fix a lot of issues, add gyroscopic force integrator, add contact polygon winding, add some quaternion constraints, add more tests
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@ -34,35 +34,6 @@ public:
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g_camera.m_zoom = 20.0f;
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g_settings.drawCenterOfMasses = true;
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{
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b3StackArray<b3Vec3, 32> points;
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ConstructCone(points);
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u32 size = qhGetMemorySize(points.Count());
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void* p = b3Alloc(size);
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qhHull hull;
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hull.Construct(p, points);
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m_coneHull = ConvertHull(hull);
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b3Free(p);
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}
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{
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b3StackArray<b3Vec3, 32> points;
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ConstructCylinder(points);
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const u32 size = qhGetMemorySize(points.Count());
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void* p = b3Alloc(size);
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qhHull hull;
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hull.Construct(p, points);
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m_cylinderHull = ConvertHull(hull);
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b3Free(p);
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}
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{
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b3BodyDef bd;
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b3Body* ground = m_world.CreateBody(bd);
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@ -79,10 +50,63 @@ public:
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{
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b3BodyDef bdef;
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bdef.type = e_dynamicBody;
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bdef.position.Set(2.0f, 5.0f, 0.0f);
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bdef.position.Set(-10.0f, 5.0f, 0.0f);
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b3Body* body = m_world.CreateBody(bdef);
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b3SphereShape sphere;
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sphere.m_center.SetZero();
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sphere.m_radius = 1.0f;
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b3ShapeDef sdef;
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sdef.density = 0.1f;
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sdef.friction = 0.3f;
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sdef.shape = &sphere;
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body->CreateShape(sdef);
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}
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{
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b3BodyDef bdef;
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bdef.type = e_dynamicBody;
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bdef.position.Set(-5.0f, 5.0f, 0.0f);
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b3Body* body = m_world.CreateBody(bdef);
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b3CapsuleShape capsule;
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capsule.m_centers[0].Set(0.0f, 0.0f, -1.0f);
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capsule.m_centers[1].Set(0.0f, 0.0f, 1.0f);
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capsule.m_radius = 1.0f;
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b3ShapeDef sdef;
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sdef.density = 0.1f;
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sdef.friction = 0.2f;
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sdef.shape = &capsule;
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body->CreateShape(sdef);
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}
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{
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b3BodyDef bdef;
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bdef.type = e_dynamicBody;
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bdef.position.Set(0.0f, 5.0f, 0.0f);
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b3Body* body = m_world.CreateBody(bdef);
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{
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b3StackArray<b3Vec3, 32> points;
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ConstructCone(points);
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u32 size = qhGetMemorySize(points.Count());
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void* p = b3Alloc(size);
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qhHull hull;
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hull.Construct(p, points);
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m_coneHull = ConvertHull(hull);
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b3Free(p);
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}
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b3HullShape hull;
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hull.m_hull = &m_coneHull;
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@ -97,16 +121,30 @@ public:
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{
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b3BodyDef bdef;
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bdef.type = e_dynamicBody;
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bdef.position.Set(-2.0f, 5.0f, 0.0f);
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bdef.position.Set(4.0f, 5.0f, 0.0f);
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b3Body* body = m_world.CreateBody(bdef);
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{
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b3StackArray<b3Vec3, 32> points;
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ConstructCylinder(points);
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const u32 size = qhGetMemorySize(points.Count());
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void* p = b3Alloc(size);
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qhHull hull;
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hull.Construct(p, points);
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m_cylinderHull = ConvertHull(hull);
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b3Free(p);
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}
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b3HullShape hull;
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hull.m_hull = &m_cylinderHull;
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b3ShapeDef sdef;
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sdef.density = 0.1f;
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sdef.friction = 0.3f;
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sdef.friction = 0.2f;
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sdef.shape = &hull;
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body->CreateShape(sdef);
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