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:
Alex Birch
2018-06-17 13:34:53 +01:00
parent a2be47c887
commit dff4d13a1d
1563 changed files with 601601 additions and 3466 deletions

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/*
* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
* 3. This notice may not be removed or altered from any source distribution.
*/
#include "b2Fixture.h"
#include "Contacts/b2Contact.h"
#include "b2World.h"
#include "../Collision/Shapes/b2CircleShape.h"
#include "../Collision/Shapes/b2EdgeShape.h"
#include "../Collision/Shapes/b2PolygonShape.h"
#include "../Collision/Shapes/b2ChainShape.h"
#include "../Collision/b2BroadPhase.h"
#include "../Collision/b2Collision.h"
#include "../Common/b2BlockAllocator.h"
b2Fixture::b2Fixture()
{
m_userData = NULL;
m_body = NULL;
m_next = NULL;
m_proxies = NULL;
m_proxyCount = 0;
m_shape = NULL;
m_density = 0.0f;
}
void b2Fixture::Create(b2BlockAllocator* allocator, b2Body* body, const b2FixtureDef* def)
{
m_userData = def->userData;
m_friction = def->friction;
m_restitution = def->restitution;
m_body = body;
m_next = NULL;
m_filter = def->filter;
m_isSensor = def->isSensor;
m_shape = def->shape->Clone(allocator);
// Reserve proxy space
int32 childCount = m_shape->GetChildCount();
m_proxies = (b2FixtureProxy*)allocator->Allocate(childCount * sizeof(b2FixtureProxy));
for (int32 i = 0; i < childCount; ++i)
{
m_proxies[i].fixture = NULL;
m_proxies[i].proxyId = b2BroadPhase::e_nullProxy;
}
m_proxyCount = 0;
m_density = def->density;
}
void b2Fixture::Destroy(b2BlockAllocator* allocator)
{
// The proxies must be destroyed before calling this.
b2Assert(m_proxyCount == 0);
// Free the proxy array.
int32 childCount = m_shape->GetChildCount();
allocator->Free(m_proxies, childCount * sizeof(b2FixtureProxy));
m_proxies = NULL;
// Free the child shape.
switch (m_shape->m_type)
{
case b2Shape::e_circle:
{
b2CircleShape* s = (b2CircleShape*)m_shape;
s->~b2CircleShape();
allocator->Free(s, sizeof(b2CircleShape));
}
break;
case b2Shape::e_edge:
{
b2EdgeShape* s = (b2EdgeShape*)m_shape;
s->~b2EdgeShape();
allocator->Free(s, sizeof(b2EdgeShape));
}
break;
case b2Shape::e_polygon:
{
b2PolygonShape* s = (b2PolygonShape*)m_shape;
s->~b2PolygonShape();
allocator->Free(s, sizeof(b2PolygonShape));
}
break;
case b2Shape::e_chain:
{
b2ChainShape* s = (b2ChainShape*)m_shape;
s->~b2ChainShape();
allocator->Free(s, sizeof(b2ChainShape));
}
break;
default:
b2Assert(false);
break;
}
m_shape = NULL;
}
void b2Fixture::CreateProxies(b2BroadPhase* broadPhase, const b2Transform& xf)
{
b2Assert(m_proxyCount == 0);
// Create proxies in the broad-phase.
m_proxyCount = m_shape->GetChildCount();
for (int32 i = 0; i < m_proxyCount; ++i)
{
b2FixtureProxy* proxy = m_proxies + i;
m_shape->ComputeAABB(&proxy->aabb, xf, i);
proxy->proxyId = broadPhase->CreateProxy(proxy->aabb, proxy);
proxy->fixture = this;
proxy->childIndex = i;
}
}
void b2Fixture::DestroyProxies(b2BroadPhase* broadPhase)
{
// Destroy proxies in the broad-phase.
for (int32 i = 0; i < m_proxyCount; ++i)
{
b2FixtureProxy* proxy = m_proxies + i;
broadPhase->DestroyProxy(proxy->proxyId);
proxy->proxyId = b2BroadPhase::e_nullProxy;
}
m_proxyCount = 0;
}
void b2Fixture::Synchronize(b2BroadPhase* broadPhase, const b2Transform& transform1, const b2Transform& transform2)
{
if (m_proxyCount == 0)
{
return;
}
for (int32 i = 0; i < m_proxyCount; ++i)
{
b2FixtureProxy* proxy = m_proxies + i;
// Compute an AABB that covers the swept shape (may miss some rotation effect).
b2AABB aabb1, aabb2;
m_shape->ComputeAABB(&aabb1, transform1, proxy->childIndex);
m_shape->ComputeAABB(&aabb2, transform2, proxy->childIndex);
proxy->aabb.Combine(aabb1, aabb2);
b2Vec2 displacement = transform2.p - transform1.p;
broadPhase->MoveProxy(proxy->proxyId, proxy->aabb, displacement);
}
}
void b2Fixture::SetFilterData(const b2Filter& filter)
{
m_filter = filter;
Refilter();
}
void b2Fixture::Refilter()
{
if (m_body == NULL)
{
return;
}
// Flag associated contacts for filtering.
b2ContactEdge* edge = m_body->GetContactList();
while (edge)
{
b2Contact* contact = edge->contact;
b2Fixture* fixtureA = contact->GetFixtureA();
b2Fixture* fixtureB = contact->GetFixtureB();
if (fixtureA == this || fixtureB == this)
{
contact->FlagForFiltering();
}
edge = edge->next;
}
b2World* world = m_body->GetWorld();
if (world == NULL)
{
return;
}
// Touch each proxy so that new pairs may be created
b2BroadPhase* broadPhase = &world->m_contactManager.m_broadPhase;
for (int32 i = 0; i < m_proxyCount; ++i)
{
broadPhase->TouchProxy(m_proxies[i].proxyId);
}
}
void b2Fixture::SetSensor(bool sensor)
{
if (sensor != m_isSensor)
{
m_body->SetAwake(true);
m_isSensor = sensor;
}
}
void b2Fixture::Dump(int32 bodyIndex)
{
b2Log(" b2FixtureDef fd;\n");
b2Log(" fd.friction = %.15lef;\n", m_friction);
b2Log(" fd.restitution = %.15lef;\n", m_restitution);
b2Log(" fd.density = %.15lef;\n", m_density);
b2Log(" fd.isSensor = bool(%d);\n", m_isSensor);
b2Log(" fd.filter.categoryBits = uint16(%d);\n", m_filter.categoryBits);
b2Log(" fd.filter.maskBits = uint16(%d);\n", m_filter.maskBits);
b2Log(" fd.filter.groupIndex = int16(%d);\n", m_filter.groupIndex);
switch (m_shape->m_type)
{
case b2Shape::e_circle:
{
b2CircleShape* s = (b2CircleShape*)m_shape;
b2Log(" b2CircleShape shape;\n");
b2Log(" shape.m_radius = %.15lef;\n", s->m_radius);
b2Log(" shape.m_p.Set(%.15lef, %.15lef);\n", s->m_p.x, s->m_p.y);
}
break;
case b2Shape::e_edge:
{
b2EdgeShape* s = (b2EdgeShape*)m_shape;
b2Log(" b2EdgeShape shape;\n");
b2Log(" shape.m_radius = %.15lef;\n", s->m_radius);
b2Log(" shape.m_vertex0.Set(%.15lef, %.15lef);\n", s->m_vertex0.x, s->m_vertex0.y);
b2Log(" shape.m_vertex1.Set(%.15lef, %.15lef);\n", s->m_vertex1.x, s->m_vertex1.y);
b2Log(" shape.m_vertex2.Set(%.15lef, %.15lef);\n", s->m_vertex2.x, s->m_vertex2.y);
b2Log(" shape.m_vertex3.Set(%.15lef, %.15lef);\n", s->m_vertex3.x, s->m_vertex3.y);
b2Log(" shape.m_hasVertex0 = bool(%d);\n", s->m_hasVertex0);
b2Log(" shape.m_hasVertex3 = bool(%d);\n", s->m_hasVertex3);
}
break;
case b2Shape::e_polygon:
{
b2PolygonShape* s = (b2PolygonShape*)m_shape;
b2Log(" b2PolygonShape shape;\n");
b2Log(" b2Vec2 vs[%d];\n", b2_maxPolygonVertices);
for (int32 i = 0; i < s->m_vertexCount; ++i)
{
b2Log(" vs[%d].Set(%.15lef, %.15lef);\n", i, s->m_vertices[i].x, s->m_vertices[i].y);
}
b2Log(" shape.Set(vs, %d);\n", s->m_vertexCount);
}
break;
case b2Shape::e_chain:
{
b2ChainShape* s = (b2ChainShape*)m_shape;
b2Log(" b2ChainShape shape;\n");
b2Log(" b2Vec2 vs[%d];\n", s->m_count);
for (int32 i = 0; i < s->m_count; ++i)
{
b2Log(" vs[%d].Set(%.15lef, %.15lef);\n", i, s->m_vertices[i].x, s->m_vertices[i].y);
}
b2Log(" shape.CreateChain(vs, %d);\n", s->m_count);
b2Log(" shape.m_prevVertex.Set(%.15lef, %.15lef);\n", s->m_prevVertex.x, s->m_prevVertex.y);
b2Log(" shape.m_nextVertex.Set(%.15lef, %.15lef);\n", s->m_nextVertex.x, s->m_nextVertex.y);
b2Log(" shape.m_hasPrevVertex = bool(%d);\n", s->m_hasPrevVertex);
b2Log(" shape.m_hasNextVertex = bool(%d);\n", s->m_hasNextVertex);
}
break;
default:
return;
}
b2Log("\n");
b2Log(" fd.shape = &shape;\n");
b2Log("\n");
b2Log(" bodies[%d]->CreateFixture(&fd);\n", bodyIndex);
}