fix a lot of issues, add gyroscopic force integrator, add contact polygon winding, add some quaternion constraints, add more tests
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@ -40,15 +40,24 @@ public:
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ground->CreateShape(sdef);
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}
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static b3BoxHull rampHull;
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{
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b3Transform xf;
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xf.position.SetZero();
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xf.rotation = b3Diagonal(25.0f, 0.5f, 25.0f);
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rampHull.SetTransform(xf);
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}
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{
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b3BodyDef bdef;
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bdef.position.Set(-20.0f, 20.0f, 0.0f);
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bdef.orientation = b3Quat(b3Vec3(0.0f, 0.0f, 1.0f), -0.1f * B3_PI);
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b3Body* ramp = m_world.CreateBody(bdef);
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b3HullShape hs;
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hs.m_hull = &m_rampHull;
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hs.m_hull = &rampHull;
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b3ShapeDef sdef;
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sdef.shape = &hs;
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@ -64,7 +73,7 @@ public:
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b3Body* ramp = m_world.CreateBody(bdef);
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b3HullShape hs;
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hs.m_hull = &m_rampHull;
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hs.m_hull = &rampHull;
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b3ShapeDef sdef;
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sdef.shape = &hs;
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@ -80,7 +89,7 @@ public:
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b3Body* ramp = m_world.CreateBody(bdef);
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b3HullShape hs;
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hs.m_hull = &m_rampHull;
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hs.m_hull = &rampHull;
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b3ShapeDef sdef;
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sdef.shape = &hs;
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@ -96,7 +105,7 @@ public:
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b3Body* ramp = m_world.CreateBody(bdef);
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b3HullShape hs;
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hs.m_hull = &m_rampHull;
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hs.m_hull = &rampHull;
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b3ShapeDef sdef;
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sdef.shape = &hs;
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