1 | /** |
2 | * Copyright (c) 2006-2023 LOVE Development Team |
3 | * |
4 | * This software is provided 'as-is', without any express or implied |
5 | * warranty. In no event will the authors be held liable for any damages |
6 | * arising from the use of this software. |
7 | * |
8 | * Permission is granted to anyone to use this software for any purpose, |
9 | * including commercial applications, and to alter it and redistribute it |
10 | * freely, subject to the following restrictions: |
11 | * |
12 | * 1. The origin of this software must not be misrepresented; you must not |
13 | * claim that you wrote the original software. If you use this software |
14 | * in a product, an acknowledgment in the product documentation would be |
15 | * appreciated but is not required. |
16 | * 2. Altered source versions must be plainly marked as such, and must not be |
17 | * misrepresented as being the original software. |
18 | * 3. This notice may not be removed or altered from any source distribution. |
19 | **/ |
20 | |
21 | #ifndef LOVE_MATH_MODMATH_H |
22 | #define LOVE_MATH_MODMATH_H |
23 | |
24 | #include "RandomGenerator.h" |
25 | |
26 | // LOVE |
27 | #include "common/Module.h" |
28 | #include "common/math.h" |
29 | #include "common/Vector.h" |
30 | #include "common/int.h" |
31 | |
32 | // Noise |
33 | #include "libraries/noise1234/noise1234.h" |
34 | #include "libraries/noise1234/simplexnoise1234.h" |
35 | |
36 | // STL |
37 | #include <vector> |
38 | |
39 | namespace love |
40 | { |
41 | namespace math |
42 | { |
43 | |
44 | class BezierCurve; |
45 | class Transform; |
46 | |
47 | struct Triangle |
48 | { |
49 | Triangle(const Vector2 &x, const Vector2 &y, const Vector2 &z) |
50 | : a(x), b(y), c(z) |
51 | {} |
52 | Vector2 a, b, c; |
53 | }; |
54 | |
55 | /** |
56 | * Triangulate a simple polygon. |
57 | * |
58 | * @param polygon Polygon to triangulate. Must not intersect itself. |
59 | * @return List of triangles the polygon is composed of. |
60 | **/ |
61 | std::vector<Triangle> triangulate(const std::vector<love::Vector2> &polygon); |
62 | |
63 | /** |
64 | * Checks whether a polygon is convex. |
65 | * |
66 | * @param polygon Polygon to test. |
67 | * @return True if the polygon is convex, false otherwise. |
68 | **/ |
69 | bool isConvex(const std::vector<love::Vector2> &polygon); |
70 | |
71 | /** |
72 | * Converts a value from the sRGB (gamma) colorspace to linear RGB. |
73 | **/ |
74 | float gammaToLinear(float c); |
75 | |
76 | /** |
77 | * Converts a value from linear RGB to the sRGB (gamma) colorspace. |
78 | **/ |
79 | float linearToGamma(float c); |
80 | |
81 | /** |
82 | * Calculate noise for the specified coordinate(s). |
83 | * |
84 | * @return Noise value in the range of [0, 1]. |
85 | **/ |
86 | static float noise1(float x); |
87 | static float noise2(float x, float y); |
88 | static float noise3(float x, float y, float z); |
89 | static float noise4(float x, float y, float z, float w); |
90 | |
91 | |
92 | class Math : public Module |
93 | { |
94 | public: |
95 | |
96 | Math(); |
97 | virtual ~Math(); |
98 | |
99 | RandomGenerator *getRandomGenerator() |
100 | { |
101 | return &rng; |
102 | } |
103 | |
104 | /** |
105 | * Create a new random number generator. |
106 | **/ |
107 | RandomGenerator *newRandomGenerator(); |
108 | |
109 | /** |
110 | * Creates a new bezier curve. |
111 | **/ |
112 | BezierCurve *newBezierCurve(const std::vector<Vector2> &points); |
113 | |
114 | Transform *newTransform(); |
115 | Transform *newTransform(float x, float y, float a, float sx, float sy, float ox, float oy, float kx, float ky); |
116 | |
117 | // Implements Module. |
118 | virtual ModuleType getModuleType() const |
119 | { |
120 | return M_MATH; |
121 | } |
122 | |
123 | virtual const char *getName() const |
124 | { |
125 | return "love.math" ; |
126 | } |
127 | |
128 | private: |
129 | |
130 | RandomGenerator rng; |
131 | |
132 | }; // Math |
133 | |
134 | |
135 | static inline float noise1(float x) |
136 | { |
137 | return SimplexNoise1234::noise(x) * 0.5f + 0.5f; |
138 | } |
139 | |
140 | static inline float noise2(float x, float y) |
141 | { |
142 | return SimplexNoise1234::noise(x, y) * 0.5f + 0.5f; |
143 | } |
144 | |
145 | // Perlin noise is used instead of Simplex noise in the 3D and 4D cases to avoid |
146 | // patent issues. |
147 | |
148 | static inline float noise3(float x, float y, float z) |
149 | { |
150 | return Noise1234::noise(x, y, z) * 0.5f + 0.5f; |
151 | } |
152 | |
153 | static inline float noise4(float x, float y, float z, float w) |
154 | { |
155 | return Noise1234::noise(x, y, z, w) * 0.5f + 0.5f; |
156 | } |
157 | |
158 | } // math |
159 | } // love |
160 | |
161 | #endif |
162 | |