[Simian]
* Partial implementation of RezScript * Ported LSL to C# conversion code from OpenSim. Big thank you to all of the OpenSim contributors * Moved Simian scripting code to a new folder git-svn-id: http://libopenmetaverse.googlecode.com/svn/libopenmetaverse/trunk@2518 52acb1d6-8a22-11de-b505-999d5b087335
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Programs/Simian/Scripting/LSL2CSCodeTransformer.cs
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183
Programs/Simian/Scripting/LSL2CSCodeTransformer.cs
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/*
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* Copyright (c) Contributors, http://opensimulator.org/
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of the OpenSim Project nor the
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* names of its contributors may be used to endorse or promote products
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* derived from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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using System;
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using System.Collections.Generic;
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using Tools;
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namespace Simian
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{
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public class LSL2CSCodeTransformer
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{
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private SYMBOL m_astRoot = null;
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private static Dictionary<string, string> m_datatypeLSL2OpenSim = null;
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/// <summary>
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/// Pass the new CodeTranformer an abstract syntax tree.
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/// </summary>
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/// <param name="astRoot">The root node of the AST.</param>
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public LSL2CSCodeTransformer(SYMBOL astRoot)
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{
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m_astRoot = astRoot;
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// let's populate the dictionary
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if (null == m_datatypeLSL2OpenSim)
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{
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m_datatypeLSL2OpenSim = new Dictionary<string, string>();
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m_datatypeLSL2OpenSim.Add("integer", "ScriptTypes.LSL_Integer");
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m_datatypeLSL2OpenSim.Add("float", "ScriptTypes.LSL_Float");
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//m_datatypeLSL2OpenSim.Add("key", "ScriptTypes.LSL_Key"); // key doesn't seem to be used
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m_datatypeLSL2OpenSim.Add("key", "ScriptTypes.LSL_String");
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m_datatypeLSL2OpenSim.Add("string", "ScriptTypes.LSL_String");
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m_datatypeLSL2OpenSim.Add("vector", "ScriptTypes.LSL_Vector");
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m_datatypeLSL2OpenSim.Add("rotation", "ScriptTypes.LSL_Rotation");
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m_datatypeLSL2OpenSim.Add("list", "ScriptTypes.LSL_List");
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}
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}
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/// <summary>
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/// Transform the code in the AST we have.
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/// </summary>
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/// <returns>The root node of the transformed AST</returns>
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public SYMBOL Transform()
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{
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foreach (SYMBOL s in m_astRoot.kids)
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TransformNode(s);
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return m_astRoot;
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}
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/// <summary>
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/// Recursively called to transform each type of node. Will transform this
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/// node, then all it's children.
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/// </summary>
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/// <param name="s">The current node to transform.</param>
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private void TransformNode(SYMBOL s)
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{
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// make sure to put type lower in the inheritance hierarchy first
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// ie: since IdentConstant and StringConstant inherit from Constant,
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// put IdentConstant and StringConstant before Constant
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if (s is Declaration)
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((Declaration) s).Datatype = m_datatypeLSL2OpenSim[((Declaration) s).Datatype];
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else if (s is Constant)
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((Constant) s).Type = m_datatypeLSL2OpenSim[((Constant) s).Type];
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else if (s is TypecastExpression)
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((TypecastExpression) s).TypecastType = m_datatypeLSL2OpenSim[((TypecastExpression) s).TypecastType];
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else if (s is GlobalFunctionDefinition && "void" != ((GlobalFunctionDefinition) s).ReturnType) // we don't need to translate "void"
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((GlobalFunctionDefinition) s).ReturnType = m_datatypeLSL2OpenSim[((GlobalFunctionDefinition) s).ReturnType];
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for (int i = 0; i < s.kids.Count; i++)
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{
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if (!(s is Assignment || s is ArgumentDeclarationList) && s.kids[i] is Declaration)
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AddImplicitInitialization(s, i);
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TransformNode((SYMBOL) s.kids[i]);
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}
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}
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/// <summary>
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/// Replaces an instance of the node at s.kids[didx] with an assignment
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/// node. The assignment node has the Declaration node on the left hand
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/// side and a default initializer on the right hand side.
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/// </summary>
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/// <param name="s">
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/// The node containing the Declaration node that needs replacing.
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/// </param>
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/// <param name="didx">Index of the Declaration node to replace.</param>
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private void AddImplicitInitialization(SYMBOL s, int didx)
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{
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// We take the kids for a while to play with them.
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int sKidSize = s.kids.Count;
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object [] sKids = new object[sKidSize];
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for (int i = 0; i < sKidSize; i++)
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sKids[i] = s.kids.Pop();
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// The child to be changed.
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Declaration currentDeclaration = (Declaration) sKids[didx];
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// We need an assignment node.
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Assignment newAssignment = new Assignment(currentDeclaration.yyps,
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currentDeclaration,
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GetZeroConstant(currentDeclaration.yyps, currentDeclaration.Datatype),
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"=");
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sKids[didx] = newAssignment;
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// Put the kids back where they belong.
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for (int i = 0; i < sKidSize; i++)
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s.kids.Add(sKids[i]);
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}
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/// <summary>
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/// Generates the node structure required to generate a default
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/// initialization.
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/// </summary>
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/// <param name="p">
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/// Tools.Parser instance to use when instantiating nodes.
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/// </param>
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/// <param name="constantType">String describing the datatype.</param>
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/// <returns>
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/// A SYMBOL node conaining the appropriate structure for intializing a
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/// constantType.
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/// </returns>
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private SYMBOL GetZeroConstant(Parser p, string constantType)
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{
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switch (constantType)
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{
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case "integer":
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return new Constant(p, constantType, "0");
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case "float":
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return new Constant(p, constantType, "0.0");
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case "string":
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case "key":
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return new Constant(p, constantType, "");
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case "list":
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ArgumentList al = new ArgumentList(p);
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return new ListConstant(p, al);
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case "vector":
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Constant vca = new Constant(p, "float", "0.0");
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Constant vcb = new Constant(p, "float", "0.0");
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Constant vcc = new Constant(p, "float", "0.0");
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ConstantExpression vcea = new ConstantExpression(p, vca);
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ConstantExpression vceb = new ConstantExpression(p, vcb);
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ConstantExpression vcec = new ConstantExpression(p, vcc);
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return new VectorConstant(p, vcea, vceb, vcec);
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case "rotation":
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Constant rca = new Constant(p, "float", "0.0");
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Constant rcb = new Constant(p, "float", "0.0");
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Constant rcc = new Constant(p, "float", "0.0");
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Constant rcd = new Constant(p, "float", "0.0");
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ConstantExpression rcea = new ConstantExpression(p, rca);
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ConstantExpression rceb = new ConstantExpression(p, rcb);
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ConstantExpression rcec = new ConstantExpression(p, rcc);
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ConstantExpression rced = new ConstantExpression(p, rcd);
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return new RotationConstant(p, rcea, rceb, rcec, rced);
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default:
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return null; // this will probably break stuff
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}
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}
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}
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}
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