fix macOS build (following Projucer changes made in Windows, which removed /Applications/JUCE/modules from its headers). move JUCE headers under source control, so that Windows and macOS can both build against same version of JUCE. remove AUv3 target (I think it's an iOS thing, so it will never work with this macOS fluidsynth dylib).
This commit is contained in:
139
modules/juce_box2d/box2d/Collision/Shapes/b2EdgeShape.cpp
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139
modules/juce_box2d/box2d/Collision/Shapes/b2EdgeShape.cpp
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/*
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* Copyright (c) 2006-2010 Erin Catto http://www.box2d.org
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*
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* This software is provided 'as-is', without any express or implied
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* warranty. In no event will the authors be held liable for any damages
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* arising from the use of this software.
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* Permission is granted to anyone to use this software for any purpose,
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* including commercial applications, and to alter it and redistribute it
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* freely, subject to the following restrictions:
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* 1. The origin of this software must not be misrepresented; you must not
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* claim that you wrote the original software. If you use this software
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* in a product, an acknowledgment in the product documentation would be
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* appreciated but is not required.
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* 2. Altered source versions must be plainly marked as such, and must not be
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* misrepresented as being the original software.
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* 3. This notice may not be removed or altered from any source distribution.
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*/
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#include "b2EdgeShape.h"
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using namespace std;
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void b2EdgeShape::Set(const b2Vec2& v1, const b2Vec2& v2)
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{
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m_vertex1 = v1;
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m_vertex2 = v2;
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m_hasVertex0 = false;
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m_hasVertex3 = false;
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}
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b2Shape* b2EdgeShape::Clone(b2BlockAllocator* allocator) const
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{
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void* mem = allocator->Allocate(sizeof(b2EdgeShape));
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b2EdgeShape* clone = new (mem) b2EdgeShape;
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*clone = *this;
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return clone;
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}
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int32 b2EdgeShape::GetChildCount() const
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{
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return 1;
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}
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bool b2EdgeShape::TestPoint(const b2Transform& xf, const b2Vec2& p) const
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{
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B2_NOT_USED(xf);
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B2_NOT_USED(p);
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return false;
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}
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// p = p1 + t * d
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// v = v1 + s * e
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// p1 + t * d = v1 + s * e
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// s * e - t * d = p1 - v1
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bool b2EdgeShape::RayCast(b2RayCastOutput* output, const b2RayCastInput& input,
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const b2Transform& xf, int32 childIndex) const
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{
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B2_NOT_USED(childIndex);
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// Put the ray into the edge's frame of reference.
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b2Vec2 p1 = b2MulT(xf.q, input.p1 - xf.p);
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b2Vec2 p2 = b2MulT(xf.q, input.p2 - xf.p);
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b2Vec2 d = p2 - p1;
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b2Vec2 v1 = m_vertex1;
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b2Vec2 v2 = m_vertex2;
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b2Vec2 e = v2 - v1;
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b2Vec2 normal(e.y, -e.x);
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normal.Normalize();
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// q = p1 + t * d
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// dot(normal, q - v1) = 0
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// dot(normal, p1 - v1) + t * dot(normal, d) = 0
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float32 numerator = b2Dot(normal, v1 - p1);
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float32 denominator = b2Dot(normal, d);
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if (denominator == 0.0f)
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{
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return false;
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}
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float32 t = numerator / denominator;
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if (t < 0.0f || input.maxFraction < t)
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{
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return false;
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}
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b2Vec2 q = p1 + t * d;
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// q = v1 + s * r
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// s = dot(q - v1, r) / dot(r, r)
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b2Vec2 r = v2 - v1;
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float32 rr = b2Dot(r, r);
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if (rr == 0.0f)
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{
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return false;
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}
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float32 s = b2Dot(q - v1, r) / rr;
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if (s < 0.0f || 1.0f < s)
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{
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return false;
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}
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output->fraction = t;
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if (numerator > 0.0f)
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{
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output->normal = -normal;
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}
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else
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{
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output->normal = normal;
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}
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return true;
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}
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void b2EdgeShape::ComputeAABB(b2AABB* aabb, const b2Transform& xf, int32 childIndex) const
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{
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B2_NOT_USED(childIndex);
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b2Vec2 v1 = b2Mul(xf, m_vertex1);
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b2Vec2 v2 = b2Mul(xf, m_vertex2);
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b2Vec2 lower = b2Min(v1, v2);
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b2Vec2 upper = b2Max(v1, v2);
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b2Vec2 r(m_radius, m_radius);
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aabb->lowerBound = lower - r;
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aabb->upperBound = upper + r;
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}
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void b2EdgeShape::ComputeMass(b2MassData* massData, float32 density) const
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{
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B2_NOT_USED(density);
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massData->mass = 0.0f;
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massData->center = 0.5f * (m_vertex1 + m_vertex2);
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massData->I = 0.0f;
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}
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