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- #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
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