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/b2Shape.h
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modules/juce_box2d/box2d/Collision/Shapes/b2Shape.h
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/*
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* Copyright (c) 2006-2009 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_SHAPE_H
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#define B2_SHAPE_H
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#include "../../Common/b2BlockAllocator.h"
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#include "../../Common/b2Math.h"
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#include "../b2Collision.h"
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/// This holds the mass data computed for a shape.
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struct b2MassData
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{
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/// The mass of the shape, usually in kilograms.
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float32 mass;
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/// The position of the shape's centroid relative to the shape's origin.
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b2Vec2 center;
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/// The rotational inertia of the shape about the local origin.
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float32 I;
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};
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/// A shape is used for collision detection. You can create a shape however you like.
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/// Shapes used for simulation in b2World are created automatically when a b2Fixture
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/// is created. Shapes may encapsulate a one or more child shapes.
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class b2Shape
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{
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public:
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enum Type
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{
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e_circle = 0,
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e_edge = 1,
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e_polygon = 2,
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e_chain = 3,
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e_typeCount = 4
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};
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virtual ~b2Shape() {}
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/// Clone the concrete shape using the provided allocator.
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virtual b2Shape* Clone(b2BlockAllocator* allocator) const = 0;
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/// Get the type of this shape. You can use this to down cast to the concrete shape.
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/// @return the shape type.
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Type GetType() const;
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/// Get the number of child primitives.
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virtual juce::int32 GetChildCount() const = 0;
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/// Test a point for containment in this shape. This only works for convex shapes.
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/// @param xf the shape world transform.
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/// @param p a point in world coordinates.
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virtual bool TestPoint(const b2Transform& xf, const b2Vec2& p) const = 0;
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/// Cast a ray against a child shape.
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/// @param output the ray-cast results.
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/// @param input the ray-cast input parameters.
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/// @param transform the transform to be applied to the shape.
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/// @param childIndex the child shape index
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virtual bool RayCast(b2RayCastOutput* output, const b2RayCastInput& input,
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const b2Transform& transform, juce::int32 childIndex) const = 0;
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/// Given a transform, compute the associated axis aligned bounding box for a child shape.
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/// @param aabb returns the axis aligned box.
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/// @param xf the world transform of the shape.
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/// @param childIndex the child shape
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virtual void ComputeAABB(b2AABB* aabb, const b2Transform& xf, juce::int32 childIndex) const = 0;
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/// Compute the mass properties of this shape using its dimensions and density.
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/// The inertia tensor is computed about the local origin.
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/// @param massData returns the mass data for this shape.
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/// @param density the density in kilograms per meter squared.
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virtual void ComputeMass(b2MassData* massData, float32 density) const = 0;
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Type m_type;
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float32 m_radius;
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};
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inline b2Shape::Type b2Shape::GetType() const
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{
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return m_type;
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}
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#endif
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