Added Transform objects to love.math (resolves issue #1228).

- Added love.math.newTransform.
- Added love.graphics.applyTransform and love.graphics.replaceTransform.
- love.graphics.draw/print/printf, Text:add/addf, and SpriteBatch:add can accept a Transform argument.
- love.graphics.push can accept an optional Transform as a second argument, which will apply the Transform after pushing the matrix stack,
- Shader:send can accept Transform objects when sending to a mat4 uniform variable.

--HG--
branch : minor
This commit is contained in:
Alex Szpakowski
2016-11-24 21:30:45 -04:00
parent 9d2ee6d909
commit 14aa6965b3
19 changed files with 820 additions and 94 deletions
+305
View File
@@ -0,0 +1,305 @@
/**
* 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.
**/
#include "wrap_Transform.h"
namespace love
{
namespace math
{
Transform *luax_checktransform(lua_State *L, int idx)
{
return luax_checktype<Transform>(L, idx, MATH_TRANSFORM_ID);
}
int w_Transform_clone(lua_State *L)
{
Transform *t = luax_checktransform(L, 1);
Transform *newtransform = t->clone();
luax_pushtype(L, MATH_TRANSFORM_ID, newtransform);
newtransform->release();
return 1;
}
int w_Transform_inverse(lua_State *L)
{
Transform *t = luax_checktransform(L, 1);
Transform *inverse = t->inverse();
luax_pushtype(L, MATH_TRANSFORM_ID, inverse);
inverse->release();
return 1;
}
int w_Transform_apply(lua_State *L)
{
Transform *t = luax_checktransform(L, 1);
Transform *other = luax_checktransform(L, 2);
t->apply(other);
lua_pushvalue(L, 1);
return 1;
}
int w_Transform_translate(lua_State *L)
{
Transform *t = luax_checktransform(L, 1);
float x = (float) luaL_checknumber(L, 2);
float y = (float) luaL_checknumber(L, 3);
t->translate(x, y);
lua_pushvalue(L, 1);
return 1;
}
int w_Transform_rotate(lua_State *L)
{
Transform *t = luax_checktransform(L, 1);
float angle = (float) luaL_checknumber(L, 2);
t->rotate(angle);
lua_pushvalue(L, 1);
return 1;
}
int w_Transform_scale(lua_State *L)
{
Transform *t = luax_checktransform(L, 1);
float sx = (float) luaL_checknumber(L, 2);
float sy = (float) luaL_optnumber(L, 3, sx);
t->scale(sx, sy);
lua_pushvalue(L, 1);
return 1;
}
int w_Transform_shear(lua_State *L)
{
Transform *t = luax_checktransform(L, 1);
float kx = (float) luaL_checknumber(L, 2);
float ky = (float) luaL_checknumber(L, 3);
t->shear(kx, ky);
lua_pushvalue(L, 1);
return 1;
}
int w_Transform_reset(lua_State *L)
{
Transform *t = luax_checktransform(L, 1);
t->reset();
lua_pushvalue(L, 1);
return 1;
}
int w_Transform_setTransformation(lua_State *L)
{
Transform *t = luax_checktransform(L, 1);
float x = (float) luaL_optnumber(L, 2, 0.0);
float y = (float) luaL_optnumber(L, 3, 0.0);
float a = (float) luaL_optnumber(L, 4, 0.0);
float sx = (float) luaL_optnumber(L, 5, 1.0);
float sy = (float) luaL_optnumber(L, 6, sx);
float ox = (float) luaL_optnumber(L, 7, 0.0);
float oy = (float) luaL_optnumber(L, 8, 0.0);
float kx = (float) luaL_optnumber(L, 9, 0.0);
float ky = (float) luaL_optnumber(L, 10, 0.0);
t->setTransformation(x, y, a, sx, sy, ox, oy, kx, ky);
lua_pushvalue(L, 1);
return 1;
}
int w_Transform_setMatrix(lua_State *L)
{
Transform *t = luax_checktransform(L, 1);
bool columnmajor = false;
int idx = 2;
if (lua_isboolean(L, idx))
{
columnmajor = lua_toboolean(L, idx);
idx++;
}
float elements[16];
if (lua_istable(L, idx))
{
lua_rawgeti(L, idx, 1);
bool tableoftables = lua_istable(L, -1);
lua_pop(L, 1);
if (tableoftables)
{
if (columnmajor)
{
for (int column = 0; column < 4; column++)
{
lua_rawgeti(L, idx, column + 1);
for (int row = 0; row < 4; row++)
{
lua_rawgeti(L, -(row + 1), row + 1);
elements[column * 4 + row] = (float) luaL_checknumber(L, -1);
}
lua_pop(L, 4 + 1);
}
}
else
{
for (int row = 0; row < 4; row++)
{
lua_rawgeti(L, idx, row + 1);
for (int column = 0; column < 4; column++)
{
// The table has the matrix elements laid out in row-major
// order, but we need to store them column-major in memory.
lua_rawgeti(L, -(column + 1), column + 1);
elements[column * 4 + row] = (float) luaL_checknumber(L, -1);
}
lua_pop(L, 4 + 1);
}
}
}
else
{
if (columnmajor)
{
for (int column = 0; column < 4; column++)
{
for (int row = 0; row < 4; row++)
{
lua_rawgeti(L, idx, column * 4 + row + 1);
elements[column * 4 + row] = (float) luaL_checknumber(L, -1);
}
}
}
else
{
for (int column = 0; column < 4; column++)
{
for (int row = 0; row < 4; row++)
{
// The table has the matrix elements laid out in row-major
// order, but we need to store them column-major in memory.
lua_rawgeti(L, idx, row * 4 + column + 1);
elements[column * 4 + row] = (float) luaL_checknumber(L, -1);
}
}
}
lua_pop(L, 16);
}
}
else
{
if (columnmajor)
{
for (int i = 0; i < 16; i++)
elements[i] = (float) luaL_checknumber(L, idx + i);
}
else
{
for (int column = 0; column < 4; column++)
{
for (int row = 0; row < 4; row++)
elements[column * 4 + row] = (float) luaL_checknumber(L, row * 4 + column + idx);
}
}
}
t->setMatrix(Matrix4(elements));
lua_pushvalue(L, 1);
return 1;
}
int w_Transform_getMatrix(lua_State *L)
{
Transform *t = luax_checktransform(L, 1);
const float *elements = t->getMatrix().getElements();
// We want to push elements in row-major order, but they're stored column-
// major.
for (int row = 0; row < 4; row++)
{
for (int column = 0; column < 4; column++)
lua_pushnumber(L, elements[column * 4 + row]);
}
return 16;
}
int w_Transform_transformPoint(lua_State *L)
{
Transform *t = luax_checktransform(L, 1);
love::Vector p;
p.x = (float) luaL_checknumber(L, 2);
p.y = (float) luaL_checknumber(L, 3);
p = t->transformPoint(p);
lua_pushnumber(L, p.x);
lua_pushnumber(L, p.y);
return 2;
}
int w_Transform_inverseTransformPoint(lua_State *L)
{
Transform *t = luax_checktransform(L, 1);
love::Vector p;
p.x = (float) luaL_checknumber(L, 2);
p.y = (float) luaL_checknumber(L, 3);
p = t->inverseTransformPoint(p);
lua_pushnumber(L, p.x);
lua_pushnumber(L, p.y);
return 2;
}
int w_Transform__mul(lua_State *L)
{
Transform *t1 = luax_checktransform(L, 1);
Transform *t2 = luax_checktransform(L, 2);
Transform *t3 = new Transform(t1->getMatrix() * t2->getMatrix());
luax_pushtype(L, MATH_TRANSFORM_ID, t3);
t3->release();
return 1;
}
static const luaL_Reg functions[] =
{
{ "clone", w_Transform_clone },
{ "inverse", w_Transform_inverse },
{ "apply", w_Transform_apply },
{ "translate", w_Transform_translate },
{ "rotate", w_Transform_rotate },
{ "scale", w_Transform_scale },
{ "shear", w_Transform_shear },
{ "reset", w_Transform_reset },
{ "setTransformation", w_Transform_setTransformation },
{ "transformPoint", w_Transform_transformPoint },
{ "inverseTransformPoint", w_Transform_inverseTransformPoint },
{ "__mul", w_Transform__mul },
{ 0, 0 }
};
extern "C" int luaopen_transform(lua_State *L)
{
return luax_register_type(L, MATH_TRANSFORM_ID, "Transform", functions, nullptr);
}
} // math
} // love