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- /**
- * Copyright (c) 2006-2014 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.
- **/
- #include "wrap_Math.h"
- #include "wrap_RandomGenerator.h"
- #include "wrap_BezierCurve.h"
- #include "MathModule.h"
- #include "BezierCurve.h"
- #include <cmath>
- #include <iostream>
- namespace love
- {
- namespace math
- {
- int w_random(lua_State *L)
- {
- return luax_getrandom(L, 1, Math::instance.random());
- }
- int w_randomNormal(lua_State *L)
- {
- double stddev = luaL_optnumber(L, 1, 1.0);
- double mean = luaL_optnumber(L, 2, 0.0);
- double r = Math::instance.randomNormal(stddev);
- lua_pushnumber(L, r + mean);
- return 1;
- }
- int w_setRandomSeed(lua_State *L)
- {
- EXCEPT_GUARD(Math::instance.setRandomSeed(luax_checkrandomseed(L, 1));)
- return 0;
- }
- int w_getRandomSeed(lua_State *L)
- {
- RandomGenerator::Seed s = Math::instance.getRandomSeed();
- lua_pushnumber(L, (lua_Number) s.b32.low);
- lua_pushnumber(L, (lua_Number) s.b32.high);
- return 2;
- }
- int w_setRandomState(lua_State *L)
- {
- EXCEPT_GUARD(Math::instance.setRandomState(luax_checkstring(L, 1));)
- return 0;
- }
- int w_getRandomState(lua_State *L)
- {
- luax_pushstring(L, Math::instance.getRandomState());
- return 1;
- }
- int w_newRandomGenerator(lua_State *L)
- {
- RandomGenerator::Seed s;
- if (lua_gettop(L) > 0)
- s = luax_checkrandomseed(L, 1);
- RandomGenerator *t = Math::instance.newRandomGenerator();
- if (lua_gettop(L) > 0)
- {
- bool should_error = false;
- try
- {
- t->setSeed(s);
- }
- catch (love::Exception &e)
- {
- t->release();
- should_error = true;
- lua_pushstring(L, e.what());
- }
- if (should_error)
- return luaL_error(L, "%s", lua_tostring(L, -1));
- }
- luax_pushtype(L, "RandomGenerator", MATH_RANDOM_GENERATOR_T, t);
- return 1;
- }
- int w_newBezierCurve(lua_State *L)
- {
- std::vector<Vector> points;
- if (lua_istable(L, 1))
- {
- size_t top = lua_objlen(L, 1);
- points.reserve(top / 2);
- for (size_t i = 1; i <= top; i += 2)
- {
- lua_rawgeti(L, 1, i);
- lua_rawgeti(L, 1, i+1);
- Vector v;
- v.x = (float) luaL_checknumber(L, -2);
- v.y = (float) luaL_checknumber(L, -1);
- points.push_back(v);
- lua_pop(L, 2);
- }
- }
- else
- {
- size_t top = lua_gettop(L);
- points.reserve(top / 2);
- for (size_t i = 1; i <= top; i += 2)
- {
- Vector v;
- v.x = (float) luaL_checknumber(L, i);
- v.y = (float) luaL_checknumber(L, i+1);
- points.push_back(v);
- }
- }
- BezierCurve *curve = Math::instance.newBezierCurve(points);
- luax_pushtype(L, "BezierCurve", MATH_BEZIER_CURVE_T, curve);
- return 1;
- }
- int w_triangulate(lua_State *L)
- {
- std::vector<Vertex> vertices;
- if (lua_istable(L, 1))
- {
- size_t top = lua_objlen(L, 1);
- vertices.reserve(top / 2);
- for (size_t i = 1; i <= top; i += 2)
- {
- lua_rawgeti(L, 1, i);
- lua_rawgeti(L, 1, i+1);
- Vertex v;
- v.x = (float) luaL_checknumber(L, -2);
- v.y = (float) luaL_checknumber(L, -1);
- vertices.push_back(v);
- lua_pop(L, 2);
- }
- }
- else
- {
- size_t top = lua_gettop(L);
- vertices.reserve(top / 2);
- for (size_t i = 1; i <= top; i += 2)
- {
- Vertex v;
- v.x = (float) luaL_checknumber(L, i);
- v.y = (float) luaL_checknumber(L, i+1);
- vertices.push_back(v);
- }
- }
- if (vertices.size() < 3)
- return luaL_error(L, "Need at least 3 vertices to triangulate");
- std::vector<Triangle> triangles;
- EXCEPT_GUARD(
- if (vertices.size() == 3)
- triangles.push_back(Triangle(vertices[0], vertices[1], vertices[2]));
- else
- triangles = Math::instance.triangulate(vertices);
- )
- lua_createtable(L, triangles.size(), 0);
- for (size_t i = 0; i < triangles.size(); ++i)
- {
- const Triangle &tri = triangles[i];
- lua_createtable(L, 6, 0);
- lua_pushnumber(L, tri.a.x);
- lua_rawseti(L, -2, 1);
- lua_pushnumber(L, tri.a.y);
- lua_rawseti(L, -2, 2);
- lua_pushnumber(L, tri.b.x);
- lua_rawseti(L, -2, 3);
- lua_pushnumber(L, tri.b.y);
- lua_rawseti(L, -2, 4);
- lua_pushnumber(L, tri.c.x);
- lua_rawseti(L, -2, 5);
- lua_pushnumber(L, tri.c.y);
- lua_rawseti(L, -2, 6);
- lua_rawseti(L, -2, i+1);
- }
- return 1;
- }
- int w_isConvex(lua_State *L)
- {
- std::vector<Vertex> vertices;
- if (lua_istable(L, 1))
- {
- size_t top = lua_objlen(L, 1);
- vertices.reserve(top / 2);
- for (size_t i = 1; i <= top; i += 2)
- {
- lua_rawgeti(L, 1, i);
- lua_rawgeti(L, 1, i+1);
- Vertex v;
- v.x = (float) luaL_checknumber(L, -2);
- v.y = (float) luaL_checknumber(L, -1);
- vertices.push_back(v);
- lua_pop(L, 2);
- }
- }
- else
- {
- int top = lua_gettop(L);
- vertices.reserve(top / 2);
- for (int i = 1; i <= top; i += 2)
- {
- Vertex v;
- v.x = (float) luaL_checknumber(L, i);
- v.y = (float) luaL_checknumber(L, i+1);
- vertices.push_back(v);
- }
- }
- lua_pushboolean(L, Math::instance.isConvex(vertices));
- return 1;
- }
- static int getGammaArgs(lua_State *L, float color[4])
- {
- int numcomponents = 0;
- if (lua_istable(L, 1))
- {
- int n = lua_objlen(L, 1);
- for (int i = 1; i <= n && i <= 4; i++)
- {
- lua_rawgeti(L, 1, i);
- color[i - 1] = (float) luaL_checknumber(L, -1) / 255.0;
- numcomponents++;
- }
- lua_pop(L, numcomponents);
- }
- else
- {
- int n = lua_gettop(L);
- for (int i = 1; i <= n && i <= 4; i++)
- {
- color[i - 1] = (float) luaL_checknumber(L, i) / 255.0;
- numcomponents++;
- }
- }
- if (numcomponents == 0)
- luaL_checknumber(L, 1);
-
- return numcomponents;
- }
- int w_gammaToLinear(lua_State *L)
- {
- float color[4];
- int numcomponents = getGammaArgs(L, color);
- for (int i = 0; i < numcomponents; i++)
- {
- // Alpha should always be linear.
- if (i < 3)
- color[i] = Math::instance.gammaToLinear(color[i]);
- lua_pushnumber(L, color[i] * 255);
- }
- return numcomponents;
- }
- int w_linearToGamma(lua_State *L)
- {
- float color[4];
- int numcomponents = getGammaArgs(L, color);
- for (int i = 0; i < numcomponents; i++)
- {
- // Alpha should always be linear.
- if (i < 3)
- color[i] = Math::instance.linearToGamma(color[i]);
- lua_pushnumber(L, color[i] * 255);
- }
- return numcomponents;
- }
- int w_noise(lua_State *L)
- {
- float w, x, y, z;
- float val;
- switch (lua_gettop(L))
- {
- case 1:
- x = (float) luaL_checknumber(L, 1);
- val = Math::instance.noise(x);
- break;
- case 2:
- x = (float) luaL_checknumber(L, 1);
- y = (float) luaL_checknumber(L, 2);
- val = Math::instance.noise(x, y);
- break;
- case 3:
- x = (float) luaL_checknumber(L, 1);
- y = (float) luaL_checknumber(L, 2);
- z = (float) luaL_checknumber(L, 3);
- val = Math::instance.noise(x, y, z);
- break;
- case 4:
- default:
- x = (float) luaL_checknumber(L, 1);
- y = (float) luaL_checknumber(L, 2);
- z = (float) luaL_checknumber(L, 3);
- w = (float) luaL_checknumber(L, 4);
- val = Math::instance.noise(x, y, z, w);
- break;
- }
- lua_pushnumber(L, (lua_Number) val);
- return 1;
- }
- // List of functions to wrap.
- static const luaL_Reg functions[] =
- {
- { "random", w_random },
- { "randomNormal", w_randomNormal },
- { "setRandomSeed", w_setRandomSeed },
- { "getRandomSeed", w_getRandomSeed },
- { "setRandomState", w_setRandomState },
- { "getRandomState", w_getRandomState },
- { "newRandomGenerator", w_newRandomGenerator },
- { "newBezierCurve", w_newBezierCurve },
- { "triangulate", w_triangulate },
- { "isConvex", w_isConvex },
- { "gammaToLinear", w_gammaToLinear },
- { "linearToGamma", w_linearToGamma },
- { "noise", w_noise },
- { 0, 0 }
- };
- static const lua_CFunction types[] =
- {
- luaopen_randomgenerator,
- luaopen_beziercurve,
- 0
- };
- extern "C" int luaopen_love_math(lua_State *L)
- {
- Math::instance.retain();
- WrappedModule w;
- w.module = &Math::instance;
- w.name = "math";
- w.flags = MODULE_T;
- w.functions = functions;
- w.types = types;
- int n = luax_register_module(L, w);
- return n;
- }
- } // math
- } // love
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