finish SAT optimization, calculate correct old sweep transform, remove unecessary static body transform update
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@ -187,7 +187,7 @@ inline float b3Dot(const b3Quat& a, const b3Quat& b)
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return a.x * b.x + a.y * b.y + a.z * b.z + a.w * b.w;
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}
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// Conjugate of a quaternion.
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// Conjugate of a quaternion (inverse if the quaternion is unit).
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inline b3Quat b3Conjugate(const b3Quat& q)
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{
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return b3Quat(-q.x, -q.y, -q.z, q.w);
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@ -267,8 +267,8 @@ private:
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// Destroy all joints connected to the body.
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void DestroyJoints();
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void SynchronizeShapes();
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void SynchronizeTransform();
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void SynchronizeShapes();
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// Check if this body should collide with another.
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bool ShouldCollide(const b3Body* other) const;
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@ -139,6 +139,7 @@ protected:
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friend class b3Body;
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friend class b3Contact;
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friend class b3ContactManager;
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friend class b3MeshContact;
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friend class b3ContactSolver;
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friend class b3List1<b3Shape>;
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