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)
This commit is contained in:
erwincoumans
2016-11-04 13:15:10 -07:00
parent c2ca88bf44
commit 9708392322
52 changed files with 2104 additions and 214 deletions

View File

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