fix a lot of issues, add gyroscopic force integrator, add contact polygon winding, add some quaternion constraints, add more tests
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@ -35,7 +35,7 @@ public:
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sd.shape = &hs;
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ground->CreateShape(sd);
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}
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b3Body* head;
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b3Body* hip;
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b3Body* lArm;
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@ -106,10 +106,10 @@ public:
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b3ShapeDef sd;
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sd.shape = &cs;
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sd.density = 0.25f;
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lArm->CreateShape(sd);
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}
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// Link left arm to chest
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{
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b3ConeJointDef cd;
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@ -139,7 +139,7 @@ public:
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rArm->CreateShape(sd);
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}
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// Link right arm to chest
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{
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b3ConeJointDef cd;
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@ -209,7 +209,7 @@ public:
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b3ConeJoint* cj = (b3ConeJoint*)m_world.CreateJoint(cd);
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}
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}
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void KeyDown(int button)
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{
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}
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@ -220,4 +220,4 @@ public:
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}
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};
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#endif
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#endif
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