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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@@ -7,9 +7,6 @@
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#include "PhysicsClient.h"
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#include "LinearMath/btVector3.h"
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///todo: the PhysicsClient API was designed with shared memory in mind,
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///now it become more general we need to move out the shared memory specifics away
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///for example naming [disconnectSharedMemory -> disconnect] [ move setSharedMemoryKey to shared memory specific subclass ]
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///PhysicsDirect executes the commands directly, without transporting them or having a separate server executing commands
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class PhysicsDirect : public PhysicsClient
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{
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@@ -27,9 +24,11 @@ protected:
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void processBodyJointInfo(int bodyUniqueId, const struct SharedMemoryStatus& serverCmd);
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void postProcessStatus(const struct SharedMemoryStatus& serverCmd);
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public:
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PhysicsDirect();
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PhysicsDirect(class PhysicsCommandProcessorInterface* physSdk);
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virtual ~PhysicsDirect();
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