minetest/src/script/lua_api/l_noise.cpp

681 lines
15 KiB
C++

/*
Minetest
Copyright (C) 2013 celeron55, Perttu Ahola <celeron55@gmail.com>
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License as published by
the Free Software Foundation; either version 2.1 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/
#include "lua_api/l_noise.h"
#include "lua_api/l_internal.h"
#include "common/c_converter.h"
#include "common/c_content.h"
#include "common/c_packer.h"
#include "log.h"
#include "porting.h"
#include "util/numeric.h"
///////////////////////////////////////
/*
LuaPerlinNoise
*/
LuaPerlinNoise::LuaPerlinNoise(const NoiseParams *params) :
np(*params)
{
}
int LuaPerlinNoise::l_get_2d(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
LuaPerlinNoise *o = checkObject<LuaPerlinNoise>(L, 1);
v2f p = readParam<v2f>(L, 2);
lua_Number val = NoisePerlin2D(&o->np, p.X, p.Y, 0);
lua_pushnumber(L, val);
return 1;
}
int LuaPerlinNoise::l_get_3d(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
LuaPerlinNoise *o = checkObject<LuaPerlinNoise>(L, 1);
v3f p = check_v3f(L, 2);
lua_Number val = NoisePerlin3D(&o->np, p.X, p.Y, p.Z, 0);
lua_pushnumber(L, val);
return 1;
}
int LuaPerlinNoise::create_object(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
NoiseParams params;
if (lua_istable(L, 1)) {
read_noiseparams(L, 1, &params);
} else {
params.seed = luaL_checkint(L, 1);
params.octaves = luaL_checkint(L, 2);
params.persist = readParam<float>(L, 3);
params.spread = v3f(1, 1, 1) * readParam<float>(L, 4);
}
LuaPerlinNoise *o = new LuaPerlinNoise(&params);
*(void **)(lua_newuserdata(L, sizeof(void *))) = o;
luaL_getmetatable(L, className);
lua_setmetatable(L, -2);
return 1;
}
int LuaPerlinNoise::gc_object(lua_State *L)
{
LuaPerlinNoise *o = *(LuaPerlinNoise **)(lua_touserdata(L, 1));
delete o;
return 0;
}
void *LuaPerlinNoise::packIn(lua_State *L, int idx)
{
LuaPerlinNoise *o = checkObject<LuaPerlinNoise>(L, idx);
return new NoiseParams(o->np);
}
void LuaPerlinNoise::packOut(lua_State *L, void *ptr)
{
NoiseParams *np = reinterpret_cast<NoiseParams*>(ptr);
if (L) {
LuaPerlinNoise *o = new LuaPerlinNoise(np);
*(void **)(lua_newuserdata(L, sizeof(void *))) = o;
luaL_getmetatable(L, className);
lua_setmetatable(L, -2);
}
delete np;
}
void LuaPerlinNoise::Register(lua_State *L)
{
static const luaL_Reg metamethods[] = {
{"__gc", gc_object},
{0, 0}
};
registerClass(L, className, methods, metamethods);
lua_register(L, className, create_object);
script_register_packer(L, className, packIn, packOut);
}
const char LuaPerlinNoise::className[] = "PerlinNoise";
luaL_Reg LuaPerlinNoise::methods[] = {
luamethod_aliased(LuaPerlinNoise, get_2d, get2d),
luamethod_aliased(LuaPerlinNoise, get_3d, get3d),
{0,0}
};
///////////////////////////////////////
/*
LuaPerlinNoiseMap
*/
LuaPerlinNoiseMap::LuaPerlinNoiseMap(const NoiseParams *np, s32 seed, v3s16 size)
{
try {
noise = new Noise(np, seed, size.X, size.Y, size.Z);
} catch (InvalidNoiseParamsException &e) {
throw LuaError(e.what());
}
}
LuaPerlinNoiseMap::~LuaPerlinNoiseMap()
{
delete noise;
}
int LuaPerlinNoiseMap::l_get_2d_map(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
size_t i = 0;
LuaPerlinNoiseMap *o = checkObject<LuaPerlinNoiseMap>(L, 1);
v2f p = readParam<v2f>(L, 2);
Noise *n = o->noise;
n->perlinMap2D(p.X, p.Y);
lua_createtable(L, n->sy, 0);
for (u32 y = 0; y != n->sy; y++) {
lua_createtable(L, n->sx, 0);
for (u32 x = 0; x != n->sx; x++) {
lua_pushnumber(L, n->result[i++]);
lua_rawseti(L, -2, x + 1);
}
lua_rawseti(L, -2, y + 1);
}
return 1;
}
int LuaPerlinNoiseMap::l_get_2d_map_flat(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
LuaPerlinNoiseMap *o = checkObject<LuaPerlinNoiseMap>(L, 1);
v2f p = readParam<v2f>(L, 2);
bool use_buffer = lua_istable(L, 3);
Noise *n = o->noise;
n->perlinMap2D(p.X, p.Y);
size_t maplen = n->sx * n->sy;
if (use_buffer)
lua_pushvalue(L, 3);
else
lua_createtable(L, maplen, 0);
for (size_t i = 0; i != maplen; i++) {
lua_pushnumber(L, n->result[i]);
lua_rawseti(L, -2, i + 1);
}
return 1;
}
int LuaPerlinNoiseMap::l_get_3d_map(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
size_t i = 0;
LuaPerlinNoiseMap *o = checkObject<LuaPerlinNoiseMap>(L, 1);
v3f p = check_v3f(L, 2);
if (!o->is3D())
return 0;
Noise *n = o->noise;
n->perlinMap3D(p.X, p.Y, p.Z);
lua_createtable(L, n->sz, 0);
for (u32 z = 0; z != n->sz; z++) {
lua_createtable(L, n->sy, 0);
for (u32 y = 0; y != n->sy; y++) {
lua_createtable(L, n->sx, 0);
for (u32 x = 0; x != n->sx; x++) {
lua_pushnumber(L, n->result[i++]);
lua_rawseti(L, -2, x + 1);
}
lua_rawseti(L, -2, y + 1);
}
lua_rawseti(L, -2, z + 1);
}
return 1;
}
int LuaPerlinNoiseMap::l_get_3d_map_flat(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
LuaPerlinNoiseMap *o = checkObject<LuaPerlinNoiseMap>(L, 1);
v3f p = check_v3f(L, 2);
bool use_buffer = lua_istable(L, 3);
if (!o->is3D())
return 0;
Noise *n = o->noise;
n->perlinMap3D(p.X, p.Y, p.Z);
size_t maplen = n->sx * n->sy * n->sz;
if (use_buffer)
lua_pushvalue(L, 3);
else
lua_createtable(L, maplen, 0);
for (size_t i = 0; i != maplen; i++) {
lua_pushnumber(L, n->result[i]);
lua_rawseti(L, -2, i + 1);
}
return 1;
}
int LuaPerlinNoiseMap::l_calc_2d_map(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
LuaPerlinNoiseMap *o = checkObject<LuaPerlinNoiseMap>(L, 1);
v2f p = readParam<v2f>(L, 2);
Noise *n = o->noise;
n->perlinMap2D(p.X, p.Y);
return 0;
}
int LuaPerlinNoiseMap::l_calc_3d_map(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
LuaPerlinNoiseMap *o = checkObject<LuaPerlinNoiseMap>(L, 1);
v3f p = check_v3f(L, 2);
if (!o->is3D())
return 0;
Noise *n = o->noise;
n->perlinMap3D(p.X, p.Y, p.Z);
return 0;
}
int LuaPerlinNoiseMap::l_get_map_slice(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
LuaPerlinNoiseMap *o = checkObject<LuaPerlinNoiseMap>(L, 1);
v3s16 slice_offset = read_v3s16(L, 2);
v3s16 slice_size = read_v3s16(L, 3);
bool use_buffer = lua_istable(L, 4);
Noise *n = o->noise;
if (use_buffer)
lua_pushvalue(L, 4);
else
lua_newtable(L);
write_array_slice_float(L, lua_gettop(L), n->result,
v3u16(n->sx, n->sy, n->sz),
v3u16(slice_offset.X, slice_offset.Y, slice_offset.Z),
v3u16(slice_size.X, slice_size.Y, slice_size.Z));
return 1;
}
int LuaPerlinNoiseMap::create_object(lua_State *L)
{
NoiseParams np;
if (!read_noiseparams(L, 1, &np))
return 0;
v3s16 size = read_v3s16(L, 2);
LuaPerlinNoiseMap *o = new LuaPerlinNoiseMap(&np, 0, size);
*(void **)(lua_newuserdata(L, sizeof(void *))) = o;
luaL_getmetatable(L, className);
lua_setmetatable(L, -2);
return 1;
}
int LuaPerlinNoiseMap::gc_object(lua_State *L)
{
LuaPerlinNoiseMap *o = *(LuaPerlinNoiseMap **)(lua_touserdata(L, 1));
delete o;
return 0;
}
struct NoiseMapParams {
NoiseParams np;
s32 seed;
v3s16 size;
};
void *LuaPerlinNoiseMap::packIn(lua_State *L, int idx)
{
LuaPerlinNoiseMap *o = checkObject<LuaPerlinNoiseMap>(L, idx);
NoiseMapParams *ret = new NoiseMapParams();
ret->np = o->noise->np;
ret->seed = o->noise->seed;
ret->size = v3s16(o->noise->sx, o->noise->sy, o->noise->sz);
return ret;
}
void LuaPerlinNoiseMap::packOut(lua_State *L, void *ptr)
{
NoiseMapParams *p = reinterpret_cast<NoiseMapParams*>(ptr);
if (L) {
LuaPerlinNoiseMap *o = new LuaPerlinNoiseMap(&p->np, p->seed, p->size);
*(void **)(lua_newuserdata(L, sizeof(void *))) = o;
luaL_getmetatable(L, className);
lua_setmetatable(L, -2);
}
delete p;
}
void LuaPerlinNoiseMap::Register(lua_State *L)
{
static const luaL_Reg metamethods[] = {
{"__gc", gc_object},
{0, 0}
};
registerClass(L, className, methods, metamethods);
lua_register(L, className, create_object);
script_register_packer(L, className, packIn, packOut);
}
const char LuaPerlinNoiseMap::className[] = "PerlinNoiseMap";
luaL_Reg LuaPerlinNoiseMap::methods[] = {
luamethod_aliased(LuaPerlinNoiseMap, get_2d_map, get2dMap),
luamethod_aliased(LuaPerlinNoiseMap, get_2d_map_flat, get2dMap_flat),
luamethod_aliased(LuaPerlinNoiseMap, calc_2d_map, calc2dMap),
luamethod_aliased(LuaPerlinNoiseMap, get_3d_map, get3dMap),
luamethod_aliased(LuaPerlinNoiseMap, get_3d_map_flat, get3dMap_flat),
luamethod_aliased(LuaPerlinNoiseMap, calc_3d_map, calc3dMap),
luamethod_aliased(LuaPerlinNoiseMap, get_map_slice, getMapSlice),
{0,0}
};
///////////////////////////////////////
/*
LuaPseudoRandom
*/
int LuaPseudoRandom::l_next(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
LuaPseudoRandom *o = checkObject<LuaPseudoRandom>(L, 1);
int min = 0, max = PseudoRandom::RANDOM_RANGE;
if (lua_isnumber(L, 2))
min = luaL_checkinteger(L, 2);
if (lua_isnumber(L, 3))
max = luaL_checkinteger(L, 3);
int val;
if (max - min == PseudoRandom::RANDOM_RANGE) {
val = o->m_pseudo.next() + min;
} else {
try {
val = o->m_pseudo.range(min, max);
} catch (PrngException &e) {
throw LuaError(e.what());
}
}
lua_pushinteger(L, val);
return 1;
}
int LuaPseudoRandom::l_get_state(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
LuaPseudoRandom *o = checkObject<LuaPseudoRandom>(L, 1);
PseudoRandom &pseudo = o->m_pseudo;
int val = pseudo.getState();
lua_pushinteger(L, val);
return 1;
}
int LuaPseudoRandom::create_object(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
s32 seed = luaL_checkinteger(L, 1);
LuaPseudoRandom *o = new LuaPseudoRandom(seed);
*(void **)(lua_newuserdata(L, sizeof(void *))) = o;
luaL_getmetatable(L, className);
lua_setmetatable(L, -2);
return 1;
}
int LuaPseudoRandom::gc_object(lua_State *L)
{
LuaPseudoRandom *o = *(LuaPseudoRandom **)(lua_touserdata(L, 1));
delete o;
return 0;
}
void LuaPseudoRandom::Register(lua_State *L)
{
static const luaL_Reg metamethods[] = {
{"__gc", gc_object},
{0, 0}
};
registerClass(L, className, methods, metamethods);
lua_register(L, className, create_object);
}
const char LuaPseudoRandom::className[] = "PseudoRandom";
const luaL_Reg LuaPseudoRandom::methods[] = {
luamethod(LuaPseudoRandom, next),
luamethod(LuaPseudoRandom, get_state),
{0,0}
};
///////////////////////////////////////
/*
LuaPcgRandom
*/
int LuaPcgRandom::l_next(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
LuaPcgRandom *o = checkObject<LuaPcgRandom>(L, 1);
u32 min = lua_isnumber(L, 2) ? lua_tointeger(L, 2) : o->m_rnd.RANDOM_MIN;
u32 max = lua_isnumber(L, 3) ? lua_tointeger(L, 3) : o->m_rnd.RANDOM_MAX;
lua_pushinteger(L, o->m_rnd.range(min, max));
return 1;
}
int LuaPcgRandom::l_rand_normal_dist(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
LuaPcgRandom *o = checkObject<LuaPcgRandom>(L, 1);
u32 min = lua_isnumber(L, 2) ? lua_tointeger(L, 2) : o->m_rnd.RANDOM_MIN;
u32 max = lua_isnumber(L, 3) ? lua_tointeger(L, 3) : o->m_rnd.RANDOM_MAX;
int num_trials = lua_isnumber(L, 4) ? lua_tointeger(L, 4) : 6;
lua_pushinteger(L, o->m_rnd.randNormalDist(min, max, num_trials));
return 1;
}
int LuaPcgRandom::l_get_state(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
LuaPcgRandom *o = checkObject<LuaPcgRandom>(L, 1);
u64 state[2];
o->m_rnd.getState(state);
std::ostringstream oss;
oss << std::hex << std::setw(16) << std::setfill('0')
<< state[0] << state[1];
lua_pushstring(L, oss.str().c_str());
return 1;
}
int LuaPcgRandom::l_set_state(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
LuaPcgRandom *o = checkObject<LuaPcgRandom>(L, 1);
std::string l_string = readParam<std::string>(L, 2);
if (l_string.size() != 32) {
throw LuaError("PcgRandom:set_state: Expected hex string of 32 characters");
}
std::istringstream s_state_0(l_string.substr(0, 16));
std::istringstream s_state_1(l_string.substr(16, 16));
u64 state[2];
s_state_0 >> std::hex >> state[0];
s_state_1 >> std::hex >> state[1];
o->m_rnd.setState(state);
return 0;
}
int LuaPcgRandom::create_object(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
u64 seed = luaL_checknumber(L, 1);
LuaPcgRandom *o = lua_isnumber(L, 2) ?
new LuaPcgRandom(seed, lua_tointeger(L, 2)) :
new LuaPcgRandom(seed);
*(void **)(lua_newuserdata(L, sizeof(void *))) = o;
luaL_getmetatable(L, className);
lua_setmetatable(L, -2);
return 1;
}
int LuaPcgRandom::gc_object(lua_State *L)
{
LuaPcgRandom *o = *(LuaPcgRandom **)(lua_touserdata(L, 1));
delete o;
return 0;
}
void LuaPcgRandom::Register(lua_State *L)
{
static const luaL_Reg metamethods[] = {
{"__gc", gc_object},
{0, 0}
};
registerClass(L, className, methods, metamethods);
lua_register(L, className, create_object);
}
const char LuaPcgRandom::className[] = "PcgRandom";
const luaL_Reg LuaPcgRandom::methods[] = {
luamethod(LuaPcgRandom, next),
luamethod(LuaPcgRandom, rand_normal_dist),
luamethod(LuaPcgRandom, get_state),
luamethod(LuaPcgRandom, set_state),
{0,0}
};
///////////////////////////////////////
/*
LuaSecureRandom
*/
bool LuaSecureRandom::fillRandBuf()
{
return porting::secure_rand_fill_buf(m_rand_buf, RAND_BUF_SIZE);
}
int LuaSecureRandom::l_next_bytes(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
LuaSecureRandom *o = checkObject<LuaSecureRandom>(L, 1);
u32 count = lua_isnumber(L, 2) ? lua_tointeger(L, 2) : 1;
// Limit count
count = MYMIN(RAND_BUF_SIZE, count);
// Find out whether we can pass directly from our array, or have to do some gluing
size_t count_remaining = RAND_BUF_SIZE - o->m_rand_idx;
if (count_remaining >= count) {
lua_pushlstring(L, o->m_rand_buf + o->m_rand_idx, count);
o->m_rand_idx += count;
} else {
char output_buf[RAND_BUF_SIZE];
// Copy over with what we have left from our current buffer
memcpy(output_buf, o->m_rand_buf + o->m_rand_idx, count_remaining);
// Refill buffer and copy over the remainder of what was requested
o->fillRandBuf();
memcpy(output_buf + count_remaining, o->m_rand_buf, count - count_remaining);
// Update index
o->m_rand_idx = count - count_remaining;
lua_pushlstring(L, output_buf, count);
}
return 1;
}
int LuaSecureRandom::create_object(lua_State *L)
{
LuaSecureRandom *o = new LuaSecureRandom();
// Fail and return nil if we can't securely fill the buffer
if (!o->fillRandBuf()) {
delete o;
return 0;
}
*(void **)(lua_newuserdata(L, sizeof(void *))) = o;
luaL_getmetatable(L, className);
lua_setmetatable(L, -2);
return 1;
}
int LuaSecureRandom::gc_object(lua_State *L)
{
LuaSecureRandom *o = *(LuaSecureRandom **)(lua_touserdata(L, 1));
delete o;
return 0;
}
void LuaSecureRandom::Register(lua_State *L)
{
static const luaL_Reg metamethods[] = {
{"__gc", gc_object},
{0, 0}
};
registerClass(L, className, methods, metamethods);
lua_register(L, className, create_object);
}
const char LuaSecureRandom::className[] = "SecureRandom";
const luaL_Reg LuaSecureRandom::methods[] = {
luamethod(LuaSecureRandom, next_bytes),
{0,0}
};