fix a lot of issues, add gyroscopic force integrator, add contact polygon winding, add some quaternion constraints, add more tests
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@ -28,6 +28,14 @@ public:
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g_camera.m_q = b3Quat(b3Vec3(0.0f, 1.0f, 0.0f), 0.15f * B3_PI);
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g_camera.m_q = g_camera.m_q * b3Quat(b3Vec3(1.0f, 0.0f, 0.0f), -0.15f * B3_PI);
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g_camera.m_center.SetZero();
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static b3BoxHull doorHull;
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{
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b3Transform xf;
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xf.position.SetZero();
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xf.rotation = b3Diagonal(2.0f, 4.0f, 0.5f);
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doorHull.SetTransform(xf);
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}
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float32 x = -50.0f;
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float32 y = 0.0f;
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@ -39,7 +47,7 @@ public:
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lastHinge = m_world.CreateBody(bd);
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b3HullShape hull;
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hull.m_hull = &m_doorHull;
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hull.m_hull = &doorHull;
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b3ShapeDef sdef;
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sdef.shape = &hull;
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@ -57,7 +65,7 @@ public:
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b3Body* hinge = m_world.CreateBody(bd);
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b3HullShape hull;
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hull.m_hull = &m_doorHull;
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hull.m_hull = &doorHull;
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b3ShapeDef sdef;
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sdef.shape = &hull;
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@ -71,7 +79,7 @@ public:
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b3RevoluteJointDef jd;
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jd.Initialize(lastHinge, hinge, hingeAxis, hingeAnchor, 0.0f, 0.5f * B3_PI);
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jd.collideLinked = true;
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jd.collideLinked = false;
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b3RevoluteJoint* rj = (b3RevoluteJoint*)m_world.CreateJoint(jd);
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}
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