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////  GameWorkload.h////  Created by Sam Gateau on 2/16/2018.//  Copyright 2018 High Fidelity, Inc.////  Distributed under the Apache License, Version 2.0.//  See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html//#ifndef hifi_GameWorkload_h#define hifi_GameWorkload_h #include <workload/Space.h>#include <workload/Engine.h> #include <render/Scene.h>#include "PhysicalEntitySimulation.h" class GameWorkloadContext : public workload::WorkloadContext {public:    GameWorkloadContext(const workload::SpacePointer& space,            const render::ScenePointer& scene,            const PhysicalEntitySimulationPointer& simulation);    virtual ~GameWorkloadContext();     render::ScenePointer _scene;    PhysicalEntitySimulationPointer _simulation;}; class GameWorkload {public:    GameWorkload();    ~GameWorkload();     void startup(const workload::SpacePointer& space,            const render::ScenePointer& scene,            const PhysicalEntitySimulationPointer& simulation);    void shutdown();     void updateViews(const ViewFrustum& frustum, const glm::vec3& headPosition);    void updateSimulationTimings(const workload::Timings& timings);     workload::EnginePointer _engine;};#endif // hifi_GameWorkload_h