2015-11-23 04:50:32 +00:00
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#ifndef PHYSICS_SERVER_H
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#define PHYSICS_SERVER_H
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2015-05-28 23:05:24 +00:00
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2015-08-20 05:51:16 +00:00
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#include "LinearMath/btVector3.h"
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2015-11-23 04:50:32 +00:00
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class PhysicsServer
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2015-07-14 22:30:17 +00:00
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{
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public:
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2015-11-23 04:50:32 +00:00
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virtual ~PhysicsServer();
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2015-07-14 22:30:17 +00:00
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2018-09-23 21:17:31 +00:00
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virtual void setSharedMemoryKey(int key) = 0;
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virtual bool connectSharedMemory(struct GUIHelperInterface* guiHelper) = 0;
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2015-07-14 22:30:17 +00:00
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2018-09-23 21:17:31 +00:00
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virtual void disconnectSharedMemory(bool deInitializeSharedMemory) = 0;
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2015-07-14 22:30:17 +00:00
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2018-09-23 21:17:31 +00:00
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virtual void processClientCommands() = 0;
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// virtual bool supportsJointMotor(class btMultiBody* body, int linkIndex)=0;
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2015-07-14 22:30:17 +00:00
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2015-09-04 18:28:08 +00:00
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//@todo(erwincoumans) Should we have shared memory commands for picking objects?
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///The pickBody method will try to pick the first body along a ray, return true if succeeds, false otherwise
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2018-09-23 21:17:31 +00:00
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virtual bool pickBody(const btVector3& rayFromWorld, const btVector3& rayToWorld) { return false; }
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virtual bool movePickedBody(const btVector3& rayFromWorld, const btVector3& rayToWorld) { return false; }
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virtual void removePickingConstraint() {}
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2015-09-04 18:28:08 +00:00
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2015-08-07 07:13:26 +00:00
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//for physicsDebugDraw and renderScene are mainly for debugging purposes
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//and for physics visualization. The idea is that physicsDebugDraw can also send wireframe
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//to a physics client, over shared memory
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2018-09-23 21:17:31 +00:00
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virtual void physicsDebugDraw(int debugDrawFlags) {}
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virtual void renderScene(int renderFlags) {}
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2015-08-20 05:51:16 +00:00
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2018-09-23 21:17:31 +00:00
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virtual void enableCommandLogging(bool enable, const char* fileName) {}
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virtual void replayFromLogFile(const char* fileName) {}
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2015-07-14 22:30:17 +00:00
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};
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2018-09-23 21:17:31 +00:00
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#endif //PHYSICS_SERVER_H
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