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synced 2026-08-12 08:30:56 +02:00
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
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/**
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* Copyright (c) 2006-2016 LOVE Development Team
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*
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* This software is provided 'as-is', without any express or implied
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* warranty. In no event will the authors be held liable for any damages
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* arising from the use of this software.
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*
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* Permission is granted to anyone to use this software for any purpose,
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* including commercial applications, and to alter it and redistribute it
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* freely, subject to the following restrictions:
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*
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* 1. The origin of this software must not be misrepresented; you must not
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* claim that you wrote the original software. If you use this software
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* in a product, an acknowledgment in the product documentation would be
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* appreciated but is not required.
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* 2. Altered source versions must be plainly marked as such, and must not be
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* misrepresented as being the original software.
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* 3. This notice may not be removed or altered from any source distribution.
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**/
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#include "wrap_Transform.h"
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namespace love
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{
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namespace math
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{
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Transform *luax_checktransform(lua_State *L, int idx)
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{
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return luax_checktype<Transform>(L, idx, MATH_TRANSFORM_ID);
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}
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int w_Transform_clone(lua_State *L)
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{
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Transform *t = luax_checktransform(L, 1);
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Transform *newtransform = t->clone();
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luax_pushtype(L, MATH_TRANSFORM_ID, newtransform);
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newtransform->release();
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return 1;
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}
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int w_Transform_inverse(lua_State *L)
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{
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Transform *t = luax_checktransform(L, 1);
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Transform *inverse = t->inverse();
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luax_pushtype(L, MATH_TRANSFORM_ID, inverse);
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inverse->release();
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return 1;
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}
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int w_Transform_apply(lua_State *L)
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{
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Transform *t = luax_checktransform(L, 1);
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Transform *other = luax_checktransform(L, 2);
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t->apply(other);
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lua_pushvalue(L, 1);
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return 1;
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}
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int w_Transform_translate(lua_State *L)
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{
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Transform *t = luax_checktransform(L, 1);
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float x = (float) luaL_checknumber(L, 2);
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float y = (float) luaL_checknumber(L, 3);
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t->translate(x, y);
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lua_pushvalue(L, 1);
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return 1;
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}
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int w_Transform_rotate(lua_State *L)
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{
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Transform *t = luax_checktransform(L, 1);
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float angle = (float) luaL_checknumber(L, 2);
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t->rotate(angle);
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lua_pushvalue(L, 1);
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return 1;
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}
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int w_Transform_scale(lua_State *L)
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{
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Transform *t = luax_checktransform(L, 1);
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float sx = (float) luaL_checknumber(L, 2);
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float sy = (float) luaL_optnumber(L, 3, sx);
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t->scale(sx, sy);
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lua_pushvalue(L, 1);
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return 1;
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}
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int w_Transform_shear(lua_State *L)
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{
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Transform *t = luax_checktransform(L, 1);
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float kx = (float) luaL_checknumber(L, 2);
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float ky = (float) luaL_checknumber(L, 3);
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t->shear(kx, ky);
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lua_pushvalue(L, 1);
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return 1;
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}
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int w_Transform_reset(lua_State *L)
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{
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Transform *t = luax_checktransform(L, 1);
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t->reset();
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lua_pushvalue(L, 1);
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return 1;
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}
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int w_Transform_setTransformation(lua_State *L)
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{
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Transform *t = luax_checktransform(L, 1);
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float x = (float) luaL_optnumber(L, 2, 0.0);
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float y = (float) luaL_optnumber(L, 3, 0.0);
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float a = (float) luaL_optnumber(L, 4, 0.0);
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float sx = (float) luaL_optnumber(L, 5, 1.0);
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float sy = (float) luaL_optnumber(L, 6, sx);
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float ox = (float) luaL_optnumber(L, 7, 0.0);
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float oy = (float) luaL_optnumber(L, 8, 0.0);
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float kx = (float) luaL_optnumber(L, 9, 0.0);
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float ky = (float) luaL_optnumber(L, 10, 0.0);
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t->setTransformation(x, y, a, sx, sy, ox, oy, kx, ky);
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lua_pushvalue(L, 1);
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return 1;
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}
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int w_Transform_setMatrix(lua_State *L)
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{
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Transform *t = luax_checktransform(L, 1);
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bool columnmajor = false;
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int idx = 2;
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if (lua_isboolean(L, idx))
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{
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columnmajor = lua_toboolean(L, idx);
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idx++;
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}
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float elements[16];
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if (lua_istable(L, idx))
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{
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lua_rawgeti(L, idx, 1);
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bool tableoftables = lua_istable(L, -1);
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lua_pop(L, 1);
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if (tableoftables)
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{
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if (columnmajor)
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{
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for (int column = 0; column < 4; column++)
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{
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lua_rawgeti(L, idx, column + 1);
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for (int row = 0; row < 4; row++)
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{
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lua_rawgeti(L, -(row + 1), row + 1);
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elements[column * 4 + row] = (float) luaL_checknumber(L, -1);
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}
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lua_pop(L, 4 + 1);
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}
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}
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else
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{
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for (int row = 0; row < 4; row++)
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{
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lua_rawgeti(L, idx, row + 1);
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for (int column = 0; column < 4; column++)
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{
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// The table has the matrix elements laid out in row-major
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// order, but we need to store them column-major in memory.
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lua_rawgeti(L, -(column + 1), column + 1);
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elements[column * 4 + row] = (float) luaL_checknumber(L, -1);
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}
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lua_pop(L, 4 + 1);
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}
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}
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}
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else
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{
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if (columnmajor)
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{
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for (int column = 0; column < 4; column++)
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{
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for (int row = 0; row < 4; row++)
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{
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lua_rawgeti(L, idx, column * 4 + row + 1);
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elements[column * 4 + row] = (float) luaL_checknumber(L, -1);
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}
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}
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}
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else
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{
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for (int column = 0; column < 4; column++)
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{
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for (int row = 0; row < 4; row++)
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{
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// The table has the matrix elements laid out in row-major
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// order, but we need to store them column-major in memory.
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lua_rawgeti(L, idx, row * 4 + column + 1);
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elements[column * 4 + row] = (float) luaL_checknumber(L, -1);
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}
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}
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}
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lua_pop(L, 16);
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}
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}
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else
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{
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if (columnmajor)
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{
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for (int i = 0; i < 16; i++)
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elements[i] = (float) luaL_checknumber(L, idx + i);
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}
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else
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{
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for (int column = 0; column < 4; column++)
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{
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for (int row = 0; row < 4; row++)
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elements[column * 4 + row] = (float) luaL_checknumber(L, row * 4 + column + idx);
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}
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}
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}
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t->setMatrix(Matrix4(elements));
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lua_pushvalue(L, 1);
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return 1;
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}
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int w_Transform_getMatrix(lua_State *L)
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{
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Transform *t = luax_checktransform(L, 1);
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const float *elements = t->getMatrix().getElements();
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// We want to push elements in row-major order, but they're stored column-
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// major.
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for (int row = 0; row < 4; row++)
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{
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for (int column = 0; column < 4; column++)
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lua_pushnumber(L, elements[column * 4 + row]);
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}
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return 16;
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}
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int w_Transform_transformPoint(lua_State *L)
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{
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Transform *t = luax_checktransform(L, 1);
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love::Vector p;
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p.x = (float) luaL_checknumber(L, 2);
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p.y = (float) luaL_checknumber(L, 3);
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p = t->transformPoint(p);
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lua_pushnumber(L, p.x);
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lua_pushnumber(L, p.y);
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return 2;
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}
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int w_Transform_inverseTransformPoint(lua_State *L)
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{
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Transform *t = luax_checktransform(L, 1);
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love::Vector p;
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p.x = (float) luaL_checknumber(L, 2);
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p.y = (float) luaL_checknumber(L, 3);
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p = t->inverseTransformPoint(p);
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lua_pushnumber(L, p.x);
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lua_pushnumber(L, p.y);
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return 2;
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}
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int w_Transform__mul(lua_State *L)
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{
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Transform *t1 = luax_checktransform(L, 1);
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Transform *t2 = luax_checktransform(L, 2);
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Transform *t3 = new Transform(t1->getMatrix() * t2->getMatrix());
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luax_pushtype(L, MATH_TRANSFORM_ID, t3);
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t3->release();
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return 1;
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}
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static const luaL_Reg functions[] =
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{
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{ "clone", w_Transform_clone },
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{ "inverse", w_Transform_inverse },
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{ "apply", w_Transform_apply },
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{ "translate", w_Transform_translate },
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{ "rotate", w_Transform_rotate },
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{ "scale", w_Transform_scale },
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{ "shear", w_Transform_shear },
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{ "reset", w_Transform_reset },
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{ "setTransformation", w_Transform_setTransformation },
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{ "transformPoint", w_Transform_transformPoint },
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{ "inverseTransformPoint", w_Transform_inverseTransformPoint },
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{ "__mul", w_Transform__mul },
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{ 0, 0 }
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};
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extern "C" int luaopen_transform(lua_State *L)
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{
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return luax_register_type(L, MATH_TRANSFORM_ID, "Transform", functions, nullptr);
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}
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} // math
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} // love
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