mirror of
https://github.com/love2d/love.git
synced 2026-08-18 03:34:23 +02:00
14aa6965b3
- 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
230 lines
5.9 KiB
C++
230 lines
5.9 KiB
C++
/**
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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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#ifndef LOVE_MATH_MODMATH_H
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#define LOVE_MATH_MODMATH_H
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#include "RandomGenerator.h"
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#include "CompressedData.h"
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#include "Compressor.h"
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#include "HashFunction.h"
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// LOVE
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#include "common/Module.h"
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#include "common/math.h"
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#include "common/Vector.h"
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#include "common/int.h"
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// Noise
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#include "libraries/noise1234/noise1234.h"
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#include "libraries/noise1234/simplexnoise1234.h"
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// STL
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#include <vector>
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namespace love
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{
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namespace math
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{
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class BezierCurve;
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class Transform;
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struct Triangle
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{
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Triangle(const Vector &x, const Vector &y, const Vector &z)
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: a(x), b(y), c(z)
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{}
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Vector a, b, c;
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};
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enum EncodeFormat
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{
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ENCODE_BASE64,
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ENCODE_HEX,
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ENCODE_MAX_ENUM
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};
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/**
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* Triangulate a simple polygon.
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*
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* @param polygon Polygon to triangulate. Must not intersect itself.
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* @return List of triangles the polygon is composed of.
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**/
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std::vector<Triangle> triangulate(const std::vector<love::Vector> &polygon);
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/**
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* Checks whether a polygon is convex.
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*
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* @param polygon Polygon to test.
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* @return True if the polygon is convex, false otherwise.
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**/
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bool isConvex(const std::vector<love::Vector> &polygon);
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/**
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* Converts a value from the sRGB (gamma) colorspace to linear RGB.
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**/
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float gammaToLinear(float c);
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/**
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* Converts a value from linear RGB to the sRGB (gamma) colorspace.
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**/
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float linearToGamma(float c);
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/**
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* Calculate noise for the specified coordinate(s).
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*
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* @return Noise value in the range of [0, 1].
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**/
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static float noise1(float x);
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static float noise2(float x, float y);
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static float noise3(float x, float y, float z);
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static float noise4(float x, float y, float z, float w);
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/**
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* Compresses a block of memory using the given compression format.
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*
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* @param format The compression format to use.
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* @param rawdata The data to compress.
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* @param level The amount of compression to apply (between 0 and 9.)
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* A value of -1 indicates the default amount of compression.
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* Specific formats may not use every level.
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* @return The newly compressed data.
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**/
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CompressedData *compress(Compressor::Format format, Data *rawdata, int level = -1);
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CompressedData *compress(Compressor::Format format, const char *rawbytes, size_t rawsize, int level = -1);
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/**
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* Decompresses existing compressed data into raw bytes.
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*
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* @param[in] data The compressed data to decompress.
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* @param[out] decompressedsize The size in bytes of the decompressed data.
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* @return The newly decompressed data (allocated with new[]).
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**/
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char *decompress(CompressedData *data, size_t &decompressedsize);
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/**
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* Decompresses existing compressed data into raw bytes.
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*
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* @param[in] format The compression format the data is in.
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* @param[in] cbytes The compressed data to decompress.
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* @param[in] compressedsize The size in bytes of the compressed data.
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* @param[in,out] rawsize On input, the size in bytes of the original
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* uncompressed data, or 0 if unknown. On return, the size in
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* bytes of the newly decompressed data.
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* @return The newly decompressed data (allocated with new[]).
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**/
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char *decompress(Compressor::Format format, const char *cbytes, size_t compressedsize, size_t &rawsize);
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char *encode(EncodeFormat format, const char *src, size_t srclen, size_t &dstlen, size_t linelen = 0);
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char *decode(EncodeFormat format, const char *src, size_t srclen, size_t &dstlen);
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/**
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* Hash the input, producing an set of bytes as output.
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*
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* @param[in] function The selected hash function.
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* @param[in] input The input data to hash.
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* @return An std::string of bytes, representing the result of the hash
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* function.
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**/
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std::string hash(HashFunction::Function function, Data *input);
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std::string hash(HashFunction::Function function, const char *input, uint64_t size);
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bool getConstant(const char *in, EncodeFormat &out);
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bool getConstant(EncodeFormat in, const char *&out);
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class Math : public Module
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{
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private:
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RandomGenerator rng;
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public:
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virtual ~Math();
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RandomGenerator *getRandomGenerator()
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{
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return &rng;
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}
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/**
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* Create a new random number generator.
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**/
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RandomGenerator *newRandomGenerator();
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/**
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* Creates a new bezier curve.
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**/
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BezierCurve *newBezierCurve(const std::vector<Vector> &points);
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Transform *newTransform();
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Transform *newTransform(float x, float y, float a, float sx, float sy, float ox, float oy, float kx, float ky);
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// Implements Module.
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virtual ModuleType getModuleType() const
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{
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return M_MATH;
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}
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virtual const char *getName() const
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{
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return "love.math";
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}
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static Math instance;
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private:
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Math();
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}; // Math
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static inline float noise1(float x)
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{
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return SimplexNoise1234::noise(x) * 0.5f + 0.5f;
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}
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static inline float noise2(float x, float y)
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{
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return SimplexNoise1234::noise(x, y) * 0.5f + 0.5f;
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}
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// Perlin noise is used instead of Simplex noise in the 3D and 4D cases to avoid
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// patent issues.
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static inline float noise3(float x, float y, float z)
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{
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return Noise1234::noise(x, y, z) * 0.5f + 0.5f;
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}
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static inline float noise4(float x, float y, float z, float w)
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{
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return Noise1234::noise(x, y, z, w) * 0.5f + 0.5f;
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}
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} // math
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} // love
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#endif
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