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don't forget to add detailedMotionStates to simulation
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a0841c937c
commit
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1 changed files with 6 additions and 2 deletions
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@ -295,7 +295,7 @@ void AvatarManager::updateOtherAvatars(float deltaTime) {
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render::Transaction renderTransaction;
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workload::Transaction workloadTransaction;
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for (int p = kHero; p < NumVariants; p++) {
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auto& priorityQueue = avatarPriorityQueues[p];
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// Sorting the current queue HERE as part of the measured timing.
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@ -471,13 +471,17 @@ void AvatarManager::rebuildAvatarPhysics(PhysicsEngine::Transaction& transaction
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OtherAvatar::BodyLOD lod = avatar->getBodyLOD();
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if (lod == OtherAvatar::BodyLOD::Sphere) {
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auto dMotionState = createDetailedMotionState(avatar, -1);
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detailedMotionStates.push_back(dMotionState);
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if (dMotionState) {
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detailedMotionStates.push_back(dMotionState);
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transaction.objectsToAdd.push_back(dMotionState);
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}
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} else {
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int32_t numJoints = avatar->getJointCount();
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for (int32_t i = 0; i < numJoints; i++) {
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auto dMotionState = createDetailedMotionState(avatar, i);
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if (dMotionState) {
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detailedMotionStates.push_back(dMotionState);
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transaction.objectsToAdd.push_back(dMotionState);
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}
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}
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}
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