fix a lot of issues, add gyroscopic force integrator, add contact polygon winding, add some quaternion constraints, add more tests
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@ -46,8 +46,15 @@ public:
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body->CreateShape(sd);
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}
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b3Vec3 boxScale;
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boxScale.Set(1.0f, 0.5f, 3.0f);
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b3Vec3 boxScale(1.0f, 0.5f, 3.0f);
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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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float32 y = 2.0f;
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@ -65,12 +72,12 @@ public:
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b3Body* body = m_world.CreateBody(bd);
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b3HullShape hs;
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hs.m_hull = &m_plankHull;
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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 = 0.1f;
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sd.friction = 0.3f;
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body->CreateShape(sd);
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}
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@ -91,7 +98,7 @@ public:
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b3Body* body = m_world.CreateBody(bd);
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b3HullShape hs;
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hs.m_hull = &m_plankHull;
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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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@ -111,4 +118,4 @@ public:
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}
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};
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#endif
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#endif
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