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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 PX_PHYSICS_SCP_CONSTRAINTSHADERINTERACTION
#define PX_PHYSICS_SCP_CONSTRAINTSHADERINTERACTION

#include "ScActorInteraction.h"

namespace physx
{
namespace Sc
{

	class ConstraintSim;
	class RigidSim;

	class ConstraintInteraction : public ActorInteraction
	{
	public:
												ConstraintInteraction(ConstraintSim* shader, RigidSim& r0, RigidSim& r1);
												~ConstraintInteraction();

		//---------- Interaction ----------
		virtual			bool					onActivate(void* data);
		virtual			bool					onDeactivate(PxU32 infoFlag);
		//-----------------------------------

						void					updateState();
						void					destroy();  // disables the interaction and unregisters from the system. Does NOT delete the object. This is used on destruction but also when a constraint breaks.

		PX_FORCE_INLINE	ConstraintSim*			getConstraint()	{ return mConstraint; }

		PX_FORCE_INLINE	PxU32					getEdgeIndex(){ return mEdgeIndex; }

	private:
		PX_FORCE_INLINE	void					removeFromActiveBreakableList(Scene&);


						ConstraintSim*			mConstraint;

						PxU32					mEdgeIndex;
	};

} // namespace Sc

}

#endif