fix a lot of issues, add gyroscopic force integrator, add contact polygon winding, add some quaternion constraints, add more tests
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@ -41,50 +41,60 @@ public:
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{
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b3BodyDef bd;
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bd.position.Set(-2.0f, 5.05f, 0.0f);
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bd.type = b3BodyType::e_staticBody;
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bd.position.Set(0.0f, 7.0f, 0.0f);
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hinge = m_world.CreateBody(bd);
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b3CapsuleShape shape;
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shape.m_centers[0].Set(0.0f, -3.5f, 0.0f);
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shape.m_centers[1].Set(0.0f, 3.5f, 0.0f);
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shape.m_centers[0].Set(0.0f, 0.0f, -4.0f);
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shape.m_centers[1].Set(0.0f, 0.0f, 4.0f);
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shape.m_radius = 0.5f;
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b3ShapeDef sd;
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sd.shape = &shape;
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sd.density = 1.0f;
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hinge->CreateShape(sd);
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m_hinge = hinge;
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m_body = hinge;
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}
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{
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b3BodyDef bd;
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bd.type = b3BodyType::e_dynamicBody;
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bd.position.Set(1.0f, 5.05f, 0.0f);
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bd.position.Set(2.0f, 7.0f, 0.0f);
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door = m_world.CreateBody(bd);
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m_doorBox.Set(1.0f, 0.5f, 4.0f);
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b3HullShape hull;
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hull.m_hull = &m_doorHull;
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hull.m_hull = &m_doorBox;
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b3ShapeDef sdef;
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sdef.shape = &hull;
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sdef.density = 2.0f;
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sdef.density = 1.0f;
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door->CreateShape(sdef);
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}
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{
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b3Vec3 hingeAxis(0.0f, 1.0f, 0.0f);
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b3Vec3 hingeAnchor(-2.0f, 5.0f, 0.0f);
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b3Vec3 axis(0.0f, 0.0f, 1.0f);
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b3Vec3 anchor(0.0f, 7.0f, 0.0f);
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b3RevoluteJointDef jd;
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jd.Initialize(hinge, door, hingeAxis, hingeAnchor, 0.0f, 0.5f * B3_PI);
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jd.Initialize(hinge, door, axis, anchor, 0.0f, B3_PI);
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jd.motorSpeed = B3_PI;
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jd.maxMotorTorque = 10000.0f;
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jd.maxMotorTorque = door->GetMass() * 10000.0f;
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jd.enableMotor = true;
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m_rj = (b3RevoluteJoint*)m_world.CreateJoint(jd);
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}
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// Invalidate the orientation
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b3Vec3 axis(1.0f, 0.0f, 0.0f);
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float32 angle = B3_PI;
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door->SetTransform(door->GetPosition(), axis, angle);
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}
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void KeyDown(int button)
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@ -101,17 +111,17 @@ public:
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if (button == GLFW_KEY_D)
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{
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m_hinge->SetType(e_dynamicBody);
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m_body->SetType(e_dynamicBody);
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}
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if (button == GLFW_KEY_S)
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{
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m_hinge->SetType(e_staticBody);
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m_body->SetType(e_staticBody);
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}
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if (button == GLFW_KEY_K)
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{
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m_hinge->SetType(e_kinematicBody);
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m_body->SetType(e_kinematicBody);
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}
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}
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@ -120,7 +130,8 @@ public:
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return new HingeMotor();
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}
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b3Body* m_hinge;
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b3BoxHull m_doorBox;
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b3Body* m_body;
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b3RevoluteJoint* m_rj;
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};
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