Files
love/src/modules/math/wrap_Math.cpp
T
Alex Szpakowski da7cd267ea Changed luax_pushtype to retain the pushed object itself, but only if the object isn't in the Lua state already.
Previously, calling e.g. love.graphics.getFont() 10,000 times would retain the object 10,000 times (and release it 10,000 times when the Font object was garbage-collected in the Lua state.) Now it will only retain it once and release it once.
2014-08-09 16:04:59 -03:00

398 lines
8.3 KiB
C++

/**
* 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)
{
luax_catchexcept(L, [&](){ 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)
{
luax_catchexcept(L, [&](){ 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);
t->release();
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);
curve->release();
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;
luax_catchexcept(L, [&]() {
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) / 255.0f;
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) / 255.0f;
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