/** * Copyright (c) 2006-2017 LOVE Development Team * * This software is provided 'as-is', without any express or implied * warranty. In no event will the authors be held liable for any damages * arising from the use of this software. * * Permission is granted to anyone to use this software for any purpose, * including commercial applications, and to alter it and redistribute it * freely, subject to the following restrictions: * * 1. The origin of this software must not be misrepresented; you must not * claim that you wrote the original software. If you use this software * in a product, an acknowledgment in the product documentation would be * appreciated but is not required. * 2. Altered source versions must be plainly marked as such, and must not be * misrepresented as being the original software. * 3. This notice may not be removed or altered from any source distribution. **/ #ifndef LOVE_MATH_MODMATH_H #define LOVE_MATH_MODMATH_H #include "RandomGenerator.h" // LOVE #include "common/Module.h" #include "common/math.h" #include "common/Vector.h" #include "common/int.h" // Noise #include "libraries/noise1234/noise1234.h" #include "libraries/noise1234/simplexnoise1234.h" // STL #include namespace love { namespace math { class BezierCurve; class Transform; struct Triangle { Triangle(const Vector2 &x, const Vector2 &y, const Vector2 &z) : a(x), b(y), c(z) {} Vector2 a, b, c; }; /** * Triangulate a simple polygon. * * @param polygon Polygon to triangulate. Must not intersect itself. * @return List of triangles the polygon is composed of. **/ std::vector triangulate(const std::vector &polygon); /** * Checks whether a polygon is convex. * * @param polygon Polygon to test. * @return True if the polygon is convex, false otherwise. **/ bool isConvex(const std::vector &polygon); /** * Converts a value from the sRGB (gamma) colorspace to linear RGB. **/ float gammaToLinear(float c); /** * Converts a value from linear RGB to the sRGB (gamma) colorspace. **/ float linearToGamma(float c); /** * Calculate noise for the specified coordinate(s). * * @return Noise value in the range of [0, 1]. **/ static float noise1(float x); static float noise2(float x, float y); static float noise3(float x, float y, float z); static float noise4(float x, float y, float z, float w); class Math : public Module { private: RandomGenerator rng; public: virtual ~Math(); RandomGenerator *getRandomGenerator() { return &rng; } /** * Create a new random number generator. **/ RandomGenerator *newRandomGenerator(); /** * Creates a new bezier curve. **/ BezierCurve *newBezierCurve(const std::vector &points); Transform *newTransform(); Transform *newTransform(float x, float y, float a, float sx, float sy, float ox, float oy, float kx, float ky); // Implements Module. virtual ModuleType getModuleType() const { return M_MATH; } virtual const char *getName() const { return "love.math"; } static Math instance; private: Math(); }; // Math static inline float noise1(float x) { return SimplexNoise1234::noise(x) * 0.5f + 0.5f; } static inline float noise2(float x, float y) { return SimplexNoise1234::noise(x, y) * 0.5f + 0.5f; } // Perlin noise is used instead of Simplex noise in the 3D and 4D cases to avoid // patent issues. static inline float noise3(float x, float y, float z) { return Noise1234::noise(x, y, z) * 0.5f + 0.5f; } static inline float noise4(float x, float y, float z, float w) { return Noise1234::noise(x, y, z, w) * 0.5f + 0.5f; } } // math } // love #endif