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:
152
modules/juce_box2d/box2d/Collision/b2CollideCircle.cpp
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152
modules/juce_box2d/box2d/Collision/b2CollideCircle.cpp
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/*
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* Copyright (c) 2007-2009 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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#include "b2Collision.h"
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#include "Shapes/b2CircleShape.h"
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#include "Shapes/b2PolygonShape.h"
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void b2CollideCircles(
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b2Manifold* manifold,
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const b2CircleShape* circleA, const b2Transform& xfA,
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const b2CircleShape* circleB, const b2Transform& xfB)
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{
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manifold->pointCount = 0;
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b2Vec2 pA = b2Mul(xfA, circleA->m_p);
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b2Vec2 pB = b2Mul(xfB, circleB->m_p);
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b2Vec2 d = pB - pA;
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float32 distSqr = b2Dot(d, d);
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float32 rA = circleA->m_radius, rB = circleB->m_radius;
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float32 radius = rA + rB;
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if (distSqr > radius * radius)
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{
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return;
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}
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manifold->type = b2Manifold::e_circles;
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manifold->localPoint = circleA->m_p;
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manifold->localNormal.SetZero();
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manifold->pointCount = 1;
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manifold->points[0].localPoint = circleB->m_p;
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manifold->points[0].id.key = 0;
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}
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void b2CollidePolygonAndCircle(
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b2Manifold* manifold,
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const b2PolygonShape* polygonA, const b2Transform& xfA,
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const b2CircleShape* circleB, const b2Transform& xfB)
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{
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manifold->pointCount = 0;
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// Compute circle position in the frame of the polygon.
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b2Vec2 c = b2Mul(xfB, circleB->m_p);
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b2Vec2 cLocal = b2MulT(xfA, c);
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// Find the min separating edge.
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int32 normalIndex = 0;
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float32 separation = -b2_maxFloat;
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float32 radius = polygonA->m_radius + circleB->m_radius;
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int32 vertexCount = polygonA->m_vertexCount;
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const b2Vec2* vertices = polygonA->m_vertices;
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const b2Vec2* normals = polygonA->m_normals;
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for (int32 i = 0; i < vertexCount; ++i)
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{
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float32 s = b2Dot(normals[i], cLocal - vertices[i]);
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if (s > radius)
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{
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// Early out.
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return;
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}
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if (s > separation)
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{
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separation = s;
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normalIndex = i;
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}
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}
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// Vertices that subtend the incident face.
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int32 vertIndex1 = normalIndex;
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int32 vertIndex2 = vertIndex1 + 1 < vertexCount ? vertIndex1 + 1 : 0;
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b2Vec2 v1 = vertices[vertIndex1];
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b2Vec2 v2 = vertices[vertIndex2];
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// If the center is inside the polygon ...
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if (separation < b2_epsilon)
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{
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manifold->pointCount = 1;
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manifold->type = b2Manifold::e_faceA;
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manifold->localNormal = normals[normalIndex];
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manifold->localPoint = 0.5f * (v1 + v2);
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manifold->points[0].localPoint = circleB->m_p;
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manifold->points[0].id.key = 0;
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return;
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}
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// Compute barycentric coordinates
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float32 u1 = b2Dot(cLocal - v1, v2 - v1);
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float32 u2 = b2Dot(cLocal - v2, v1 - v2);
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if (u1 <= 0.0f)
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{
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if (b2DistanceSquared(cLocal, v1) > radius * radius)
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{
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return;
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}
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manifold->pointCount = 1;
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manifold->type = b2Manifold::e_faceA;
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manifold->localNormal = cLocal - v1;
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manifold->localNormal.Normalize();
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manifold->localPoint = v1;
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manifold->points[0].localPoint = circleB->m_p;
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manifold->points[0].id.key = 0;
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}
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else if (u2 <= 0.0f)
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{
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if (b2DistanceSquared(cLocal, v2) > radius * radius)
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{
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return;
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}
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manifold->pointCount = 1;
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manifold->type = b2Manifold::e_faceA;
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manifold->localNormal = cLocal - v2;
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manifold->localNormal.Normalize();
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manifold->localPoint = v2;
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manifold->points[0].localPoint = circleB->m_p;
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manifold->points[0].id.key = 0;
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}
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else
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{
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b2Vec2 faceCenter = 0.5f * (v1 + v2);
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if (b2Dot (cLocal - faceCenter, normals[vertIndex1]) > radius)
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return;
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manifold->pointCount = 1;
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manifold->type = b2Manifold::e_faceA;
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manifold->localNormal = normals[vertIndex1];
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manifold->localPoint = faceCenter;
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manifold->points[0].localPoint = circleB->m_p;
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manifold->points[0].id.key = 0;
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}
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}
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