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#ifndef PX_PHYSICS_SCP_CONSTRAINTSHADERINTERACTION
#define PX_PHYSICS_SCP_CONSTRAINTSHADERINTERACTION

#include "ScInteraction.h"

namespace physx
{
namespace Sc
{
	class ConstraintSim;
	class RigidSim;

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

						bool			onActivate_(void* data);
						bool			onDeactivate_();

						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()	const	{ return mEdgeIndex;	}

	private:
						ConstraintSim*	mConstraint;
						PxU32			mEdgeIndex;
	};

} // namespace Sc

}

#endif
