#ifndef PHYSICS_LOOP_BACK_H #define PHYSICS_LOOP_BACK_H //#include "SharedMemoryCommands.h" #include "PhysicsClient.h" #include "LinearMath/btVector3.h" ///todo: the PhysicsClient API was designed with shared memory in mind, ///now it become more general we need to move out the shared memory specifics away ///for example naming [disconnectSharedMemory -> disconnect] [ move setSharedMemoryKey to shared memory specific subclass ] class PhysicsLoopBack : public PhysicsClient { struct PhysicsLoopBackInternalData* m_data; public: PhysicsLoopBack(); virtual ~PhysicsLoopBack(); // return true if connection succesfull, can also check 'isConnected' virtual bool connect(); ////todo: rename to 'disconnect' virtual void disconnectSharedMemory(); virtual bool isConnected() const; // return non-null if there is a status, nullptr otherwise virtual const SharedMemoryStatus* processServerStatus(); virtual SharedMemoryCommand* getAvailableSharedMemoryCommand(); virtual bool canSubmitCommand() const; virtual bool submitClientCommand(const struct SharedMemoryCommand& command); virtual int getNumBodies() const; virtual int getBodyUniqueId(int serialIndex) const; virtual bool getBodyInfo(int bodyUniqueId, struct b3BodyInfo& info) const; virtual int getNumJoints(int bodyUniqueId) const; virtual int getNumDofs(int bodyUniqueId) const; virtual bool getJointInfo(int bodyIndex, int jointIndex, struct b3JointInfo& info) const; virtual int getNumUserConstraints() const; virtual int getUserConstraintInfo(int constraintUniqueId, struct b3UserConstraint& info) const; virtual int getUserConstraintId(int serialIndex) const; ///todo: move this out of the virtual void setSharedMemoryKey(int key); void uploadBulletFileToSharedMemory(const char* data, int len); virtual void uploadRaysToSharedMemory(struct SharedMemoryCommand& command, const double* rayFromWorldArray, const double* rayToWorldArray, int numRays); virtual int getNumDebugLines() const; virtual const float* getDebugLinesFrom() const; virtual const float* getDebugLinesTo() const; virtual const float* getDebugLinesColor() const; virtual void getCachedCameraImage(struct b3CameraImageData* cameraData); virtual void getCachedContactPointInformation(struct b3ContactInformation* contactPointData); virtual void getCachedOverlappingObjects(struct b3AABBOverlapData* overlappingObjects); virtual void getCachedVisualShapeInformation(struct b3VisualShapeInformation* visualShapesInfo); virtual void getCachedCollisionShapeInformation(struct b3CollisionShapeInformation* collisionShapesInfo); virtual void getCachedMeshData(struct b3MeshData* meshData); virtual void getCachedVREvents(struct b3VREventsData* vrEventsData); virtual void getCachedKeyboardEvents(struct b3KeyboardEventsData* keyboardEventsData); virtual void getCachedMouseEvents(struct b3MouseEventsData* mouseEventsData); virtual void getCachedRaycastHits(struct b3RaycastInformation* raycastHits); virtual void getCachedMassMatrix(int dofCountCheck, double* massMatrix); virtual void setTimeOut(double timeOutInSeconds); virtual double getTimeOut() const; virtual bool getCachedUserData(int userDataId, struct b3UserDataValue& valueOut) const; virtual int getCachedUserDataId(int bodyUniqueId, int linkIndex, int visualShapeIndex, const char* key) const; virtual int getNumUserData(int bodyUniqueId) const; virtual void getUserDataInfo(int bodyUniqueId, int userDataIndex, const char** keyOut, int* userDataIdOut, int* linkIndexOut, int* visualShapeIndexOut) const; virtual void pushProfileTiming(const char* timingName); virtual void popProfileTiming(); }; #endif //PHYSICS_LOOP_BACK_H