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path: root/src/collision.cpp
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/*
Minetest-c55
Copyright (C) 2010 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 General Public License as published by
the Free Software Foundation; either version 2 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 General Public License for more details.

You should have received a copy of the GNU 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 "collision.h"
#include "mapblock.h"
#include "map.h"
#include "nodedef.h"
#include "gamedef.h"

collisionMoveResult collisionMoveSimple(Map *map, IGameDef *gamedef,
		f32 pos_max_d, const core::aabbox3d<f32> &box_0,
		f32 dtime, v3f &pos_f, v3f &speed_f)
{
	collisionMoveResult result;

	v3f oldpos_f = pos_f;
	v3s16 oldpos_i = floatToInt(oldpos_f, BS);

	/*
		Calculate new position
	*/
	pos_f += speed_f * dtime;

	/*
		Collision detection
	*/
	
	// position in nodes
	v3s16 pos_i = floatToInt(pos_f, BS);
	
	/*
		Collision uncertainty radius
		Make it a bit larger than the maximum distance of movement
	*/
	f32 d = pos_max_d * 1.1;
	// A fairly large value in here makes moving smoother
	//f32 d = 0.15*BS;

	// This should always apply, otherwise there are glitches
	assert(d > pos_max_d);
	
	/*
		Calculate collision box
	*/
	core::aabbox3d<f32> box = box_0;
	box.MaxEdge += pos_f;
	box.MinEdge += pos_f;
	core::aabbox3d<f32> oldbox = box_0;
	oldbox.MaxEdge += oldpos_f;
	oldbox.MinEdge += oldpos_f;

	/*
		If the object lies on a walkable node, this is set to true.
	*/
	result.touching_ground = false;
	
	/*
		Go through every node around the object
	*/
	s16 min_x = (box_0.MinEdge.X / BS) - 2;
	s16 min_y = (box_0.MinEdge.Y / BS) - 2;
	s16 min_z = (box_0.MinEdge.Z / BS) - 2;
	s16 max_x = (box_0.MaxEdge.X / BS) + 1;
	s16 max_y = (box_0.MaxEdge.Y / BS) + 1;
	s16 max_z = (box_0.MaxEdge.Z / BS) + 1;
	for(s16 y = oldpos_i.Y + min_y; y <= oldpos_i.Y + max_y; y++)
	for(s16 z = oldpos_i.Z + min_z; z <= oldpos_i.Z + max_z; z++)
	for(s16 x = oldpos_i.X + min_x; x <= oldpos_i.X + max_x; x++)
	{
		try{
			// Object collides into walkable nodes
			MapNode n = map->getNode(v3s16(x,y,z));
			if(gamedef->getNodeDefManager()->get(n).walkable == false)
				continue;
		}
		catch(InvalidPositionException &e)
		{
			// Doing nothing here will block the object from
			// walking over map borders
		}

		core::aabbox3d<f32> nodebox = getNodeBox(v3s16(x,y,z), BS);
		
		/*
			See if the object is touching ground.

			Object touches ground if object's minimum Y is near node's
			maximum Y and object's X-Z-area overlaps with the node's
			X-Z-area.

			Use 0.15*BS so that it is easier to get on a node.
		*/
		if(
				//fabs(nodebox.MaxEdge.Y-box.MinEdge.Y) < d
				fabs(nodebox.MaxEdge.Y-box.MinEdge.Y) < 0.15*BS
				&& nodebox.MaxEdge.X-d > box.MinEdge.X
				&& nodebox.MinEdge.X+d < box.MaxEdge.X
				&& nodebox.MaxEdge.Z-d > box.MinEdge.Z
				&& nodebox.MinEdge.Z+d < box.MaxEdge.Z
		){
			result.touching_ground = true;
		}
		
		// If object doesn't intersect with node, ignore node.
		if(box.intersectsWithBox(nodebox) == false)
			continue;
		
		/*
			Go through every axis
		*/
		v3f dirs[3] = {
			v3f(0,0,1), // back-front
			v3f(0,1,0), // top-bottom
			v3f(1,0,0), // right-left
		};
		for(u16 i=0; i<3; i++)
		{
			/*
				Calculate values along the axis
			*/
			f32 nodemax = nodebox.MaxEdge.dotProduct(dirs[i]);
			f32 nodemin = nodebox.MinEdge.dotProduct(dirs[i]);
			f32 objectmax = box.MaxEdge.dotProduct(dirs[i]);
			f32 objectmin = box.MinEdge.dotProduct(dirs[i]);
			f32 objectmax_old = oldbox.MaxEdge.dotProduct(dirs[i]);
			f32 objectmin_old = oldbox.MinEdge.dotProduct(dirs[i]);
			
			/*
				Check collision for the axis.
				Collision happens when object is going through a surface.
			*/
			bool negative_axis_collides =
				(nodemax > objectmin && nodemax <= objectmin_old + d
					&& speed_f.dotProduct(dirs[i]) < 0);
			bool positive_axis_collides =
				(nodemin < objectmax && nodemin >= objectmax_old - d
					&& speed_f.dotProduct(dirs[i]) > 0);
			bool main_axis_collides =
					negative_axis_collides || positive_axis_collides;
			
			/*
				Check overlap of object and node in other axes
			*/
			bool other_axes_overlap = true;
			for(u16 j=0; j<3; j++)
			{
				if(j == i)
					continue;
				f32 nodemax = nodebox.MaxEdge.dotProduct(dirs[j]);
				f32 nodemin = nodebox.MinEdge.dotProduct(dirs[j]);
				f32 objectmax = box.MaxEdge.dotProduct(dirs[j]);
				f32 objectmin = box.MinEdge.dotProduct(dirs[j]);
				if(!(nodemax - d > objectmin && nodemin + d < objectmax))
				{
					other_axes_overlap = false;
					break;
				}
			}
			
			/*
				If this is a collision, revert the pos_f in the main
				direction.
			*/
			if(other_axes_overlap && main_axis_collides)
			{
				speed_f -= speed_f.dotProduct(dirs[i]) * dirs[i];
				pos_f -= pos_f.dotProduct(dirs[i]) * dirs[i];
				pos_f += oldpos_f.dotProduct(dirs[i]) * dirs[i];
				result.collides = true;
			}
		
		}
	} // xyz
	
	return result;
}

collisionMoveResult collisionMovePrecise(Map *map, IGameDef *gamedef,
		f32 pos_max_d, const core::aabbox3d<f32> &box_0,
		f32 dtime, v3f &pos_f, v3f &speed_f)
{
	collisionMoveResult final_result;

	// Maximum time increment (for collision detection etc)
	// time = distance / speed
	f32 dtime_max_increment = pos_max_d / speed_f.getLength();
	
	// Maximum time increment is 10ms or lower
	if(dtime_max_increment > 0.01)
		dtime_max_increment = 0.01;
	
	// Don't allow overly huge dtime
	if(dtime > 2.0)
		dtime = 2.0;
	
	f32 dtime_downcount = dtime;

	u32 loopcount = 0;
	do
	{
		loopcount++;

		f32 dtime_part;
		if(dtime_downcount > dtime_max_increment)
		{
			dtime_part = dtime_max_increment;
			dtime_downcount -= dtime_part;
		}
		else
		{
			dtime_part = dtime_downcount;
			/*
				Setting this to 0 (no -=dtime_part) disables an infinite loop
				when dtime_part is so small that dtime_downcount -= dtime_part
				does nothing
			*/
			dtime_downcount = 0;
		}

		collisionMoveResult result = collisionMoveSimple(map, gamedef,
				pos_max_d, box_0, dtime_part, pos_f, speed_f);

		if(result.touching_ground)
			final_result.touching_ground = true;
		if(result.collides)
			final_result.collides = true;
	}
	while(dtime_downcount > 0.001);
		

	return final_result;
}


opt">*L, int narg) { NO_MAP_LOCK_REQUIRED; luaL_checktype(L, narg, LUA_TUSERDATA); void *ud = luaL_checkudata(L, narg, className); if (!ud) luaL_typerror(L, narg, className); return *(LuaPerlinNoise **)ud; } void LuaPerlinNoise::Register(lua_State *L) { lua_newtable(L); int methodtable = lua_gettop(L); luaL_newmetatable(L, className); int metatable = lua_gettop(L); lua_pushliteral(L, "__metatable"); lua_pushvalue(L, methodtable); lua_settable(L, metatable); lua_pushliteral(L, "__index"); lua_pushvalue(L, methodtable); lua_settable(L, metatable); lua_pushliteral(L, "__gc"); lua_pushcfunction(L, gc_object); lua_settable(L, metatable); lua_pop(L, 1); markAliasDeprecated(methods); luaL_openlib(L, 0, methods, 0); lua_pop(L, 1); lua_register(L, className, create_object); } 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(NoiseParams *params, s32 seed, v3s16 size) { m_is3d = size.Z > 1; np = *params; 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(L, 1); v2f p = readParam<v2f>(L, 2); Noise *n = o->noise; n->perlinMap2D(p.X, p.Y); lua_newtable(L); for (u32 y = 0; y != n->sy; y++) { lua_newtable(L); 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(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_newtable(L); 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(L, 1); v3f p = check_v3f(L, 2); if (!o->m_is3d) return 0; Noise *n = o->noise; n->perlinMap3D(p.X, p.Y, p.Z); lua_newtable(L); for (u32 z = 0; z != n->sz; z++) { lua_newtable(L); for (u32 y = 0; y != n->sy; y++) { lua_newtable(L); 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(L, 1); v3f p = check_v3f(L, 2); bool use_buffer = lua_istable(L, 3); if (!o->m_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_newtable(L); 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(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(L, 1); v3f p = check_v3f(L, 2); if (!o->m_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(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; } LuaPerlinNoiseMap *LuaPerlinNoiseMap::checkobject(lua_State *L, int narg) { luaL_checktype(L, narg, LUA_TUSERDATA); void *ud = luaL_checkudata(L, narg, className); if (!ud) luaL_typerror(L, narg, className); return *(LuaPerlinNoiseMap **)ud; } void LuaPerlinNoiseMap::Register(lua_State *L) { lua_newtable(L); int methodtable = lua_gettop(L); luaL_newmetatable(L, className); int metatable = lua_gettop(L); lua_pushliteral(L, "__metatable"); lua_pushvalue(L, methodtable); lua_settable(L, metatable); lua_pushliteral(L, "__index"); lua_pushvalue(L, methodtable); lua_settable(L, metatable); lua_pushliteral(L, "__gc"); lua_pushcfunction(L, gc_object); lua_settable(L, metatable); lua_pop(L, 1); markAliasDeprecated(methods); luaL_openlib(L, 0, methods, 0); lua_pop(L, 1); lua_register(L, className, create_object); } 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(L, 1); int min = 0; int max = 32767; lua_settop(L, 3); if (lua_isnumber(L, 2)) min = luaL_checkinteger(L, 2); if (lua_isnumber(L, 3)) max = luaL_checkinteger(L, 3); if (max < min) { errorstream<<"PseudoRandom.next(): max="<<max<<" min="<<min<<std::endl; throw LuaError("PseudoRandom.next(): max < min"); } if(max - min != 32767 && max - min > 32767/5) throw LuaError("PseudoRandom.next() max-min is not 32767" " and is > 32768/5. This is disallowed due to" " the bad random distribution the" " implementation would otherwise make."); PseudoRandom &pseudo = o->m_pseudo; int val = pseudo.next(); val = (val % (max-min+1)) + min; lua_pushinteger(L, val); return 1; } int LuaPseudoRandom::create_object(lua_State *L) { NO_MAP_LOCK_REQUIRED; u64 seed = luaL_checknumber(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; } LuaPseudoRandom *LuaPseudoRandom::checkobject(lua_State *L, int narg) { luaL_checktype(L, narg, LUA_TUSERDATA); void *ud = luaL_checkudata(L, narg, className); if (!ud) luaL_typerror(L, narg, className); return *(LuaPseudoRandom **)ud; } void LuaPseudoRandom::Register(lua_State *L) { lua_newtable(L); int methodtable = lua_gettop(L); luaL_newmetatable(L, className); int metatable = lua_gettop(L); lua_pushliteral(L, "__metatable"); lua_pushvalue(L, methodtable); lua_settable(L, metatable); lua_pushliteral(L, "__index"); lua_pushvalue(L, methodtable); lua_settable(L, metatable); lua_pushliteral(L, "__gc"); lua_pushcfunction(L, gc_object); lua_settable(L, metatable); lua_pop(L, 1); luaL_openlib(L, 0, methods, 0); lua_pop(L, 1); lua_register(L, className, create_object); } const char LuaPseudoRandom::className[] = "PseudoRandom"; const luaL_Reg LuaPseudoRandom::methods[] = { luamethod(LuaPseudoRandom, next), {0,0} }; /////////////////////////////////////// /* LuaPcgRandom */ int LuaPcgRandom::l_next(lua_State *L) { NO_MAP_LOCK_REQUIRED; LuaPcgRandom *o = checkobject(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(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::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; } LuaPcgRandom *LuaPcgRandom::checkobject(lua_State *L, int narg) { luaL_checktype(L, narg, LUA_TUSERDATA); void *ud = luaL_checkudata(L, narg, className); if (!ud) luaL_typerror(L, narg, className); return *(LuaPcgRandom **)ud; } void LuaPcgRandom::Register(lua_State *L) { lua_newtable(L); int methodtable = lua_gettop(L); luaL_newmetatable(L, className); int metatable = lua_gettop(L); lua_pushliteral(L, "__metatable"); lua_pushvalue(L, methodtable); lua_settable(L, metatable); lua_pushliteral(L, "__index"); lua_pushvalue(L, methodtable); lua_settable(L, metatable); lua_pushliteral(L, "__gc"); lua_pushcfunction(L, gc_object); lua_settable(L, metatable); lua_pop(L, 1); luaL_openlib(L, 0, methods, 0); lua_pop(L, 1); lua_register(L, className, create_object); } const char LuaPcgRandom::className[] = "PcgRandom"; const luaL_Reg LuaPcgRandom::methods[] = { luamethod(LuaPcgRandom, next), luamethod(LuaPcgRandom, rand_normal_dist), {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(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; } LuaSecureRandom *LuaSecureRandom::checkobject(lua_State *L, int narg) { luaL_checktype(L, narg, LUA_TUSERDATA); void *ud = luaL_checkudata(L, narg, className); if (!ud) luaL_typerror(L, narg, className); return *(LuaSecureRandom **)ud; } void LuaSecureRandom::Register(lua_State *L) { lua_newtable(L); int methodtable = lua_gettop(L); luaL_newmetatable(L, className); int metatable = lua_gettop(L); lua_pushliteral(L, "__metatable"); lua_pushvalue(L, methodtable); lua_settable(L, metatable); lua_pushliteral(L, "__index"); lua_pushvalue(L, methodtable); lua_settable(L, metatable); lua_pushliteral(L, "__gc"); lua_pushcfunction(L, gc_object); lua_settable(L, metatable); lua_pop(L, 1); luaL_openlib(L, 0, methods, 0); lua_pop(L, 1); lua_register(L, className, create_object); } const char LuaSecureRandom::className[] = "SecureRandom"; const luaL_Reg LuaSecureRandom::methods[] = { luamethod(LuaSecureRandom, next_bytes), {0,0} };