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// This code contains NVIDIA Confidential Information and is disclosed to you
// under a form of NVIDIA software license agreement provided separately to you.
//
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// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.  

#ifndef SAMPLE_CHARACTER_CLOTH_PLATFORM_H
#define SAMPLE_CHARACTER_CLOTH_PLATFORM_H

#include "PhysXSample.h"
#include "characterkinematic/PxController.h" 
#include "SampleAllocator.h"
#include "SampleAllocatorSDKClasses.h"

///////////////////////////////////////////////////////////////////////////////
class SampleCharacterClothPlatform : public SampleAllocateable
{
public:

	///////////////////////////////////////////////////////////////////////////////
	enum {
		ePLATFORM_TYPE_STATIC,
		ePLATFORM_TYPE_MOVING,
		ePLATFORM_TYPE_TRIGGERED,
	};

	///////////////////////////////////////////////////////////////////////////////
	SampleCharacterClothPlatform();
	~SampleCharacterClothPlatform() {}

	///////////////////////////////////////////////////////////////////////////////
	PX_FORCE_INLINE	PxRigidDynamic*	getPhysicsActor() { return mActor;}
	PX_FORCE_INLINE	PxReal getTravelTime() const { return mTravelTime; }
	PX_FORCE_INLINE PxU32 getType() const { return mType; }

	PX_FORCE_INLINE void   setActive(bool b) { mActive = b; }
	PX_FORCE_INLINE	void   setTravelTime(PxReal t) { mTravelTime = t; }
	PX_FORCE_INLINE void   setType(PxU32 t) { mType = t; }

	///////////////////////////////////////////////////////////////////////////////
	void init(PxRigidDynamic* actor, PxReal travelTime, const PxVec3& offsetTarget = PxVec3(0,0,0) );
	void release();
	void reset();
	void update(PxReal dtime);

protected:
	PxRigidDynamic*		mActor;
	PxReal				mCurrentTime;
	PxReal				mTravelTime;
	PxVec3              mStart;
	PxVec3              mTarget;
	bool                mFlip;
	PxU32               mType;
	bool                mActive;
};

#endif