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More amazing things you can do with Lua in Leadwerks 5



Our implementation of Lua in Leadwerks 5 is shaping up to be a dream come true. Below are some of the great improvements that are being made.

Access STL Containers in Lua

You can access STL containers directly from Lua:

for n = 1, #entity.kids do
while #entity.kids > 0 do

In fact, verbose commands like CountChildren() and GetChild() are no longer needed at all. On the C++ side you can use this:

for (int n=0; n<entity->kids.size(); n++) {
while (entity->kids.size()) {

Note that in C++ arrays start with 0 and in Lua they start with 1.

This also allows us to return STL contains from functions or accept them as arguments. No more ForEachEntity... callbacks are needed:

local aabb = AABB(-10,10,0,5,-10,10)
local entities = world:GetEntitiesInAABB(aabb)
for n=1,#entities do

Super Pro User-defined Values

There will be no more self.entity or entity.script conventions in Leadwerks 5. Functions and user-defined values will be attached directly to the entity itself. The example below shows user-defined values that persist even when the entity goes out of scope of the Lua virtual machine:

--Create child
local a = CreateBox(world,1,1,1)

--Set a user-defined value
a.health = 100

--Create parent
local b = CreateBox(world,1,1,1)

--Set parent

--Let child go out of scope (parent keeps it from being deleted in C++)
a = nil

--Collect garbage

--Get the child
local c = b.kids[1]

--Check the value
print(c.health) --prints '100'

In Leadwerks 4 an entity script might look like this:

function Script:Update()

In Leadwerks 5 it is simpler because self is the actual entity:

function Entity:Update()

In Leadwerks 4 you have to check to see if an entity has a script attached and us that to store all user-defined values:

if world:Pick(v1,v2,pickinfo) then
	if pickinfo.entity.script~=nil then
		if type(pickinfo.entity.script.TakeDamage)=="function" then

Leadwerks 5 is a lot simpler. You just check if the functions exists on the entity and then call it:

if world:Pick(v1,v2,pickinfo) then
	if type(pickinfo.entity.TakeDamage)=="function" then

You can even assign custom properties to entities without worrying whether they have a script attached:

function Entity:Collision( collidedentity, position, normal, speed )
	collidedentity.lasthitobject = self --No script? No problem!

In fact all a script does is attach some functions and values to an entity and then it is gone. There is no fundamental difference between a scripted and non-scripted entity.

Casting Objects

Casting objects in Leadwerks 4 uses syntax that is a little awkward. I actually had to look up the tolua.cast function just now because I couldn't remember the order of the arguments:

local a = Model:Box()
local b = Model:Box()
local entity = b:GetChild(0)
local model = tolua.cast(entity,"Model")

Casting is simpler and more intuitive in Leadwerks 5:

local a = CreateBox()
local b = CreateBox()
local entity = b:kids[1]
local model = Model(entity)

If the entity is not a model then the casting function will just return nil.

A big thanks goes out to the developers of sol2, an awesome modern Lua binding library with support for C++11 smart pointers.

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Incidentally, this would be better for really large numbers (thousands) of children because it removes objects from the end of the vector.

while #entity.kids > 0 do

I am also looking into creating a new version of std::vector where the [] operator is read-only, since changing the entity kids elements could cause serious problems.

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That looks amazing! There is so much overhead disappearing this way. Looking forward to using it.

So you would get something like this?

Script.playerEntity = nil --entity
local playerScript = nil

function Script:Start()
	--Get the script of the  referenced player entity and call its hello function
	playerScript = self.playerEntity.script

Script.playerEntity = nil --entity

function Script:Start()


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I actually find it a little disorienting after being so used to the le4 way of doing things but I love the simplicity.

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I think you are right about that. Our brains are all wired up to using these standard layouts after so long. Still, I see it as a positive evolution of the code.

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