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-rw-r--r--lib/core/c++/particle/particle.hpp5
1 files changed, 4 insertions, 1 deletions
diff --git a/lib/core/c++/particle/particle.hpp b/lib/core/c++/particle/particle.hpp
index 8ef590d..f8104fd 100644
--- a/lib/core/c++/particle/particle.hpp
+++ b/lib/core/c++/particle/particle.hpp
@@ -43,12 +43,15 @@ using ParticleCollisionSpheroid = Struct<
Member<Scalar<T>, "radius">
>;
+tem
+
template<typename T, uint64_t D, typename CollisionType = ParticleCollisionSpheroid<T>>
using Particle = Struct<
Member<ParticleRigidBody<T,D>, "rigid_body">,
Member<CollisionType, "collision">,
// Problem is that dynamic data would two layered
- // Member<FixedArray<Float64,D,D,D>, "mask">,
+ // Member<Array<Float64,D>, "mask">,
+ Member<UInt64, "mask_id">,
Member<Scalar<T>, "mass">
>;
}