bullet3/examples/SharedMemory/PhysicsServer.h

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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){return false;}
virtual bool movePickedBody(const btVector3& rayFromWorld, const btVector3& rayToWorld){return false;}
virtual void removePickingConstraint(){}
//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){}
virtual void renderScene(int renderFlags){}
virtual void enableCommandLogging(bool enable, const char* fileName){}
virtual void replayFromLogFile(const char* fileName){}
};
#endif //PHYSICS_SERVER_H