fix a lot of issues, add gyroscopic force integrator, add contact polygon winding, add some quaternion constraints, add more tests
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		| @@ -64,9 +64,17 @@ public: | ||||
| 			bdef.orientation = b3Quat(b3Vec3(0.0f, 1.0f, 0.0f), 0.25f * B3_PI); | ||||
|  | ||||
| 			b3Body* body = m_world.CreateBody(bdef); | ||||
| 			 | ||||
| 			static b3BoxHull boxHull; | ||||
| 			{ | ||||
| 				b3Transform xf; | ||||
| 				xf.position.SetZero(); | ||||
| 				xf.rotation = b3Diagonal(2.0f, 4.0f, 0.5f); | ||||
| 				boxHull.SetTransform(xf); | ||||
| 			} | ||||
|  | ||||
| 			b3HullShape hs; | ||||
| 			hs.m_hull = &m_tallHull; | ||||
| 			hs.m_hull = &boxHull; | ||||
|  | ||||
| 			b3ShapeDef sdef; | ||||
| 			sdef.shape = &hs; | ||||
|   | ||||
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