fix a lot of issues, add gyroscopic force integrator, add contact polygon winding, add some quaternion constraints, add more tests
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@ -64,7 +64,7 @@ public:
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frame = m_world.CreateBody(bdef);
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b3ShapeDef sdef;
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sdef.density = 1.0f;
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sdef.density = 0.1f;
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sdef.friction = 0.3f;
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sdef.shape = &box;
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@ -82,7 +82,7 @@ public:
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b3ShapeDef sdef;
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sdef.shape = &sphere;
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sdef.density = 1.0f;
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sdef.density = 0.1f;
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sdef.friction = 1.0f;
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wheelLF->CreateShape(sdef);
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@ -108,7 +108,7 @@ public:
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wheelRF = m_world.CreateBody(bdef);
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b3ShapeDef sdef;
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sdef.density = 1.0f;
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sdef.density = 0.1f;
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sdef.friction = 1.0f;
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sdef.shape = &sphere;
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@ -136,7 +136,7 @@ public:
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b3ShapeDef sdef;
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sdef.shape = &sphere;
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sdef.density = 1.0f;
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sdef.density = 0.1f;
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sdef.friction = 1.0f;
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wheelLB->CreateShape(sdef);
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@ -162,7 +162,7 @@ public:
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wheelRB = m_world.CreateBody(bdef);
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b3ShapeDef sdef;
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sdef.density = 1.0f;
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sdef.density = 0.1f;
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sdef.friction = 1.0f;
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sdef.shape = &sphere;
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