bullet3/examples/SharedMemory/PhysicsServer.h

63 lines
1.8 KiB
C++

#ifndef PHYSICS_SERVER_SHARED_MEMORY_H
#define PHYSICS_SERVER_SHARED_MEMORY_H
#include "LinearMath/btVector3.h"
struct SharedMemLines
{
btVector3 m_from;
btVector3 m_to;
btVector3 m_color;
};
class PhysicsServerSharedMemory
{
struct PhysicsServerInternalData* m_data;
protected:
void createJointMotors(class btMultiBody* body);
virtual void createEmptyDynamicsWorld();
virtual void deleteDynamicsWorld();
void releaseSharedMemory();
bool loadUrdf(const char* fileName, const class btVector3& pos, const class btQuaternion& orn,
bool useMultiBody, bool useFixedBase, int* bodyUniqueId);
public:
PhysicsServerSharedMemory();
virtual ~PhysicsServerSharedMemory();
virtual void setSharedMemoryKey(int key);
//todo: implement option to allocated shared memory from client
virtual bool connectSharedMemory( struct GUIHelperInterface* guiHelper);
virtual void disconnectSharedMemory (bool deInitializeSharedMemory);
virtual void processClientCommands();
bool supportsJointMotor(class btMultiBody* body, int linkIndex);
//@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();
//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
void physicsDebugDraw(int debugDrawFlags);
void renderScene();
};
#endif //PHYSICS_SERVER_EXAMPLESHARED_MEMORY_H