obj) then if type(obj)=='number' then -- object id
obj = obj._tsObjectId return tsIsObject(tostring(obj))
elseif type(obj)=='number' then elseif type(obj)=='string' then -- object name
obj = tostring(obj) return tsIsObject(obj)
elseif type(obj)~='string' then elseif isTsObject(obj) then -- lua object
if obj._deleted then
return false
else
return assertTsObjectExists(obj)
end
else
error('bl.isObject: argument #1: expected torque object, number, or string', 2) error('bl.isObject: argument #1: expected torque object, number, or string', 2)
end end
return tsIsObject(obj)
end end
function bl.isFunction(a1, a2) function bl.isFunction(name)
if type(a1)~='string' then return tsIsFunctionNsname(name)
error('bl.isFunction: argument #1: expected string', 2) end
if a2 then
if type(a2)~='string' then
error('bl.isFunction: argument #2: expected string', 2) end
return tsIsFunctionNs(a1, a2)
else
return tsIsFunction(a1)
end
end end
-- Torque object pseudo-class -- Torque object pseudo-class
@@ -350,7 +405,8 @@ local tsObjectMeta = {
-- Display a nice info string -- Display a nice info string
__tostring = function(t) __tostring = function(t)
return 'torque:'..t._tsNamespace..':'..t._tsObjectId.. return 'torque:'..t._tsNamespace..':'..t._tsObjectId..
(t._tsName~='' and ('('..t._tsName..')') or '') (t._tsName~='' and ('('..t._tsName..')') or '')..
(t._deleted and '(deleted)' or '')
end, end,
-- #object -- #object
-- If the object has a getCount method, return its count -- If the object has a getCount method, return its count
@@ -430,8 +486,10 @@ local tsObjectMeta = {
if t==nil then if t==nil then
error('ts object method: be sure to use :func() not .func()', 2) end error('ts object method: be sure to use :func() not .func()', 2) end
if t._deleted then if t._deleted then
return false end return false
return tsIsObject(t._tsObjectId) else
return assertTsObjectExists(t)
end
end, end,
} }
-- Weak-values table for caching Torque object references -- Weak-values table for caching Torque object references
@@ -464,7 +522,7 @@ toTsObject = function(idiS)
idiS = idiS:lower() idiS = idiS:lower()
if bl._objectsWeak[idiS] then return bl._objectsWeak[idiS] end if bl._objectsWeak[idiS] then return bl._objectsWeak[idiS] end
if not tsBool(_bllua_ts.call('isObject', idiS)) then if not tsIsObject(idiS) then
--error('toTsObject: object \''..idiS..'\' does not exist', 2) end --error('toTsObject: object \''..idiS..'\' does not exist', 2) end
return nil end return nil end
@@ -560,6 +618,10 @@ end
function bl.exec(file) function bl.exec(file)
return valFromTs(_bllua_ts.call('exec', file)) return valFromTs(_bllua_ts.call('exec', file))
end end
function bl.array(name, ...)
local rest = {...}
return name..table.concat(rest, '_')
end
function bl.boolean(val) function bl.boolean(val)
return val~=nil and return val~=nil and
val~=false and val~=false and
@@ -576,18 +638,62 @@ function bl.object(id)
error('bl.object: id must be a ts object, number, or string', 2) error('bl.object: id must be a ts object, number, or string', 2)
end end
end end
function bl.array(name, ...) function bl.string(val)
local rest = {...} return valFromTsTostring(val)
return name..table.concat(rest, '_')
end end
function _bllua_call(fnameS, ...)
local args = arglistFromTs('lua:'..fnameS:lower(), {...}) -- todo: allow this though bl.type -- Lua calling from TS
if not _G[fnameS] then local luaLookup
error('luacall: no global lua function named \''..fnameS..'\'') end luaLookup = function(tbl, name, set, val)
-- todo: library fields and object methods print('lookup', tbl, name, set, val)
local res = _G[fnameS](unpack(args)) if name:find('%.') then
local first, rest = name:match('^([^%.:]+)%.(.+)$')
if not isValidFuncName(first) then
error('luaLookup: invalid name \''..tostring(first)..'\'', 3) end
if not tbl[first] then
if set then tbl[first] = {}
else return nil end
end
return luaLookup(tbl[first], rest, set, val)
elseif name:find(':') then
local first, rest = name:match('^([^%.:]+):(.*)$')
if rest:find('[%.:]') then
error('luacall: cannot have : or . after :', 3) end
if not isValidFuncName(first) then
error('luacall: invalid name \''..tostring(first)..'\'', 3) end
if not tbl[first] then
error('luacall: no object named \''..rest..'\'', 3) end
if not tbl[first][rest] then
error('luacall: no method named \''..rest..'\'', 3) end
return function(...)
tbl[first][rest](tbl[first], ...)
end
else
if set then
tbl[name] = val
else
return tbl[name]
end
end
end
-- Todo: similar deep access for luaget and luaset
function _bllua_call(fname, ...)
local args = arglistFromTs(fname:lower(), {...}) -- todo: separate lua from ts func names?
local func = luaLookup(_G, fname)
if not func then
error('luacall: no global in lua named \''..name..'\'', 2) end
local res = func(unpack(args))
return valToTs(res) return valToTs(res)
end end
function _bllua_getvar(vname)
return valToTs(luaLookup(_G, vname))
end
function _bllua_setvar(vname, valS)
return valToTs(luaLookup(_G, vname, true, valFromTs(valS, vname))) -- todo: separate lua from ts var names?
end
function _bllua_eval(code) return loadstring(code)() end
function _bllua_exec(fn) return dofile(fn, 2) end
-- bl.schedule: Use TS's schedule function to schedule lua calls -- bl.schedule: Use TS's schedule function to schedule lua calls
-- bl.schedule(time, function, args...) -- bl.schedule(time, function, args...)

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@@ -192,12 +192,6 @@ function require(mod)
return _bllua_requiresecure(mod) return _bllua_requiresecure(mod)
end end
-- Exposure to TS
function _bllua_getvar(name) return _G[name] end
function _bllua_setvar(name, val) _G[name] = val end
function _bllua_eval(code) return loadstring(code)() end
function _bllua_exec(fn) return dofile(fn, 2) end
local function isValidCode(code) local function isValidCode(code)
local f,e = loadstring(code) local f,e = loadstring(code)
return f~=nil return f~=nil

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@@ -49,26 +49,4 @@ function _bllua_set_var(%name, %val) {
return ""; return "";
} }
// Public Lua library for TS
function luacall(%func, %a,%b,%c,%d,%e,%f,%g,%h,%i,%j,%k,%l,%m,%n,%o,%p) {
if($_bllua_active)
return _bllua_luacall("_bllua_call", %func, %a,%b,%c,%d,%e,%f,%g,%h,%i,%j,%k,%l,%m,%n,%o,%p);
}
function luaexec(%fn) {
if($_bllua_active)
return _bllua_luacall("_bllua_exec", %fn);
}
function luaeval(%code) {
if($_bllua_active)
return _bllua_luacall("_bllua_eval", %code);
}
function luaget(%name) {
if($_bllua_active)
return _bllua_luacall("_bllua_getvar", %name);
}
function luaset(%name, %val) {
if($_bllua_active)
_bllua_luacall("_bllua_setvar", %name, %val);
}
echo(" Executed libts-ts.cs"); echo(" Executed libts-ts.cs");

7
src/util/matrix.lua Normal file
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@@ -0,0 +1,7 @@
-- todo
-- Matrix class with math operators
print(' Executed matrix.lua')

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@@ -179,7 +179,7 @@ valueToString = function(v, tabLevel, seen)
return tostring(v) return tostring(v)
else else
--error('table.tostring: table contains a '..t..' value, cannot serialize') --error('table.tostring: table contains a '..t..' value, cannot serialize')
return 'nil --[[ cannot serialize '..t..': '..tostring(v)..' ]]' return 'nil --[[ cannot serialize '..tostring(v)..' ]]'
end end
end end
function table.tostring(t) function table.tostring(t)
@@ -345,3 +345,6 @@ end
function math.clamp(v, n, x) function math.clamp(v, n, x)
return math.min(x, math.max(v, n)) return math.min(x, math.max(v, n))
end end
print(' Executed std.lua')

View File

@@ -216,4 +216,7 @@ vector_new = function(vi)
end end
vector = vector_new vector = vector_new
print(' Executed vector.lua')
return vector_new return vector_new