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unravel physics-vs-entities lib dependencies part 1
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8 changed files with 25 additions and 4 deletions
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@ -23,6 +23,7 @@
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#include <OctreeElement.h> // for OctreeElement::AppendState
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#include <OctreePacketData.h>
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#include <PhysicsCollisionGroups.h>
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#include <SimulationFlags.h>
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#include <ShapeInfo.h>
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#include <Transform.h>
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#include <SpatiallyNestable.h>
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@ -33,11 +34,11 @@
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#include "EntityPropertyFlags.h"
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#include "EntityTypes.h"
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#include "SimulationOwner.h"
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#include "SimulationFlags.h"
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#include "EntityDynamicInterface.h"
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#include "GrabPropertyGroup.h"
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class EntitySimulation;
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using EntitySimulationPointer = std::shared_ptr<EntitySimulation>;
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class EntityTreeElement;
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class EntityTreeElementExtraEncodeData;
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class EntityDynamicInterface;
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@ -89,6 +89,8 @@
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// (14) When an entity's ownership priority drops to YIELD (=1, below VOLUNTEER) other participants may
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// bid for it immediately at VOLUNTEER.
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//
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/* These declarations temporarily moved to SimulationFlags.h while we unravel some spaghetti dependencies.
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* The intent is to move them back here once the dust settles.
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const uint8_t YIELD_SIMULATION_PRIORITY = 1;
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const uint8_t VOLUNTEER_SIMULATION_PRIORITY = YIELD_SIMULATION_PRIORITY + 1;
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const uint8_t RECRUIT_SIMULATION_PRIORITY = VOLUNTEER_SIMULATION_PRIORITY + 1;
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@ -101,6 +103,7 @@ const uint8_t SCRIPT_POKE_SIMULATION_PRIORITY = SCRIPT_GRAB_SIMULATION_PRIORITY
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// which really just means: things that collide with it will be bid at a priority level one lower
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const uint8_t PERSONAL_SIMULATION_PRIORITY = SCRIPT_GRAB_SIMULATION_PRIORITY;
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const uint8_t AVATAR_ENTITY_SIMULATION_PRIORITY = PERSONAL_SIMULATION_PRIORITY;
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*/
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class SimulationOwner {
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@ -12,6 +12,7 @@
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#ifndef hifi_EntityMotionState_h
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#define hifi_EntityMotionState_h
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#include <EntityItem.h>
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#include <EntityTypes.h>
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#include <AACube.h>
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#include <workload/Region.h>
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@ -11,7 +11,8 @@
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#include "ObjectActionTractor.h"
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#include "QVariantGLM.h"
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#include <EntityItem.h>
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#include <QVariantGLM.h>
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#include "PhysicsLogging.h"
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@ -13,7 +13,9 @@
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#include <glm/gtc/quaternion.hpp>
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#include "QVariantGLM.h"
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#include <EntityItem.h>
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#include <QVariantGLM.h>
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#include "PhysicsLogging.h"
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const uint16_t ObjectActionTravelOriented::actionVersion = 1;
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@ -17,7 +17,9 @@
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#include <btBulletDynamicsCommon.h>
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#include <EntityItemID.h>
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#include <shared/ReadWriteLockable.h>
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#include <SpatiallyNestable.h>
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#include "ObjectMotionState.h"
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#include "BulletUtil.h"
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@ -18,7 +18,7 @@
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#include <QSet>
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#include <QVector>
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#include <EntityItem.h>
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#include <SimulationFlags.h>
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#include "ContactInfo.h"
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#include "ShapeManager.h"
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@ -12,6 +12,17 @@
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#ifndef hifi_SimulationFlags_h
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#define hifi_SimulationFlags_h
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const uint8_t YIELD_SIMULATION_PRIORITY = 1;
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const uint8_t VOLUNTEER_SIMULATION_PRIORITY = YIELD_SIMULATION_PRIORITY + 1;
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const uint8_t RECRUIT_SIMULATION_PRIORITY = VOLUNTEER_SIMULATION_PRIORITY + 1;
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const uint8_t SCRIPT_GRAB_SIMULATION_PRIORITY = 128;
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const uint8_t SCRIPT_POKE_SIMULATION_PRIORITY = SCRIPT_GRAB_SIMULATION_PRIORITY - 1;
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const uint8_t PERSONAL_SIMULATION_PRIORITY = SCRIPT_GRAB_SIMULATION_PRIORITY;
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const uint8_t AVATAR_ENTITY_SIMULATION_PRIORITY = PERSONAL_SIMULATION_PRIORITY;
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namespace Simulation {
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const uint32_t DIRTY_POSITION = 0x0001;
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const uint32_t DIRTY_ROTATION = 0x0002;
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