fix a lot of issues, add gyroscopic force integrator, add contact polygon winding, add some quaternion constraints, add more tests
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@ -33,17 +33,17 @@ public:
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b3ShapeDef sd;
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sd.shape = &shape;
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ground->CreateShape(sd);
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}
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b3Body* hinge, *door;
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b3Body* bA, *bB;
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{
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b3BodyDef bd;
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bd.type = b3BodyType::e_dynamicBody;
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bd.position.Set(-2.0f, 5.05f, 0.0f);
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hinge = m_world.CreateBody(bd);
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bA = m_world.CreateBody(bd);
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b3CapsuleShape shape;
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shape.m_centers[0].Set(0.0f, -3.5f, 0.0f);
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@ -54,34 +54,46 @@ public:
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sd.shape = &shape;
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sd.density = 1.0f;
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hinge->CreateShape(sd);
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bA->CreateShape(sd);
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}
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{
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b3BodyDef bd;
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bd.type = b3BodyType::e_dynamicBody;
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bd.orientation.Set(b3Vec3(1.0f, 0.0f, 0.0f), 0.25f * B3_PI);
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bd.position.Set(1.0f, 5.05f, 0.0f);
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door = m_world.CreateBody(bd);
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bB = m_world.CreateBody(bd);
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static b3BoxHull doorHull;
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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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doorHull.SetTransform(xf);
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}
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b3HullShape hull;
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hull.m_hull = &m_doorHull;
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hull.m_hull = &doorHull;
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b3ShapeDef sdef;
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sdef.shape = &hull;
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sdef.density = 2.0f;
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sdef.density = 1.0f;
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door->CreateShape(sdef);
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}
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{
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b3Vec3 hingeAnchor(-2.0f, 5.0f, 0.0f);
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b3WeldJointDef jd;
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jd.Initialize(hinge, door, hingeAnchor);
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bB->CreateShape(sdef);
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b3WeldJoint* wj = (b3WeldJoint*)m_world.CreateJoint(jd);
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{
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b3Vec3 anchor(-2.0f, 5.0f, 0.0f);
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b3WeldJointDef jd;
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jd.Initialize(bA, bB, anchor);
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b3WeldJoint* wj = (b3WeldJoint*)m_world.CreateJoint(jd);
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}
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// Invalidate the orientation
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b3Vec3 axis(1.0f, 0.0f, 0.0f);
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float32 angle = B3_PI;
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bB->SetTransform(bB->GetPosition(), axis, angle);
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}
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}
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