just tweaked some load balancing constants
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@@ -10,6 +10,8 @@
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#include "BulletSoftBody/btSoftRigidDynamicsWorld.h"
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#include "BulletSoftBody/btSoftBodyRigidBodyCollisionConfiguration.h"
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#include <mutex>
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using namespace std;
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using namespace wiECS;
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using namespace wiSceneSystem;
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@@ -18,7 +20,7 @@ using namespace wiSceneSystem;
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namespace wiPhysicsEngine
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{
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bool ENABLED = true;
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wiSpinLock physicsLock;
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std::mutex physicsLock;
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btVector3 gravity(0, -10, 0);
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int softbodyIterationCount = 5;
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@@ -316,7 +318,7 @@ namespace wiPhysicsEngine
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btVector3 wind = btVector3(weather.windDirection.x, weather.windDirection.y, weather.windDirection.z);
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// System will register rigidbodies to objects, and update physics engine state for kinematics:
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wiJobSystem::Dispatch((uint32_t)rigidbodies.GetCount(), 8, [&](JobDispatchArgs args) {
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wiJobSystem::Dispatch((uint32_t)rigidbodies.GetCount(), 256, [&](JobDispatchArgs args) {
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RigidBodyPhysicsComponent& physicscomponent = rigidbodies[args.jobIndex];
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Entity entity = rigidbodies.GetEntity(args.jobIndex);
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@@ -1334,7 +1334,7 @@ namespace wiSceneSystem
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}
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const uint32_t small_subtask_groupsize = 64;
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const uint32_t small_subtask_groupsize = 1024;
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void RunPreviousFrameTransformUpdateSystem(
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const ComponentManager<TransformComponent>& transforms,
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