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:
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bdef.orientation = b3Quat(b3Vec3(0.0f, 1.0f, 0.0f), 0.25f * B3_PI);
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b3Body* body = m_world.CreateBody(bdef);
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static b3BoxHull boxHull;
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{
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b3Transform xf;
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xf.position.SetZero();
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xf.rotation = b3Diagonal(2.0f, 4.0f, 0.5f);
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boxHull.SetTransform(xf);
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}
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b3HullShape hs;
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hs.m_hull = &m_tallHull;
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hs.m_hull = &boxHull;
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b3ShapeDef sdef;
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sdef.shape = &hs;
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