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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.
//
// Notice
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// proprietary rights in and to this software and related documentation and
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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_ELEMENT_SIM_INTERACTION
#define PX_PHYSICS_SCP_ELEMENT_SIM_INTERACTION

#include "ScInteraction.h"
#include "ScElementSim.h"

namespace physx
{
namespace Sc
{
	class ElementSim;

	class ElementSimInteraction : public Interaction
	{
	public:
		PX_FORCE_INLINE ElementSim& getElement0() const { return mElement0; }
		PX_FORCE_INLINE ElementSim& getElement1() const { return mElement1; }

		// Method to check if this interaction is the last filter relevant interaction between the two elements,
		// i.e., if this interaction gets deleted, the pair is considered lost
		virtual bool isLastFilterInteraction() const { return true; }

	protected:
		PX_INLINE ElementSimInteraction(ElementSim& element0, ElementSim& element1, InteractionType::Enum type, PxU8 flags);
		virtual ~ElementSimInteraction() {}
		ElementSimInteraction& operator=(const ElementSimInteraction&);

	private:
		ElementSim& mElement0;
		ElementSim& mElement1;
	};

} // namespace Sc

//////////////////////////////////////////////////////////////////////////

PX_INLINE Sc::ElementSimInteraction::ElementSimInteraction(ElementSim& element0, ElementSim& element1, InteractionType::Enum type, PxU8 flags) :
	Interaction	(element0.getActor(), element1.getActor(), type, flags),
	mElement0	(element0),
	mElement1	(element1)
{
}


}

#endif