forked from Mirrorlandia_minetest/minetest
7632af3c73
Co-authored-by: sfan5 <sfan5@live.de>
197 lines
4.4 KiB
C++
197 lines
4.4 KiB
C++
/*
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Minetest
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Copyright (C) 2013 celeron55, Perttu Ahola <celeron55@gmail.com>
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU Lesser General Public License as published by
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the Free Software Foundation; either version 2.1 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public License along
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with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
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*/
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#pragma once
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#include "irr_v3d.h"
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#include "lua_api/l_base.h"
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#include "noise.h"
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/*
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LuaPerlinNoise
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*/
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class LuaPerlinNoise : public ModApiBase
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{
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private:
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NoiseParams np;
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static luaL_Reg methods[];
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// Exported functions
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// garbage collector
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static int gc_object(lua_State *L);
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static int l_get_2d(lua_State *L);
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static int l_get_3d(lua_State *L);
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public:
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LuaPerlinNoise(const NoiseParams *params);
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~LuaPerlinNoise() = default;
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// LuaPerlinNoise(seed, octaves, persistence, scale)
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// Creates an LuaPerlinNoise and leaves it on top of stack
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static int create_object(lua_State *L);
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static void *packIn(lua_State *L, int idx);
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static void packOut(lua_State *L, void *ptr);
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static void Register(lua_State *L);
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static const char className[];
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};
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/*
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LuaPerlinNoiseMap
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*/
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class LuaPerlinNoiseMap : public ModApiBase
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{
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Noise *noise;
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static luaL_Reg methods[];
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// Exported functions
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// garbage collector
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static int gc_object(lua_State *L);
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static int l_get_2d_map(lua_State *L);
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static int l_get_2d_map_flat(lua_State *L);
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static int l_get_3d_map(lua_State *L);
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static int l_get_3d_map_flat(lua_State *L);
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static int l_calc_2d_map(lua_State *L);
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static int l_calc_3d_map(lua_State *L);
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static int l_get_map_slice(lua_State *L);
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public:
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LuaPerlinNoiseMap(const NoiseParams *np, s32 seed, v3s16 size);
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~LuaPerlinNoiseMap();
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inline bool is3D() const { return noise->sz > 1; }
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// LuaPerlinNoiseMap(np, size)
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// Creates an LuaPerlinNoiseMap and leaves it on top of stack
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static int create_object(lua_State *L);
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static void *packIn(lua_State *L, int idx);
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static void packOut(lua_State *L, void *ptr);
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static void Register(lua_State *L);
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static const char className[];
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};
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/*
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LuaPseudoRandom
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*/
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class LuaPseudoRandom : public ModApiBase
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{
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private:
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PseudoRandom m_pseudo;
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static const luaL_Reg methods[];
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// Exported functions
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// garbage collector
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static int gc_object(lua_State *L);
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// next(self, min=0, max=32767) -> get next value
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static int l_next(lua_State *L);
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public:
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LuaPseudoRandom(s32 seed) : m_pseudo(seed) {}
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// LuaPseudoRandom(seed)
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// Creates an LuaPseudoRandom and leaves it on top of stack
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static int create_object(lua_State *L);
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static void Register(lua_State *L);
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static const char className[];
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};
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/*
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LuaPcgRandom
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*/
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class LuaPcgRandom : public ModApiBase
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{
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private:
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PcgRandom m_rnd;
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static const luaL_Reg methods[];
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// Exported functions
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// garbage collector
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static int gc_object(lua_State *L);
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// next(self, min=-2147483648, max=2147483647) -> get next value
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static int l_next(lua_State *L);
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// rand_normal_dist(self, min=-2147483648, max=2147483647, num_trials=6) ->
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// get next normally distributed random value
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static int l_rand_normal_dist(lua_State *L);
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public:
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LuaPcgRandom(u64 seed) : m_rnd(seed) {}
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LuaPcgRandom(u64 seed, u64 seq) : m_rnd(seed, seq) {}
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// LuaPcgRandom(seed)
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// Creates an LuaPcgRandom and leaves it on top of stack
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static int create_object(lua_State *L);
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static void Register(lua_State *L);
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static const char className[];
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};
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/*
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LuaSecureRandom
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*/
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class LuaSecureRandom : public ModApiBase
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{
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private:
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static const size_t RAND_BUF_SIZE = 2048;
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static const luaL_Reg methods[];
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u32 m_rand_idx;
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char m_rand_buf[RAND_BUF_SIZE];
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// Exported functions
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// garbage collector
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static int gc_object(lua_State *L);
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// next_bytes(self, count) -> get count many bytes
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static int l_next_bytes(lua_State *L);
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public:
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bool fillRandBuf();
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// LuaSecureRandom()
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// Creates an LuaSecureRandom and leaves it on top of stack
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static int create_object(lua_State *L);
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static void Register(lua_State *L);
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static const char className[];
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};
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