fix a lot of issues, add gyroscopic force integrator, add contact polygon winding, add some quaternion constraints, add more tests
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@ -24,8 +24,6 @@ class MultipleShapes : public Test
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public:
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MultipleShapes()
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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 = 50.0f;
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g_settings.drawCenterOfMasses = true;
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{
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@ -79,6 +77,7 @@ public:
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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, 0.0f, 0.0f);
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bd.angularVelocity.Set(0.0f, 200.0f * B3_PI, 0.0f);
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b3Body* body = m_world.CreateBody(bd);
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