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author最萌小汐 <sumneko@hotmail.com>2021-07-20 19:36:35 +0800
committer最萌小汐 <sumneko@hotmail.com>2021-07-20 19:36:35 +0800
commit7801b00a804bcd68aacda265afdf4d774486b4e9 (patch)
treedc73791db11a7c49f2eb25f9141d1497b6e1e7e3 /meta/3rd/love2d/library/love.math.lua
parentda6942640931afd8f39db0fc84e8e0394f95d9b1 (diff)
downloadlua-language-server-7801b00a804bcd68aacda265afdf4d774486b4e9.zip
update
Diffstat (limited to 'meta/3rd/love2d/library/love.math.lua')
-rw-r--r--meta/3rd/love2d/library/love.math.lua25
1 files changed, 25 insertions, 0 deletions
diff --git a/meta/3rd/love2d/library/love.math.lua b/meta/3rd/love2d/library/love.math.lua
index be8fdf8a..2eafb9b7 100644
--- a/meta/3rd/love2d/library/love.math.lua
+++ b/meta/3rd/love2d/library/love.math.lua
@@ -27,6 +27,7 @@ function love.math.colorToBytes() end
---
---Compresses a string or data using a specific compression algorithm.
---
+---@overload fun(data: love.Data, format: love.CompressedDataFormat, level: number):love.CompressedData
---@param rawstring string # The raw (un-compressed) string to compress.
---@param format love.CompressedDataFormat # The format to use when compressing the string.
---@param level number # The level of compression to use, between 0 and 9. -1 indicates the default level. The meaning of this argument depends on the compression format being used.
@@ -36,6 +37,8 @@ function love.math.compress(rawstring, format, level) end
---
---Decompresses a CompressedData or previously compressed string or Data object.
---
+---@overload fun(compressedstring: string, format: love.CompressedDataFormat):string
+---@overload fun(data: love.Data, format: love.CompressedDataFormat):string
---@param compressedData love.CompressedData # The compressed data to decompress.
---@return string rawstring # A string containing the raw decompressed data.
function love.math.decompress(compressedData) end
@@ -47,6 +50,8 @@ function love.math.decompress(compressedData) end
---
---In versions prior to 11.0, color component values were within the range of 0 to 255 instead of 0 to 1.
---
+---@overload fun(color: table):number, number, number
+---@overload fun(c: number):number
---@return number lr # The red channel of the converted color in linear RGB space.
---@return number lg # The green channel of the converted color in linear RGB space.
---@return number lb # The blue channel of the converted color in linear RGB space.
@@ -74,6 +79,7 @@ function love.math.getRandomState() end
---
---PolygonShapes in love.physics, some forms of Meshes, and polygons drawn with love.graphics.polygon must be simple convex polygons.
---
+---@overload fun(x1: number, y1: number, x2: number, y2: number, x3: number, y3: number):boolean
---@param vertices table # The vertices of the polygon as a table in the form of {x1, y1, x2, y2, x3, y3, ...}.
---@return boolean convex # Whether the given polygon is convex.
function love.math.isConvex(vertices) end
@@ -87,6 +93,8 @@ function love.math.isConvex(vertices) end
---
---In versions prior to 11.0, color component values were within the range of 0 to 255 instead of 0 to 1.
---
+---@overload fun(color: table):number, number, number
+---@overload fun(lc: number):number
---@param lr number # The red channel of the linear RGB color to convert.
---@param lg number # The green channel of the linear RGB color to convert.
---@param lb number # The blue channel of the linear RGB color to convert.
@@ -100,6 +108,7 @@ function love.math.linearToGamma(lr, lg, lb) end
---
---The number of vertices in the control polygon determines the degree of the curve, e.g. three vertices define a quadratic (degree 2) Bézier curve, four vertices define a cubic (degree 3) Bézier curve, etc.
---
+---@overload fun(x1: number, y1: number, x2: number, y2: number, x3: number, y3: number):love.BezierCurve
---@param vertices table # The vertices of the control polygon as a table in the form of {x1, y1, x2, y2, x3, y3, ...}.
---@return love.BezierCurve curve # A Bézier curve object.
function love.math.newBezierCurve(vertices) end
@@ -107,12 +116,15 @@ function love.math.newBezierCurve(vertices) end
---
---Creates a new RandomGenerator object which is completely independent of other RandomGenerator objects and random functions.
---
+---@overload fun(seed: number):love.RandomGenerator
+---@overload fun(low: number, high: number):love.RandomGenerator
---@return love.RandomGenerator rng # The new Random Number Generator object.
function love.math.newRandomGenerator() end
---
---Creates a new Transform object.
---
+---@overload fun(x: number, y: number, angle: number, sx: number, sy: number, ox: number, oy: number, kx: number, ky: number):love.Transform
---@return love.Transform transform # The new Transform object.
function love.math.newTransform() end
@@ -123,12 +135,17 @@ function love.math.newTransform() end
---
---There are many webpages which discuss Perlin and Simplex noise in detail.
---
+---@overload fun(x: number, y: number):number
+---@overload fun(x: number, y: number, z: number):number
+---@overload fun(x: number, y: number, z: number, w: number):number
---@return number value # The noise value in the range of 1.
function love.math.noise() end
---
---Generates a pseudo-random number in a platform independent manner. The default love.run seeds this function at startup, so you generally don't need to seed it yourself.
---
+---@overload fun(max: number):number
+---@overload fun(min: number, max: number):number
---@return number number # The pseudo-random number.
function love.math.random() end
@@ -143,6 +160,7 @@ function love.math.randomNormal(stddev, mean) end
---
---Sets the seed of the random number generator using the specified integer number. This is called internally at startup, so you generally don't need to call it yourself.
---
+---@overload fun(low: number, high: number)
---@param seed number # The integer number with which you want to seed the randomization. Must be within the range of 2^53 - 1.
function love.math.setRandomSeed(seed) end
@@ -157,6 +175,7 @@ function love.math.setRandomState(state) end
---
---Decomposes a simple convex or concave polygon into triangles.
---
+---@overload fun(x1: number, y1: number, x2: number, y2: number, x3: number, y3: number):table
---@param polygon table # Polygon to triangulate. Must not intersect itself.
---@return table triangles # List of triangles the polygon is composed of, in the form of {{x1, y1, x2, y2, x3, y3}, {x1, y1, x2, y2, x3, y3}, ...}.
function love.math.triangulate(polygon) end
@@ -297,6 +316,8 @@ function RandomGenerator:getState() end
---
---Generates a pseudo-random number in a platform independent manner.
---
+---@overload fun(max: number):number
+---@overload fun(min: number, max: number):number
---@return number number # The pseudo-random number.
function RandomGenerator:random() end
@@ -311,6 +332,7 @@ function RandomGenerator:randomNormal(stddev, mean) end
---
---Sets the seed of the random number generator using the specified integer number.
---
+---@overload fun(low: number, high: number)
---@param seed number # The integer number with which you want to seed the randomization. Must be within the range of 2^53.
function RandomGenerator:setSeed(seed) end
@@ -402,6 +424,9 @@ function Transform:scale(sx, sy) end
---
---Directly sets the Transform's internal 4x4 transformation matrix.
---
+---@overload fun(layout: love.MatrixLayout, e1_1: number, e1_2: number, ...: number, e4_4: number):love.Transform
+---@overload fun(layout: love.MatrixLayout, matrix: table):love.Transform
+---@overload fun(layout: love.MatrixLayout, matrix: table):love.Transform
---@param e1_1 number # The first column of the first row of the matrix.
---@param e1_2 number # The second column of the first row of the matrix.
---@param e4_4 number # The fourth column of the fourth row of the matrix.