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/PhysicsCommandProcessorInterface.h
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27
examples/SharedMemory/PhysicsCommandProcessorInterface.h
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#ifndef PHYSICS_COMMAND_PROCESSOR_INTERFACE_H
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#define PHYSICS_COMMAND_PROCESSOR_INTERFACE_H
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class PhysicsCommandProcessorInterface
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{
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public:
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virtual ~PhysicsCommandProcessorInterface() {}
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virtual bool connect()=0;
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virtual void disconnect() = 0;
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virtual bool isConnected() const = 0;
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virtual bool processCommand(const struct SharedMemoryCommand& clientCmd, struct SharedMemoryStatus& serverStatusOut, char* bufferServerToClient, int bufferSizeInBytes) = 0;
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virtual bool receiveStatus(struct SharedMemoryStatus& serverStatusOut, char* bufferServerToClient, int bufferSizeInBytes) = 0;
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virtual void renderScene() = 0;
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virtual void physicsDebugDraw(int debugDrawFlags) = 0;
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virtual void setGuiHelper(struct GUIHelperInterface* guiHelper) = 0;
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};
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#endif //PHYSICS_COMMAND_PROCESSOR_INTERFACE_H
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