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#ifndef PX_PHYSICS_NP_RIGIDSTATIC
#define PX_PHYSICS_NP_RIGIDSTATIC

#include "common/PxMetaData.h"
#include "PxRigidStatic.h"
#include "NpRigidActorTemplate.h"
#include "ScbRigidStatic.h"

namespace physx
{

namespace Scb
{
	class RigidObject;
}

class NpRigidStatic;
typedef NpRigidActorTemplate<PxRigidStatic> NpRigidStaticT;

class NpRigidStatic : public NpRigidStaticT
{
//= ATTENTION! =====================================================================================
// Changing the data layout of this class breaks the binary serialization format.  See comments for 
// PX_BINARY_SERIAL_VERSION.  If a modification is required, please adjust the getBinaryMetaData 
// function.  If the modification is made on a custom branch, please change PX_BINARY_SERIAL_VERSION
// accordingly.
//==================================================================================================
public:
// PX_SERIALIZATION
											NpRigidStatic(PxBaseFlags baseFlags) : NpRigidStaticT(baseFlags), mRigidStatic(PxEmpty) {}
					void					preExportDataReset() { NpRigidStaticT::preExportDataReset(); }
	virtual			void					requiresObjects(PxProcessPxBaseCallback& c);
	static			NpRigidStatic*			createObject(PxU8*& address, PxDeserializationContext& context);
	static			void					getBinaryMetaData(PxOutputStream& stream);
//~PX_SERIALIZATION

	virtual									~NpRigidStatic();

	//---------------------------------------------------------------------------------
	// PxActor implementation
	//---------------------------------------------------------------------------------
	virtual			void					release();

	virtual			PxActorType::Enum		getType() const { return PxActorType::eRIGID_STATIC; }

	//---------------------------------------------------------------------------------
	// PxRigidActor implementation
	//---------------------------------------------------------------------------------

	// Pose
	virtual			void 					setGlobalPose(const PxTransform& pose, bool wake);
	virtual			PxTransform				getGlobalPose() const;

	//---------------------------------------------------------------------------------
	// Miscellaneous
	//---------------------------------------------------------------------------------
											NpRigidStatic(const PxTransform& pose);

	virtual			void					switchToNoSim();
	virtual			void					switchFromNoSim();

#if PX_CHECKED
	bool									checkConstraintValidity() const;
#endif

	PX_FORCE_INLINE	const Scb::Actor&		getScbActorFast()		const	{ return mRigidStatic;	}
	PX_FORCE_INLINE	Scb::Actor&				getScbActorFast()				{ return mRigidStatic;	}

	PX_FORCE_INLINE	const Scb::RigidStatic&	getScbRigidStaticFast()	const	{ return mRigidStatic;	}
	PX_FORCE_INLINE	Scb::RigidStatic&		getScbRigidStaticFast()			{ return mRigidStatic;	}

	PX_FORCE_INLINE	const PxTransform&		getGlobalPoseFast()		const	{ return mRigidStatic.getActor2World();	}

#if PX_ENABLE_DEBUG_VISUALIZATION
public:
					void					visualize(Cm::RenderOutput& out, NpScene* scene);
#endif

private:
					Scb::RigidStatic 		mRigidStatic;
};

}

#endif
