#ifndef PHYSICS_SERVER_COMMAND_PROCESSOR_H #define PHYSICS_SERVER_COMMAND_PROCESSOR_H #include "LinearMath/btVector3.h" struct SharedMemLines { btVector3 m_from; btVector3 m_to; btVector3 m_color; }; ///todo: naming. Perhaps PhysicsSdkCommandprocessor? class PhysicsServerCommandProcessor { struct PhysicsServerCommandProcessorInternalData* m_data; protected: bool loadSdf(const char* fileName, char* bufferServerToClient, int bufferSizeInBytes); bool loadUrdf(const char* fileName, const class btVector3& pos, const class btQuaternion& orn, bool useMultiBody, bool useFixedBase, int* bodyUniqueIdPtr, char* bufferServerToClient, int bufferSizeInBytes); bool supportsJointMotor(class btMultiBody* body, int linkIndex); int createBodyInfoStream(int bodyUniqueId, char* bufferServerToClient, int bufferSizeInBytes); public: PhysicsServerCommandProcessor(); virtual ~PhysicsServerCommandProcessor(); void createJointMotors(class btMultiBody* body); virtual void createEmptyDynamicsWorld(); virtual void deleteDynamicsWorld(); virtual bool processCommand(const struct SharedMemoryCommand& clientCmd, struct SharedMemoryStatus& serverStatusOut, char* bufferServerToClient, int bufferSizeInBytes ); virtual void renderScene(); virtual void physicsDebugDraw(int debugDrawFlags); virtual void setGuiHelper(struct GUIHelperInterface* guiHelper); //@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); virtual bool movePickedBody(const btVector3& rayFromWorld, const btVector3& rayToWorld); virtual void removePickingConstraint(); void enableCommandLogging(bool enable, const char* fileName); void replayFromLogFile(const char* fileName); void replayLogCommand(char* bufferServerToClient, int bufferSizeInBytes ); void applyJointDamping(int bodyUniqueId); }; #endif //PHYSICS_SERVER_COMMAND_PROCESSOR_H