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/Dynamics/Joints/b2DistanceJoint.h
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modules/juce_box2d/box2d/Dynamics/Joints/b2DistanceJoint.h
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/*
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* Copyright (c) 2006-2007 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_DISTANCE_JOINT_H
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#define B2_DISTANCE_JOINT_H
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#include "b2Joint.h"
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/// Distance joint definition. This requires defining an
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/// anchor point on both bodies and the non-zero length of the
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/// distance joint. The definition uses local anchor points
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/// so that the initial configuration can violate the constraint
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/// slightly. This helps when saving and loading a game.
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/// @warning Do not use a zero or short length.
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struct b2DistanceJointDef : public b2JointDef
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{
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b2DistanceJointDef()
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{
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type = e_distanceJoint;
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localAnchorA.Set(0.0f, 0.0f);
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localAnchorB.Set(0.0f, 0.0f);
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length = 1.0f;
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frequencyHz = 0.0f;
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dampingRatio = 0.0f;
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}
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/// Initialize the bodies, anchors, and length using the world
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/// anchors.
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void Initialize(b2Body* bodyA, b2Body* bodyB,
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const b2Vec2& anchorA, const b2Vec2& anchorB);
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/// The local anchor point relative to bodyA's origin.
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b2Vec2 localAnchorA;
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/// The local anchor point relative to bodyB's origin.
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b2Vec2 localAnchorB;
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/// The natural length between the anchor points.
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float32 length;
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/// The mass-spring-damper frequency in Hertz. A value of 0
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/// disables softness.
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float32 frequencyHz;
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/// The damping ratio. 0 = no damping, 1 = critical damping.
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float32 dampingRatio;
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};
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/// A distance joint constrains two points on two bodies
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/// to remain at a fixed distance from each other. You can view
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/// this as a massless, rigid rod.
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class b2DistanceJoint : public b2Joint
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{
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public:
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b2Vec2 GetAnchorA() const;
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b2Vec2 GetAnchorB() const;
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/// Get the reaction force given the inverse time step.
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/// Unit is N.
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b2Vec2 GetReactionForce(float32 inv_dt) const;
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/// Get the reaction torque given the inverse time step.
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/// Unit is N*m. This is always zero for a distance joint.
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float32 GetReactionTorque(float32 inv_dt) const;
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/// The local anchor point relative to bodyA's origin.
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const b2Vec2& GetLocalAnchorA() const { return m_localAnchorA; }
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/// The local anchor point relative to bodyB's origin.
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const b2Vec2& GetLocalAnchorB() const { return m_localAnchorB; }
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/// Set/get the natural length.
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/// Manipulating the length can lead to non-physical behavior when the frequency is zero.
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void SetLength(float32 length);
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float32 GetLength() const;
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/// Set/get frequency in Hz.
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void SetFrequency(float32 hz);
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float32 GetFrequency() const;
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/// Set/get damping ratio.
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void SetDampingRatio(float32 ratio);
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float32 GetDampingRatio() const;
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/// Dump joint to dmLog
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void Dump();
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protected:
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friend class b2Joint;
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b2DistanceJoint(const b2DistanceJointDef* data);
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void InitVelocityConstraints(const b2SolverData& data);
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void SolveVelocityConstraints(const b2SolverData& data);
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bool SolvePositionConstraints(const b2SolverData& data);
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float32 m_frequencyHz;
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float32 m_dampingRatio;
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float32 m_bias;
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// Solver shared
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b2Vec2 m_localAnchorA;
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b2Vec2 m_localAnchorB;
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float32 m_gamma;
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float32 m_impulse;
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float32 m_length;
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// Solver temp
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juce::int32 m_indexA;
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juce::int32 m_indexB;
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b2Vec2 m_u;
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b2Vec2 m_rA;
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b2Vec2 m_rB;
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b2Vec2 m_localCenterA;
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b2Vec2 m_localCenterB;
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float32 m_invMassA;
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float32 m_invMassB;
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float32 m_invIA;
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float32 m_invIB;
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float32 m_mass;
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};
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inline void b2DistanceJoint::SetLength(float32 length)
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{
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m_length = length;
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}
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inline float32 b2DistanceJoint::GetLength() const
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{
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return m_length;
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}
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inline void b2DistanceJoint::SetFrequency(float32 hz)
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{
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m_frequencyHz = hz;
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}
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inline float32 b2DistanceJoint::GetFrequency() const
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{
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return m_frequencyHz;
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}
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inline void b2DistanceJoint::SetDampingRatio(float32 ratio)
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{
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m_dampingRatio = ratio;
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}
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inline float32 b2DistanceJoint::GetDampingRatio() const
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{
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return m_dampingRatio;
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}
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#endif
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