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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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								#include "SIM_simulation_update.hh"
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								#include "BKE_customdata.h"
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								#include "BKE_simulation.h"
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								#include "DNA_scene_types.h"
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								#include "DNA_simulation_types.h"
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								#include "DEG_depsgraph_query.h"
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								#include "BLI_array.hh"
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								#include "BLI_float3.hh"
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								#include "BLI_listbase.h"
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								#include "BLI_map.hh"
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								#include "BLI_rand.h"
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								#include "BLI_vector.hh"
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								#include "particle_function.hh"
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								#include "simulation_collect_influences.hh"
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								#include "simulation_solver.hh"
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								namespace blender::sim {
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								static void copy_states_to_cow(const Simulation *simulation_orig, Simulation *simulation_cow)
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								{
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								  BKE_simulation_state_remove_all(simulation_cow);
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								  simulation_cow->current_frame = simulation_orig->current_frame;
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								  LISTBASE_FOREACH (const SimulationState *, state_orig, &simulation_orig->states) {
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								    SimulationState *state_cow = BKE_simulation_state_add(
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								        simulation_cow, state_orig->type, state_orig->name);
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								    BKE_simulation_state_copy_data(state_orig, state_cow);
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								  }
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								}
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								static void remove_unused_states(Simulation *simulation, const RequiredStates &required_states)
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								{
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								  LISTBASE_FOREACH_MUTABLE (SimulationState *, state, &simulation->states) {
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								    if (!required_states.is_required(state->name, state->type)) {
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								      BKE_simulation_state_remove(simulation, state);
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								    }
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								  }
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								}
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								static void add_missing_states(Simulation *simulation, const RequiredStates &required_states)
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								{
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								  for (auto &&item : required_states.states().items()) {
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								    const char *name = item.key.c_str();
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								    const char *type = item.value;
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								    SimulationState *state = BKE_simulation_state_try_find_by_name_and_type(
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								        simulation, name, type);
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								    if (state == nullptr) {
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								      BKE_simulation_state_add(simulation, type, name);
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								    }
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								  }
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								}
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								static void reinitialize_empty_simulation_states(Simulation *simulation,
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								                                                 const RequiredStates &required_states)
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								{
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								  remove_unused_states(simulation, required_states);
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								  BKE_simulation_state_reset_all(simulation);
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								  add_missing_states(simulation, required_states);
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								}
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								static void update_simulation_state_list(Simulation *simulation,
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								                                         const RequiredStates &required_states)
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								{
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								  remove_unused_states(simulation, required_states);
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								  add_missing_states(simulation, required_states);
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								}
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								void update_simulation_in_depsgraph(Depsgraph *depsgraph,
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								                                    Scene *scene_cow,
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								                                    Simulation *simulation_cow)
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								{
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								  int current_frame = scene_cow->r.cfra;
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								  if (simulation_cow->current_frame == current_frame) {
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								    return;
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								  }
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								  /* Below we modify the original state/cache. Only the active depsgraph is allowed to do that. */
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								  if (!DEG_is_active(depsgraph)) {
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								    return;
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								  }
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								  Simulation *simulation_orig = (Simulation *)DEG_get_original_id(&simulation_cow->id);
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								  ResourceCollector resources;
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								  SimulationInfluences influences;
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								  RequiredStates required_states;
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								  /* TODO: Use simulation_cow, but need to add depsgraph relations before that. */
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								  collect_simulation_influences(*simulation_orig, resources, influences, required_states);
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								  if (current_frame == 1) {
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								    reinitialize_empty_simulation_states(simulation_orig, required_states);
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								    initialize_simulation_states(*simulation_orig, *depsgraph, influences);
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								    simulation_orig->current_frame = 1;
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								    copy_states_to_cow(simulation_orig, simulation_cow);
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								  }
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								  else if (current_frame == simulation_orig->current_frame + 1) {
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								    update_simulation_state_list(simulation_orig, required_states);
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								    float time_step = 1.0f / 24.0f;
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								    solve_simulation_time_step(*simulation_orig, *depsgraph, influences, time_step);
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								    simulation_orig->current_frame = current_frame;
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								    copy_states_to_cow(simulation_orig, simulation_cow);
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								  }
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								}
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								}  // namespace blender::sim
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