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

@@ -0,0 +1,37 @@
#ifndef SHARED_MEMORY_COMMAND_PROCESSOR_H
#define SHARED_MEMORY_COMMAND_PROCESSOR_H
#include "PhysicsCommandProcessorInterface.h"
class SharedMemoryCommandProcessor : public PhysicsCommandProcessorInterface
{
struct SharedMemoryCommandProcessorInternalData* m_data;
public:
SharedMemoryCommandProcessor();
virtual ~SharedMemoryCommandProcessor();
virtual bool connect();
virtual void disconnect();
virtual bool isConnected() const;
virtual bool processCommand(const struct SharedMemoryCommand& clientCmd, struct SharedMemoryStatus& serverStatusOut, char* bufferServerToClient, int bufferSizeInBytes);
virtual bool receiveStatus(struct SharedMemoryStatus& serverStatusOut, char* bufferServerToClient, int bufferSizeInBytes);
virtual void renderScene();
virtual void physicsDebugDraw(int debugDrawFlags);
virtual void setGuiHelper(struct GUIHelperInterface* guiHelper);
void setSharedMemoryInterface(class SharedMemoryInterface* sharedMem);
void setSharedMemoryKey(int key);
};
#endif //SHARED_MEMORY_COMMAND_PROCESSOR_H