#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