work-in-progress
add UDP network connection for physics client <-> server. also set spinning friction in rolling friction demo (otherwise objects may keep on spinning forever)
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27
examples/SharedMemory/PhysicsClientSharedMemory2.cpp
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27
examples/SharedMemory/PhysicsClientSharedMemory2.cpp
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#include "PhysicsClientSharedMemory2.h"
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#include "PosixSharedMemory.h"
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#include "Win32SharedMemory.h"
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#include "Bullet3Common/b3Logging.h"
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#include "Bullet3Common/b3Scalar.h"
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#include "SharedMemoryCommandProcessor.h"
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PhysicsClientSharedMemory2::PhysicsClientSharedMemory2(SharedMemoryCommandProcessor* proc)
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:PhysicsDirect(proc)
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{
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m_proc = proc;
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}
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PhysicsClientSharedMemory2::~PhysicsClientSharedMemory2()
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{
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}
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void PhysicsClientSharedMemory2::setSharedMemoryInterface(class SharedMemoryInterface* sharedMem)
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{
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if (m_proc)
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{
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m_proc->setSharedMemoryInterface(sharedMem);
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}
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}
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