text: // Copyright (c) Facebook, Inc. and its affiliates.
  // This source code is licensed under the MIT license found in the
  // LICENSE file in the root directory of this source tree.
  
  #include "SimulatorConfiguration.h"
  
  namespace esp {
  namespace sim {
  bool operator==(const SimulatorConfiguration& a,
                  const SimulatorConfiguration& b) {
    return a.activeSceneName == b.activeSceneName &&
           a.defaultAgentId == b.defaultAgentId &&
           a.gpuDeviceId == b.gpuDeviceId && a.randomSeed == b.randomSeed &&
           a.defaultCameraUuid == b.defaultCameraUuid &&
           a.compressTextures == b.compressTextures &&
           a.createRenderer == b.createRenderer &&
           a.allowSliding == b.allowSliding &&
           a.frustumCulling == b.frustumCulling &&
           a.enablePhysics == b.enablePhysics &&
           a.enableGfxReplaySave == b.enableGfxReplaySave &&
           a.loadSemanticMesh == b.loadSemanticMesh &&
           a.forceSeparateSemanticSceneGraph ==
               b.forceSeparateSemanticSceneGraph &&
           a.requiresTextures == b.requiresTextures &&
           a.leaveContextWithBackgroundRenderer ==
               b.leaveContextWithBackgroundRenderer &&
           a.sceneDatasetConfigFile == b.sceneDatasetConfigFile &&
           a.physicsConfigFile == b.physicsConfigFile &&
           a.overrideSceneLightDefaults == b.overrideSceneLightDefaults &&
           a.sceneLightSetupKey == b.sceneLightSetupKey;
  }
  
  bool operator!=(const SimulatorConfiguration& a,
                  const SimulatorConfiguration& b) {
    return !(a == b);
  }
  
  }  // namespace sim
  }  // namespace esp
  