fix a lot of issues, add gyroscopic force integrator, add contact polygon winding, add some quaternion constraints, add more tests
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@ -33,7 +33,7 @@ public:
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{
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{
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b3BodyDef bd;
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bd.type = b3BodyType::e_staticBody;
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bd.type = e_staticBody;
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b3Body* ground = m_world.CreateBody(bd);
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b3HullShape hs;
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