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).
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modules/juce_box2d/box2d/Collision/Shapes/b2EdgeShape.h
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modules/juce_box2d/box2d/Collision/Shapes/b2EdgeShape.h
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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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#ifndef B2_EDGE_SHAPE_H
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#define B2_EDGE_SHAPE_H
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#include "b2Shape.h"
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/// A line segment (edge) shape. These can be connected in chains or loops
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/// to other edge shapes. The connectivity information is used to ensure
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/// correct contact normals.
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class b2EdgeShape : public b2Shape
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{
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public:
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b2EdgeShape();
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/// Set this as an isolated edge.
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void Set(const b2Vec2& v1, const b2Vec2& v2);
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/// Implement b2Shape.
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b2Shape* Clone(b2BlockAllocator* allocator) const;
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/// @see b2Shape::GetChildCount
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juce::int32 GetChildCount() const;
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/// @see b2Shape::TestPoint
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bool TestPoint(const b2Transform& transform, const b2Vec2& p) const;
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/// Implement b2Shape.
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bool RayCast(b2RayCastOutput* output, const b2RayCastInput& input,
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const b2Transform& transform, juce::int32 childIndex) const;
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/// @see b2Shape::ComputeAABB
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void ComputeAABB(b2AABB* aabb, const b2Transform& transform, juce::int32 childIndex) const;
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/// @see b2Shape::ComputeMass
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void ComputeMass(b2MassData* massData, float32 density) const;
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/// These are the edge vertices
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b2Vec2 m_vertex1, m_vertex2;
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/// Optional adjacent vertices. These are used for smooth collision.
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b2Vec2 m_vertex0, m_vertex3;
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bool m_hasVertex0, m_hasVertex3;
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};
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inline b2EdgeShape::b2EdgeShape()
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{
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m_type = e_edge;
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m_radius = b2_polygonRadius;
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m_vertex0.x = 0.0f;
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m_vertex0.y = 0.0f;
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m_vertex3.x = 0.0f;
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m_vertex3.y = 0.0f;
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m_hasVertex0 = false;
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m_hasVertex3 = false;
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}
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#endif
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