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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37
examples/SharedMemory/PhysicsClientUDP.h
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37
examples/SharedMemory/PhysicsClientUDP.h
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#ifndef PHYSICS_CLIENT_UDP_H
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#define PHYSICS_CLIENT_UDP_H
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#include "PhysicsDirect.h"
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#include "PhysicsServerCommandProcessor.h"
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class UdpNetworkedPhysicsProcessor : public PhysicsCommandProcessorInterface
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{
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struct UdpNetworkedInternalData* m_data;
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public:
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UdpNetworkedPhysicsProcessor(const char* hostName, int port);
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virtual ~UdpNetworkedPhysicsProcessor();
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virtual bool connect();
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virtual void disconnect();
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virtual bool isConnected() const;
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virtual bool processCommand(const struct SharedMemoryCommand& clientCmd, struct SharedMemoryStatus& serverStatusOut, char* bufferServerToClient, int bufferSizeInBytes);
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virtual bool receiveStatus(struct SharedMemoryStatus& serverStatusOut, char* bufferServerToClient, int bufferSizeInBytes);
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virtual void renderScene();
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virtual void physicsDebugDraw(int debugDrawFlags);
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virtual void setGuiHelper(struct GUIHelperInterface* guiHelper);
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};
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#endif //PHYSICS_CLIENT_UDP_H
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