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comments and more readable code
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1 changed files with 12 additions and 1 deletions
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@ -203,7 +203,18 @@ bool SafeLanding::isEntityPhysicsReady(const EntityItemPointer& entity) {
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if (hasAABox && downloadedCollisionTypes.count(modelEntity->getShapeType()) != 0) {
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if (hasAABox && downloadedCollisionTypes.count(modelEntity->getShapeType()) != 0) {
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auto space = _entityTreeRenderer->getWorkloadSpace();
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auto space = _entityTreeRenderer->getWorkloadSpace();
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uint8_t region = space ? space->getRegion(entity->getSpaceIndex()) : (uint8_t)workload::Region::INVALID;
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uint8_t region = space ? space->getRegion(entity->getSpaceIndex()) : (uint8_t)workload::Region::INVALID;
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bool definitelyNotPhysical = (region > workload::Region::R2 && region < workload::Region::UNKNOWN) ||
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// Note: the meanings of the workload regions are:
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// R1 = in physics simulation and willing to own simulation
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// R2 = in physics simulation but does NOT want to own simulation
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// R3 = not in physics simulation but kinematically animated when velocities are non-zero
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// R4 = sorted by workload and found to be outside R3
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// UNKNOWN = known to workload but not yet sorted
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// INVALID = not known to workload
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// So any entity sorted into R3 or R4 is definitelyNotPhysical
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bool definitelyNotPhysical = region == workload::Region::R2 ||
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region == workload::Region::R4 ||
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!entity->shouldBePhysical() ||
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!entity->shouldBePhysical() ||
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modelEntity->unableToLoadCollisionShape();
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modelEntity->unableToLoadCollisionShape();
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bool definitelyPhysical = entity->isInPhysicsSimulation();
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bool definitelyPhysical = entity->isInPhysicsSimulation();
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