/* SPDX-License-Identifier: GPL-2.0-or-later
 * Copyright 2020 Blender Foundation. All rights reserved. */

/** \file
 * \ingroup edsculpt
 */

#include "MEM_guardedalloc.h"

#include "BLI_edgehash.h"
#include "BLI_gsqueue.h"
#include "BLI_math.h"
#include "BLI_task.h"
#include "BLI_utildefines.h"

#include "DNA_brush_types.h"
#include "DNA_customdata_types.h"
#include "DNA_meshdata_types.h"
#include "DNA_object_types.h"
#include "DNA_scene_types.h"

#include "BKE_brush.h"
#include "BKE_bvhutils.h"
#include "BKE_ccg.h"
#include "BKE_collision.h"
#include "BKE_colortools.h"
#include "BKE_context.h"
#include "BKE_modifier.h"
#include "BKE_paint.h"
#include "BKE_pbvh.h"

#include "DEG_depsgraph.h"
#include "DEG_depsgraph_query.h"

#include "WM_api.h"
#include "WM_types.h"

#include "sculpt_intern.h"

#include "RNA_access.h"
#include "RNA_define.h"

#include "GPU_immediate.h"
#include "GPU_immediate_util.h"
#include "GPU_matrix.h"
#include "GPU_state.h"

#include "UI_interface.h"

#include "bmesh.h"

#include <math.h>
#include <stdlib.h>
#include <string.h>

static void cloth_brush_simulation_location_get(SculptSession *ss,
                                                const Brush *brush,
                                                float r_location[3])
{
  if (!ss->cache || !brush) {
    zero_v3(r_location);
    return;
  }

  if (brush->cloth_simulation_area_type == BRUSH_CLOTH_SIMULATION_AREA_LOCAL) {
    copy_v3_v3(r_location, ss->cache->initial_location);
    return;
  }
  copy_v3_v3(r_location, ss->cache->location);
}

PBVHNode **SCULPT_cloth_brush_affected_nodes_gather(SculptSession *ss,
                                                    Brush *brush,
                                                    int *r_totnode)
{
  BLI_assert(ss->cache);
  BLI_assert(brush->sculpt_tool == SCULPT_TOOL_CLOTH);
  PBVHNode **nodes = NULL;

  switch (brush->cloth_simulation_area_type) {
    case BRUSH_CLOTH_SIMULATION_AREA_LOCAL: {
      SculptSearchSphereData data = {
          .ss = ss,
          .radius_squared = square_f(ss->cache->initial_radius * (1.0 + brush->cloth_sim_limit)),
          .original = false,
          .ignore_fully_ineffective = false,
          .center = ss->cache->initial_location,
      };
      BKE_pbvh_search_gather(ss->pbvh, SCULPT_search_sphere_cb, &data, &nodes, r_totnode);
    } break;
    case BRUSH_CLOTH_SIMULATION_AREA_GLOBAL:
      BKE_pbvh_search_gather(ss->pbvh, NULL, NULL, &nodes, r_totnode);
      break;
    case BRUSH_CLOTH_SIMULATION_AREA_DYNAMIC: {
      SculptSearchSphereData data = {
          .ss = ss,
          .radius_squared = square_f(ss->cache->radius * (1.0 + brush->cloth_sim_limit)),
          .original = false,
          .ignore_fully_ineffective = false,
          .center = ss->cache->location,
      };
      BKE_pbvh_search_gather(ss->pbvh, SCULPT_search_sphere_cb, &data, &nodes, r_totnode);
    } break;
  }

  return nodes;
}

static float cloth_brush_simulation_falloff_get(const Brush *brush,
                                                const float radius,
                                                const float location[3],
                                                const float co[3])
{
  if (brush->sculpt_tool != SCULPT_TOOL_CLOTH) {
    /* All brushes that are not the cloth brush do not use simulation areas. */
    return 1.0f;
  }

  /* Global simulation does not have any falloff as the entire mesh is being simulated. */
  if (brush->cloth_simulation_area_type == BRUSH_CLOTH_SIMULATION_AREA_GLOBAL) {
    return 1.0f;
  }

  const float distance = len_v3v3(location, co);
  const float limit = radius + (radius * brush->cloth_sim_limit);
  const float falloff = radius + (radius * brush->cloth_sim_limit * brush->cloth_sim_falloff);

  if (distance > limit) {
    /* Outside the limits. */
    return 0.0f;
  }
  if (distance < falloff) {
    /* Before the falloff area. */
    return 1.0f;
  }
  /* Do a smooth-step transition inside the falloff area. */
  float p = 1.0f - ((distance - falloff) / (limit - falloff));
  return 3.0f * p * p - 2.0f * p * p * p;
}

#define CLOTH_LENGTH_CONSTRAINTS_BLOCK 100000
#define CLOTH_SIMULATION_ITERATIONS 5

#define CLOTH_SOLVER_DISPLACEMENT_FACTOR 0.6f
#define CLOTH_MAX_CONSTRAINTS_PER_VERTEX 1024
#define CLOTH_SIMULATION_TIME_STEP 0.01f
#define CLOTH_DEFORMATION_SNAKEHOOK_STRENGTH 0.35f
#define CLOTH_DEFORMATION_TARGET_STRENGTH 0.01f
#define CLOTH_DEFORMATION_GRAB_STRENGTH 0.1f

static bool cloth_brush_sim_has_length_constraint(SculptClothSimulation *cloth_sim,
                                                  const int v1,
                                                  const int v2)
{
  return BLI_edgeset_haskey(cloth_sim->created_length_constraints, v1, v2);
}

static void cloth_brush_reallocate_constraints(SculptClothSimulation *cloth_sim)
{
  if (cloth_sim->tot_length_constraints >= cloth_sim->capacity_length_constraints) {
    cloth_sim->capacity_length_constraints += CLOTH_LENGTH_CONSTRAINTS_BLOCK;
    cloth_sim->length_constraints = MEM_reallocN_id(cloth_sim->length_constraints,
                                                    cloth_sim->capacity_length_constraints *
                                                        sizeof(SculptClothLengthConstraint),
                                                    "length constraints");
  }
}

static void cloth_brush_add_length_constraint(SculptSession *ss,
                                              SculptClothSimulation *cloth_sim,
                                              const int node_index,
                                              const int v1,
                                              const int v2,
                                              const bool use_persistent)
{
  SculptClothLengthConstraint *length_constraint =
      &cloth_sim->length_constraints[cloth_sim->tot_length_constraints];

  length_constraint->elem_index_a = v1;
  length_constraint->elem_index_b = v2;

  length_constraint->node = node_index;

  length_constraint->elem_position_a = cloth_sim->pos[v1];
  length_constraint->elem_position_b = cloth_sim->pos[v2];

  length_constraint->type = SCULPT_CLOTH_CONSTRAINT_STRUCTURAL;

  PBVHVertRef vertex1 = BKE_pbvh_index_to_vertex(ss->pbvh, v1);
  PBVHVertRef vertex2 = BKE_pbvh_index_to_vertex(ss->pbvh, v2);

  if (use_persistent) {
    length_constraint->length = len_v3v3(SCULPT_vertex_persistent_co_get(ss, vertex1),
                                         SCULPT_vertex_persistent_co_get(ss, vertex2));
  }
  else {
    length_constraint->length = len_v3v3(SCULPT_vertex_co_get(ss, vertex1),
                                         SCULPT_vertex_co_get(ss, vertex2));
  }
  length_constraint->strength = 1.0f;

  cloth_sim->tot_length_constraints++;

  /* Reallocation if the array capacity is exceeded. */
  cloth_brush_reallocate_constraints(cloth_sim);

  /* Add the constraint to the #GSet to avoid creating it again. */
  BLI_edgeset_add(cloth_sim->created_length_constraints, v1, v2);
}

static void cloth_brush_add_softbody_constraint(SculptClothSimulation *cloth_sim,
                                                const int node_index,
                                                const int v,
                                                const float strength)
{
  SculptClothLengthConstraint *length_constraint =
      &cloth_sim->length_constraints[cloth_sim->tot_length_constraints];

  length_constraint->elem_index_a = v;
  length_constraint->elem_index_b = v;

  length_constraint->node = node_index;

  length_constraint->elem_position_a = cloth_sim->pos[v];
  length_constraint->elem_position_b = cloth_sim->softbody_pos[v];

  length_constraint->type = SCULPT_CLOTH_CONSTRAINT_SOFTBODY;

  length_constraint->length = 0.0f;
  length_constraint->strength = strength;

  cloth_sim->tot_length_constraints++;

  /* Reallocation if the array capacity is exceeded. */
  cloth_brush_reallocate_constraints(cloth_sim);
}

static void cloth_brush_add_pin_constraint(SculptClothSimulation *cloth_sim,
                                           const int node_index,
                                           const int v,
                                           const float strength)
{
  SculptClothLengthConstraint *length_constraint =
      &cloth_sim->length_constraints[cloth_sim->tot_length_constraints];

  length_constraint->elem_index_a = v;
  length_constraint->elem_index_b = v;

  length_constraint->node = node_index;

  length_constraint->elem_position_a = cloth_sim->pos[v];
  length_constraint->elem_position_b = cloth_sim->init_pos[v];

  length_constraint->type = SCULPT_CLOTH_CONSTRAINT_PIN;

  length_constraint->length = 0.0f;
  length_constraint->strength = strength;

  cloth_sim->tot_length_constraints++;

  /* Reallocation if the array capacity is exceeded. */
  cloth_brush_reallocate_constraints(cloth_sim);
}

static void cloth_brush_add_deformation_constraint(SculptClothSimulation *cloth_sim,
                                                   const int node_index,
                                                   const int v,
                                                   const float strength)
{
  SculptClothLengthConstraint *length_constraint =
      &cloth_sim->length_constraints[cloth_sim->tot_length_constraints];

  length_constraint->elem_index_a = v;
  length_constraint->elem_index_b = v;

  length_constraint->node = node_index;

  length_constraint->type = SCULPT_CLOTH_CONSTRAINT_DEFORMATION;

  length_constraint->elem_position_a = cloth_sim->pos[v];
  length_constraint->elem_position_b = cloth_sim->deformation_pos[v];

  length_constraint->length = 0.0f;
  length_constraint->strength = strength;

  cloth_sim->tot_length_constraints++;

  /* Reallocation if the array capacity is exceeded. */
  cloth_brush_reallocate_constraints(cloth_sim);
}

static void do_cloth_brush_build_constraints_task_cb_ex(
    void *__restrict userdata, const int n, const TaskParallelTLS *__restrict UNUSED(tls))
{
  SculptThreadedTaskData *data = userdata;
  SculptSession *ss = data->ob->sculpt;
  const Brush *brush = data->brush;
  PBVHNode *node = data->nodes[n];

  const int node_index = POINTER_AS_INT(BLI_ghash_lookup(data->cloth_sim->node_state_index, node));
  if (data->cloth_sim->node_state[node_index] != SCULPT_CLOTH_NODE_UNINITIALIZED) {
    /* The simulation already contains constraints for this node. */
    return;
  }

  PBVHVertexIter vd;

  const bool pin_simulation_boundary = ss->cache != NULL && brush != NULL &&
                                       brush->flag2 & BRUSH_CLOTH_PIN_SIMULATION_BOUNDARY &&
                                       brush->cloth_simulation_area_type !=
                                           BRUSH_CLOTH_SIMULATION_AREA_DYNAMIC;

  const bool use_persistent = brush != NULL && brush->flag & BRUSH_PERSISTENT;

  /* Brush can be NULL in tools that use the solver without relying of constraints with deformation
   * positions. */
  const bool cloth_is_deform_brush = ss->cache != NULL && brush != NULL &&
                                     SCULPT_is_cloth_deform_brush(brush);

  const bool use_falloff_plane = brush->cloth_force_falloff_type ==
                                 BRUSH_CLOTH_FORCE_FALLOFF_PLANE;
  float radius_squared = 0.0f;
  if (cloth_is_deform_brush) {
    radius_squared = ss->cache->initial_radius * ss->cache->initial_radius;
  }

  /* Only limit the constraint creation to a radius when the simulation is local. */
  const float cloth_sim_radius_squared = brush->cloth_simulation_area_type ==
                                                 BRUSH_CLOTH_SIMULATION_AREA_LOCAL ?
                                             data->cloth_sim_radius * data->cloth_sim_radius :
                                             FLT_MAX;

  BKE_pbvh_vertex_iter_begin (ss->pbvh, node, vd, PBVH_ITER_UNIQUE) {
    const float len_squared = len_squared_v3v3(vd.co, data->cloth_sim_initial_location);
    if (len_squared < cloth_sim_radius_squared) {

      SculptVertexNeighborIter ni;
      int build_indices[CLOTH_MAX_CONSTRAINTS_PER_VERTEX];
      int tot_indices = 0;
      build_indices[tot_indices] = vd.index;
      tot_indices++;
      SCULPT_VERTEX_NEIGHBORS_ITER_BEGIN (ss, vd.vertex, ni) {
        build_indices[tot_indices] = ni.index;
        tot_indices++;
      }
      SCULPT_VERTEX_NEIGHBORS_ITER_END(ni);

      if (data->cloth_sim->softbody_strength > 0.0f) {
        cloth_brush_add_softbody_constraint(data->cloth_sim, node_index, vd.index, 1.0f);
      }

      /* As we don't know the order of the neighbor vertices, we create all possible combinations
       * between the neighbor and the original vertex as length constraints. */
      /* This results on a pattern that contains structural, shear and bending constraints for all
       * vertices, but constraints are repeated taking more memory than necessary. */

      for (int c_i = 0; c_i < tot_indices; c_i++) {
        for (int c_j = 0; c_j < tot_indices; c_j++) {
          if (c_i != c_j && !cloth_brush_sim_has_length_constraint(
                                data->cloth_sim, build_indices[c_i], build_indices[c_j])) {
            cloth_brush_add_length_constraint(ss,
                                              data->cloth_sim,
                                              node_index,
                                              build_indices[c_i],
                                              build_indices[c_j],
                                              use_persistent);
          }
        }
      }
    }

    if (brush && brush->sculpt_tool == SCULPT_TOOL_CLOTH) {
      /* The cloth brush works by applying forces in most of its modes, but some of them require
       * deformation coordinates to make the simulation stable. */
      if (brush->cloth_deform_type == BRUSH_CLOTH_DEFORM_GRAB) {
        if (use_falloff_plane) {
          /* With plane falloff the strength of the constraints is set when applying the
           * deformation forces. */
          cloth_brush_add_deformation_constraint(
              data->cloth_sim, node_index, vd.index, CLOTH_DEFORMATION_GRAB_STRENGTH);
        }
        else if (len_squared < radius_squared) {
          /* With radial falloff deformation constraints are created with different strengths and
           * only inside the radius of the brush. */
          const float fade = BKE_brush_curve_strength(
              brush, sqrtf(len_squared), ss->cache->radius);
          cloth_brush_add_deformation_constraint(
              data->cloth_sim, node_index, vd.index, fade * CLOTH_DEFORMATION_GRAB_STRENGTH);
        }
      }
      else if (brush->cloth_deform_type == BRUSH_CLOTH_DEFORM_SNAKE_HOOK) {
        /* Cloth Snake Hook creates deformation constraint with fixed strength because the strength
         * is controlled per iteration using cloth_sim->deformation_strength. */
        cloth_brush_add_deformation_constraint(
            data->cloth_sim, node_index, vd.index, CLOTH_DEFORMATION_SNAKEHOOK_STRENGTH);
      }
    }
    else if (data->cloth_sim->deformation_pos) {
      /* Any other tool that target the cloth simulation handle the falloff in
       * their own code when modifying the deformation coordinates of the simulation, so
       * deformation constraints are created with a fixed strength for all vertices. */
      cloth_brush_add_deformation_constraint(
          data->cloth_sim, node_index, vd.index, CLOTH_DEFORMATION_TARGET_STRENGTH);
    }

    if (pin_simulation_boundary) {
      const float sim_falloff = cloth_brush_simulation_falloff_get(
          brush, ss->cache->initial_radius, ss->cache->location, vd.co);
      /* Vertex is inside the area of the simulation without any falloff applied. */
      if (sim_falloff < 1.0f) {
        /* Create constraints with more strength the closer the vertex is to the simulation
         * boundary. */
        cloth_brush_add_pin_constraint(data->cloth_sim, node_index, vd.index, 1.0f - sim_falloff);
      }
    }
  }
  BKE_pbvh_vertex_iter_end;
}

static void cloth_brush_apply_force_to_vertex(SculptSession *UNUSED(ss),
                                              SculptClothSimulation *cloth_sim,
                                              const float force[3],
                                              const int vertex_index)
{
  madd_v3_v3fl(cloth_sim->acceleration[vertex_index], force, 1.0f / cloth_sim->mass);
}

static void do_cloth_brush_apply_forces_task_cb_ex(void *__restrict userdata,
                                                   const int n,
                                                   const TaskParallelTLS *__restrict tls)
{
  SculptThreadedTaskData *data = userdata;
  SculptSession *ss = data->ob->sculpt;
  const Brush *brush = data->brush;
  SculptClothSimulation *cloth_sim = ss->cache->cloth_sim;
  const float *offset = data->offset;
  const float *grab_delta = data->grab_delta;
  float(*imat)[4] = data->mat;

  const bool use_falloff_plane = brush->cloth_force_falloff_type ==
                                 BRUSH_CLOTH_FORCE_FALLOFF_PLANE;

  PBVHVertexIter vd;
  const float bstrength = ss->cache->bstrength;

  SculptBrushTest test;
  SculptBrushTestFn sculpt_brush_test_sq_fn = SCULPT_brush_test_init_with_falloff_shape(
      ss, &test, data->brush->falloff_shape);
  const int thread_id = BLI_task_parallel_thread_id(tls);

  /* For Pinch Perpendicular Deform Type. */
  float x_object_space[3];
  float z_object_space[3];
  if (brush->cloth_deform_type == BRUSH_CLOTH_DEFORM_PINCH_PERPENDICULAR) {
    normalize_v3_v3(x_object_space, imat[0]);
    normalize_v3_v3(z_object_space, imat[2]);
  }

  /* For Plane Force Falloff. */
  float deform_plane[4];
  float plane_normal[3];
  if (use_falloff_plane) {
    normalize_v3_v3(plane_normal, grab_delta);
    plane_from_point_normal_v3(deform_plane, data->area_co, plane_normal);
  }

  /* Gravity */
  float gravity[3] = {0.0f};
  if (ss->cache->supports_gravity) {
    madd_v3_v3fl(gravity, ss->cache->gravity_direction, -data->sd->gravity_factor);
  }

  AutomaskingNodeData automask_data;
  SCULPT_automasking_node_begin(
      data->ob, ss, SCULPT_automasking_active_cache_get(ss), &automask_data, data->nodes[n]);

  BKE_pbvh_vertex_iter_begin (ss->pbvh, data->nodes[n], vd, PBVH_ITER_UNIQUE) {
    SCULPT_automasking_node_update(ss, &automask_data, &vd);

    float force[3];
    float sim_location[3];
    cloth_brush_simulation_location_get(ss, brush, sim_location);
    const float sim_factor = cloth_brush_simulation_falloff_get(
        brush, ss->cache->radius, sim_location, cloth_sim->init_pos[vd.index]);

    float current_vertex_location[3];
    if (brush->cloth_deform_type == BRUSH_CLOTH_DEFORM_GRAB) {
      copy_v3_v3(current_vertex_location, ss->cache->cloth_sim->init_pos[vd.index]);
    }
    else {
      copy_v3_v3(current_vertex_location, vd.co);
    }

    /* Apply gravity in the entire simulation area. */
    float vertex_gravity[3];
    mul_v3_v3fl(vertex_gravity, gravity, sim_factor);
    cloth_brush_apply_force_to_vertex(ss, ss->cache->cloth_sim, vertex_gravity, vd.index);

    /* When using the plane falloff mode the falloff is not constrained by the brush radius. */
    if (!sculpt_brush_test_sq_fn(&test, current_vertex_location) && !use_falloff_plane) {
      continue;
    }

    float dist = sqrtf(test.dist);

    if (use_falloff_plane) {
      dist = dist_to_plane_v3(current_vertex_location, deform_plane);
    }

    const float fade = sim_factor * bstrength *
                       SCULPT_brush_strength_factor(ss,
                                                    brush,
                                                    current_vertex_location,
                                                    dist,
                                                    vd.no,
                                                    vd.fno,
                                                    vd.mask ? *vd.mask : 0.0f,
                                                    vd.vertex,
                                                    thread_id,
                                                    &automask_data);

    float brush_disp[3];

    switch (brush->cloth_deform_type) {
      case BRUSH_CLOTH_DEFORM_DRAG:
        sub_v3_v3v3(brush_disp, ss->cache->location, ss->cache->last_location);
        normalize_v3(brush_disp);
        mul_v3_v3fl(force, brush_disp, fade);
        break;
      case BRUSH_CLOTH_DEFORM_PUSH:
        /* Invert the fade to push inwards. */
        mul_v3_v3fl(force, offset, -fade);
        break;
      case BRUSH_CLOTH_DEFORM_GRAB:
        madd_v3_v3v3fl(cloth_sim->deformation_pos[vd.index],
                       cloth_sim->init_pos[vd.index],
                       ss->cache->grab_delta_symmetry,
                       fade);
        if (use_falloff_plane) {
          cloth_sim->deformation_strength[vd.index] = clamp_f(fade, 0.0f, 1.0f);
        }
        else {
          cloth_sim->deformation_strength[vd.index] = 1.0f;
        }
        zero_v3(force);
        break;
      case BRUSH_CLOTH_DEFORM_SNAKE_HOOK:
        copy_v3_v3(cloth_sim->deformation_pos[vd.index], cloth_sim->pos[vd.index]);
        madd_v3_v3fl(cloth_sim->deformation_pos[vd.index], ss->cache->grab_delta_symmetry, fade);
        cloth_sim->deformation_strength[vd.index] = fade;
        zero_v3(force);
        break;
      case BRUSH_CLOTH_DEFORM_PINCH_POINT:
        if (use_falloff_plane) {
          float distance = dist_signed_to_plane_v3(vd.co, deform_plane);
          copy_v3_v3(brush_disp, plane_normal);
          mul_v3_fl(brush_disp, -distance);
        }
        else {
          sub_v3_v3v3(brush_disp, ss->cache->location, vd.co);
        }
        normalize_v3(brush_disp);
        mul_v3_v3fl(force, brush_disp, fade);
        break;
      case BRUSH_CLOTH_DEFORM_PINCH_PERPENDICULAR: {
        float disp_center[3];
        float x_disp[3];
        float z_disp[3];
        sub_v3_v3v3(disp_center, ss->cache->location, vd.co);
        normalize_v3(disp_center);
        mul_v3_v3fl(x_disp, x_object_space, dot_v3v3(disp_center, x_object_space));
        mul_v3_v3fl(z_disp, z_object_space, dot_v3v3(disp_center, z_object_space));
        add_v3_v3v3(disp_center, x_disp, z_disp);
        mul_v3_v3fl(force, disp_center, fade);
      } break;
      case BRUSH_CLOTH_DEFORM_INFLATE:
        mul_v3_v3fl(force, vd.no ? vd.no : vd.fno, fade);
        break;
      case BRUSH_CLOTH_DEFORM_EXPAND:
        cloth_sim->length_constraint_tweak[vd.index] += fade * 0.1f;
        zero_v3(force);
        break;
    }

    cloth_brush_apply_force_to_vertex(ss, ss->cache->cloth_sim, force, vd.index);
  }
  BKE_pbvh_vertex_iter_end;
}

static ListBase *cloth_brush_collider_cache_create(Object *object, Depsgraph *depsgraph)
{
  ListBase *cache = NULL;
  DEGObjectIterSettings deg_iter_settings = {0};
  deg_iter_settings.depsgraph = depsgraph;
  deg_iter_settings.flags = DEG_ITER_OBJECT_FLAG_LINKED_DIRECTLY | DEG_ITER_OBJECT_FLAG_VISIBLE |
                            DEG_ITER_OBJECT_FLAG_DUPLI;
  DEG_OBJECT_ITER_BEGIN (&deg_iter_settings, ob) {
    if (STREQ(object->id.name, ob->id.name)) {
      continue;
    }

    CollisionModifierData *cmd = (CollisionModifierData *)BKE_modifiers_findby_type(
        ob, eModifierType_Collision);
    if (!cmd) {
      continue;
    }

    if (!cmd->bvhtree) {
      continue;
    }
    if (cache == NULL) {
      cache = MEM_callocN(sizeof(ListBase), "ColliderCache array");
    }

    ColliderCache *col = MEM_callocN(sizeof(ColliderCache), "ColliderCache");
    col->ob = ob;
    col->collmd = cmd;
    collision_move_object(cmd, 1.0, 0.0, true);
    BLI_addtail(cache, col);
  }
  DEG_OBJECT_ITER_END;
  return cache;
}

typedef struct ClothBrushCollision {
  CollisionModifierData *col_data;
  struct IsectRayPrecalc isect_precalc;
} ClothBrushCollision;

static void cloth_brush_collision_cb(void *userdata,
                                     int index,
                                     const BVHTreeRay *ray,
                                     BVHTreeRayHit *hit)
{
  ClothBrushCollision *col = (ClothBrushCollision *)userdata;
  CollisionModifierData *col_data = col->col_data;
  MVertTri *verttri = &col_data->tri[index];
  MVert *mverts = col_data->x;
  float *tri[3], no[3], co[3];

  tri[0] = mverts[verttri->tri[0]].co;
  tri[1] = mverts[verttri->tri[1]].co;
  tri[2] = mverts[verttri->tri[2]].co;
  float dist = 0.0f;

  bool tri_hit = isect_ray_tri_watertight_v3(
      ray->origin, &col->isect_precalc, UNPACK3(tri), &dist, NULL);
  normal_tri_v3(no, UNPACK3(tri));
  madd_v3_v3v3fl(co, ray->origin, ray->direction, dist);

  if (tri_hit && dist < hit->dist) {
    hit->index = index;
    hit->dist = dist;

    copy_v3_v3(hit->co, co);
    copy_v3_v3(hit->no, no);
  }
}

static void cloth_brush_solve_collision(Object *object,
                                        SculptClothSimulation *cloth_sim,
                                        const int i)
{
  const int raycast_flag = BVH_RAYCAST_DEFAULT & ~(BVH_RAYCAST_WATERTIGHT);

  ColliderCache *collider_cache;
  BVHTreeRayHit hit;

  float obmat_inv[4][4];
  invert_m4_m4(obmat_inv, object->obmat);

  for (collider_cache = cloth_sim->collider_list->first; collider_cache;
       collider_cache = collider_cache->next) {
    float ray_start[3], ray_normal[3];
    float pos_world_space[3], prev_pos_world_space[3];

    mul_v3_m4v3(pos_world_space, object->obmat, cloth_sim->pos[i]);
    mul_v3_m4v3(prev_pos_world_space, object->obmat, cloth_sim->last_iteration_pos[i]);
    sub_v3_v3v3(ray_normal, pos_world_space, prev_pos_world_space);
    copy_v3_v3(ray_start, prev_pos_world_space);
    hit.index = -1;
    hit.dist = len_v3(ray_normal);
    normalize_v3(ray_normal);

    ClothBrushCollision col;
    CollisionModifierData *collmd = collider_cache->collmd;
    col.col_data = collmd;
    isect_ray_tri_watertight_v3_precalc(&col.isect_precalc, ray_normal);

    BLI_bvhtree_ray_cast_ex(collmd->bvhtree,
                            ray_start,
                            ray_normal,
                            0.3f,
                            &hit,
                            cloth_brush_collision_cb,
                            &col,
                            raycast_flag);

    if (hit.index == -1) {
      continue;
    }

    float collision_disp[3];
    float movement_disp[3];
    mul_v3_v3fl(collision_disp, hit.no, 0.005f);
    sub_v3_v3v3(movement_disp, pos_world_space, prev_pos_world_space);
    float friction_plane[4];
    float pos_on_friction_plane[3];
    plane_from_point_normal_v3(friction_plane, hit.co, hit.no);
    closest_to_plane_v3(pos_on_friction_plane, friction_plane, pos_world_space);
    sub_v3_v3v3(movement_disp, pos_on_friction_plane, hit.co);

    /* TODO(pablodp606): This can be exposed in a brush/filter property as friction. */
    mul_v3_fl(movement_disp, 0.35f);

    copy_v3_v3(cloth_sim->pos[i], hit.co);
    add_v3_v3(cloth_sim->pos[i], movement_disp);
    add_v3_v3(cloth_sim->pos[i], collision_disp);
    mul_v3_m4v3(cloth_sim->pos[i], obmat_inv, cloth_sim->pos[i]);
  }
}

static void do_cloth_brush_solve_simulation_task_cb_ex(
    void *__restrict userdata, const int n, const TaskParallelTLS *__restrict UNUSED(tls))
{
  SculptThreadedTaskData *data = userdata;
  SculptSession *ss = data->ob->sculpt;
  const Brush *brush = data->brush;

  PBVHNode *node = data->nodes[n];
  PBVHVertexIter vd;
  SculptClothSimulation *cloth_sim = data->cloth_sim;
  const float time_step = data->cloth_time_step;

  const int node_index = POINTER_AS_INT(BLI_ghash_lookup(data->cloth_sim->node_state_index, node));
  if (data->cloth_sim->node_state[node_index] != SCULPT_CLOTH_NODE_ACTIVE) {
    return;
  }

  AutomaskingCache *automasking = SCULPT_automasking_active_cache_get(ss);
  AutomaskingNodeData automask_data;
  SCULPT_automasking_node_begin(
      data->ob, ss, SCULPT_automasking_active_cache_get(ss), &automask_data, data->nodes[n]);

  BKE_pbvh_vertex_iter_begin (ss->pbvh, data->nodes[n], vd, PBVH_ITER_UNIQUE) {
    SCULPT_automasking_node_update(ss, &automask_data, &vd);

    float sim_location[3];
    cloth_brush_simulation_location_get(ss, brush, sim_location);
    const float sim_factor =
        ss->cache ? cloth_brush_simulation_falloff_get(
                        brush, ss->cache->radius, sim_location, cloth_sim->init_pos[vd.index]) :
                    1.0f;
    if (sim_factor <= 0.0f) {
      continue;
    }

    int i = vd.index;
    float temp[3];
    copy_v3_v3(temp, cloth_sim->pos[i]);

    mul_v3_fl(cloth_sim->acceleration[i], time_step);

    float pos_diff[3];
    sub_v3_v3v3(pos_diff, cloth_sim->pos[i], cloth_sim->prev_pos[i]);
    mul_v3_fl(pos_diff, (1.0f - cloth_sim->damping) * sim_factor);

    const float mask_v = (1.0f - (vd.mask ? *vd.mask : 0.0f)) *
                         SCULPT_automasking_factor_get(automasking, ss, vd.vertex, &automask_data);

    madd_v3_v3fl(cloth_sim->pos[i], pos_diff, mask_v);
    madd_v3_v3fl(cloth_sim->pos[i], cloth_sim->acceleration[i], mask_v);

    if (cloth_sim->collider_list != NULL) {
      cloth_brush_solve_collision(data->ob, cloth_sim, i);
    }

    copy_v3_v3(cloth_sim->last_iteration_pos[i], cloth_sim->pos[i]);

    copy_v3_v3(cloth_sim->prev_pos[i], temp);
    copy_v3_v3(cloth_sim->last_iteration_pos[i], cloth_sim->pos[i]);
    copy_v3_fl(cloth_sim->acceleration[i], 0.0f);

    copy_v3_v3(vd.co, cloth_sim->pos[vd.index]);

    if (vd.mvert) {
      BKE_pbvh_vert_tag_update_normal(ss->pbvh, vd.vertex);
    }
  }
  BKE_pbvh_vertex_iter_end;

  /* Disable the simulation on this node, it needs to be enabled again to continue. */
  cloth_sim->node_state[node_index] = SCULPT_CLOTH_NODE_INACTIVE;
}

static void cloth_brush_satisfy_constraints(SculptSession *ss,
                                            Brush *brush,
                                            SculptClothSimulation *cloth_sim)
{

  AutomaskingCache *automasking = SCULPT_automasking_active_cache_get(ss);
  AutomaskingNodeData automask_data = {0};

  automask_data.have_orig_data = true;

  for (int constraint_it = 0; constraint_it < CLOTH_SIMULATION_ITERATIONS; constraint_it++) {
    for (int i = 0; i < cloth_sim->tot_length_constraints; i++) {
      const SculptClothLengthConstraint *constraint = &cloth_sim->length_constraints[i];

      if (cloth_sim->node_state[constraint->node] != SCULPT_CLOTH_NODE_ACTIVE) {
        /* Skip all constraints that were created for inactive nodes. */
        continue;
      }

      const int v1 = constraint->elem_index_a;
      const int v2 = constraint->elem_index_b;

      float v1_to_v2[3];
      sub_v3_v3v3(v1_to_v2, constraint->elem_position_b, constraint->elem_position_a);
      const float current_distance = len_v3(v1_to_v2);
      float correction_vector[3];
      float correction_vector_half[3];

      const float constraint_distance = constraint->length +
                                        (cloth_sim->length_constraint_tweak[v1] * 0.5f) +
                                        (cloth_sim->length_constraint_tweak[v2] * 0.5f);

      if (current_distance > 0.0f) {
        mul_v3_v3fl(correction_vector,
                    v1_to_v2,
                    CLOTH_SOLVER_DISPLACEMENT_FACTOR *
                        (1.0f - (constraint_distance / current_distance)));
      }
      else {
        mul_v3_v3fl(correction_vector, v1_to_v2, CLOTH_SOLVER_DISPLACEMENT_FACTOR);
      }

      mul_v3_v3fl(correction_vector_half, correction_vector, 0.5f);

      PBVHVertRef vertex1 = BKE_pbvh_index_to_vertex(ss->pbvh, v1);
      PBVHVertRef vertex2 = BKE_pbvh_index_to_vertex(ss->pbvh, v2);

      automask_data.orig_data.co = cloth_sim->init_pos[v1];
      automask_data.orig_data.no = cloth_sim->init_no[v1];
      const float mask_v1 = (1.0f - SCULPT_vertex_mask_get(ss, vertex1)) *
                            SCULPT_automasking_factor_get(
                                automasking, ss, vertex1, &automask_data);

      automask_data.orig_data.co = cloth_sim->init_pos[v2];
      automask_data.orig_data.no = cloth_sim->init_no[v2];
      const float mask_v2 = (1.0f - SCULPT_vertex_mask_get(ss, vertex2)) *
                            SCULPT_automasking_factor_get(
                                automasking, ss, vertex2, &automask_data);

      float sim_location[3];
      cloth_brush_simulation_location_get(ss, brush, sim_location);

      const float sim_factor_v1 = ss->cache ?
                                      cloth_brush_simulation_falloff_get(brush,
                                                                         ss->cache->radius,
                                                                         sim_location,
                                                                         cloth_sim->init_pos[v1]) :
                                      1.0f;
      const float sim_factor_v2 = ss->cache ?
                                      cloth_brush_simulation_falloff_get(brush,
                                                                         ss->cache->radius,
                                                                         sim_location,
                                                                         cloth_sim->init_pos[v2]) :
                                      1.0f;

      float deformation_strength = 1.0f;
      if (constraint->type == SCULPT_CLOTH_CONSTRAINT_DEFORMATION) {
        deformation_strength = (cloth_sim->deformation_strength[v1] +
                                cloth_sim->deformation_strength[v2]) *
                               0.5f;
      }

      if (constraint->type == SCULPT_CLOTH_CONSTRAINT_SOFTBODY) {
        const float softbody_plasticity = brush ? brush->cloth_constraint_softbody_strength : 0.0f;
        madd_v3_v3fl(cloth_sim->pos[v1],
                     correction_vector_half,
                     1.0f * mask_v1 * sim_factor_v1 * constraint->strength * softbody_plasticity);
        madd_v3_v3fl(cloth_sim->softbody_pos[v1],
                     correction_vector_half,
                     -1.0f * mask_v1 * sim_factor_v1 * constraint->strength *
                         (1.0f - softbody_plasticity));
      }
      else {
        madd_v3_v3fl(cloth_sim->pos[v1],
                     correction_vector_half,
                     1.0f * mask_v1 * sim_factor_v1 * constraint->strength * deformation_strength);
        if (v1 != v2) {
          madd_v3_v3fl(cloth_sim->pos[v2],
                       correction_vector_half,
                       -1.0f * mask_v2 * sim_factor_v2 * constraint->strength *
                           deformation_strength);
        }
      }
    }
  }
}

void SCULPT_cloth_brush_do_simulation_step(
    Sculpt *sd, Object *ob, SculptClothSimulation *cloth_sim, PBVHNode **nodes, int totnode)
{
  SculptSession *ss = ob->sculpt;
  Brush *brush = BKE_paint_brush(&sd->paint);

  /* Update the constraints. */
  cloth_brush_satisfy_constraints(ss, brush, cloth_sim);

  /* Solve the simulation and write the final step to the mesh. */
  SculptThreadedTaskData solve_simulation_data = {
      .sd = sd,
      .ob = ob,
      .brush = brush,
      .nodes = nodes,
      .cloth_time_step = CLOTH_SIMULATION_TIME_STEP,
      .cloth_sim = cloth_sim,
  };

  TaskParallelSettings settings;
  BKE_pbvh_parallel_range_settings(&settings, true, totnode);
  BLI_task_parallel_range(
      0, totnode, &solve_simulation_data, do_cloth_brush_solve_simulation_task_cb_ex, &settings);
}

static void cloth_brush_apply_brush_foces(Sculpt *sd, Object *ob, PBVHNode **nodes, int totnode)
{
  SculptSession *ss = ob->sculpt;
  Brush *brush = BKE_paint_brush(&sd->paint);

  float grab_delta[3];
  float mat[4][4];
  float area_no[3];
  float area_co[3];
  float imat[4][4];
  float offset[3];

  SculptThreadedTaskData apply_forces_data = {
      .sd = sd,
      .ob = ob,
      .brush = brush,
      .nodes = nodes,
      .area_no = area_no,
      .area_co = area_co,
      .mat = imat,
  };

  BKE_curvemapping_init(brush->curve);

  /* Initialize the grab delta. */
  copy_v3_v3(grab_delta, ss->cache->grab_delta_symmetry);
  normalize_v3(grab_delta);

  apply_forces_data.grab_delta = grab_delta;

  if (is_zero_v3(ss->cache->grab_delta_symmetry)) {
    return;
  }

  /* Calculate push offset. */

  if (brush->cloth_deform_type == BRUSH_CLOTH_DEFORM_PUSH) {
    mul_v3_v3fl(offset, ss->cache->sculpt_normal_symm, ss->cache->radius);
    mul_v3_v3(offset, ss->cache->scale);
    mul_v3_fl(offset, 2.0f);

    apply_forces_data.offset = offset;
  }

  if (brush->cloth_deform_type == BRUSH_CLOTH_DEFORM_PINCH_PERPENDICULAR ||
      brush->cloth_force_falloff_type == BRUSH_CLOTH_FORCE_FALLOFF_PLANE) {
    SCULPT_calc_brush_plane(sd, ob, nodes, totnode, area_no, area_co);

    /* Initialize stroke local space matrix. */
    cross_v3_v3v3(mat[0], area_no, ss->cache->grab_delta_symmetry);
    mat[0][3] = 0.0f;
    cross_v3_v3v3(mat[1], area_no, mat[0]);
    mat[1][3] = 0.0f;
    copy_v3_v3(mat[2], area_no);
    mat[2][3] = 0.0f;
    copy_v3_v3(mat[3], ss->cache->location);
    mat[3][3] = 1.0f;
    normalize_m4(mat);

    apply_forces_data.area_co = area_co;
    apply_forces_data.area_no = area_no;
    apply_forces_data.mat = mat;

    /* Update matrix for the cursor preview. */
    if (ss->cache->mirror_symmetry_pass == 0) {
      copy_m4_m4(ss->cache->stroke_local_mat, mat);
    }
  }

  if (ELEM(brush->cloth_deform_type, BRUSH_CLOTH_DEFORM_SNAKE_HOOK, BRUSH_CLOTH_DEFORM_GRAB)) {
    /* Set the deformation strength to 0. Brushes will initialize the strength in the required
     * area. */
    const int totverts = SCULPT_vertex_count_get(ss);
    for (int i = 0; i < totverts; i++) {
      ss->cache->cloth_sim->deformation_strength[i] = 0.0f;
    }
  }

  TaskParallelSettings settings;
  BKE_pbvh_parallel_range_settings(&settings, true, totnode);
  BLI_task_parallel_range(
      0, totnode, &apply_forces_data, do_cloth_brush_apply_forces_task_cb_ex, &settings);
}

/* Allocates nodes state and initializes them to Uninitialized, so constraints can be created for
 * them. */
static void cloth_sim_initialize_default_node_state(SculptSession *ss,
                                                    SculptClothSimulation *cloth_sim)
{
  PBVHNode **nodes;
  int totnode;
  BKE_pbvh_search_gather(ss->pbvh, NULL, NULL, &nodes, &totnode);

  cloth_sim->node_state = MEM_malloc_arrayN(
      totnode, sizeof(eSculptClothNodeSimState), "node sim state");
  cloth_sim->node_state_index = BLI_ghash_ptr_new("node sim state indices");
  for (int i = 0; i < totnode; i++) {
    cloth_sim->node_state[i] = SCULPT_CLOTH_NODE_UNINITIALIZED;
    BLI_ghash_insert(cloth_sim->node_state_index, nodes[i], POINTER_FROM_INT(i));
  }
  MEM_SAFE_FREE(nodes);
}

SculptClothSimulation *SCULPT_cloth_brush_simulation_create(Object *ob,
                                                            const float cloth_mass,
                                                            const float cloth_damping,
                                                            const float cloth_softbody_strength,
                                                            const bool use_collisions,
                                                            const bool needs_deform_coords)
{
  SculptSession *ss = ob->sculpt;
  const int totverts = SCULPT_vertex_count_get(ss);
  SculptClothSimulation *cloth_sim;

  cloth_sim = MEM_callocN(sizeof(SculptClothSimulation), "cloth constraints");

  cloth_sim->length_constraints = MEM_callocN(sizeof(SculptClothLengthConstraint) *
                                                  CLOTH_LENGTH_CONSTRAINTS_BLOCK,
                                              "cloth length constraints");
  cloth_sim->capacity_length_constraints = CLOTH_LENGTH_CONSTRAINTS_BLOCK;

  cloth_sim->acceleration = MEM_calloc_arrayN(
      totverts, sizeof(float[3]), "cloth sim acceleration");
  cloth_sim->pos = MEM_calloc_arrayN(totverts, sizeof(float[3]), "cloth sim pos");
  cloth_sim->prev_pos = MEM_calloc_arrayN(totverts, sizeof(float[3]), "cloth sim prev pos");
  cloth_sim->last_iteration_pos = MEM_calloc_arrayN(
      totverts, sizeof(float[3]), "cloth sim last iteration pos");
  cloth_sim->init_pos = MEM_calloc_arrayN(totverts, sizeof(float[3]), "cloth sim init pos");
  cloth_sim->init_no = MEM_calloc_arrayN(totverts, sizeof(float[3]), "cloth sim init normals");
  cloth_sim->length_constraint_tweak = MEM_calloc_arrayN(
      totverts, sizeof(float), "cloth sim length tweak");

  if (needs_deform_coords) {
    cloth_sim->deformation_pos = MEM_calloc_arrayN(
        totverts, sizeof(float[3]), "cloth sim deformation positions");
    cloth_sim->deformation_strength = MEM_calloc_arrayN(
        totverts, sizeof(float), "cloth sim deformation strength");
  }

  if (cloth_softbody_strength > 0.0f) {
    cloth_sim->softbody_pos = MEM_calloc_arrayN(
        totverts, sizeof(float[3]), "cloth sim softbody pos");
  }

  cloth_sim->mass = cloth_mass;
  cloth_sim->damping = cloth_damping;
  cloth_sim->softbody_strength = cloth_softbody_strength;

  if (use_collisions) {
    cloth_sim->collider_list = cloth_brush_collider_cache_create(ob, ss->depsgraph);
  }

  cloth_sim_initialize_default_node_state(ss, cloth_sim);

  return cloth_sim;
}

void SCULPT_cloth_brush_ensure_nodes_constraints(
    Sculpt *sd,
    Object *ob,
    PBVHNode **nodes,
    int totnode,
    SculptClothSimulation *cloth_sim,
    /* Cannot be `const`, because it is assigned to a `non-const` variable.
     * NOLINTNEXTLINE: readability-non-const-parameter. */
    float initial_location[3],
    const float radius)
{
  Brush *brush = BKE_paint_brush(&sd->paint);

  /* TODO: Multi-threaded needs to be disabled for this task until implementing the optimization of
   * storing the constraints per node. */
  /* Currently all constrains are added to the same global array which can't be accessed from
   * different threads. */
  TaskParallelSettings settings;
  BKE_pbvh_parallel_range_settings(&settings, false, totnode);

  cloth_sim->created_length_constraints = BLI_edgeset_new("created length constraints");

  SculptThreadedTaskData build_constraints_data = {
      .sd = sd,
      .ob = ob,
      .brush = brush,
      .nodes = nodes,
      .cloth_sim = cloth_sim,
      .cloth_sim_initial_location = initial_location,
      .cloth_sim_radius = radius,
  };
  BLI_task_parallel_range(
      0, totnode, &build_constraints_data, do_cloth_brush_build_constraints_task_cb_ex, &settings);

  BLI_edgeset_free(cloth_sim->created_length_constraints);
}

void SCULPT_cloth_brush_simulation_init(SculptSession *ss, SculptClothSimulation *cloth_sim)
{
  const int totverts = SCULPT_vertex_count_get(ss);
  const bool has_deformation_pos = cloth_sim->deformation_pos != NULL;
  const bool has_softbody_pos = cloth_sim->softbody_pos != NULL;
  for (int i = 0; i < totverts; i++) {
    PBVHVertRef vertex = BKE_pbvh_index_to_vertex(ss->pbvh, i);

    copy_v3_v3(cloth_sim->last_iteration_pos[i], SCULPT_vertex_co_get(ss, vertex));
    copy_v3_v3(cloth_sim->init_pos[i], SCULPT_vertex_co_get(ss, vertex));
    SCULPT_vertex_normal_get(ss, vertex, cloth_sim->init_no[i]);
    copy_v3_v3(cloth_sim->prev_pos[i], SCULPT_vertex_co_get(ss, vertex));
    if (has_deformation_pos) {
      copy_v3_v3(cloth_sim->deformation_pos[i], SCULPT_vertex_co_get(ss, vertex));
      cloth_sim->deformation_strength[i] = 1.0f;
    }
    if (has_softbody_pos) {
      copy_v3_v3(cloth_sim->softbody_pos[i], SCULPT_vertex_co_get(ss, vertex));
    }
  }
}

void SCULPT_cloth_brush_store_simulation_state(SculptSession *ss, SculptClothSimulation *cloth_sim)
{
  const int totverts = SCULPT_vertex_count_get(ss);
  for (int i = 0; i < totverts; i++) {
    PBVHVertRef vertex = BKE_pbvh_index_to_vertex(ss->pbvh, i);

    copy_v3_v3(cloth_sim->pos[i], SCULPT_vertex_co_get(ss, vertex));
  }
}

void SCULPT_cloth_sim_activate_nodes(SculptClothSimulation *cloth_sim,
                                     PBVHNode **nodes,
                                     int totnode)
{
  /* Activate the nodes inside the simulation area. */
  for (int n = 0; n < totnode; n++) {
    const int node_index = POINTER_AS_INT(BLI_ghash_lookup(cloth_sim->node_state_index, nodes[n]));
    cloth_sim->node_state[node_index] = SCULPT_CLOTH_NODE_ACTIVE;
  }
}

static void sculpt_cloth_ensure_constraints_in_simulation_area(Sculpt *sd,
                                                               Object *ob,
                                                               PBVHNode **nodes,
                                                               int totnode)
{
  SculptSession *ss = ob->sculpt;
  Brush *brush = BKE_paint_brush(&sd->paint);
  const float radius = ss->cache->initial_radius;
  const float limit = radius + (radius * brush->cloth_sim_limit);
  float sim_location[3];
  cloth_brush_simulation_location_get(ss, brush, sim_location);
  SCULPT_cloth_brush_ensure_nodes_constraints(
      sd, ob, nodes, totnode, ss->cache->cloth_sim, sim_location, limit);
}

void SCULPT_do_cloth_brush(Sculpt *sd, Object *ob, PBVHNode **nodes, int totnode)
{
  SculptSession *ss = ob->sculpt;
  Brush *brush = BKE_paint_brush(&sd->paint);

  /* Brushes that use anchored strokes and restore the mesh can't rely on symmetry passes and steps
   * count as it is always the first step, so the simulation needs to be created when it does not
   * exist for this stroke. */
  if (SCULPT_stroke_is_first_brush_step_of_symmetry_pass(ss->cache) || !ss->cache->cloth_sim) {

    /* The simulation structure only needs to be created on the first symmetry pass. */
    if (SCULPT_stroke_is_first_brush_step(ss->cache) || !ss->cache->cloth_sim) {
      ss->cache->cloth_sim = SCULPT_cloth_brush_simulation_create(
          ob,
          brush->cloth_mass,
          brush->cloth_damping,
          brush->cloth_constraint_softbody_strength,
          (brush->flag2 & BRUSH_CLOTH_USE_COLLISION),
          SCULPT_is_cloth_deform_brush(brush));
      SCULPT_cloth_brush_simulation_init(ss, ss->cache->cloth_sim);
    }

    if (brush->cloth_simulation_area_type == BRUSH_CLOTH_SIMULATION_AREA_LOCAL) {
      /* When using simulation a fixed local simulation area, constraints are created only using
       * the initial stroke position and initial radius (per symmetry pass) instead of per node.
       * This allows to skip unnecessary constraints that will never be simulated, making the
       * solver faster. When the simulation starts for a node, the node gets activated and all its
       * constraints are considered final. As the same node can be included inside the brush radius
       * from multiple symmetry passes, the cloth brush can't activate the node for simulation yet
       * as this will cause the ensure constraints function to skip the node in the next symmetry
       * passes. It needs to build the constraints here and skip simulating the first step, so all
       * passes can add their constraints to all affected nodes. */
      sculpt_cloth_ensure_constraints_in_simulation_area(sd, ob, nodes, totnode);
    }
    /* The first step of a symmetry pass is never simulated as deformation modes need valid delta
     * for brush tip alignment. */
    return;
  }

  /* Ensure the constraints for the nodes. */
  sculpt_cloth_ensure_constraints_in_simulation_area(sd, ob, nodes, totnode);

  /* Store the initial state in the simulation. */
  SCULPT_cloth_brush_store_simulation_state(ss, ss->cache->cloth_sim);

  /* Enable the nodes that should be simulated. */
  SCULPT_cloth_sim_activate_nodes(ss->cache->cloth_sim, nodes, totnode);

  /* Apply forces to the vertices. */
  cloth_brush_apply_brush_foces(sd, ob, nodes, totnode);

  /* Update and write the simulation to the nodes. */
  SCULPT_cloth_brush_do_simulation_step(sd, ob, ss->cache->cloth_sim, nodes, totnode);
}

void SCULPT_cloth_simulation_free(struct SculptClothSimulation *cloth_sim)
{
  MEM_SAFE_FREE(cloth_sim->pos);
  MEM_SAFE_FREE(cloth_sim->last_iteration_pos);
  MEM_SAFE_FREE(cloth_sim->prev_pos);
  MEM_SAFE_FREE(cloth_sim->acceleration);
  MEM_SAFE_FREE(cloth_sim->length_constraints);
  MEM_SAFE_FREE(cloth_sim->length_constraint_tweak);
  MEM_SAFE_FREE(cloth_sim->deformation_pos);
  MEM_SAFE_FREE(cloth_sim->softbody_pos);
  MEM_SAFE_FREE(cloth_sim->init_pos);
  MEM_SAFE_FREE(cloth_sim->init_no);
  MEM_SAFE_FREE(cloth_sim->deformation_strength);
  MEM_SAFE_FREE(cloth_sim->node_state);
  BLI_ghash_free(cloth_sim->node_state_index, NULL, NULL);
  if (cloth_sim->collider_list) {
    BKE_collider_cache_free(&cloth_sim->collider_list);
  }
  MEM_SAFE_FREE(cloth_sim);
}

void SCULPT_cloth_simulation_limits_draw(const uint gpuattr,
                                         const Brush *brush,
                                         const float location[3],
                                         const float normal[3],
                                         const float rds,
                                         const float line_width,
                                         const float outline_col[3],
                                         const float alpha)
{
  float cursor_trans[4][4], cursor_rot[4][4];
  const float z_axis[4] = {0.0f, 0.0f, 1.0f, 0.0f};
  float quat[4];
  unit_m4(cursor_trans);
  translate_m4(cursor_trans, location[0], location[1], location[2]);
  rotation_between_vecs_to_quat(quat, z_axis, normal);
  quat_to_mat4(cursor_rot, quat);
  GPU_matrix_push();
  GPU_matrix_mul(cursor_trans);
  GPU_matrix_mul(cursor_rot);

  GPU_line_width(line_width);
  immUniformColor3fvAlpha(outline_col, alpha * 0.5f);
  imm_draw_circle_dashed_3d(
      gpuattr, 0, 0, rds + (rds * brush->cloth_sim_limit * brush->cloth_sim_falloff), 320);
  immUniformColor3fvAlpha(outline_col, alpha * 0.7f);
  imm_draw_circle_wire_3d(gpuattr, 0, 0, rds + rds * brush->cloth_sim_limit, 80);
  GPU_matrix_pop();
}

void SCULPT_cloth_plane_falloff_preview_draw(const uint gpuattr,
                                             SculptSession *ss,
                                             const float outline_col[3],
                                             float outline_alpha)
{
  float local_mat[4][4];
  copy_m4_m4(local_mat, ss->cache->stroke_local_mat);

  if (ss->cache->brush->cloth_deform_type == BRUSH_CLOTH_DEFORM_GRAB) {
    add_v3_v3v3(local_mat[3], ss->cache->true_location, ss->cache->grab_delta);
  }

  GPU_matrix_mul(local_mat);

  const float dist = ss->cache->radius;
  const float arrow_x = ss->cache->radius * 0.2f;
  const float arrow_y = ss->cache->radius * 0.1f;

  immUniformColor3fvAlpha(outline_col, outline_alpha);
  GPU_line_width(2.0f);
  immBegin(GPU_PRIM_LINES, 2);
  immVertex3f(gpuattr, dist, 0.0f, 0.0f);
  immVertex3f(gpuattr, -dist, 0.0f, 0.0f);
  immEnd();

  immBegin(GPU_PRIM_TRIS, 6);
  immVertex3f(gpuattr, dist, 0.0f, 0.0f);
  immVertex3f(gpuattr, dist - arrow_x, arrow_y, 0.0f);
  immVertex3f(gpuattr, dist - arrow_x, -arrow_y, 0.0f);

  immVertex3f(gpuattr, -dist, 0.0f, 0.0f);
  immVertex3f(gpuattr, -dist + arrow_x, arrow_y, 0.0f);
  immVertex3f(gpuattr, -dist + arrow_x, -arrow_y, 0.0f);

  immEnd();
}

/* Cloth Filter. */

typedef enum eSculpClothFilterType {
  CLOTH_FILTER_GRAVITY,
  CLOTH_FILTER_INFLATE,
  CLOTH_FILTER_EXPAND,
  CLOTH_FILTER_PINCH,
  CLOTH_FILTER_SCALE,
} eSculptClothFilterType;

static EnumPropertyItem prop_cloth_filter_type[] = {
    {CLOTH_FILTER_GRAVITY, "GRAVITY", 0, "Gravity", "Applies gravity to the simulation"},
    {CLOTH_FILTER_INFLATE, "INFLATE", 0, "Inflate", "Inflates the cloth"},
    {CLOTH_FILTER_EXPAND, "EXPAND", 0, "Expand", "Expands the cloth's dimensions"},
    {CLOTH_FILTER_PINCH, "PINCH", 0, "Pinch", "Pulls the cloth to the cursor's start position"},
    {CLOTH_FILTER_SCALE,
     "SCALE",
     0,
     "Scale",
     "Scales the mesh as a soft body using the origin of the object as scale"},
    {0, NULL, 0, NULL, NULL},
};

static EnumPropertyItem prop_cloth_filter_orientation_items[] = {
    {SCULPT_FILTER_ORIENTATION_LOCAL,
     "LOCAL",
     0,
     "Local",
     "Use the local axis to limit the force and set the gravity direction"},
    {SCULPT_FILTER_ORIENTATION_WORLD,
     "WORLD",
     0,
     "World",
     "Use the global axis to limit the force and set the gravity direction"},
    {SCULPT_FILTER_ORIENTATION_VIEW,
     "VIEW",
     0,
     "View",
     "Use the view axis to limit the force and set the gravity direction"},
    {0, NULL, 0, NULL, NULL},
};

typedef enum eClothFilterForceAxis {
  CLOTH_FILTER_FORCE_X = 1 << 0,
  CLOTH_FILTER_FORCE_Y = 1 << 1,
  CLOTH_FILTER_FORCE_Z = 1 << 2,
} eClothFilterForceAxis;

static EnumPropertyItem prop_cloth_filter_force_axis_items[] = {
    {CLOTH_FILTER_FORCE_X, "X", 0, "X", "Apply force in the X axis"},
    {CLOTH_FILTER_FORCE_Y, "Y", 0, "Y", "Apply force in the Y axis"},
    {CLOTH_FILTER_FORCE_Z, "Z", 0, "Z", "Apply force in the Z axis"},
    {0, NULL, 0, NULL, NULL},
};

static bool cloth_filter_is_deformation_filter(eSculptClothFilterType filter_type)
{
  return ELEM(filter_type, CLOTH_FILTER_SCALE);
}

static void cloth_filter_apply_displacement_to_deform_co(const int v_index,
                                                         const float disp[3],
                                                         FilterCache *filter_cache)
{
  float final_disp[3];
  copy_v3_v3(final_disp, disp);
  SCULPT_filter_zero_disabled_axis_components(final_disp, filter_cache);
  add_v3_v3v3(filter_cache->cloth_sim->deformation_pos[v_index],
              filter_cache->cloth_sim->init_pos[v_index],
              final_disp);
}

static void cloth_filter_apply_forces_to_vertices(const int v_index,
                                                  const float force[3],
                                                  const float gravity[3],
                                                  FilterCache *filter_cache)
{
  float final_force[3];
  copy_v3_v3(final_force, force);
  SCULPT_filter_zero_disabled_axis_components(final_force, filter_cache);
  add_v3_v3(final_force, gravity);
  cloth_brush_apply_force_to_vertex(NULL, filter_cache->cloth_sim, final_force, v_index);
}

static void cloth_filter_apply_forces_task_cb(void *__restrict userdata,
                                              const int i,
                                              const TaskParallelTLS *__restrict UNUSED(tls))
{
  SculptThreadedTaskData *data = userdata;
  Sculpt *sd = data->sd;
  SculptSession *ss = data->ob->sculpt;
  PBVHNode *node = data->nodes[i];

  SculptClothSimulation *cloth_sim = ss->filter_cache->cloth_sim;

  const eSculptClothFilterType filter_type = data->filter_type;
  const bool is_deformation_filter = cloth_filter_is_deformation_filter(filter_type);

  float sculpt_gravity[3] = {0.0f};
  if (sd->gravity_object) {
    copy_v3_v3(sculpt_gravity, sd->gravity_object->obmat[2]);
  }
  else {
    sculpt_gravity[2] = -1.0f;
  }
  mul_v3_fl(sculpt_gravity, sd->gravity_factor * data->filter_strength);
  AutomaskingNodeData automask_data;
  SCULPT_automasking_node_begin(
      data->ob, ss, SCULPT_automasking_active_cache_get(ss), &automask_data, node);

  PBVHVertexIter vd;
  BKE_pbvh_vertex_iter_begin (ss->pbvh, node, vd, PBVH_ITER_UNIQUE) {
    SCULPT_automasking_node_update(ss, &automask_data, &vd);

    float fade = vd.mask ? *vd.mask : 0.0f;
    fade *= SCULPT_automasking_factor_get(
        ss->filter_cache->automasking, ss, vd.vertex, &automask_data);
    fade = 1.0f - fade;
    float force[3] = {0.0f, 0.0f, 0.0f};
    float disp[3], temp[3], transform[3][3];

    if (ss->filter_cache->active_face_set != SCULPT_FACE_SET_NONE) {
      if (!SCULPT_vertex_has_face_set(ss, vd.vertex, ss->filter_cache->active_face_set)) {
        continue;
      }
    }

    switch (filter_type) {
      case CLOTH_FILTER_GRAVITY:
        if (ss->filter_cache->orientation == SCULPT_FILTER_ORIENTATION_VIEW) {
          /* When using the view orientation apply gravity in the -Y axis, this way objects will
           * fall down instead of backwards. */
          force[1] = -data->filter_strength * fade;
        }
        else {
          force[2] = -data->filter_strength * fade;
        }
        SCULPT_filter_to_object_space(force, ss->filter_cache);
        break;
      case CLOTH_FILTER_INFLATE: {
        float normal[3];
        SCULPT_vertex_normal_get(ss, vd.vertex, normal);
        mul_v3_v3fl(force, normal, fade * data->filter_strength);
      } break;
      case CLOTH_FILTER_EXPAND:
        cloth_sim->length_constraint_tweak[vd.index] += fade * data->filter_strength * 0.01f;
        zero_v3(force);
        break;
      case CLOTH_FILTER_PINCH:
        sub_v3_v3v3(force, ss->filter_cache->cloth_sim_pinch_point, vd.co);
        normalize_v3(force);
        mul_v3_fl(force, fade * data->filter_strength);
        break;
      case CLOTH_FILTER_SCALE:
        unit_m3(transform);
        scale_m3_fl(transform, 1.0f + (fade * data->filter_strength));
        copy_v3_v3(temp, cloth_sim->init_pos[vd.index]);
        mul_m3_v3(transform, temp);
        sub_v3_v3v3(disp, temp, cloth_sim->init_pos[vd.index]);
        zero_v3(force);

        break;
    }

    if (is_deformation_filter) {
      cloth_filter_apply_displacement_to_deform_co(vd.index, disp, ss->filter_cache);
    }
    else {
      cloth_filter_apply_forces_to_vertices(vd.index, force, sculpt_gravity, ss->filter_cache);
    }
  }
  BKE_pbvh_vertex_iter_end;

  BKE_pbvh_node_mark_update(node);
}

static int sculpt_cloth_filter_modal(bContext *C, wmOperator *op, const wmEvent *event)
{
  Object *ob = CTX_data_active_object(C);
  Depsgraph *depsgraph = CTX_data_depsgraph_pointer(C);
  SculptSession *ss = ob->sculpt;
  Sculpt *sd = CTX_data_tool_settings(C)->sculpt;
  int filter_type = RNA_enum_get(op->ptr, "type");
  float filter_strength = RNA_float_get(op->ptr, "strength");

  if (event->type == LEFTMOUSE && event->val == KM_RELEASE) {
    SCULPT_filter_cache_free(ss);
    SCULPT_undo_push_end(ob);
    SCULPT_flush_update_done(C, ob, SCULPT_UPDATE_COORDS);
    return OPERATOR_FINISHED;
  }

  if (event->type != MOUSEMOVE) {
    return OPERATOR_RUNNING_MODAL;
  }

  const float len = event->prev_press_xy[0] - event->xy[0];
  filter_strength = filter_strength * -len * 0.001f * UI_DPI_FAC;

  SCULPT_vertex_random_access_ensure(ss);

  BKE_sculpt_update_object_for_edit(depsgraph, ob, true, true, false);

  const int totverts = SCULPT_vertex_count_get(ss);

  for (int i = 0; i < totverts; i++) {
    PBVHVertRef vertex = BKE_pbvh_index_to_vertex(ss->pbvh, i);

    copy_v3_v3(ss->filter_cache->cloth_sim->pos[i], SCULPT_vertex_co_get(ss, vertex));
  }

  SculptThreadedTaskData data = {
      .sd = sd,
      .ob = ob,
      .nodes = ss->filter_cache->nodes,
      .filter_type = filter_type,
      .filter_strength = filter_strength,
  };

  TaskParallelSettings settings;
  BKE_pbvh_parallel_range_settings(&settings, true, ss->filter_cache->totnode);
  BLI_task_parallel_range(
      0, ss->filter_cache->totnode, &data, cloth_filter_apply_forces_task_cb, &settings);

  /* Activate all nodes. */
  SCULPT_cloth_sim_activate_nodes(
      ss->filter_cache->cloth_sim, ss->filter_cache->nodes, ss->filter_cache->totnode);

  /* Update and write the simulation to the nodes. */
  SCULPT_cloth_brush_do_simulation_step(
      sd, ob, ss->filter_cache->cloth_sim, ss->filter_cache->nodes, ss->filter_cache->totnode);

  if (ss->deform_modifiers_active || ss->shapekey_active) {
    SCULPT_flush_stroke_deform(sd, ob, true);
  }
  SCULPT_flush_update_step(C, SCULPT_UPDATE_COORDS);
  return OPERATOR_RUNNING_MODAL;
}

static int sculpt_cloth_filter_invoke(bContext *C, wmOperator *op, const wmEvent *event)
{
  Object *ob = CTX_data_active_object(C);
  Depsgraph *depsgraph = CTX_data_ensure_evaluated_depsgraph(C);
  Sculpt *sd = CTX_data_tool_settings(C)->sculpt;
  SculptSession *ss = ob->sculpt;

  const eSculptClothFilterType filter_type = RNA_enum_get(op->ptr, "type");

  /* Update the active vertex */
  float mval_fl[2] = {UNPACK2(event->mval)};
  SculptCursorGeometryInfo sgi;
  SCULPT_cursor_geometry_info_update(C, &sgi, mval_fl, false);

  SCULPT_vertex_random_access_ensure(ss);

  /* Needs mask data to be available as it is used when solving the constraints. */
  BKE_sculpt_update_object_for_edit(depsgraph, ob, true, true, false);

  SCULPT_stroke_id_next(ob);

  SCULPT_undo_push_begin(ob, op);
  SCULPT_filter_cache_init(
      C, ob, sd, SCULPT_UNDO_COORDS, event->mval, RNA_float_get(op->ptr, "area_normal_radius"));

  ss->filter_cache->automasking = SCULPT_automasking_cache_init(sd, NULL, ob);

  const float cloth_mass = RNA_float_get(op->ptr, "cloth_mass");
  const float cloth_damping = RNA_float_get(op->ptr, "cloth_damping");
  const bool use_collisions = RNA_boolean_get(op->ptr, "use_collisions");
  ss->filter_cache->cloth_sim = SCULPT_cloth_brush_simulation_create(
      ob,
      cloth_mass,
      cloth_damping,
      0.0f,
      use_collisions,
      cloth_filter_is_deformation_filter(filter_type));

  copy_v3_v3(ss->filter_cache->cloth_sim_pinch_point, SCULPT_active_vertex_co_get(ss));

  SCULPT_cloth_brush_simulation_init(ss, ss->filter_cache->cloth_sim);

  float origin[3] = {0.0f, 0.0f, 0.0f};
  SCULPT_cloth_brush_ensure_nodes_constraints(sd,
                                              ob,
                                              ss->filter_cache->nodes,
                                              ss->filter_cache->totnode,
                                              ss->filter_cache->cloth_sim,
                                              origin,
                                              FLT_MAX);

  const bool use_face_sets = RNA_boolean_get(op->ptr, "use_face_sets");
  if (use_face_sets) {
    ss->filter_cache->active_face_set = SCULPT_active_face_set_get(ss);
  }
  else {
    ss->filter_cache->active_face_set = SCULPT_FACE_SET_NONE;
  }

  const int force_axis = RNA_enum_get(op->ptr, "force_axis");
  ss->filter_cache->enabled_force_axis[0] = force_axis & CLOTH_FILTER_FORCE_X;
  ss->filter_cache->enabled_force_axis[1] = force_axis & CLOTH_FILTER_FORCE_Y;
  ss->filter_cache->enabled_force_axis[2] = force_axis & CLOTH_FILTER_FORCE_Z;

  SculptFilterOrientation orientation = RNA_enum_get(op->ptr, "orientation");
  ss->filter_cache->orientation = orientation;

  WM_event_add_modal_handler(C, op);
  return OPERATOR_RUNNING_MODAL;
}

void SCULPT_OT_cloth_filter(struct wmOperatorType *ot)
{
  /* Identifiers. */
  ot->name = "Filter Cloth";
  ot->idname = "SCULPT_OT_cloth_filter";
  ot->description = "Applies a cloth simulation deformation to the entire mesh";

  /* API callbacks. */
  ot->invoke = sculpt_cloth_filter_invoke;
  ot->modal = sculpt_cloth_filter_modal;
  ot->poll = SCULPT_mode_poll;

  ot->flag = OPTYPE_REGISTER | OPTYPE_UNDO;

  /* RNA. */
  SCULPT_mesh_filter_properties(ot);

  RNA_def_enum(ot->srna,
               "type",
               prop_cloth_filter_type,
               CLOTH_FILTER_GRAVITY,
               "Filter Type",
               "Operation that is going to be applied to the mesh");
  RNA_def_enum_flag(ot->srna,
                    "force_axis",
                    prop_cloth_filter_force_axis_items,
                    CLOTH_FILTER_FORCE_X | CLOTH_FILTER_FORCE_Y | CLOTH_FILTER_FORCE_Z,
                    "Force Axis",
                    "Apply the force in the selected axis");
  RNA_def_enum(ot->srna,
               "orientation",
               prop_cloth_filter_orientation_items,
               SCULPT_FILTER_ORIENTATION_LOCAL,
               "Orientation",
               "Orientation of the axis to limit the filter force");
  RNA_def_float(ot->srna,
                "cloth_mass",
                1.0f,
                0.0f,
                2.0f,
                "Cloth Mass",
                "Mass of each simulation particle",
                0.0f,
                1.0f);
  RNA_def_float(ot->srna,
                "cloth_damping",
                0.0f,
                0.0f,
                1.0f,
                "Cloth Damping",
                "How much the applied forces are propagated through the cloth",
                0.0f,
                1.0f);
  ot->prop = RNA_def_boolean(ot->srna,
                             "use_face_sets",
                             false,
                             "Use Face Sets",
                             "Apply the filter only to the Face Set under the cursor");
  ot->prop = RNA_def_boolean(ot->srna,
                             "use_collisions",
                             false,
                             "Use Collisions",
                             "Collide with other collider objects in the scene");
}
