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love-android/jni/love/src/modules/math/wrap_Math.cpp
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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