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#ifndef PXC_FRICTIONPATCH_H
#define PXC_FRICTIONPATCH_H

#include "foundation/PxSimpleTypes.h"
#include "foundation/PxVec3.h"
#include "PxvConfig.h"

namespace physx
{

namespace Dy
{

struct FrictionPatch
{
	PxU8				broken;				// PT: must be first byte of struct, see "frictionBrokenWritebackByte"
	PxU8				materialFlags;
	PxU16				anchorCount;
	PxReal				restitution;
	PxReal				staticFriction;
	PxReal				dynamicFriction;
	PxVec3				body0Normal;
	PxVec3				body1Normal;
	PxVec3				body0Anchors[2];
	PxVec3				body1Anchors[2];
	PxQuat				relativeQuat;

	PX_FORCE_INLINE	void	operator = (const FrictionPatch& other)
	{
		broken = other.broken;
		materialFlags = other.materialFlags;
		anchorCount = other.anchorCount;
		body0Normal = other.body0Normal;
		body1Normal = other.body1Normal;
		body0Anchors[0] = other.body0Anchors[0];   
		body0Anchors[1] = other.body0Anchors[1];
		body1Anchors[0] = other.body1Anchors[0];
		body1Anchors[1] = other.body1Anchors[1];
		relativeQuat = other.relativeQuat;
		restitution = other.restitution;
		staticFriction = other.staticFriction;
		dynamicFriction = other.dynamicFriction;
	}
};  

//PX_COMPILE_TIME_ASSERT(sizeof(FrictionPatch)==80);

}

}

#endif
