fix a lot of issues, add gyroscopic force integrator, add contact polygon winding, add some quaternion constraints, add more tests
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@ -49,6 +49,16 @@ public:
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b3Shape* shape = body->CreateShape(sdef);
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}
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static b3BoxHull thinHull;
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{
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b3Transform xf;
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xf.position.SetZero();
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xf.rotation = b3Diagonal(4.05f, 2.0f * B3_LINEAR_SLOP, 4.05f);
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thinHull.SetTransform(xf);
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}
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b3Vec3 stackOrigin;
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stackOrigin.Set(0.0f, 4.05f, 0.0f);
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@ -73,7 +83,7 @@ public:
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b3Body* body = m_world.CreateBody(bdef);
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b3HullShape hs;
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hs.m_hull = &m_thinHull;
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hs.m_hull = &thinHull;
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b3ShapeDef sdef;
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sdef.shape = &hs;
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