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:
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modules/juce_box2d/box2d/Dynamics/Joints/b2Joint.h
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modules/juce_box2d/box2d/Dynamics/Joints/b2Joint.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_JOINT_H
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#define B2_JOINT_H
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#include "../../Common/b2Math.h"
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class b2Body;
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class b2Joint;
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struct b2SolverData;
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class b2BlockAllocator;
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enum b2JointType
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{
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e_unknownJoint,
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e_revoluteJoint,
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e_prismaticJoint,
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e_distanceJoint,
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e_pulleyJoint,
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e_mouseJoint,
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e_gearJoint,
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e_wheelJoint,
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e_weldJoint,
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e_frictionJoint,
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e_ropeJoint
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};
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enum b2LimitState
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{
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e_inactiveLimit,
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e_atLowerLimit,
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e_atUpperLimit,
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e_equalLimits
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};
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struct b2Jacobian
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{
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b2Vec2 linear;
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float32 angularA;
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float32 angularB;
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};
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/// A joint edge is used to connect bodies and joints together
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/// in a joint graph where each body is a node and each joint
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/// is an edge. A joint edge belongs to a doubly linked list
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/// maintained in each attached body. Each joint has two joint
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/// nodes, one for each attached body.
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struct b2JointEdge
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{
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b2Body* other; ///< provides quick access to the other body attached.
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b2Joint* joint; ///< the joint
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b2JointEdge* prev; ///< the previous joint edge in the body's joint list
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b2JointEdge* next; ///< the next joint edge in the body's joint list
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};
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/// Joint definitions are used to construct joints.
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struct b2JointDef
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{
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b2JointDef()
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{
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type = e_unknownJoint;
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userData = NULL;
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bodyA = NULL;
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bodyB = NULL;
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collideConnected = false;
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}
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/// The joint type is set automatically for concrete joint types.
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b2JointType type;
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/// Use this to attach application specific data to your joints.
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void* userData;
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/// The first attached body.
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b2Body* bodyA;
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/// The second attached body.
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b2Body* bodyB;
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/// Set this flag to true if the attached bodies should collide.
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bool collideConnected;
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};
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/// The base joint class. Joints are used to constraint two bodies together in
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/// various fashions. Some joints also feature limits and motors.
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class b2Joint
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{
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public:
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/// Get the type of the concrete joint.
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b2JointType GetType() const;
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/// Get the first body attached to this joint.
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b2Body* GetBodyA();
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/// Get the second body attached to this joint.
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b2Body* GetBodyB();
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/// Get the anchor point on bodyA in world coordinates.
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virtual b2Vec2 GetAnchorA() const = 0;
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/// Get the anchor point on bodyB in world coordinates.
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virtual b2Vec2 GetAnchorB() const = 0;
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/// Get the reaction force on bodyB at the joint anchor in Newtons.
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virtual b2Vec2 GetReactionForce(float32 inv_dt) const = 0;
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/// Get the reaction torque on bodyB in N*m.
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virtual float32 GetReactionTorque(float32 inv_dt) const = 0;
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/// Get the next joint the world joint list.
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b2Joint* GetNext();
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const b2Joint* GetNext() const;
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/// Get the user data pointer.
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void* GetUserData() const;
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/// Set the user data pointer.
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void SetUserData(void* data);
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/// Short-cut function to determine if either body is inactive.
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bool IsActive() const;
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/// Get collide connected.
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/// Note: modifying the collide connect flag won't work correctly because
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/// the flag is only checked when fixture AABBs begin to overlap.
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bool GetCollideConnected() const;
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/// Dump this joint to the log file.
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virtual void Dump() { b2Log("// Dump is not supported for this joint type.\n"); }
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protected:
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friend class b2World;
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friend class b2Body;
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friend class b2Island;
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friend class b2GearJoint;
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static b2Joint* Create(const b2JointDef* def, b2BlockAllocator* allocator);
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static void Destroy(b2Joint* joint, b2BlockAllocator* allocator);
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b2Joint(const b2JointDef* def);
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virtual ~b2Joint() {}
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virtual void InitVelocityConstraints(const b2SolverData& data) = 0;
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virtual void SolveVelocityConstraints(const b2SolverData& data) = 0;
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// This returns true if the position errors are within tolerance.
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virtual bool SolvePositionConstraints(const b2SolverData& data) = 0;
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b2JointType m_type;
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b2Joint* m_prev;
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b2Joint* m_next;
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b2JointEdge m_edgeA;
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b2JointEdge m_edgeB;
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b2Body* m_bodyA;
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b2Body* m_bodyB;
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juce::int32 m_index;
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bool m_islandFlag;
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bool m_collideConnected;
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void* m_userData;
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};
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inline b2JointType b2Joint::GetType() const
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{
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return m_type;
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}
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inline b2Body* b2Joint::GetBodyA()
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{
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return m_bodyA;
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}
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inline b2Body* b2Joint::GetBodyB()
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{
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return m_bodyB;
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}
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inline b2Joint* b2Joint::GetNext()
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{
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return m_next;
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}
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inline const b2Joint* b2Joint::GetNext() const
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{
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return m_next;
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}
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inline void* b2Joint::GetUserData() const
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{
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return m_userData;
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}
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inline void b2Joint::SetUserData(void* data)
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{
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m_userData = data;
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}
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inline bool b2Joint::GetCollideConnected() const
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{
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return m_collideConnected;
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}
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#endif
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