#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