| Age | Commit message (Collapse) | Author |
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Forgot to do this in a previous commit.
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Add another overload which automatically determines whether the rigid
body world should also be locked.
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Allows us to get rid of a bunch of local variables that only existed
to force the entire vector to be loaded.
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And consistency.
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Including a bunch of BitFields additions so we can get the desired
codegen without sacrificing readability or flexibility.
(The alternative would be building masks and masking manually.)
getCollisionFilterInfo was changed to return a u32 instead of
EntityCollisionFilterInfo because a collision filter info mask
can be either an EntityCollisionFilterInfo or a ReceiverMask.
(Also at some point we'll probably want to rename
EntityCollisionFilterInfo because that is also used for sensor
rigid bodies and not just for entities.)
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It was called MemSystem in the IDB because of a string in
ksys::InitializeApp that referred to MemSystem initialisation as
"Physics Memory System"; however that string actually referred to an
initialisation step for the physics system, not to the name of the
subsystem itself.
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And fix a bunch of hkVector4f / hkSimdFloat32 interop matching issues.
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The pattern we want to use is:
```
if (isEntity())
do entity stuff (e.g. get entity motion accessor)
```
or
```
if (!isEntity())
return;
do entity stuff
```
That's clearer than
```
if (isSensor())
return;
do entity stuff
```
because the fact that !isSensor() is equivalent to isEntity() is not
always immediately clear.
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That also explains the comparison against 1 (ContactLayerType::Sensor)
in the constructor.
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Seems to have fixed _ZN4ksys4phys11InstanceSet14sub_7100FBB00CEPNS0_9RigidBodyEPNS0_14RigidBodyParamE
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There's no flag enum named "Flag"
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