// final float normal1x = normal1.x;
// final float normal1y = normal1.y;
// final float normal1Worldx = normal1World.x;
// final float normal1Worldy = normal1World.y;
// after inline:
final Rot xf1q = xf1.q;
final Rot xf2q = xf2.q;
Rot q = xf1q;
Vec2 v = normals1[edge1];
final float normal1Worldx = q.c * v.x - q.s * v.y;
final float normal1Worldy = q.s * v.x + q.c * v.y;
Rot q1 = xf2q;
final float normal1x = q1.c * normal1Worldx + q1.s * normal1Worldy;
final float normal1y = -q1.s * normal1Worldx + q1.c * normal1Worldy;
// end inline
// Find support vertex on poly2 for -normal.