I am prebuilding the lib for iOS, and am running into problems linking my game using that lib…
Undefined symbols for architecture armv7:
“_cpArbiterGetPointA”, referenced from:
cocos2d::PhysicsContact::generateContactData() in libcocos2d iOS.a(CCPhysicsContact.o)
“_cpHastySpaceStep”, referenced from:
cocos2d::PhysicsWorld::update(float, bool) in libcocos2d iOS.a(CCPhysicsWorld.o)
“_cpHastySpaceFree”, referenced from:
cocos2d::PhysicsWorld::~PhysicsWorld() in libcocos2d iOS.a(CCPhysicsWorld.o)
“_cpHastySpaceSetThreads”, referenced from:
cocos2d::PhysicsWorld::init() in libcocos2d iOS.a(CCPhysicsWorld.o)
“_cpShapeGetBody”, referenced from:
cocos2d::ColorForShape(cpShape*, void*) in libcocos2d iOS.a(CCPhysicsWorld.o)
“_cpConstraintSetMaxForce”, referenced from:
cocos2d::PhysicsJoint::initJoint() in libcocos2d iOS.a(CCPhysicsJoint.o)
“_cpBodyIsSleeping”, referenced from:
cocos2d::ColorForShape(cpShape*, void*) in libcocos2d iOS.a(CCPhysicsWorld.o)
“_cpArbiterGetUserData”, referenced from:
cocos2d::PhysicsWorldCallback::collisionPreSolveCallbackFunc(cpArbiter*, cpSpace*, cocos2d::PhysicsWorld*) in libcocos2d iOS.a(CCPhysicsWorld.o)
cocos2d::PhysicsWorldCallback::collisionPostSolveCallbackFunc(cpArbiter*, cpSpace*, cocos2d::PhysicsWorld*) in libcocos2d iOS.a(CCPhysicsWorld.o)
cocos2d::PhysicsWorldCallback::collisionSeparateCallbackFunc(cpArbiter*, cpSpace*, cocos2d::PhysicsWorld*) in libcocos2d iOS.a(CCPhysicsWorld.o)
“_cpShapeGetUserData”, referenced from:
cocos2d::PhysicsWorldCallback::collisionBeginCallbackFunc(cpArbiter*, cpSpace*, cocos2d::PhysicsWorld*) in libcocos2d iOS.a(CCPhysicsWorld.o)
“_cpSpaceDebugDraw”, referenced from:
cocos2d::PhysicsWorld::debugDraw() in libcocos2d iOS.a(CCPhysicsWorld.o)
“_cpArbiterSetUserData”, referenced from:
cocos2d::PhysicsWorldCallback::collisionBeginCallbackFunc(cpArbiter*, cpSpace*, cocos2d::PhysicsWorld*) in libcocos2d iOS.a(CCPhysicsWorld.o)
“_cpBodyGetSpace”, referenced from:
cocos2d::PhysicsBody::addShape(cocos2d::PhysicsShape*, bool) in libcocos2d iOS.a(CCPhysicsBody.o)
“_cpShapeSetUserData”, referenced from:
cocos2d::PhysicsShape::addShape(cpShape*) in libcocos2d iOS.a(CCPhysicsShape.o)
cocos2d::PhysicsShapeCircle::init(float, cocos2d::PhysicsMaterial const&, cocos2d::Vec2 const&) in libcocos2d iOS.a(CCPhysicsShape.o)
cocos2d::PhysicsShapeEdgeChain::init(cocos2d::Vec2 const*, int, cocos2d::PhysicsMaterial const&, float) in libcocos2d iOS.a(CCPhysicsShape.o)
“_cpSpaceSetGravity”, referenced from:
cocos2d::PhysicsWorld::init() in libcocos2d iOS.a(CCPhysicsWorld.o)
cocos2d::PhysicsWorld::setGravity(cocos2d::Vec2 const&) in libcocos2d iOS.a(CCPhysicsWorld.o)
“_cpBodyGetAngularVelocity”, referenced from:
cocos2d::PhysicsBody::getAngularVelocity() in libcocos2d iOS.a(CCPhysicsBody.o)
“_cpBodyGetPosition”, referenced from:
cocos2d::PhysicsBody::afterSimulation(cocos2d::Mat4 const&, float) in libcocos2d iOS.a(CCPhysicsBody.o)
“_cpShapeGetSensor”, referenced from:
cocos2d::ColorForShape(cpShape*, void*) in libcocos2d iOS.a(CCPhysicsWorld.o)
“_cpBodyGetVelocityAtWorldPoint”, referenced from:
cocos2d::PhysicsBody::getVelocityAtWorldPoint(cocos2d::Vec2 const&) in libcocos2d iOS.a(CCPhysicsBody.o)
“_cpArbiterGetShapes”, referenced from:
cocos2d::PhysicsWorldCallback::collisionBeginCallbackFunc(cpArbiter*, cpSpace*, cocos2d::PhysicsWorld*) in libcocos2d iOS.a(CCPhysicsWorld.o)
“_cpShapeSetFilter”, referenced from:
cocos2d::PhysicsShape::addShape(cpShape*) in libcocos2d iOS.a(CCPhysicsShape.o)
“_cpShapeSetElasticity”, referenced from:
cocos2d::PhysicsShape::setMaterial(cocos2d::PhysicsMaterial const&) in libcocos2d iOS.a(CCPhysicsShape.o)
cocos2d::PhysicsShapeEdgeChain::init(cocos2d::Vec2 const*, int, cocos2d::PhysicsMaterial const&, float) in libcocos2d iOS.a(CCPhysicsShape.o)
“_cpBodyGetVelocity”, referenced from:
cocos2d::PhysicsBody::getVelocity() in libcocos2d iOS.a(CCPhysicsBody.o)
“_cpSpaceAddDefaultCollisionHandler”, referenced from:
cocos2d::PhysicsWorld::init() in libcocos2d iOS.a(CCPhysicsWorld.o)
“_cpBodySetAngularVelocity”, referenced from:
cocos2d::PhysicsBody::setAngularVelocity(float) in libcocos2d iOS.a(CCPhysicsBody.o)
“_cpBodySetVelocity”, referenced from:
cocos2d::PhysicsBody::setVelocity(cocos2d::Vec2 const&) in libcocos2d iOS.a(CCPhysicsBody.o)
“_cpBodySetTorque”, referenced from:
internalBodyUpdateVelocity(cpBody*, cpVect, float, float) in libcocos2d iOS.a(CCPhysicsBody.o)
cocos2d::PhysicsBody::applyTorque(float) in libcocos2d iOS.a(CCPhysicsBody.o)
“_cpBodySetType”, referenced from:
cocos2d::PhysicsBody::setDynamic(bool) in libcocos2d iOS.a(CCPhysicsBody.o)
cocos2d::PhysicsBody::createEdgeChain(cocos2d::Vec2 const*, int, cocos2d::PhysicsMaterial const&, float) in libcocos2d iOS.a(CCPhysicsBody.o)
“_cpHastySpaceNew”, referenced from:
cocos2d::PhysicsWorld::init() in libcocos2d iOS.a(CCPhysicsWorld.o)
“_cpBodyApplyForceAtLocalPoint”, referenced from:
cocos2d::PhysicsBody::applyForce(cocos2d::Vec2 const&, cocos2d::Vec2 const&) in libcocos2d iOS.a(CCPhysicsBody.o)
“_cpBodySetForce”, referenced from:
cocos2d::PhysicsBody::resetForces() in libcocos2d iOS.a(CCPhysicsBody.o)
“_cpBodySetVelocityUpdateFunc”, referenced from:
cocos2d::PhysicsBody::init() in libcocos2d iOS.a(CCPhysicsBody.o)
“_cpSpaceIsLocked”, referenced from:
cocos2d::PhysicsWorld::updateBodies() in libcocos2d iOS.a(CCPhysicsWorld.o)
cocos2d::PhysicsWorld::removeBodyOrDelay(cocos2d::PhysicsBody*) in libcocos2d iOS.a(CCPhysicsWorld.o)
cocos2d::PhysicsWorld::removeJoint(cocos2d::PhysicsJoint*, bool) in libcocos2d iOS.a(CCPhysicsWorld.o)
cocos2d::PhysicsWorld::updateJoints() in libcocos2d iOS.a(CCPhysicsWorld.o)
“_cpBodyGetType”, referenced from:
internalBodyUpdateVelocity(cpBody*, cpVect, float, float) in libcocos2d iOS.a(CCPhysicsBody.o)
cocos2d::ColorForShape(cpShape*, void*) in libcocos2d iOS.a(CCPhysicsWorld.o)
“_cpBodyGetAngle”, referenced from:
cocos2d::PhysicsBody::getRotation() in libcocos2d iOS.a(CCPhysicsBody.o)
“_cpShapeSetFriction”, referenced from:
cocos2d::PhysicsShape::setMaterial(cocos2d::PhysicsMaterial const&) in libcocos2d iOS.a(CCPhysicsShape.o)
cocos2d::PhysicsShapeEdgeChain::init(cocos2d::Vec2 const*, int, cocos2d::PhysicsMaterial const&, float) in libcocos2d iOS.a(CCPhysicsShape.o)
“_cpBodySetPosition”, referenced from:
cocos2d::PhysicsBody::setPosition(float, float) in libcocos2d iOS.a(CCPhysicsBody.o)
“_cpBodySetUserData”, referenced from:
cocos2d::PhysicsBody::init() in libcocos2d iOS.a(CCPhysicsBody.o)
“_cpConstraintSetErrorBias”, referenced from:
cocos2d::PhysicsJoint::initJoint() in libcocos2d iOS.a(CCPhysicsJoint.o)
“_cpBodyGetVelocityAtLocalPoint”, referenced from:
cocos2d::PhysicsBody::getVelocityAtLocalPoint(cocos2d::Vec2 const&) in libcocos2d iOS.a(CCPhysicsBody.o)
“_cpBodyApplyImpulseAtLocalPoint”, referenced from:
cocos2d::PhysicsBody::applyImpulse(cocos2d::Vec2 const&, cocos2d::Vec2 const&) in libcocos2d iOS.a(CCPhysicsBody.o)
ld: symbol(s) not found for architecture armv7
clang: error: linker command failed with exit code 1 (use -v to see invocation)
A lot of missing stuff in the Chipmunk stuff I guess?
BTW I am enabling bitcode in my project and thus have also enabled bitcode in cocos2d-x before compiling the library. I also recompiled all “precompiled” libraries like tiff, png, chipmunk too so I guess I made some mistake there. Is the required Chipmunk code not among https://github.com/cocos2d/cocos2d-x-3rd-party-libs-src.git anymore?
BTW using 3.11.1.