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love/src/modules/math/MathModule.h
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/**
* Copyright (c) 2006-2015 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.
**/
#ifndef LOVE_MATH_MODMATH_H
#define LOVE_MATH_MODMATH_H
#include "RandomGenerator.h"
#include "CompressedData.h"
#include "Compressor.h"
// LOVE
#include "common/Module.h"
#include "common/math.h"
#include "common/Vector.h"
#include "common/int.h"
// Noise
#include "libraries/noise1234/noise1234.h"
#include "libraries/noise1234/simplexnoise1234.h"
// STL
#include <vector>
namespace love
{
namespace math
{
class BezierCurve;
class Math : public Module
{
private:
RandomGenerator rng;
public:
virtual ~Math();
/**
* @copydoc RandomGenerator::random()
**/
inline double random()
{
return rng.random();
}
/**
* @copydoc RandomGenerator::random(double)
**/
inline double random(double max)
{
return rng.random(max);
}
/**
* @copydoc RandomGenerator::random(double,double)
**/
inline double random(double min, double max)
{
return rng.random(min, max);
}
/**
* @copydoc RandomGenerator::randomNormal()
**/
inline double randomNormal(double stddev)
{
return rng.randomNormal(stddev);
}
inline void setRandomSeed(RandomGenerator::Seed seed)
{
rng.setSeed(seed);
}
inline RandomGenerator::Seed getRandomSeed() const
{
return rng.getSeed();
}
inline void setRandomState(const std::string &statestr)
{
rng.setState(statestr);
}
inline std::string getRandomState() const
{
return rng.getState();
}
/**
* Create a new random number generator.
**/
RandomGenerator *newRandomGenerator();
/**
* Creates a new bezier curve.
**/
BezierCurve *newBezierCurve(const std::vector<Vector> &points);
// Implements Module.
virtual ModuleType getModuleType() const
{
return M_MATH;
}
virtual const char *getName() const
{
return "love.math";
}
/**
* Triangulate a simple polygon.
*
* @param polygon Polygon to triangulate. Must not intersect itself.
* @return List of triangles the polygon is composed of.
**/
std::vector<Triangle> triangulate(const std::vector<Vertex> &polygon);
/**
* Checks whether a polygon is convex.
*
* @param polygon Polygon to test.
* @return True if the polygon is convex, false otherwise.
**/
bool isConvex(const std::vector<Vertex> &polygon);
/**
* Converts a value from the sRGB (gamma) colorspace to linear RGB.
**/
float gammaToLinear(float c) const;
/**
* Converts a value from linear RGB to the sRGB (gamma) colorspace.
**/
float linearToGamma(float c) const;
/**
* Calculate noise for the specified coordinate(s).
*
* @return Noise value in the range of [0, 1].
**/
float noise(float x) const;
float noise(float x, float y) const;
float noise(float x, float y, float z) const;
float noise(float x, float y, float z, float w) const;
/**
* Compresses a block of memory using the given compression format.
*
* @param format The compression format to use.
* @param rawdata The data to compress.
* @param level The amount of compression to apply (between 0 and 9.)
* A value of -1 indicates the default amount of compression.
* Specific formats may not use every level.
* @return The newly compressed data.
**/
CompressedData *compress(Compressor::Format format, Data *rawdata, int level = -1);
CompressedData *compress(Compressor::Format format, const char *rawbytes, size_t rawsize, int level = -1);
/**
* Decompresses existing compressed data into raw bytes.
*
* @param[in] data The compressed data to decompress.
* @param[out] decompressedsize The size in bytes of the decompressed data.
* @return The newly decompressed data (allocated with new[]).
**/
char *decompress(CompressedData *data, size_t &decompressedsize);
/**
* Decompresses existing compressed data into raw bytes.
*
* @param[in] format The compression format the data is in.
* @param[in] cbytes The compressed data to decompress.
* @param[in] compressedSize The size in bytes of the compressed data.
* @param[inout] rawsize On input, the size in bytes of the original
* uncompressed data, or 0 if unknown. On return, the size in
* bytes of the newly decompressed data.
* @return The newly decompressed data (allocated with new[]).
**/
char *decompress(Compressor::Format format, const char *cbytes, size_t compressedsize, size_t &rawsize);
static Math instance;
private:
Math();
Compressor *compressors[Compressor::FORMAT_MAX_ENUM];
}; // Math
inline float Math::noise(float x) const
{
return SimplexNoise1234::noise(x) * 0.5f + 0.5f;
}
inline float Math::noise(float x, float y) const
{
return SimplexNoise1234::noise(x, y) * 0.5f + 0.5f;
}
// Perlin noise is used instead of Simplex noise in the 3D and 4D cases to avoid
// patent issues.
inline float Math::noise(float x, float y, float z) const
{
return Noise1234::noise(x, y, z) * 0.5f + 0.5f;
}
inline float Math::noise(float x, float y, float z, float w) const
{
return Noise1234::noise(x, y, z, w) * 0.5f + 0.5f;
}
} // math
} // love
#endif