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#ifndef PX_PARTICLESYSTEM_GEOMETRY_H
#define PX_PARTICLESYSTEM_GEOMETRY_H
/** \addtogroup geomutils
@{
*/
#include "geometry/PxGeometry.h"
#include "common/PxCoreUtilityTypes.h"
#include "foundation/PxBounds3.h"
#include "foundation/PxVec4.h"
#include "PxParticleSystem.h"
#include "PxParticleSolverType.h"

#if !PX_DOXYGEN
namespace physx
{
#endif

	/**
	\brief Particle system geometry class.

	*/
	class PxParticleSystemGeometry : public PxGeometry
	{
	public:
		/**
		\brief Default constructor.

		Creates an empty object with no particles.
		*/
		PX_INLINE PxParticleSystemGeometry() : PxGeometry(PxGeometryType::ePARTICLESYSTEM){}

		/**
		\brief Copy constructor.

		\param[in] that		Other object
		*/
		PX_INLINE PxParticleSystemGeometry(const PxParticleSystemGeometry& that) : PxGeometry(that) {}

		/**
		\brief Assignment operator
		*/
		PX_INLINE void operator=(const PxParticleSystemGeometry& that)
		{
			mType = that.mType;
			mSolverType = that.mSolverType;
		}

		/**
		\brief Returns true if the geometry is valid.

		\return  True if the current settings are valid for shape creation.

		@see PxRigidActor::createShape, PxPhysics::createShape
		*/
		PX_FORCE_INLINE bool isValid() const
		{
			if(mType != PxGeometryType::ePARTICLESYSTEM)
				return false;

			return true;
		}

		PxParticleSolverType::Enum mSolverType;
	};

#if !PX_DOXYGEN
} // namespace physx
#endif

  /** @} */
#endif
