mirror of
https://github.com/bulletphysics/bullet3
synced 2024-12-16 14:40:05 +00:00
03bf78ef49
add physics server direct (client and server in the same process, directly processing commands without shared memory transport mechanism)
47 lines
1.3 KiB
C++
47 lines
1.3 KiB
C++
#ifndef PHYSICS_SERVER_H
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#define PHYSICS_SERVER_H
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#include "LinearMath/btVector3.h"
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class PhysicsServer
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{
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public:
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virtual ~PhysicsServer();
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virtual void setSharedMemoryKey(int key)=0;
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virtual bool connectSharedMemory( struct GUIHelperInterface* guiHelper)=0;
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virtual void disconnectSharedMemory (bool deInitializeSharedMemory)=0;
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virtual void processClientCommands()=0;
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// virtual bool supportsJointMotor(class btMultiBody* body, int linkIndex)=0;
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//@todo(erwincoumans) Should we have shared memory commands for picking objects?
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///The pickBody method will try to pick the first body along a ray, return true if succeeds, false otherwise
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virtual bool pickBody(const btVector3& rayFromWorld, const btVector3& rayToWorld)=0;
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virtual bool movePickedBody(const btVector3& rayFromWorld, const btVector3& rayToWorld)=0;
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virtual void removePickingConstraint()=0;
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//for physicsDebugDraw and renderScene are mainly for debugging purposes
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//and for physics visualization. The idea is that physicsDebugDraw can also send wireframe
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//to a physics client, over shared memory
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virtual void physicsDebugDraw(int debugDrawFlags)=0;
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virtual void renderScene()=0;
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virtual void enableCommandLogging(bool enable, const char* fileName)=0;
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virtual void replayFromLogFile(const char* fileName)=0;
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};
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#endif //PHYSICS_SERVER_H
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