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/Common/b2Math.cpp
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modules/juce_box2d/box2d/Common/b2Math.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 "b2Math.h"
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const b2Vec2 b2Vec2_zero(0.0f, 0.0f);
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/// Solve A * x = b, where b is a column vector. This is more efficient
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/// than computing the inverse in one-shot cases.
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b2Vec3 b2Mat33::Solve33(const b2Vec3& b) const
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{
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float32 det = b2Dot(ex, b2Cross(ey, ez));
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if (det != 0.0f)
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{
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det = 1.0f / det;
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}
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b2Vec3 x;
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x.x = det * b2Dot(b, b2Cross(ey, ez));
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x.y = det * b2Dot(ex, b2Cross(b, ez));
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x.z = det * b2Dot(ex, b2Cross(ey, b));
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return x;
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}
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/// Solve A * x = b, where b is a column vector. This is more efficient
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/// than computing the inverse in one-shot cases.
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b2Vec2 b2Mat33::Solve22(const b2Vec2& b) const
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{
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float32 a11 = ex.x, a12 = ey.x, a21 = ex.y, a22 = ey.y;
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float32 det = a11 * a22 - a12 * a21;
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if (det != 0.0f)
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{
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det = 1.0f / det;
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}
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b2Vec2 x;
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x.x = det * (a22 * b.x - a12 * b.y);
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x.y = det * (a11 * b.y - a21 * b.x);
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return x;
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}
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///
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void b2Mat33::GetInverse22(b2Mat33* M) const
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{
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float32 a = ex.x, b = ey.x, c = ex.y, d = ey.y;
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float32 det = a * d - b * c;
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if (det != 0.0f)
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{
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det = 1.0f / det;
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}
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M->ex.x = det * d; M->ey.x = -det * b; M->ex.z = 0.0f;
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M->ex.y = -det * c; M->ey.y = det * a; M->ey.z = 0.0f;
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M->ez.x = 0.0f; M->ez.y = 0.0f; M->ez.z = 0.0f;
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}
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/// Returns the zero matrix if singular.
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void b2Mat33::GetSymInverse33(b2Mat33* M) const
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{
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float32 det = b2Dot(ex, b2Cross(ey, ez));
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if (det != 0.0f)
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{
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det = 1.0f / det;
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}
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float32 a11 = ex.x, a12 = ey.x, a13 = ez.x;
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float32 a22 = ey.y, a23 = ez.y;
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float32 a33 = ez.z;
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M->ex.x = det * (a22 * a33 - a23 * a23);
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M->ex.y = det * (a13 * a23 - a12 * a33);
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M->ex.z = det * (a12 * a23 - a13 * a22);
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M->ey.x = M->ex.y;
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M->ey.y = det * (a11 * a33 - a13 * a13);
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M->ey.z = det * (a13 * a12 - a11 * a23);
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M->ez.x = M->ex.z;
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M->ez.y = M->ey.z;
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M->ez.z = det * (a11 * a22 - a12 * a12);
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}
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