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examples/SharedMemory/PhysicsServer.h
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erwincoumans
add physics server loopback (both client and server in the same process, using shared memory)
23 ноя 2015, 07:50
23 ноя 2015, 07:50
03bf78e
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#ifndef PHYSICS_SERVER_H #define PHYSICS_SERVER_H #include "LinearMath/btVector3.h" class PhysicsServer { public: virtual ~PhysicsServer(); virtual void setSharedMemoryKey(int key)=0; virtual bool connectSharedMemory( struct GUIHelperInterface* guiHelper)=0; virtual void disconnectSharedMemory (bool deInitializeSharedMemory)=0; virtual void processClientCommands()=0; // virtual bool supportsJointMotor(class btMultiBody* body, int linkIndex)=0; //@todo(erwincoumans) Should we have shared memory commands for picking objects? ///The pickBody method will try to pick the first body along a ray, return true if succeeds, false otherwise virtual bool pickBody(const btVector3& rayFromWorld, const btVector3& rayToWorld)=0; virtual bool movePickedBody(const btVector3& rayFromWorld, const btVector3& rayToWorld)=0; virtual void removePickingConstraint()=0; //for physicsDebugDraw and renderScene are mainly for debugging purposes //and for physics visualization. The idea is that physicsDebugDraw can also send wireframe //to a physics client, over shared memory virtual void physicsDebugDraw(int debugDrawFlags)=0; virtual void renderScene()=0; virtual void enableCommandLogging(bool enable, const char* fileName)=0; virtual void replayFromLogFile(const char* fileName)=0; }; #endif //PHYSICS_SERVER_H