mirror of
https://github.com/love2d/love.git
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239 lines
5.8 KiB
C++
239 lines
5.8 KiB
C++
/**
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* Copyright (c) 2006-2015 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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// 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 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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/**
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* @copydoc RandomGenerator::random()
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**/
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inline double random()
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{
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return rng.random();
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}
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/**
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* @copydoc RandomGenerator::random(double)
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**/
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inline double random(double max)
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{
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return rng.random(max);
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}
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/**
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* @copydoc RandomGenerator::random(double,double)
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**/
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inline double random(double min, double max)
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{
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return rng.random(min, max);
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}
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/**
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* @copydoc RandomGenerator::randomNormal()
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**/
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inline double randomNormal(double stddev)
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{
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return rng.randomNormal(stddev);
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}
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inline void setRandomSeed(RandomGenerator::Seed seed)
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{
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rng.setSeed(seed);
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}
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inline RandomGenerator::Seed getRandomSeed() const
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{
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return rng.getSeed();
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}
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inline void setRandomState(const std::string &statestr)
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{
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rng.setState(statestr);
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}
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inline std::string getRandomState() const
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{
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return rng.getState();
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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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// 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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/**
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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<Vertex> &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<Vertex> &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) const;
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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) const;
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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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float noise(float x) const;
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float noise(float x, float y) const;
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float noise(float x, float y, float z) const;
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float noise(float x, float y, float z, float w) const;
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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[inout] 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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static Math instance;
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private:
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Math();
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Compressor *compressors[Compressor::FORMAT_MAX_ENUM];
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}; // Math
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inline float Math::noise(float x) const
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{
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return SimplexNoise1234::noise(x) * 0.5f + 0.5f;
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}
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inline float Math::noise(float x, float y) const
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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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inline float Math::noise(float x, float y, float z) const
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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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inline float Math::noise(float x, float y, float z, float w) const
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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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