fix a lot of issues, add gyroscopic force integrator, add contact polygon winding, add some quaternion constraints, add more tests
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102
examples/testbed/tests/initial_overlap.h
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102
examples/testbed/tests/initial_overlap.h
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/*
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* Copyright (c) 2016-2016 Irlan Robson http://www.irlan.net
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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 INITIAL_OVERLAP_H
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#define INITIAL_OVERLAP_H
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class InitialOverlap : public Test
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{
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public:
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InitialOverlap()
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{
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g_camera.m_center.Set(2.0f, -2.0f, 0.0f);
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g_camera.m_zoom = 10.0f;
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{
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b3BodyDef bd;
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b3Body* body = m_world.CreateBody(bd);
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b3HullShape hs;
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hs.m_hull = &m_groundHull;
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b3ShapeDef sd;
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sd.shape = &hs;
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body->CreateShape(sd);
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}
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b3Vec3 boxScale(1.0f, 0.5f, 2.0f);
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static b3BoxHull boxHull;
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b3Transform m;
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m.rotation = b3Diagonal(boxScale.x, boxScale.y, boxScale.z);
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m.position.SetZero();
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boxHull.SetTransform(m);
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{
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b3BodyDef bd;
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bd.type = e_dynamicBody;
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bd.position.Set(0.0f, 1.0f, 0.0f);
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b3Body* body = m_world.CreateBody(bd);
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b3HullShape hs;
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hs.m_hull = &boxHull;
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b3ShapeDef sd;
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sd.shape = &hs;
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sd.density = 0.1f;
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sd.friction = 0.3f;
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body->CreateShape(sd);
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}
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{
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b3BodyDef bd;
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bd.type = e_dynamicBody;
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bd.position.Set(0.0f, 1.5f, 0.0f);
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b3Quat q_y(b3Vec3(0.0f, 1.0f, 0.0f), 0.4f * B3_PI);
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b3Quat q_z(b3Vec3(0.0f, 0.0f, 1.0f), 0.04f * B3_PI);
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b3Quat q = q_z * q_y;
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bd.orientation = q;
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b3Body* body = m_world.CreateBody(bd);
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b3HullShape hs;
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hs.m_hull = &boxHull;
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b3ShapeDef sd;
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sd.shape = &hs;
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sd.density = 0.1f;
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sd.friction = 0.3f;
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body->CreateShape(sd);
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}
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}
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static Test* Create()
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{
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return new InitialOverlap();
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}
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};
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#endif
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