mirror of
https://github.com/love2d/love.git
synced 2026-08-12 08:30:56 +02:00
a29b349014
Renamed the love.image CompressedData type to CompressedImageData. love.math.compress returns a love.math CompressedData object which holds the newly compressed data. Currently supported formats are "lz4" and "zlib". Note that the formats are not file formats and don't compress filesystem hierarchies.
460 lines
9.9 KiB
C++
460 lines
9.9 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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#include "wrap_Math.h"
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#include "wrap_RandomGenerator.h"
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#include "wrap_BezierCurve.h"
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#include "wrap_CompressedData.h"
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#include "MathModule.h"
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#include "BezierCurve.h"
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#include <cmath>
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#include <iostream>
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namespace love
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{
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namespace math
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{
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int w_random(lua_State *L)
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{
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return luax_getrandom(L, 1, Math::instance.random());
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}
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int w_randomNormal(lua_State *L)
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{
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double stddev = luaL_optnumber(L, 1, 1.0);
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double mean = luaL_optnumber(L, 2, 0.0);
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double r = Math::instance.randomNormal(stddev);
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lua_pushnumber(L, r + mean);
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return 1;
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}
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int w_setRandomSeed(lua_State *L)
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{
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luax_catchexcept(L, [&](){ Math::instance.setRandomSeed(luax_checkrandomseed(L, 1)); });
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return 0;
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}
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int w_getRandomSeed(lua_State *L)
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{
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RandomGenerator::Seed s = Math::instance.getRandomSeed();
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lua_pushnumber(L, (lua_Number) s.b32.low);
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lua_pushnumber(L, (lua_Number) s.b32.high);
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return 2;
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}
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int w_setRandomState(lua_State *L)
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{
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luax_catchexcept(L, [&](){ Math::instance.setRandomState(luax_checkstring(L, 1)); });
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return 0;
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}
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int w_getRandomState(lua_State *L)
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{
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luax_pushstring(L, Math::instance.getRandomState());
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return 1;
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}
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int w_newRandomGenerator(lua_State *L)
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{
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RandomGenerator::Seed s;
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if (lua_gettop(L) > 0)
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s = luax_checkrandomseed(L, 1);
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RandomGenerator *t = Math::instance.newRandomGenerator();
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if (lua_gettop(L) > 0)
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{
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bool should_error = false;
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try
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{
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t->setSeed(s);
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}
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catch (love::Exception &e)
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{
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t->release();
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should_error = true;
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lua_pushstring(L, e.what());
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}
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if (should_error)
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return luaL_error(L, "%s", lua_tostring(L, -1));
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}
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luax_pushtype(L, MATH_RANDOM_GENERATOR_ID, t);
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t->release();
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return 1;
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}
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int w_newBezierCurve(lua_State *L)
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{
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std::vector<Vector> points;
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if (lua_istable(L, 1))
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{
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int top = (int) lua_objlen(L, 1);
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points.reserve(top / 2);
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for (int i = 1; i <= top; i += 2)
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{
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lua_rawgeti(L, 1, i);
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lua_rawgeti(L, 1, i+1);
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Vector v;
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v.x = (float) luaL_checknumber(L, -2);
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v.y = (float) luaL_checknumber(L, -1);
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points.push_back(v);
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lua_pop(L, 2);
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}
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}
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else
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{
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int top = (int) lua_gettop(L);
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points.reserve(top / 2);
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for (int i = 1; i <= top; i += 2)
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{
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Vector v;
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v.x = (float) luaL_checknumber(L, i);
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v.y = (float) luaL_checknumber(L, i+1);
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points.push_back(v);
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}
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}
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BezierCurve *curve = Math::instance.newBezierCurve(points);
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luax_pushtype(L, MATH_BEZIER_CURVE_ID, curve);
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curve->release();
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return 1;
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}
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int w_triangulate(lua_State *L)
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{
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std::vector<Vertex> vertices;
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if (lua_istable(L, 1))
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{
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int top = (int) lua_objlen(L, 1);
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vertices.reserve(top / 2);
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for (int i = 1; i <= top; i += 2)
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{
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lua_rawgeti(L, 1, i);
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lua_rawgeti(L, 1, i+1);
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Vertex v;
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v.x = (float) luaL_checknumber(L, -2);
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v.y = (float) luaL_checknumber(L, -1);
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vertices.push_back(v);
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lua_pop(L, 2);
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}
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}
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else
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{
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int top = (int) lua_gettop(L);
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vertices.reserve(top / 2);
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for (int i = 1; i <= top; i += 2)
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{
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Vertex v;
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v.x = (float) luaL_checknumber(L, i);
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v.y = (float) luaL_checknumber(L, i+1);
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vertices.push_back(v);
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}
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}
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if (vertices.size() < 3)
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return luaL_error(L, "Need at least 3 vertices to triangulate");
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std::vector<Triangle> triangles;
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luax_catchexcept(L, [&]() {
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if (vertices.size() == 3)
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triangles.push_back(Triangle(vertices[0], vertices[1], vertices[2]));
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else
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triangles = Math::instance.triangulate(vertices);
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});
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lua_createtable(L, (int) triangles.size(), 0);
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for (int i = 0; i < (int) triangles.size(); ++i)
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{
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const Triangle &tri = triangles[i];
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lua_createtable(L, 6, 0);
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lua_pushnumber(L, tri.a.x);
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lua_rawseti(L, -2, 1);
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lua_pushnumber(L, tri.a.y);
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lua_rawseti(L, -2, 2);
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lua_pushnumber(L, tri.b.x);
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lua_rawseti(L, -2, 3);
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lua_pushnumber(L, tri.b.y);
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lua_rawseti(L, -2, 4);
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lua_pushnumber(L, tri.c.x);
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lua_rawseti(L, -2, 5);
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lua_pushnumber(L, tri.c.y);
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lua_rawseti(L, -2, 6);
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lua_rawseti(L, -2, i+1);
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}
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return 1;
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}
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int w_isConvex(lua_State *L)
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{
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std::vector<Vertex> vertices;
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if (lua_istable(L, 1))
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{
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int top = (int) lua_objlen(L, 1);
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vertices.reserve(top / 2);
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for (int i = 1; i <= top; i += 2)
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{
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lua_rawgeti(L, 1, i);
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lua_rawgeti(L, 1, i+1);
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Vertex v;
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v.x = (float) luaL_checknumber(L, -2);
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v.y = (float) luaL_checknumber(L, -1);
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vertices.push_back(v);
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lua_pop(L, 2);
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}
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}
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else
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{
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int top = lua_gettop(L);
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vertices.reserve(top / 2);
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for (int i = 1; i <= top; i += 2)
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{
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Vertex v;
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v.x = (float) luaL_checknumber(L, i);
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v.y = (float) luaL_checknumber(L, i+1);
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vertices.push_back(v);
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}
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}
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luax_pushboolean(L, Math::instance.isConvex(vertices));
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return 1;
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}
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static int getGammaArgs(lua_State *L, float color[4])
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{
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int numcomponents = 0;
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if (lua_istable(L, 1))
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{
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int n = (int) lua_objlen(L, 1);
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for (int i = 1; i <= n && i <= 4; i++)
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{
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lua_rawgeti(L, 1, i);
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color[i - 1] = (float) luaL_checknumber(L, -1) / 255.0f;
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numcomponents++;
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}
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lua_pop(L, numcomponents);
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}
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else
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{
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int n = lua_gettop(L);
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for (int i = 1; i <= n && i <= 4; i++)
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{
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color[i - 1] = (float) luaL_checknumber(L, i) / 255.0f;
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numcomponents++;
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}
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}
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if (numcomponents == 0)
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luaL_checknumber(L, 1);
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return numcomponents;
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}
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int w_gammaToLinear(lua_State *L)
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{
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float color[4];
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int numcomponents = getGammaArgs(L, color);
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for (int i = 0; i < numcomponents; i++)
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{
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// Alpha should always be linear.
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if (i < 3)
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color[i] = Math::instance.gammaToLinear(color[i]);
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lua_pushnumber(L, color[i] * 255);
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}
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return numcomponents;
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}
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int w_linearToGamma(lua_State *L)
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{
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float color[4];
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int numcomponents = getGammaArgs(L, color);
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for (int i = 0; i < numcomponents; i++)
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{
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// Alpha should always be linear.
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if (i < 3)
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color[i] = Math::instance.linearToGamma(color[i]);
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lua_pushnumber(L, color[i] * 255);
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}
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return numcomponents;
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}
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int w_noise(lua_State *L)
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{
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float w, x, y, z;
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float val;
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switch (lua_gettop(L))
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{
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case 1:
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x = (float) luaL_checknumber(L, 1);
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val = Math::instance.noise(x);
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break;
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case 2:
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x = (float) luaL_checknumber(L, 1);
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y = (float) luaL_checknumber(L, 2);
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val = Math::instance.noise(x, y);
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break;
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case 3:
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x = (float) luaL_checknumber(L, 1);
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y = (float) luaL_checknumber(L, 2);
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z = (float) luaL_checknumber(L, 3);
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val = Math::instance.noise(x, y, z);
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break;
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case 4:
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default:
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x = (float) luaL_checknumber(L, 1);
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y = (float) luaL_checknumber(L, 2);
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z = (float) luaL_checknumber(L, 3);
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w = (float) luaL_checknumber(L, 4);
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val = Math::instance.noise(x, y, z, w);
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break;
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}
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lua_pushnumber(L, (lua_Number) val);
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return 1;
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}
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int w_compress(lua_State *L)
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{
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const char *fstr = lua_isnoneornil(L, 2) ? nullptr : luaL_checkstring(L, 2);
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Compressor::Format format = Compressor::FORMAT_LZ4;
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if (fstr && !Compressor::getConstant(fstr, format))
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return luaL_error(L, "Invalid compressed format: %s", fstr);
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int level = luaL_optint(L, 3, -1);
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CompressedData *cdata = nullptr;
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if (lua_isstring(L, 1))
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{
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size_t rawsize = 0;
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const char *rawbytes = luaL_checklstring(L, 1, &rawsize);
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luax_catchexcept(L, [&](){ cdata = Math::instance.compress(format, rawbytes, rawsize, level); });
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}
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else
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{
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Data *rawdata = luax_checktype<Data>(L, 1, DATA_ID);
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luax_catchexcept(L, [&](){ cdata = Math::instance.compress(format, rawdata, level); });
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}
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luax_pushtype(L, MATH_COMPRESSED_DATA_ID, cdata);
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return 1;
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}
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int w_decompress(lua_State *L)
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{
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char *rawbytes = nullptr;
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size_t rawsize = 0;
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if (lua_isstring(L, 1))
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{
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Compressor::Format format = Compressor::FORMAT_LZ4;
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const char *fstr = luaL_checkstring(L, 2);
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if (!Compressor::getConstant(fstr, format))
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return luaL_error(L, "Invalid compressed format: %s", fstr);
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size_t compressedsize = 0;
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const char *cbytes = luaL_checklstring(L, 1, &compressedsize);
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luax_catchexcept(L, [&](){ rawbytes = Math::instance.decompress(format, cbytes, compressedsize, rawsize); });
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}
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else
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{
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CompressedData *data = luax_checkcompresseddata(L, 1);
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rawsize = data->getDecompressedSize();
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luax_catchexcept(L, [&](){ rawbytes = Math::instance.decompress(data, rawsize); });
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}
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lua_pushlstring(L, rawbytes, rawsize);
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delete[] rawbytes;
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return 1;
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}
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// List of functions to wrap.
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static const luaL_Reg functions[] =
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{
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{ "random", w_random },
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{ "randomNormal", w_randomNormal },
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{ "setRandomSeed", w_setRandomSeed },
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{ "getRandomSeed", w_getRandomSeed },
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{ "setRandomState", w_setRandomState },
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{ "getRandomState", w_getRandomState },
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{ "newRandomGenerator", w_newRandomGenerator },
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{ "newBezierCurve", w_newBezierCurve },
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{ "triangulate", w_triangulate },
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{ "isConvex", w_isConvex },
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{ "gammaToLinear", w_gammaToLinear },
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{ "linearToGamma", w_linearToGamma },
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{ "noise", w_noise },
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{ "compress", w_compress },
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{ "decompress", w_decompress },
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{ 0, 0 }
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};
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static const lua_CFunction types[] =
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{
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luaopen_randomgenerator,
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luaopen_beziercurve,
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luaopen_compresseddata,
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0
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};
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extern "C" int luaopen_love_math(lua_State *L)
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{
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Math::instance.retain();
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WrappedModule w;
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w.module = &Math::instance;
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w.name = "math";
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w.type = MODULE_ID;
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w.functions = functions;
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w.types = types;
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int n = luax_register_module(L, w);
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return n;
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}
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} // math
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} // love
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