update bullet so it actually works

Moved the addSourceDirectory for physics/Bullet into the Engine/Source/CMakeLists.txt file that way it can actually appear where we expect it to in the solution explorer.
This commit is contained in:
marauder2k7 2026-06-03 15:08:51 +01:00
parent c7be48130a
commit 13fa178cf6
5986 changed files with 1811270 additions and 453803 deletions

View file

@ -3,44 +3,35 @@
#include "LinearMath/btVector3.h"
class PhysicsServer
{
public:
virtual ~PhysicsServer();
virtual void setSharedMemoryKey(int key)=0;
virtual bool connectSharedMemory( struct GUIHelperInterface* guiHelper)=0;
virtual void disconnectSharedMemory (bool deInitializeSharedMemory)=0;
virtual void setSharedMemoryKey(int key) = 0;
virtual void processClientCommands()=0;
virtual bool connectSharedMemory(struct GUIHelperInterface* guiHelper) = 0;
// virtual bool supportsJointMotor(class btMultiBody* body, int linkIndex)=0;
virtual void disconnectSharedMemory(bool deInitializeSharedMemory) = 0;
virtual void processClientCommands() = 0;
// virtual bool supportsJointMotor(class btMultiBody* body, int linkIndex)=0;
//@todo(erwincoumans) Should we have shared memory commands for picking objects?
///The pickBody method will try to pick the first body along a ray, return true if succeeds, false otherwise
virtual bool pickBody(const btVector3& rayFromWorld, const btVector3& rayToWorld)=0;
virtual bool movePickedBody(const btVector3& rayFromWorld, const btVector3& rayToWorld)=0;
virtual void removePickingConstraint()=0;
virtual bool pickBody(const btVector3& rayFromWorld, const btVector3& rayToWorld) { return false; }
virtual bool movePickedBody(const btVector3& rayFromWorld, const btVector3& rayToWorld) { return false; }
virtual void removePickingConstraint() {}
//for physicsDebugDraw and renderScene are mainly for debugging purposes
//and for physics visualization. The idea is that physicsDebugDraw can also send wireframe
//to a physics client, over shared memory
virtual void physicsDebugDraw(int debugDrawFlags)=0;
virtual void renderScene()=0;
virtual void physicsDebugDraw(int debugDrawFlags) {}
virtual void renderScene(int renderFlags) {}
virtual void enableCommandLogging(bool enable, const char* fileName)=0;
virtual void replayFromLogFile(const char* fileName)=0;
virtual void enableCommandLogging(bool enable, const char* fileName) {}
virtual void replayFromLogFile(const char* fileName) {}
};
#endif //PHYSICS_SERVER_H
#endif //PHYSICS_SERVER_H