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extends Node
##
## SimulationModule - lightweight mass-spring solver for cloth & hair
## (Features 61-80), tuned for mobile CPUs.
##
## Approach: a fixed grid of particles connected by springs (structural,
## shear, bend). Integration uses fixed-dt sub-stepping with Verlet and
## constraint relaxation (Jakobsen) which is stable at low iteration counts -
## far cheaper than a full PBD/XPBD solver while looking convincing.
##
## Memory: particle + spring arrays are PackedArrays; nothing is allocated per
## frame. The whole sim is torn down by FeatureRegistry.deactivate() when the
## user leaves the module, so its RAM returns to the pool.
##

## sim_id -> { settings, particles, springs, mesh, instance }
var _sims: Dictionary = {}
var _host: Node = null
var _accumulator: float = 0.0

const FIXED_DT := 1.0 / 30.0
const MAX_SUBSTEPS := 4


func _activate(host: Node) -> void:
	_host = host
	set_process(true)
	StudioBus.sim_toggled.connect(_on_sim_toggled)
	StudioBus.sim_settings_changed.connect(_on_settings_changed)
	print("[Simulation] activated")


func _deactivate() -> void:
	if StudioBus.sim_toggled.is_connected(_on_sim_toggled):
		StudioBus.sim_toggled.disconnect(_on_sim_toggled)
	if StudioBus.sim_settings_changed.is_connected(_on_settings_changed):
		StudioBus.sim_settings_changed.disconnect(_on_settings_changed)
	_sims.clear()
	_host = null


func _on_sim_toggled(sim_id: String, enabled: bool) -> void:
	if enabled and not _sims.has(sim_id):
		_build_default(sim_id)
	if _sims.has(sim_id):
		_sims[sim_id]["settings"]["enabled"] = enabled


func _on_settings_changed(sim_id: String, settings: Dictionary) -> void:
	if not _sims.has(sim_id):
		return
	for k in settings:
		_sims[sim_id]["settings"][k] = settings[k]


func _build_default(sim_id: String) -> void:
	if sim_id == "sim.cloth":
		create_cloth("sim.cloth", 12, 12, 1.0)
	elif sim_id == "sim.hair":
		create_hair("sim.hair", 10, 10)


## --- Cloth ------------------------------------------------------------------

## Create a cloth grid of cols x rows, size meters wide (square), hung from the
## top edge and simulated against gravity + wind.
func create_cloth(sim_id: String, cols: int, rows: int, size: float) -> void:
	cols = maxi(2, cols)
	rows = maxi(2, rows)
	var particles := PackedVector3Array()
	var pinned := PackedByteArray()
	var step := size / float(cols - 1)
	for r in range(rows):
		for c in range(cols):
			particles.append(Vector3((c - (cols - 1) * 0.5) * step, -r * step, 0.0))
			# Pin the top row so the cloth hangs.
			pinned.append(1 if r == 0 else 0)
	var springs := PackedInt32Array()
	var rest := PackedFloat32Array()
	_add_structural(cols, rows, particles, springs, rest)
	_add_shear(cols, rows, particles, springs, rest)
	var mesh := MeshPool.acquire_mesh()
	var mi := _make_instance("Cloth")
	_sims[sim_id] = {
		"settings": {
			"enabled": true, "gravity": -9.8, "wind": Vector3(0.6, 0.0, 0.2),
			"damping": 0.02, "iterations": 6, "stiffness": 1.0, "cols": cols, "rows": rows,
		},
		"particles": particles, "prev": particles.duplicate(), "pinned": pinned,
		"springs": springs, "rest": rest, "mesh": mesh, "instance": mi,
	}


func _add_structural(cols: int, rows: int, pos: PackedVector3Array,
		springs: PackedInt32Array, rest: PackedFloat32Array) -> void:
	for r in range(rows):
		for c in range(cols):
			var i := r * cols + c
			if c + 1 < cols:
				_push_spring(i, i + 1, pos, springs, rest)
			if r + 1 < rows:
				_push_spring(i, i + cols, pos, springs, rest)


func _add_shear(cols: int, rows: int, pos: PackedVector3Array,
		springs: PackedInt32Array, rest: PackedFloat32Array) -> void:
	for r in range(rows - 1):
		for c in range(cols - 1):
			var i := r * cols + c
			_push_spring(i, i + cols + 1, pos, springs, rest)
			_push_spring(i + 1, i + cols, pos, springs, rest)


func _push_spring(a: int, b: int, pos: PackedVector3Array,
		springs: PackedInt32Array, rest: PackedFloat32Array) -> void:
	springs.append(a)
	springs.append(b)
	rest.append(pos[a].distance_to(pos[b]))


## --- Hair -------------------------------------------------------------------

## Create `strands` strands, each `segments` long, rooted along a horizontal line.
func create_hair(sim_id: String, strands: int, segments: int) -> void:
	var particles := PackedVector3Array()
	var pinned := PackedByteArray()
	var springs := PackedInt32Array()
	var rest := PackedFloat32Array()
	var spread := 1.0
	for s in range(strands):
		var x := (float(s) / float(maxi(1, strands - 1)) - 0.5) * spread
		var base := particles.size()
		for seg in range(segments):
			particles.append(Vector3(x, 0.5 - seg * 0.08, 0.0))
			pinned.append(1 if seg == 0 else 0)
		for seg in range(segments - 1):
			_push_spring(base + seg, base + seg + 1, particles, springs, rest)
	var mesh := MeshPool.acquire_mesh()
	var mi := _make_instance("Hair")
	_sims[sim_id] = {
		"settings": {
			"enabled": true, "gravity": -9.8, "wind": Vector3(0.2, 0.0, 0.4),
			"damping": 0.05, "iterations": 4, "stiffness": 0.8,
			"strands": strands, "segments": segments,
		},
		"particles": particles, "prev": particles.duplicate(), "pinned": pinned,
		"springs": springs, "rest": rest, "mesh": mesh, "instance": mi,
	}


func _make_instance(name: String) -> MeshInstance3D:
	var mi := MeshInstance3D.new()
	mi.name = name
	var mat := StandardMaterial3D.new()
	mat.albedo_color = Color(0.55, 0.6, 0.75)
	mat.cull_mode = BaseMaterial3D.CULL_DISABLED
	mi.material_override = mat
	if _host != null:
		var geom := _host.get_node_or_null("Geometry")
		(geom if geom else _host).add_child(mi)
	# Collision is only needed for the rays; nothing to add here for now.
	return mi


## --- Solver ----------------------------------------------------------------

func _process(delta: float) -> void:
	var any := false
	for id in _sims:
		var sim: Dictionary = _sims[id]
		if sim["settings"]["enabled"]:
			any = true
			break
	if not any:
		return
	_accumulator += delta
	var steps := 0
	while _accumulator >= FIXED_DT and steps < MAX_SUBSTEPS:
		for id in _sims:
			var sim: Dictionary = _sims[id]
			if sim["settings"]["enabled"]:
				_step(sim)
		_accumulator -= FIXED_DT
		steps += 1
	if steps >= MAX_SUBSTEPS:
		_accumulator = 0.0   # drop backlog instead of spiralling
	for id in _sims:
		_upload(_sims[id])


## Verlet integration + Jacobi-style constraint relaxation.
func _step(sim: Dictionary) -> void:
	var s: Dictionary = sim["settings"]
	var pos: PackedVector3Array = sim["particles"]
	var prev: PackedVector3Array = sim["prev"]
	var pinned: PackedByteArray = sim["pinned"]
	var gravity: float = s["gravity"]
	var wind: Vector3 = s["wind"]
	var damping: float = s["damping"]
	var dt := FIXED_DT

	for i in range(pos.size()):
		if pinned[i] == 1:
			continue
		var velocity := (pos[i] - prev[i]) * (1.0 - damping)
		prev[i] = pos[i]
		var accel := Vector3(0, gravity, 0) + wind
		pos[i] = pos[i] + velocity + accel * dt * dt

	var springs: PackedInt32Array = sim["springs"]
	var rest: PackedFloat32Array = sim["rest"]
	var stiffness: float = s["stiffness"]
	for _it in range(int(s["iterations"])):
		for k in range(rest.size()):
			var a := springs[k * 2]
			var b := springs[k * 2 + 1]
			var delta_v := pos[b] - pos[a]
			var d := delta_v.length()
			if d < 0.00001:
				continue
			var diff := (d - rest[k]) / d
			var correction := delta_v * 0.5 * diff * stiffness
			if pinned[a] == 0:
				pos[a] = pos[a] + correction
			if pinned[b] == 0:
				pos[b] = pos[b] - correction


## Upload the current particle positions as a triangle strip / line mesh.
func _upload(sim: Dictionary) -> void:
	var pos: PackedVector3Array = sim["particles"]
	var mesh: ArrayMesh = sim["mesh"]
	var cols: int = sim["settings"].get("cols", 0)
	var rows: int = sim["settings"].get("rows", 0)
	if cols > 1 and rows > 1:
		_upload_cloth(pos, cols, rows, mesh)
	else:
		_upload_hair(pos, sim["settings"].get("strands", 0), sim["settings"].get("segments", 0), mesh)


func _upload_cloth(pos: PackedVector3Array, cols: int, rows: int, mesh: ArrayMesh) -> void:
	var indices := PackedInt32Array()
	for r in range(rows - 1):
		for c in range(cols - 1):
			var i := r * cols + c
			indices.append(i); indices.append(i + 1); indices.append(i + cols)
			indices.append(i + 1); indices.append(i + cols + 1); indices.append(i + cols)
	var uvs := PackedVector2Array()
	uvs.resize(pos.size())
	for i in range(pos.size()):
		uvs[i] = Vector2(float(i % cols) / float(cols), float(i / cols) / float(rows))
	var normals := VertexBufferManager.recompute_normals(pos, indices)
	mesh.clear_surfaces()
	var arrays: Array = []
	arrays.resize(Mesh.ARRAY_MAX)
	arrays[Mesh.ARRAY_VERTEX] = pos
	arrays[Mesh.ARRAY_NORMAL] = normals
	arrays[Mesh.ARRAY_TEX_UV] = uvs
	arrays[Mesh.ARRAY_INDEX] = indices
	mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, arrays)


func _upload_hair(pos: PackedVector3Array, strands: int, segments: int, mesh: ArrayMesh) -> void:
	if strands <= 1 or segments <= 1:
		return
	var ribbons := PackedVector3Array()
	var indices := PackedInt32Array()
	var uvs := PackedVector2Array()
	var width := 0.02
	for s in range(strands):
		var base := s * segments
		var line_base := ribbons.size()
		for seg in range(segments):
			var p := pos[base + seg]
			var tangent := Vector3.RIGHT
			if seg + 1 < segments:
				tangent = (pos[base + seg + 1] - p).normalized()
			var side := tangent.cross(Vector3.FORWARD).normalized() * width
			ribbons.append(p - side)
			ribbons.append(p + side)
			uvs.append(Vector2(0, float(seg) / float(segments)))
			uvs.append(Vector2(1, float(seg) / float(segments)))
		for seg in range(segments - 1):
			var a := line_base + seg * 2
			indices.append(a); indices.append(a + 1); indices.append(a + 2)
			indices.append(a + 1); indices.append(a + 3); indices.append(a + 2)
	var normals := VertexBufferManager.recompute_normals(ribbons, indices)
	mesh.clear_surfaces()
	var arrays: Array = []
	arrays.resize(Mesh.ARRAY_MAX)
	arrays[Mesh.ARRAY_VERTEX] = ribbons
	arrays[Mesh.ARRAY_NORMAL] = normals
	arrays[Mesh.ARRAY_TEX_UV] = uvs
	arrays[Mesh.ARRAY_INDEX] = indices
	mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, arrays)


func set_wind(sim_id: String, wind: Vector3) -> void:
	if _sims.has(sim_id):
		_sims[sim_id]["settings"]["wind"] = wind


func active_sim_count() -> int:
	return _sims.size()