#ifndef PHYSICS_SERVER_COMMAND_PROCESSOR_H #define PHYSICS_SERVER_COMMAND_PROCESSOR_H #include "LinearMath/btVector3.h" #include "PhysicsCommandProcessorInterface.h" struct SharedMemLines { btVector3 m_from; btVector3 m_to; btVector3 m_color; }; ///todo: naming. Perhaps PhysicsSdkCommandprocessor? class PhysicsServerCommandProcessor : public CommandProcessorInterface { struct PhysicsServerCommandProcessorInternalData* m_data; void resetSimulation(); protected: bool loadSdf(const char* fileName, char* bufferServerToClient, int bufferSizeInBytes, bool useMultiBody, int flags); bool loadUrdf(const char* fileName, const class btVector3& pos, const class btQuaternion& orn, bool useMultiBody, bool useFixedBase, int* bodyUniqueIdPtr, char* bufferServerToClient, int bufferSizeInBytes, int flags=0); bool loadMjcf(const char* fileName, char* bufferServerToClient, int bufferSizeInBytes, bool useMultiBody, int flags); bool processImportedObjects(const char* fileName, char* bufferServerToClient, int bufferSizeInBytes, bool useMultiBody, int flags, class URDFImporterInterface& u2b); bool supportsJointMotor(class btMultiBody* body, int linkIndex); int createBodyInfoStream(int bodyUniqueId, char* bufferServerToClient, int bufferSizeInBytes); void deleteCachedInverseDynamicsBodies(); void deleteCachedInverseKinematicsBodies(); void deleteStateLoggers(); public: PhysicsServerCommandProcessor(); virtual ~PhysicsServerCommandProcessor(); void createJointMotors(class btMultiBody* body); virtual void createEmptyDynamicsWorld(); virtual void deleteDynamicsWorld(); virtual bool connect() { return true; }; virtual void disconnect() {} virtual bool isConnected() const { return true; } virtual bool processCommand(const struct SharedMemoryCommand& clientCmd, struct SharedMemoryStatus& serverStatusOut, char* bufferServerToClient, int bufferSizeInBytes); virtual bool receiveStatus(struct SharedMemoryStatus& serverStatusOut, char* bufferServerToClient, int bufferSizeInBytes) { return false; }; virtual void renderScene(int renderFlags); virtual void physicsDebugDraw(int debugDrawFlags); virtual void setGuiHelper(struct GUIHelperInterface* guiHelper); virtual void syncPhysicsToGraphics(); //@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(); //logging /playback the shared memory commands virtual void enableCommandLogging(bool enable, const char* fileName); virtual void replayFromLogFile(const char* fileName); virtual void replayLogCommand(char* bufferServerToClient, int bufferSizeInBytes ); //logging of object states (position etc) void logObjectStates(btScalar timeStep); void processCollisionForces(btScalar timeStep); virtual void stepSimulationRealTime(double dtInSec, const struct b3VRControllerEvent* vrControllerEvents, int numVRControllerEvents, const struct b3KeyboardEvent* keyEvents, int numKeyEvents); virtual void enableRealTimeSimulation(bool enableRealTimeSim); virtual bool isRealTimeSimulationEnabled() const; void applyJointDamping(int bodyUniqueId); virtual void setTimeOut(double timeOutInSeconds); virtual const btVector3& getVRTeleportPosition() const; virtual void setVRTeleportPosition(const btVector3& vrTeleportPos); virtual const btQuaternion& getVRTeleportOrientation() const; virtual void setVRTeleportOrientation(const btQuaternion& vrTeleportOrn); }; #endif //PHYSICS_SERVER_COMMAND_PROCESSOR_H