use unsigned integers instead of integers in some collision code
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@@ -258,9 +258,9 @@ inline b3Quat b3Mat33Quat(const b3Mat33& m)
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}
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// Diagonal is negative.
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const i32 next[3] = { 1, 2, 0 };
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const u32 next[3] = { 1, 2, 0 };
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i32 i = 0;
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u32 i = 0;
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if (m[1][1] > m[0][0])
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{
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@@ -272,8 +272,8 @@ inline b3Quat b3Mat33Quat(const b3Mat33& m)
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i = 2;
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}
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i32 j = next[i];
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i32 k = next[j];
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u32 j = next[i];
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u32 k = next[j];
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float32 s = sqrt((m[i][i] - (m[j][j] + m[k][k])) + 1.0f);
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@@ -41,6 +41,8 @@ typedef float float32;
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#define B3_MAX_FLOAT (FLT_MAX)
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#define B3_EPSILON (FLT_EPSILON)
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#define B3_MAX_U32 (0xFFFFFFFF)
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// Collision
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// How much an AABB in the broad-phase should be extended by
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