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#ifndef PX_PHYSICS_SCP_MATERIAL_CORE
#define PX_PHYSICS_SCP_MATERIAL_CORE

#include "foundation/PxVec3.h"
#include "PsUserAllocated.h"
#include "CmPhysXCommon.h"
#include "PxMaterial.h"
#include "PxsMaterialCore.h"

namespace physx
{
class PxMaterial;

namespace Sc
{
typedef	PxsMaterialData	MaterialData;

class MaterialCore : public PxsMaterialCore
{
//= 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:
							MaterialCore(const MaterialData& desc) : PxsMaterialCore(desc)	{}
							MaterialCore(const PxEMPTY) : PxsMaterialCore(PxEmpty)			{}
							MaterialCore()													{}
							~MaterialCore()													{}
	static			void	getBinaryMetaData(PxOutputStream& stream);

	PX_FORCE_INLINE	void	save(MaterialData& data)		const	{ data = *this;			}
	PX_FORCE_INLINE	void	load(const MaterialData& data)			{ static_cast<MaterialData&>(*this) = data; }	// To make synchronization between master material and scene material table less painful
};

} // namespace Sc

}

#endif