/** * Copyright (c) 2006-2016 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. **/ // LOVE #include "wrap_ParticleSystem.h" #include "common/Vector.h" #include "Image.h" #include "Canvas.h" #include "graphics/wrap_Texture.h" // C #include // C++ #include namespace love { namespace graphics { namespace opengl { ParticleSystem *luax_checkparticlesystem(lua_State *L, int idx) { return luax_checktype(L, idx); } int w_ParticleSystem_clone(lua_State *L) { ParticleSystem *t = luax_checkparticlesystem(L, 1); ParticleSystem *clone = nullptr; luax_catchexcept(L, [&](){ clone = t->clone(); }); luax_pushtype(L, clone); clone->release(); return 1; } int w_ParticleSystem_setTexture(lua_State *L) { ParticleSystem *t = luax_checkparticlesystem(L, 1); Texture *tex = luax_checktexture(L, 2); t->setTexture(tex); return 0; } int w_ParticleSystem_getTexture(lua_State *L) { ParticleSystem *t = luax_checkparticlesystem(L, 1); Texture *tex = t->getTexture(); // FIXME: big hack right here. if (typeid(*tex) == typeid(Image)) luax_pushtype(L, Image::type, tex); else if (typeid(*tex) == typeid(Canvas)) luax_pushtype(L, Canvas::type, tex); else return luaL_error(L, "Unable to determine texture type."); return 1; } int w_ParticleSystem_setBufferSize(lua_State *L) { ParticleSystem *t = luax_checkparticlesystem(L, 1); lua_Number arg1 = luaL_checknumber(L, 2); if (arg1 < 1.0 || arg1 > ParticleSystem::MAX_PARTICLES) return luaL_error(L, "Invalid buffer size"); luax_catchexcept(L, [&](){ t->setBufferSize((uint32) arg1); }); return 0; } int w_ParticleSystem_getBufferSize(lua_State *L) { ParticleSystem *t = luax_checkparticlesystem(L, 1); lua_pushinteger(L, t->getBufferSize()); return 1; } int w_ParticleSystem_setInsertMode(lua_State *L) { ParticleSystem *t = luax_checkparticlesystem(L, 1); ParticleSystem::InsertMode mode; const char *str = luaL_checkstring(L, 2); if (!ParticleSystem::getConstant(str, mode)) return luaL_error(L, "Invalid insert mode: '%s'", str); t->setInsertMode(mode); return 0; } int w_ParticleSystem_getInsertMode(lua_State *L) { ParticleSystem *t = luax_checkparticlesystem(L, 1); ParticleSystem::InsertMode mode; mode = t->getInsertMode(); const char *str; if (!ParticleSystem::getConstant(mode, str)) return luaL_error(L, "Unknown insert mode"); lua_pushstring(L, str); return 1; } int w_ParticleSystem_setEmissionRate(lua_State *L) { ParticleSystem *t = luax_checkparticlesystem(L, 1); float arg1 = (float) luaL_checknumber(L, 2); luax_catchexcept(L, [&](){ t->setEmissionRate(arg1); }); return 0; } int w_ParticleSystem_getEmissionRate(lua_State *L) { ParticleSystem *t = luax_checkparticlesystem(L, 1); lua_pushnumber(L, t->getEmissionRate()); return 1; } int w_ParticleSystem_setEmitterLifetime(lua_State *L) { ParticleSystem *t = luax_checkparticlesystem(L, 1); float arg1 = (float)luaL_checknumber(L, 2); t->setEmitterLifetime(arg1); return 0; } int w_ParticleSystem_getEmitterLifetime(lua_State *L) { ParticleSystem *t = luax_checkparticlesystem(L, 1); lua_pushnumber(L, t->getEmitterLifetime()); return 1; } int w_ParticleSystem_setParticleLifetime(lua_State *L) { ParticleSystem *t = luax_checkparticlesystem(L, 1); float arg1 = (float)luaL_checknumber(L, 2); float arg2 = (float)luaL_optnumber(L, 3, arg1); t->setParticleLifetime(arg1, arg2); return 0; } int w_ParticleSystem_getParticleLifetime(lua_State *L) { ParticleSystem *t = luax_checkparticlesystem(L, 1); float min, max; t->getParticleLifetime(min, max); lua_pushnumber(L, min); lua_pushnumber(L, max); return 2; } int w_ParticleSystem_setPosition(lua_State *L) { ParticleSystem *t = luax_checkparticlesystem(L, 1); float arg1 = (float)luaL_checknumber(L, 2); float arg2 = (float)luaL_checknumber(L, 3); t->setPosition(arg1, arg2); return 0; } int w_ParticleSystem_getPosition(lua_State *L) { ParticleSystem *t = luax_checkparticlesystem(L, 1); love::Vector pos = t->getPosition(); lua_pushnumber(L, pos.getX()); lua_pushnumber(L, pos.getY()); return 2; } int w_ParticleSystem_moveTo(lua_State *L) { ParticleSystem *t = luax_checkparticlesystem(L, 1); float arg1 = (float)luaL_checknumber(L, 2); float arg2 = (float)luaL_checknumber(L, 3); t->moveTo(arg1, arg2); return 0; } int w_ParticleSystem_setAreaSpread(lua_State *L) { ParticleSystem *t = luax_checkparticlesystem(L, 1); ParticleSystem::AreaSpreadDistribution distribution = ParticleSystem::DISTRIBUTION_NONE; float x = 0.f, y = 0.f; const char *str = lua_isnoneornil(L, 2) ? 0 : luaL_checkstring(L, 2); if (str && !ParticleSystem::getConstant(str, distribution)) return luaL_error(L, "Invalid particle distribution: %s", str); if (distribution != ParticleSystem::DISTRIBUTION_NONE) { x = (float) luaL_checknumber(L, 3); y = (float) luaL_checknumber(L, 4); if (x < 0.0f || y < 0.0f) return luaL_error(L, "Invalid area spread parameters (must be >= 0)"); } t->setAreaSpread(distribution, x, y); return 0; } int w_ParticleSystem_getAreaSpread(lua_State *L) { ParticleSystem *t = luax_checkparticlesystem(L, 1); ParticleSystem::AreaSpreadDistribution distribution = t-> getAreaSpreadDistribution(); const char *str; ParticleSystem::getConstant(distribution, str); const love::Vector &p = t->getAreaSpreadParameters(); lua_pushstring(L, str); lua_pushnumber(L, p.x); lua_pushnumber(L, p.y); return 3; } int w_ParticleSystem_setDirection(lua_State *L) { ParticleSystem *t = luax_checkparticlesystem(L, 1); float arg1 = (float)luaL_checknumber(L, 2); t->setDirection(arg1); return 0; } int w_ParticleSystem_getDirection(lua_State *L) { ParticleSystem *t = luax_checkparticlesystem(L, 1); lua_pushnumber(L, t->getDirection()); return 1; } int w_ParticleSystem_setSpread(lua_State *L) { ParticleSystem *t = luax_checkparticlesystem(L, 1); float arg1 = (float)luaL_checknumber(L, 2); t->setSpread(arg1); return 0; } int w_ParticleSystem_getSpread(lua_State *L) { ParticleSystem *t = luax_checkparticlesystem(L, 1); lua_pushnumber(L, t->getSpread()); return 1; } int w_ParticleSystem_setSpeed(lua_State *L) { ParticleSystem *t = luax_checkparticlesystem(L, 1); float arg1 = (float)luaL_checknumber(L, 2); float arg2 = (float)luaL_optnumber(L, 3, arg1); t->setSpeed(arg1, arg2); return 0; } int w_ParticleSystem_getSpeed(lua_State *L) { ParticleSystem *t = luax_checkparticlesystem(L, 1); float min, max; t->getSpeed(min, max); lua_pushnumber(L, min); lua_pushnumber(L, max); return 2; } int w_ParticleSystem_setLinearAcceleration(lua_State *L) { ParticleSystem *t = luax_checkparticlesystem(L, 1); float xmin = (float) luaL_checknumber(L, 2); float ymin = (float) luaL_checknumber(L, 3); float xmax = (float) luaL_optnumber(L, 4, xmin); float ymax = (float) luaL_optnumber(L, 5, ymin); t->setLinearAcceleration(xmin, ymin, xmax, ymax); return 0; } int w_ParticleSystem_getLinearAcceleration(lua_State *L) { ParticleSystem *t = luax_checkparticlesystem(L, 1); love::Vector min, max; t->getLinearAcceleration(min, max); lua_pushnumber(L, min.x); lua_pushnumber(L, min.y); lua_pushnumber(L, max.x); lua_pushnumber(L, max.y); return 4; } int w_ParticleSystem_setRadialAcceleration(lua_State *L) { ParticleSystem *t = luax_checkparticlesystem(L, 1); float arg1 = (float)luaL_checknumber(L, 2); float arg2 = (float)luaL_optnumber(L, 3, arg1); t->setRadialAcceleration(arg1, arg2); return 0; } int w_ParticleSystem_getRadialAcceleration(lua_State *L) { ParticleSystem *t = luax_checkparticlesystem(L, 1); float min, max; t->getRadialAcceleration(min, max); lua_pushnumber(L, min); lua_pushnumber(L, max); return 2; } int w_ParticleSystem_setTangentialAcceleration(lua_State *L) { ParticleSystem *t = luax_checkparticlesystem(L, 1); float arg1 = (float)luaL_checknumber(L, 2); float arg2 = (float)luaL_optnumber(L, 3, arg1); t->setTangentialAcceleration(arg1, arg2); return 0; } int w_ParticleSystem_getTangentialAcceleration(lua_State *L) { ParticleSystem *t = luax_checkparticlesystem(L, 1); float min, max; t->getTangentialAcceleration(min, max); lua_pushnumber(L, min); lua_pushnumber(L, max); return 2; } int w_ParticleSystem_setLinearDamping(lua_State *L) { ParticleSystem *t = luax_checkparticlesystem(L, 1); float arg1 = (float)luaL_checknumber(L, 2); float arg2 = (float)luaL_optnumber(L, 3, arg1); t->setLinearDamping(arg1, arg2); return 0; } int w_ParticleSystem_getLinearDamping(lua_State *L) { ParticleSystem *t = luax_checkparticlesystem(L, 1); float min, max; t->getLinearDamping(min, max); lua_pushnumber(L, min); lua_pushnumber(L, max); return 2; } int w_ParticleSystem_setSizes(lua_State *L) { ParticleSystem *t = luax_checkparticlesystem(L, 1); size_t nSizes = lua_gettop(L) - 1; if (nSizes > 8) return luaL_error(L, "At most eight (8) sizes may be used."); if (nSizes <= 1) { float size = luax_checkfloat(L, 2); t->setSize(size); } else { std::vector sizes(nSizes); for (size_t i = 0; i < nSizes; ++i) sizes[i] = luax_checkfloat(L, (int) (1 + i + 1)); t->setSizes(sizes); } return 0; } int w_ParticleSystem_getSizes(lua_State *L) { ParticleSystem *t = luax_checkparticlesystem(L, 1); const std::vector &sizes = t->getSizes(); for (size_t i = 0; i < sizes.size(); i++) lua_pushnumber(L, sizes[i]); return (int) sizes.size(); } int w_ParticleSystem_setSizeVariation(lua_State *L) { ParticleSystem *t = luax_checkparticlesystem(L, 1); float arg1 = (float)luaL_checknumber(L, 2); if (arg1 < 0.0f || arg1 > 1.0f) return luaL_error(L, "Size variation has to be between 0 and 1, inclusive."); t->setSizeVariation(arg1); return 0; } int w_ParticleSystem_getSizeVariation(lua_State *L) { ParticleSystem *t = luax_checkparticlesystem(L, 1); lua_pushnumber(L, t->getSizeVariation()); return 1; } int w_ParticleSystem_setRotation(lua_State *L) { ParticleSystem *t = luax_checkparticlesystem(L, 1); float arg1 = (float)luaL_checknumber(L, 2); float arg2 = (float)luaL_optnumber(L, 3, arg1); t->setRotation(arg1, arg2); return 0; } int w_ParticleSystem_getRotation(lua_State *L) { ParticleSystem *t = luax_checkparticlesystem(L, 1); float min, max; t->getRotation(min, max); lua_pushnumber(L, min); lua_pushnumber(L, max); return 2; } int w_ParticleSystem_setSpin(lua_State *L) { ParticleSystem *t = luax_checkparticlesystem(L, 1); float arg1 = (float)luaL_checknumber(L, 2); float arg2 = (float)luaL_optnumber(L, 3, arg1); t->setSpin(arg1, arg2); return 0; } int w_ParticleSystem_getSpin(lua_State *L) { ParticleSystem *t = luax_checkparticlesystem(L, 1); float start, end; t->getSpin(start, end); lua_pushnumber(L, start); lua_pushnumber(L, end); return 2; } int w_ParticleSystem_setSpinVariation(lua_State *L) { ParticleSystem *t = luax_checkparticlesystem(L, 1); float arg1 = (float)luaL_checknumber(L, 2); t->setSpinVariation(arg1); return 0; } int w_ParticleSystem_getSpinVariation(lua_State *L) { ParticleSystem *t = luax_checkparticlesystem(L, 1); lua_pushnumber(L, t->getSpinVariation()); return 1; } int w_ParticleSystem_setOffset(lua_State *L) { ParticleSystem *t = luax_checkparticlesystem(L, 1); float x = (float)luaL_checknumber(L, 2); float y = (float)luaL_checknumber(L, 3); t->setOffset(x, y); return 0; } int w_ParticleSystem_getOffset(lua_State *L) { ParticleSystem *t = luax_checkparticlesystem(L, 1); love::Vector offset = t->getOffset(); lua_pushnumber(L, offset.getX()); lua_pushnumber(L, offset.getY()); return 2; } int w_ParticleSystem_setColors(lua_State *L) { ParticleSystem *t = luax_checkparticlesystem(L, 1); if (lua_istable(L, 2)) // setColors({r,g,b,a}, {r,g,b,a}, ...) { int nColors = (int) lua_gettop(L) - 1; if (nColors > 8) return luaL_error(L, "At most eight (8) colors may be used."); std::vector colors(nColors); for (int i = 0; i < nColors; i++) { luaL_checktype(L, i + 2, LUA_TTABLE); if (luax_objlen(L, i + 2) < 3) return luaL_argerror(L, i + 2, "expected 4 color components"); for (int j = 0; j < 4; j++) // push args[i+2][j+1] onto the stack lua_rawgeti(L, i + 2, j + 1); colors[i].r = (float) luaL_checknumber(L, -4); colors[i].g = (float) luaL_checknumber(L, -3); colors[i].b = (float) luaL_checknumber(L, -2); colors[i].a = (float) luaL_optnumber(L, -1, 1.0); // pop the color components from the stack lua_pop(L, 4); } t->setColor(colors); } else // setColors(r,g,b,a, r,g,b,a, ...) { int cargs = lua_gettop(L) - 1; int nColors = (cargs + 3) / 4; // nColors = ceil(color_args / 4) if (cargs != 3 && (cargs % 4 != 0 || cargs == 0)) return luaL_error(L, "Expected red, green, blue, and alpha. Only got %d of 4 components.", cargs % 4); if (nColors > 8) return luaL_error(L, "At most eight (8) colors may be used."); std::vector colors(nColors); for (int i = 0; i < nColors; ++i) { colors[i].r = (float) luaL_checknumber(L, 1 + i*4 + 1); colors[i].g = (float) luaL_checknumber(L, 1 + i*4 + 2); colors[i].b = (float) luaL_checknumber(L, 1 + i*4 + 3); colors[i].a = (float) luaL_checknumber(L, 1 + i*4 + 4); } t->setColor(colors); } return 0; } int w_ParticleSystem_getColors(lua_State *L) { ParticleSystem *t = luax_checkparticlesystem(L, 1); const std::vector &colors =t->getColor(); for (size_t i = 0; i < colors.size(); i++) { lua_createtable(L, 4, 0); lua_pushnumber(L, colors[i].r); lua_rawseti(L, -2, 1); lua_pushnumber(L, colors[i].g); lua_rawseti(L, -2, 2); lua_pushnumber(L, colors[i].b); lua_rawseti(L, -2, 3); lua_pushnumber(L, colors[i].a); lua_rawseti(L, -2, 4); } return (int) colors.size(); } int w_ParticleSystem_setQuads(lua_State *L) { ParticleSystem *t = luax_checkparticlesystem(L, 1); std::vector quads; if (lua_istable(L, 2)) { for (int i = 1; i <= (int) luax_objlen(L, 2); i++) { lua_rawgeti(L, 2, i); Quad *q = luax_checktype(L, -1); quads.push_back(q); lua_pop(L, 1); } } else { for (int i = 2; i <= lua_gettop(L); i++) { Quad *q = luax_checktype(L, i); quads.push_back(q); } } t->setQuads(quads); return 0; } int w_ParticleSystem_getQuads(lua_State *L) { ParticleSystem *t = luax_checkparticlesystem(L, 1); const std::vector quads = t->getQuads(); lua_createtable(L, (int) quads.size(), 0); for (int i = 0; i < (int) quads.size(); i++) { luax_pushtype(L, quads[i]); lua_rawseti(L, -2, i + 1); } return 1; } int w_ParticleSystem_setRelativeRotation(lua_State *L) { ParticleSystem *t = luax_checkparticlesystem(L, 1); t->setRelativeRotation(luax_toboolean(L, 2)); return 0; } int w_ParticleSystem_hasRelativeRotation(lua_State *L) { ParticleSystem *t = luax_checkparticlesystem(L, 1); luax_pushboolean(L, t->hasRelativeRotation()); return 1; } int w_ParticleSystem_getCount(lua_State *L) { ParticleSystem *t = luax_checkparticlesystem(L, 1); lua_pushnumber(L, t->getCount()); return 1; } int w_ParticleSystem_start(lua_State *L) { ParticleSystem *t = luax_checkparticlesystem(L, 1); t->start(); return 0; } int w_ParticleSystem_stop(lua_State *L) { ParticleSystem *t = luax_checkparticlesystem(L, 1); t->stop(); return 0; } int w_ParticleSystem_pause(lua_State *L) { ParticleSystem *t = luax_checkparticlesystem(L, 1); t->pause(); return 0; } int w_ParticleSystem_reset(lua_State *L) { ParticleSystem *t = luax_checkparticlesystem(L, 1); t->reset(); return 0; } int w_ParticleSystem_emit(lua_State *L) { ParticleSystem *t = luax_checkparticlesystem(L, 1); int num = (int) luaL_checknumber(L, 2); t->emit(num); return 0; } int w_ParticleSystem_isActive(lua_State *L) { ParticleSystem *t = luax_checkparticlesystem(L, 1); luax_pushboolean(L, t->isActive()); return 1; } int w_ParticleSystem_isPaused(lua_State *L) { ParticleSystem *t = luax_checkparticlesystem(L, 1); luax_pushboolean(L, t->isPaused()); return 1; } int w_ParticleSystem_isStopped(lua_State *L) { ParticleSystem *t = luax_checkparticlesystem(L, 1); luax_pushboolean(L, t->isStopped()); return 1; } int w_ParticleSystem_update(lua_State *L) { ParticleSystem *t = luax_checkparticlesystem(L, 1); float dt = (float)luaL_checknumber(L, 2); t->update(dt); return 0; } static const luaL_Reg w_ParticleSystem_functions[] = { { "clone", w_ParticleSystem_clone }, { "setTexture", w_ParticleSystem_setTexture }, { "getTexture", w_ParticleSystem_getTexture }, { "setBufferSize", w_ParticleSystem_setBufferSize }, { "getBufferSize", w_ParticleSystem_getBufferSize }, { "setInsertMode", w_ParticleSystem_setInsertMode }, { "getInsertMode", w_ParticleSystem_getInsertMode }, { "setEmissionRate", w_ParticleSystem_setEmissionRate }, { "getEmissionRate", w_ParticleSystem_getEmissionRate }, { "setEmitterLifetime", w_ParticleSystem_setEmitterLifetime }, { "getEmitterLifetime", w_ParticleSystem_getEmitterLifetime }, { "setParticleLifetime", w_ParticleSystem_setParticleLifetime }, { "getParticleLifetime", w_ParticleSystem_getParticleLifetime }, { "setPosition", w_ParticleSystem_setPosition }, { "getPosition", w_ParticleSystem_getPosition }, { "moveTo", w_ParticleSystem_moveTo }, { "setAreaSpread", w_ParticleSystem_setAreaSpread }, { "getAreaSpread", w_ParticleSystem_getAreaSpread }, { "setDirection", w_ParticleSystem_setDirection }, { "getDirection", w_ParticleSystem_getDirection }, { "setSpread", w_ParticleSystem_setSpread }, { "getSpread", w_ParticleSystem_getSpread }, { "setSpeed", w_ParticleSystem_setSpeed }, { "getSpeed", w_ParticleSystem_getSpeed }, { "setLinearAcceleration", w_ParticleSystem_setLinearAcceleration }, { "getLinearAcceleration", w_ParticleSystem_getLinearAcceleration }, { "setRadialAcceleration", w_ParticleSystem_setRadialAcceleration }, { "getRadialAcceleration", w_ParticleSystem_getRadialAcceleration }, { "setTangentialAcceleration", w_ParticleSystem_setTangentialAcceleration }, { "getTangentialAcceleration", w_ParticleSystem_getTangentialAcceleration }, { "setLinearDamping", w_ParticleSystem_setLinearDamping }, { "getLinearDamping", w_ParticleSystem_getLinearDamping }, { "setSizes", w_ParticleSystem_setSizes }, { "getSizes", w_ParticleSystem_getSizes }, { "setSizeVariation", w_ParticleSystem_setSizeVariation }, { "getSizeVariation", w_ParticleSystem_getSizeVariation }, { "setRotation", w_ParticleSystem_setRotation }, { "getRotation", w_ParticleSystem_getRotation }, { "setSpin", w_ParticleSystem_setSpin }, { "getSpin", w_ParticleSystem_getSpin }, { "setSpinVariation", w_ParticleSystem_setSpinVariation }, { "getSpinVariation", w_ParticleSystem_getSpinVariation }, { "setColors", w_ParticleSystem_setColors }, { "getColors", w_ParticleSystem_getColors }, { "setQuads", w_ParticleSystem_setQuads }, { "getQuads", w_ParticleSystem_getQuads }, { "setOffset", w_ParticleSystem_setOffset }, { "getOffset", w_ParticleSystem_getOffset }, { "setRelativeRotation", w_ParticleSystem_setRelativeRotation }, { "hasRelativeRotation", w_ParticleSystem_hasRelativeRotation }, { "getCount", w_ParticleSystem_getCount }, { "start", w_ParticleSystem_start }, { "stop", w_ParticleSystem_stop }, { "pause", w_ParticleSystem_pause }, { "reset", w_ParticleSystem_reset }, { "emit", w_ParticleSystem_emit }, { "isActive", w_ParticleSystem_isActive }, { "isPaused", w_ParticleSystem_isPaused }, { "isStopped", w_ParticleSystem_isStopped }, { "update", w_ParticleSystem_update }, { 0, 0 } }; extern "C" int luaopen_particlesystem(lua_State *L) { return luax_register_type(L, ParticleSystem::type, w_ParticleSystem_functions, nullptr); } } // opengl } // graphics } // love