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https://github.com/love2d/love.git
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162 lines
3.5 KiB
C++
162 lines
3.5 KiB
C++
/**
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* Copyright (c) 2006-2021 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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// 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 Vector2 &x, const Vector2 &y, const Vector2 &z)
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: a(x), b(y), c(z)
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{}
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Vector2 a, b, c;
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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::Vector2> &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::Vector2> &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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class Math : public Module
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{
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public:
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Math();
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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<Vector2> &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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private:
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RandomGenerator rng;
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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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