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/b2PulleyJoint.h
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modules/juce_box2d/box2d/Dynamics/Joints/b2PulleyJoint.h
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/*
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* Copyright (c) 2006-2011 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_PULLEY_JOINT_H
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#define B2_PULLEY_JOINT_H
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#include "b2Joint.h"
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const float32 b2_minPulleyLength = 2.0f;
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/// Pulley joint definition. This requires two ground anchors,
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/// two dynamic body anchor points, and a pulley ratio.
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struct b2PulleyJointDef : public b2JointDef
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{
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b2PulleyJointDef()
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{
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type = e_pulleyJoint;
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groundAnchorA.Set(-1.0f, 1.0f);
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groundAnchorB.Set(1.0f, 1.0f);
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localAnchorA.Set(-1.0f, 0.0f);
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localAnchorB.Set(1.0f, 0.0f);
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lengthA = 0.0f;
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lengthB = 0.0f;
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ratio = 1.0f;
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collideConnected = true;
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}
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/// Initialize the bodies, anchors, lengths, max lengths, and ratio using the world anchors.
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void Initialize(b2Body* bodyA, b2Body* bodyB,
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const b2Vec2& groundAnchorA, const b2Vec2& groundAnchorB,
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const b2Vec2& anchorA, const b2Vec2& anchorB,
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float32 ratio);
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/// The first ground anchor in world coordinates. This point never moves.
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b2Vec2 groundAnchorA;
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/// The second ground anchor in world coordinates. This point never moves.
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b2Vec2 groundAnchorB;
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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 a reference length for the segment attached to bodyA.
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float32 lengthA;
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/// The a reference length for the segment attached to bodyB.
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float32 lengthB;
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/// The pulley ratio, used to simulate a block-and-tackle.
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float32 ratio;
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};
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/// The pulley joint is connected to two bodies and two fixed ground points.
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/// The pulley supports a ratio such that:
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/// length1 + ratio * length2 <= constant
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/// Yes, the force transmitted is scaled by the ratio.
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/// Warning: the pulley joint can get a bit squirrelly by itself. They often
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/// work better when combined with prismatic joints. You should also cover the
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/// the anchor points with static shapes to prevent one side from going to
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/// zero length.
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class b2PulleyJoint : 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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b2Vec2 GetReactionForce(float32 inv_dt) const;
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float32 GetReactionTorque(float32 inv_dt) const;
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/// Get the first ground anchor.
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b2Vec2 GetGroundAnchorA() const;
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/// Get the second ground anchor.
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b2Vec2 GetGroundAnchorB() const;
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/// Get the current length of the segment attached to bodyA.
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float32 GetLengthA() const;
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/// Get the current length of the segment attached to bodyB.
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float32 GetLengthB() const;
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/// Get the pulley ratio.
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float32 GetRatio() 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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b2PulleyJoint(const b2PulleyJointDef* 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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b2Vec2 m_groundAnchorA;
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b2Vec2 m_groundAnchorB;
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float32 m_lengthA;
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float32 m_lengthB;
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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_constant;
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float32 m_ratio;
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float32 m_impulse;
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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_uA;
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b2Vec2 m_uB;
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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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#endif
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