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								/*
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								 * This program is free software; you can redistribute it and/or
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								 * modify it under the terms of the GNU General Public License
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								 * as published by the Free Software Foundation; either version 2
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								 * of the License, or (at your option) any later version.
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								 *
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								 * This program is distributed in the hope that it will be useful,
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								 * but WITHOUT ANY WARRANTY; without even the implied warranty of
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								 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
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								 * GNU General Public License for more details.
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								 *
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								 * You should have received a copy of the GNU General Public License
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								 * along with this program; if not, write to the Free Software Foundation,
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								 * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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								 */
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								#ifndef __SIM_SIMULATION_SOLVER_HH__
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								#define __SIM_SIMULATION_SOLVER_HH__
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								#include "BLI_float3.hh"
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								#include "BLI_span.hh"
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								#include "DNA_simulation_types.h"
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								#include "FN_attributes_ref.hh"
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											2020-07-19 13:58:49 +02:00
										 
									 
								 
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								#include "particle_allocator.hh"
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								#include "time_interval.hh"
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								struct Depsgraph;
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								namespace blender::sim {
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								class ParticleEmitterContext;
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								class ParticleForceContext;
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								class ParticleEmitter {
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								 public:
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								  virtual ~ParticleEmitter();
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								  virtual void emit(ParticleEmitterContext &context) const = 0;
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								};
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								class ParticleForce {
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								 public:
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								  virtual ~ParticleForce();
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								  virtual void add_force(ParticleForceContext &context) const = 0;
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								};
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								struct SimulationInfluences {
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								  Map<std::string, Vector<const ParticleForce *>> particle_forces;
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								  Vector<const ParticleEmitter *> particle_emitters;
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								};
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								class SimulationSolveContext {
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								 private:
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								  Simulation &simulation_;
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								  Depsgraph &depsgraph_;
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								  const SimulationInfluences &influences_;
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								 public:
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								  SimulationSolveContext(Simulation &simulation,
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								                         Depsgraph &depsgraph,
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								                         const SimulationInfluences &influences)
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								      : simulation_(simulation), depsgraph_(depsgraph), influences_(influences)
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								  {
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								  }
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								};
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								class ParticleChunkContext {
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								 private:
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								  IndexMask index_mask_;
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								  fn::MutableAttributesRef attributes_;
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								 public:
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								  ParticleChunkContext(IndexMask index_mask, fn::MutableAttributesRef attributes)
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								      : index_mask_(index_mask), attributes_(attributes)
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								  {
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								  }
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								  IndexMask index_mask() const
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								  {
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								    return index_mask_;
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								  }
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								  fn::MutableAttributesRef attributes()
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								  {
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								    return attributes_;
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								  }
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								  fn::AttributesRef attributes() const
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								  {
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								    return attributes_;
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								  }
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								};
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								class ParticleEmitterContext {
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								 private:
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								  SimulationSolveContext &solve_context_;
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								  Map<std::string, std::unique_ptr<ParticleAllocator>> &particle_allocators_;
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								  TimeInterval simulation_time_interval_;
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								 public:
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								  ParticleEmitterContext(SimulationSolveContext &solve_context,
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								                         Map<std::string, std::unique_ptr<ParticleAllocator>> &particle_allocators,
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								                         TimeInterval simulation_time_interval)
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								      : solve_context_(solve_context),
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								        particle_allocators_(particle_allocators),
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								        simulation_time_interval_(simulation_time_interval)
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								  {
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								  }
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								  ParticleAllocator *try_get_particle_allocator(StringRef particle_simulation_name)
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								  {
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								    auto *ptr = particle_allocators_.lookup_ptr_as(particle_simulation_name);
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								    if (ptr != nullptr) {
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								      return ptr->get();
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								    }
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								    else {
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								      return nullptr;
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								    }
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								  }
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								  TimeInterval simulation_time_interval() const
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								  {
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								    return simulation_time_interval_;
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								  }
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								};
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								class ParticleForceContext {
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								 private:
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								  SimulationSolveContext &solve_context_;
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								  const ParticleChunkContext &particle_chunk_context_;
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								  MutableSpan<float3> force_dst_;
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								 public:
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								  ParticleForceContext(SimulationSolveContext &solve_context,
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								                       const ParticleChunkContext &particle_chunk_context,
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								                       MutableSpan<float3> force_dst)
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								      : solve_context_(solve_context),
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								        particle_chunk_context_(particle_chunk_context),
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								        force_dst_(force_dst)
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								  {
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								  }
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								  const ParticleChunkContext &particle_chunk() const
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								  {
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								    return particle_chunk_context_;
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								  }
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								  MutableSpan<float3> force_dst()
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								  {
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								    return force_dst_;
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								  }
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								};
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								void initialize_simulation_states(Simulation &simulation,
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								                                  Depsgraph &depsgraph,
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								                                  const SimulationInfluences &influences);
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								void solve_simulation_time_step(Simulation &simulation,
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								                                Depsgraph &depsgraph,
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								                                const SimulationInfluences &influences,
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								                                float time_step);
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								}  // namespace blender::sim
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								#endif /* __SIM_SIMULATION_SOLVER_HH__ */
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