! Copyright 2024 - The Minton Group at Purdue University
! This file is part of Swiftest.
! Swiftest is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License 
! as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version.
! Swiftest is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty 
! of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details.
! You should have received a copy of the GNU General Public License along with Swiftest. 
! If not, see: https://www.gnu.org/licenses. 

submodule(fraggle) s_fraggle_generate
   use swiftest
   use symba

contains

   module subroutine fraggle_generate(self, nbody_system, param, t)
      !! author: Jennifer L.L. Pouplin, Carlisle A. Wishard, and David A. Minton
      !!
      !! Create the fragments resulting from a non-catastrophic disruption collision
      !! 
      implicit none
      ! Arguments
      class(collision_fraggle), intent(inout) :: self
         !! Fraggle collisional system object
      class(base_nbody_system), intent(inout) :: nbody_system 
         !! Swiftest nbody system object
      class(base_parameters),   intent(inout) :: param        
         !! Current run configuration parameters 
      real(DP),                 intent(in)    :: t            
         !! Time of collision
      ! Internals
      integer(I4B)          :: i, ibiggest
      real(DP), dimension(NDIM) :: L_residual, vbcom_orig
      character(len=STRMAX) :: message 
      logical               :: lfailure

      select type(nbody_system)
      class is (swiftest_nbody_system)
      select type(pl => nbody_system%pl)
      class is (swiftest_pl)
      select type(param)
      class is (swiftest_parameters)
         associate(impactors => self%impactors, status => self%status, maxid => nbody_system%maxid)
            ! Set the coordinate system of the impactors
            call impactors%set_coordinate_system()
            select case (impactors%regime) 
            case (COLLRESOLVE_REGIME_HIT_AND_RUN)
               call self%hitandrun(nbody_system, param, t)
               return
            case (COLLRESOLVE_REGIME_MERGE, COLLRESOLVE_REGIME_GRAZE_AND_MERGE)
               call self%merge(nbody_system, param, t) ! Use the default collision model, which is merge
               return
            case(COLLRESOLVE_REGIME_DISRUPTION)
               message = "Disruption between"
            case(COLLRESOLVE_REGIME_SUPERCATASTROPHIC)
               message = "Supercatastrophic disruption between"
            case default 
               write(*,*) "Error in swiftest_collision, unrecognized collision regime"
               call base_util_exit(FAILURE,param%display_unit)
            end select
            call collision_io_collider_message(pl, impactors%id, message)
            call swiftest_io_log_one_message(COLLISION_LOG_OUT, trim(adjustl(message)))
            call self%set_mass_dist(param) 
            call self%disrupt(nbody_system, param, t, lfailure)
            if (lfailure) then
               call swiftest_io_log_one_message(COLLISION_LOG_OUT, & 
                                          "Fraggle failed to find a solution to match energy constraint. Treating this as a merge.")
               call self%merge(nbody_system, param, t) ! Use the default collision model, which is merge
               return
            end if

            associate (fragments => self%fragments)
               nfrag = fragments%nbody
               select case(impactors%regime)
               case(COLLRESOLVE_REGIME_DISRUPTION)
                  status = DISRUPTED
                  ibiggest = impactors%id(maxloc(pl%Gmass(impactors%id(:)), dim=1))
                  fragments%id(1) = pl%id(ibiggest)
                  fragments%id(2:nfrag) = [(i, i = maxid + 1, maxid + nfrag - 1)]
                  maxid = fragments%id(nfrag)
               case(COLLRESOLVE_REGIME_SUPERCATASTROPHIC)
                  status = SUPERCATASTROPHIC
                  fragments%id(1:nfrag) = [(i, i = maxid + 1, maxid + nfrag)]
                  maxid = fragments%id(nfrag)
               end select

               call collision_resolve_mergeaddsub(nbody_system, param, t, status)
 
            end associate
         end associate
      end select
      end select
      end select
      return
   end subroutine fraggle_generate


   module subroutine fraggle_generate_disrupt(self, nbody_system, param, t, lfailure)
      !! Author: Jennifer L.L. Pouplin, Carlisle A. Wishard, and David A. Minton
      !!
      !! Generates a nbody_system of fragments in barycentric coordinates that conserves energy and momentum.
      use, intrinsic :: ieee_exceptions
      implicit none
      ! Arguments
      class(collision_fraggle), intent(inout) :: self         
         !! Fraggle system object the outputs will be the fragmentation 
      class(base_nbody_system), intent(inout) :: nbody_system 
         !! Swiftest nbody system object
      class(base_parameters),   intent(inout) :: param        
         !! Current run configuration parameters 
      real(DP),                 intent(in)    :: t            
         !! Time of collision 
      logical,                  intent(out)   :: lfailure     
         !! Answers the question: Should this have been a merger instead?
       ! Internals
      logical                              :: lk_plpl
      logical, dimension(size(IEEE_ALL))   :: fpe_halting_modes, fpe_quiet_modes
      real(DP)                             :: dE
      real(DP), dimension(NDIM)            :: dL
      character(len=STRMAX)                :: message
      integer(I4B)                         :: nfrag_start

      ! The minimization and linear solvers can sometimes lead to floating point exceptions. Rather than halting the code entirely 
      ! if this occurs, we can simply fail the attempt and try again. So we need to turn off any floating point exception halting 
      ! modes temporarily 
      call ieee_get_halting_mode(IEEE_ALL,fpe_halting_modes)  ! Save the current halting modes so we can turn them off temporarily
      fpe_quiet_modes(:) = .false.
      call ieee_set_halting_mode(IEEE_ALL,fpe_quiet_modes)

      select type(nbody_system)
      class is (swiftest_nbody_system)
      select type(param)
      class is (swiftest_parameters)
      associate(impactors => self%impactors, pl => nbody_system%pl)

         nfrag_start = self%fragments%nbody
         write(message,*) nfrag_start
         call swiftest_io_log_one_message(COLLISION_LOG_OUT, "Fraggle generating " // trim(adjustl(message)) // " fragments.")

         if (param%lflatten_interactions) then
            lk_plpl = allocated(pl%k_plpl)
            if (lk_plpl) deallocate(pl%k_plpl)
         else 
            lk_plpl = .false.
         end if
         call ieee_set_flag(ieee_all, .false.) ! Set all fpe flags to quiet

         call self%set_natural_scale()
         lfailure = .false.
         call self%get_energy_and_momentum(nbody_system, param, phase="before")
         call fraggle_generate_pos_vec(self, nbody_system, param, lfailure)
         if (.not.lfailure) then
            call fraggle_generate_rot_vec(self, nbody_system, param)
            call fraggle_generate_vel_vec(self, nbody_system, param, lfailure)
         end if

         if (.not.lfailure) then
            if (self%fragments%nbody /= nfrag_start) then
               write(message,*) self%fragments%nbody
               call swiftest_io_log_one_message(COLLISION_LOG_OUT, "Fraggle found a solution with " // trim(adjustl(message)) &
                                                                // " fragments" )
            end if
            call self%get_energy_and_momentum(nbody_system, param, phase="after")

            dL = self%L_total(:,2)- self%L_total(:,1)
            dE = self%te(2) - self%te(1) 

            call swiftest_io_log_one_message(COLLISION_LOG_OUT, "All quantities in collision system natural units")
            call swiftest_io_log_one_message(COLLISION_LOG_OUT, & 
                                             "*   Conversion factors (collision system units / nbody system units):")
            write(message,*) "*       Mass: ", self%mscale
            call swiftest_io_log_one_message(COLLISION_LOG_OUT, message)
            write(message,*) "*   Distance: ", self%dscale
            call swiftest_io_log_one_message(COLLISION_LOG_OUT, message)
            write(message,*) "*       Time: ", self%tscale
            call swiftest_io_log_one_message(COLLISION_LOG_OUT, message)
            write(message,*) "*   Velocity: ", self%vscale
            call swiftest_io_log_one_message(COLLISION_LOG_OUT, message)
            write(message,*) "*     Energy: ",self%Escale
            call swiftest_io_log_one_message(COLLISION_LOG_OUT, message)
            write(message,*) "*   Momentum: ", self%Lscale
            call swiftest_io_log_one_message(COLLISION_LOG_OUT, message)

            call swiftest_io_log_one_message(COLLISION_LOG_OUT, "Energy constraint")
            write(message,*) "Expected: Qloss = ", -impactors%Qloss
            call swiftest_io_log_one_message(COLLISION_LOG_OUT, message)
            write(message,*) "Actual  :    dE = ",dE
            call swiftest_io_log_one_message(COLLISION_LOG_OUT, message)
            write(message,*) "Actual  :    dL = ",dL
            call swiftest_io_log_one_message(COLLISION_LOG_OUT, message)

         end if
         call self%set_original_scale()
         self%max_rot = MAX_ROT_SI * param%TU2S ! Re-compute the rotation limit from scratch so it doesn't drift due to floating 
                                                ! point errors every time we convert

         ! Restore the big array
         if (lk_plpl) call pl%flatten(param)
      end associate
      end select
      end select
      call ieee_set_halting_mode(IEEE_ALL,fpe_halting_modes)  ! Restore the original halting modes

      return 
   end subroutine fraggle_generate_disrupt


   module subroutine fraggle_generate_hitandrun(self, nbody_system, param, t) 
      !! author: Jennifer L.L. Pouplin, Carlisle A. Wishard, and David A. Minton
      !!
      !! Create the fragments resulting from a non-catastrophic hit-and-run collision
      implicit none
      ! Arguments
      class(collision_fraggle), intent(inout) :: self         
         !! Collision system object
      class(base_nbody_system), intent(inout) :: nbody_system 
         !! Swiftest nbody system object
      class(base_parameters),   intent(inout) :: param        
         !! Current run configuration parameters 
      real(DP),                 intent(in)    :: t            
         !! Time of collision
      ! Result
      integer(I4B)                            :: status       
         !! Status flag assigned to this outcome
      ! Internals
      integer(I4B)                            :: i, ibiggest, jtarg, jproj
      logical                                 :: lpure 
      character(len=STRMAX) :: message

      select type(nbody_system)
      class is (swiftest_nbody_system)
      select type(pl => nbody_system%pl)
      class is (swiftest_pl)
      select type(param)
      class is (swiftest_parameters)
         associate(impactors => self%impactors, maxid => nbody_system%maxid)
            call collision_io_collider_message(nbody_system%pl, impactors%id, message)
            if (impactors%mass(1) > impactors%mass(2)) then
               jtarg = 1
               jproj = 2
            else
               jtarg = 2
               jproj = 1
            end if

            ! The Fraggle disruption model (and its extended types allow for non-pure hit and run. 
            if (impactors%mass_dist(2) > 0.9_DP * impactors%mass(jproj)) then ! Pure hit and run, so we'll just keep the two bodies 
                                                                              ! untouched
               call swiftest_io_log_one_message(COLLISION_LOG_OUT, "Pure hit and run. No new fragments generated.")
               call self%collision_basic%hitandrun(nbody_system, param, t)
               return
            end if
            call self%set_mass_dist(param)
            message = "Hit and run between"
            call collision_io_collider_message(nbody_system%pl, impactors%id, message)
            call swiftest_io_log_one_message(COLLISION_LOG_OUT, trim(adjustl(message)))
            if (self%fragments%nbody > 2) then ! Hit and run with disruption
               call self%disrupt(nbody_system, param, t, lpure)
            else
               lpure = .true.
            end if
            if (lpure) then ! Disruption failed to find a solution. Convert to pure hit and run
               call swiftest_io_log_one_message(COLLISION_LOG_OUT, "Pure hit and run. No new fragments generated.")
               call self%collision_basic%hitandrun(nbody_system, param, t)
               return
            end if

            nfrag = self%fragments%nbody

            write(message, *) nfrag
            call swiftest_io_log_one_message(COLLISION_LOG_OUT, "Generating " // trim(adjustl(message)) // " fragments")

            ibiggest = impactors%id(maxloc(pl%Gmass(impactors%id(:)), dim=1))
            self%fragments%id(1) = pl%id(ibiggest)
            self%fragments%id(2:nfrag) = [(i, i = maxid + 1, maxid + nfrag - 1)]
            maxid = self%fragments%id(nfrag)
            status = HIT_AND_RUN_DISRUPT
            call collision_resolve_mergeaddsub(nbody_system, param, t, status)
         end associate
      end select
      end select
      end select

      return
   end subroutine fraggle_generate_hitandrun


   module subroutine fraggle_generate_merge(self, nbody_system, param, t)
      !! author: Jennifer L.L. Pouplin, Carlisle A. Wishard, and David A. Minton
      !!
      !! Merge massive bodies in any collisional system. If the rotation is too high, switch to hit and run.
      !! 
      !! Adapted from David E. Kaufmann's Swifter routines symba_merge_pl.f90 and symba_discard_merge_pl.f90
      !!
      !! Adapted from Hal Levison's Swift routines symba5_merge.f and discard_mass_merge.f
      implicit none
      class(collision_fraggle), intent(inout) :: self         
         !! Fraggle system object
      class(base_nbody_system), intent(inout) :: nbody_system 
         !! Swiftest nbody system object
      class(base_parameters),   intent(inout) :: param        
         !! Current run configuration parameters 
      real(DP),                 intent(in)    :: t            
         !! The time of the collision

      ! Internals
      integer(I4B)                              :: i
      real(DP), dimension(NDIM)                 :: L_rot_new, Ip, rot
      real(DP)                                  :: rotmag, mass, volume, radius

      select type(nbody_system)
      class is (swiftest_nbody_system)
         associate(impactors => self%impactors)
            mass = sum(impactors%mass(:))
            volume = 4._DP / 3._DP * PI * sum(impactors%radius(:)**3)
            radius = (3._DP * volume / (4._DP * PI))**(THIRD)
#ifdef DOCONLOC
            do concurrent(i = 1:NDIM) shared(impactors, Ip, L_rot_new)
#else
            do concurrent(i = 1:NDIM)
#endif
               Ip(i) = sum(impactors%mass(:) * impactors%Ip(i,:)) 
               L_rot_new(i) = sum(impactors%L_orbit(i,:) + impactors%L_rot(i,:))
            end do
            Ip(:) = Ip(:) / mass
            rot(:) = L_rot_new(:) / (Ip(3) * mass * radius**2)
            rotmag = .mag.rot(:)
            if (rotmag < self%max_rot) then
               call self%collision_basic%merge(nbody_system, param, t)
            else
               call swiftest_io_log_one_message(COLLISION_LOG_OUT, &
                                                "Merger would break the rotation barrier. Converting to pure hit and run" )
               impactors%mass_dist(1:2) = impactors%mass(1:2)
               call self%hitandrun(nbody_system, param, t)
            end if

         end associate
      end select
      return 
   end subroutine fraggle_generate_merge


   module subroutine fraggle_generate_pos_vec(collider, nbody_system, param, lfailure)
      !! Author: Jennifer L.L. Pouplin, Carlisle A. Wishard, and David A. Minton
      !!
      !! Initializes the position vectors of the fragments around the center of mass based on the collision style.
      !! For hit and run with disruption, the fragments are generated in a random cloud around the smallest of the two colliders 
      !! (body 2). For disruptive collisions, the fragments are generated in a random cloud around the impact point. Bodies are 
      !! checked for overlap and regenerated if they overlap.
      implicit none
      ! Arguments
      class(collision_fraggle),     intent(inout) :: collider     
         !! Fraggle collision system object
      class(swiftest_nbody_system), intent(inout) :: nbody_system 
         !! Swiftest nbody system object
      class(swiftest_parameters),   intent(inout) :: param        
         !! Current run configuration parameters 
      logical,                      intent(out)   :: lfailure     
         !! Did the velocity computation fail?
      ! Internals
      real(DP)  :: dis, direction, rdistance, bias_factor, rmag
      real(DP), dimension(NDIM,2) :: fragment_cloud_center
      real(DP), dimension(NDIM) :: rwalk, orthogonal_vector
      real(DP), dimension(2) :: fragment_cloud_radius
      logical, dimension(collider%fragments%nbody) :: loverlap
      real(DP), dimension(collider%fragments%nbody) :: mass_rscale, phi, theta, u
      integer(I4B) :: i, j, loop, istart, nfrag, npl, ntp
      logical :: lsupercat, lhitandrun
      integer(I4B), parameter :: MAXLOOP = 10000
      real(DP), parameter :: rbuffer = 1.01_DP ! Body radii are inflated by this scale factor to prevent secondary collisions 
      real(DP), parameter :: pack_density = 0.5236_DP ! packing density of loose spheres
      real(DP) :: min_overlap_distance ! Minimum distance between overlapping pairs of bodies that is used to adjust the 
                                         ! fragment cloud radius

      associate(fragments => collider%fragments, impactors => collider%impactors, pl => nbody_system%pl, tp => nbody_system%tp)
         nfrag = collider%fragments%nbody
         npl = nbody_system%pl%nbody
         ntp = nbody_system%tp%nbody
         lsupercat = (impactors%regime == COLLRESOLVE_REGIME_SUPERCATASTROPHIC) 
         lhitandrun = (impactors%regime == COLLRESOLVE_REGIME_HIT_AND_RUN) 

         ! We will treat the first two fragments of the list as special cases. 
         ! Place the first two bodies at the centers of the two fragment clouds, but be sure they are sufficiently far apart to 
         ! avoid overlap
         if (lhitandrun) then
            rdistance = impactors%radius(2)
            istart = 2
         else if (lsupercat) then
            rdistance = 0.5_DP * sum(impactors%radius(:))
            istart = 3
         else
            rdistance = impactors%radius(2)
            istart = 3
         end if

         mass_rscale(1:istart-1) = 1.0_DP
         ! Give the fragment positions a random value that is scaled with fragment mass so that the more massive bodies tend to be 
         ! closer to the impact point. Later, velocities will be scaled such that the farther away a fragment is placed from the 
         ! impact point, the higher will its velocity be.
         call random_number(mass_rscale(istart:nfrag))
         mass_rscale(istart:nfrag) = (mass_rscale(istart:nfrag) + 1.0_DP) / 2
         ! The power of 0.125 in the scaling below is arbitrary. It just gives the velocity a small mass dependence
         mass_rscale(istart:nfrag) = mass_rscale(istart:nfrag) * (sum(fragments%mass(istart:nfrag)) &
                                                                    / fragments%mass(istart:nfrag))**(0.125_DP) 
         mass_rscale(istart:nfrag) = mass_rscale(istart:nfrag) / minval(mass_rscale(istart:nfrag))

         loverlap(:) = .true.
         do loop = 1, MAXLOOP
            if (.not.any(loverlap(:))) exit
            if (lhitandrun) then  ! Keep the target unchanged and set the 2nd fragment cloud to be centered on the projectile 
               fragment_cloud_radius(1) = rbuffer * max(fragments%radius(1), impactors%radius(1)) 
               fragment_cloud_radius(2) = rbuffer * max(fragments%radius(2), impactors%radius(2)) / pack_density
               fragment_cloud_center(:,1) = impactors%rc(:,1)
               fragment_cloud_center(:,2) = impactors%rc(:,2) 
               fragments%rc(:,1) = fragment_cloud_center(:,1)
            else ! Keep the first and second bodies at approximately their original location, but so as not to be overlapping
               fragment_cloud_center(:,1) = impactors%rcimp(:) - rbuffer * max(fragments%radius(1),& 
                                                                               impactors%radius(1)) * impactors%y_unit(:)
               fragment_cloud_center(:,2) = impactors%rcimp(:) + rbuffer * max(fragments%radius(2), & 
                                                                               impactors%radius(2)) * impactors%y_unit(:)
               fragment_cloud_radius(:) = rdistance / pack_density
               fragments%rc(:,1:2) = fragment_cloud_center(:,1:2)
            end if

            do i = 1, nfrag
               if (loverlap(i)) then
                  call random_number(phi(i))
                  call random_number(theta(i))
                  call random_number(u(i))
                  phi(i) = TWOPI * phi(i)
                  theta(i) = PI * theta(i) 
               end if
            end do

            ! Compute random angles and radial distance for fragment positioning
            do i = istart, nfrag
               if (.not.loverlap(i)) cycle
               j = fragments%origin_body(i)

               rmag = fragment_cloud_radius(j) * mass_rscale(i) * u(i)**(THIRD)

               if (.not.lhitandrun) then
                  orthogonal_vector(1) = sin(theta(i)) * cos(phi(i))
                  orthogonal_vector(2) = sin(theta(i)) * sin(phi(i))
                  orthogonal_vector(3) = cos(theta(i))

                  ! Rotate the orthogonal vector to be perpendicular to the bounce unit
                  orthogonal_vector = orthogonal_vector - dot_product(orthogonal_vector, impactors%bounce_unit(:)) * &
                                        impactors%bounce_unit(:)
                  orthogonal_vector = orthogonal_vector / .mag.(orthogonal_vector)  ! Normalize it

                  ! Calculate the final position by mixing the bounce direction and random orthogonal component
                  bias_factor = mass_rscale(i)**(-2)  ! Bias factor: 0 means random, 1 means fully along bounce_unit
                  fragments%rc(:,i) = rmag * (bias_factor * impactors%bounce_unit(:) + &
                                      (1.0_DP - bias_factor) * orthogonal_vector)
               else
                  fragments%rc(1,i) = rmag * sin(theta(i)) * cos(phi(i))
                  fragments%rc(2,i) = rmag * sin(theta(i)) * sin(phi(i))
                  fragments%rc(3,i) = rmag * cos(theta(i))
               end if

               ! Adjust based on collision type
               if (lhitandrun) then
                  ! Stretch out the hit and run cloud along the flight trajectory
                  fragments%rc(:,i) = fragments%rc(:,i) * (1.0_DP + 2 * fragment_cloud_radius(j) * mass_rscale(i) &
                                                            * impactors%bounce_unit(:))
               end if
               fragments%rc(:,i) = fragments%rc(:,i) + fragment_cloud_center(:,j)

               if (lhitandrun) then
                  ! Shift the stretched cloud downrange
                  fragments%rc(:,i) = fragments%rc(:,i) + 2 * fragment_cloud_radius(j) * mass_rscale(i) * impactors%bounce_unit(:) 
               else
                  ! Make sure that the fragments are positioned away from the impact point
                  direction = dot_product(fragments%rc(:,i) - impactors%rcimp(:), fragment_cloud_center(:,j) - impactors%rcimp(:))
                  if (direction < 0.0_DP) then
                     fragments%rc(:,i) = fragments%rc(:,i) - fragment_cloud_center(:,j)
                     fragments%rc(:,i) = -fragments%rc(:,i) + fragment_cloud_center(:,j)
                  end if
               end if
            end do
            fragments%rmag(:) = .mag.fragments%rc(:,:)

            ! Because body 1 and 2 are initialized near the original impactor positions, then if these bodies are still overlapping
            ! when the rest are not, we will randomly walk their position in space so as not to move them too far from their 
            ! starting position
            if (all(.not.loverlap(istart:nfrag)) .and. any(loverlap(1:istart-1))) then
               do j = 1, MAXLOOP
#ifdef DOCONLOC
                  do concurrent(i = 1:istart-1,loverlap(i)) shared(fragments,loverlap, u, theta) local(rwalk, dis)
#else
                  do concurrent(i = 1:istart-1,loverlap(i))
#endif
                     dis = 0.1_DP * fragments%radius(i) * u(i)**(THIRD)
                     rwalk(1) = dis * sin(theta(i)) * cos(phi(i))
                     rwalk(2) = dis * sin(theta(i)) * sin(phi(i))
                     rwalk(3) = dis * cos(theta(i)) 
                     fragments%rc(:,i) = fragments%rc(:,i) + rwalk(:)
                  end do
                  if (all(.not.loverlap(1:istart-1))) exit
               end do
            end if

            fragments%rmag(:) = .mag. fragments%rc(:,:)

            ! Check for any overlapping bodies. If there are any overlaps, we will increase the size of the fragment cloud for the 
            ! next iteration, so that overlapping bodies are moved further apart. The reason the minimum overlapping distance is
            ! chosen for the adjustment rather than the maximum is so that the fragments can be placed as close together as allowed,
            ! rather than increasing the distance for all overlapping fragments in one go.
            min_overlap_distance = huge(1.0_DP)
            do j = nfrag, 1, -1
               if (.not.loverlap(j)) cycle
               loverlap(j) = .false.
               ! Check for overlaps between fragments
               do i = 1,nfrag
                  if (i == j) cycle
                  dis = .mag.(fragments%rc(:,j) - fragments%rc(:,i))
                  loverlap(j) = (dis <= rbuffer * (fragments%radius(i) + fragments%radius(j)))
                  if (loverlap(j)) then
                     min_overlap_distance = min(rbuffer * (fragments%radius(i) + fragments%radius(j)) - dis,min_overlap_distance)
                     exit  
                  end if 
               end do
               if (loverlap(j)) cycle
               ! Check for overlaps between fragments and all other massive bodies
               do i = 1, npl
                  if (any(impactors%id(:) == i)) cycle
                  dis = .mag. (fragments%rc(:,j) - (pl%rb(:,i) / collider%dscale - impactors%rbcom(:)))
                  loverlap(j) = loverlap(j) .or. (dis <= rbuffer * (pl%radius(i) / collider%dscale + fragments%radius(j))) 
                  if (loverlap(j)) then
                     min_overlap_distance = min(rbuffer * (fragments%radius(i) + fragments%radius(j)) - dis,min_overlap_distance)
                  end if
               end do
            end do
            rdistance = rdistance + min_overlap_distance
         end do

         lfailure = any(loverlap(:))

         call collision_util_shift_vector_to_origin(fragments%mass, fragments%rc)
         call collider%set_coordinate_system()

         do concurrent(i = 1:nfrag)
            fragments%rb(:,i) = fragments%rc(:,i) + impactors%rbcom(:)
         end do

      end associate

      return
   end subroutine fraggle_generate_pos_vec


   module subroutine fraggle_generate_rot_vec(collider, nbody_system, param)
      !! Author: Jennifer L.L. Pouplin, Carlisle A. Wishard, and David A. Minton
      !!
      !! Computes an initial "guess" for the rotation states of fragments based on angular momentum and energy constraints.
      !! These will be adjusted later when the final fragment velocities are computed in fraggle_generate_vel_vec
      implicit none
      ! Arguments
      class(collision_fraggle),     intent(inout) :: collider     
         !! Fraggle collision system object
      class(swiftest_nbody_system), intent(inout) :: nbody_system 
         !! Swiftest nbody system object
      class(swiftest_parameters),   intent(inout) :: param        
         !! Current run configuration parameters 
      ! Internals
      integer(I4B) :: i
      real(DP), parameter :: FRAG_ROT_FAC = 0.1_DP ! Fraction of projectile rotation magnitude to add as random noise to fragment 
                                                   ! rotation
      real(DP), parameter :: hitandrun_momentum_transfer = 0.01_DP ! Fraction of projectile momentum transfered to target in a hit  
                                                                   ! and run
      real(DP) :: mass_fac
      real(DP), dimension(NDIM) :: drot, dL
      integer(I4B), parameter :: MAXLOOP = 10
      logical :: lhitandrun

      associate(fragments => collider%fragments, impactors => collider%impactors)
         nfrag = collider%fragments%nbody
         lhitandrun = (impactors%regime == COLLRESOLVE_REGIME_HIT_AND_RUN) 

         ! Initialize fragment rotations and velocities to be pre-impact rotation for body 1, and randomized for bodies >1 and 
         ! scaled to the original rotation.  This will get updated later when conserving angular momentum
         mass_fac = fragments%mass(1) / impactors%mass(1)

         ! Estimate the angular momentum transfer to the target from the impactor 
         dL(:) = impactors%mass(2) * (impactors%rc(:,2) - impactors%rc(:,1)) .cross. (impactors%vc(:,2) - impactors%vc(:,1))

         if (lhitandrun) then
            dL(:) = dL(:) * hitandrun_momentum_transfer
         end if
   
         ! Estimate the change in rotation (impulsive torque approximation)
         drot(:) = dL(:) / (fragments%mass(1) * fragments%radius(1)**2 * fragments%Ip(3,1))
   
         ! Ensure the resulting rotation doesn't exceed the allowed maximum rotation
         do i = 1, MAXLOOP
            if (.mag.(fragments%rot(:,1) + drot(:)) < collider%max_rot) exit
            if (i == MAXLOOP) drot(:) = 0.0_DP
            where(abs(drot(:)) > TINY(1.0_DP))
               drot(:) = drot(:) / 2
            elsewhere
               drot(:) = 0.0_DP
            endwhere
         end do
   
         ! Update rotation for body 1 based on impulse
         fragments%rot(:,1) =impactors%rot(:,1) + drot(:)

         call random_number(fragments%rot(:,2:nfrag))
#ifdef DOCONLOC
         do concurrent (i = 2:nfrag) shared(fragments,impactors,drot) local(mass_fac)
#else
         do concurrent (i = 2:nfrag)
#endif
            mass_fac = fragments%mass(i) / impactors%mass(2)
            fragments%rot(:,i) = mass_fac**(5.0_DP/3.0_DP) * impactors%rot(:,2) +  (2 * fragments%rot(:,i) - 1.0_DP) * &
                                 FRAG_ROT_FAC * (.mag.(impactors%rot(:,2) - drot(:)))
         end do
         fragments%rotmag(:) = .mag.fragments%rot(:,:)

      end associate

      return
   end subroutine fraggle_generate_rot_vec


   module subroutine fraggle_generate_vel_vec(collider, nbody_system, param, lfailure)
      !! Author:  David A. Minton
      !!
      !! Generates an initial velocity distribution. For disruptions, the velocity magnitude is set to be
      !! 2x the escape velocity of the colliding pair. For hit and runs the velocity magnitude is set to be
      !! 2x the escape velocity of the smallest of the two bodies.
      implicit none
      ! Arguments
      class(collision_fraggle),     intent(inout) :: collider     
         !! Fraggle collision system object
      class(swiftest_nbody_system), intent(inout) :: nbody_system 
         !! Swiftest nbody system object
      class(swiftest_parameters),   intent(inout) :: param        
         !! Current run configuration parameters 
      logical,                      intent(out)   :: lfailure     
         !! Did the velocity computation fail?
      ! Internals
      real(DP), parameter :: ENERGY_SUCCESS_METRIC = 2.0_DP !! Relative energy error to accept as a success (success also must be 
                                                            !! energy-losing in addition to being within the metric amount)
      real(DP), parameter :: ENERGY_CONVERGENCE_TOL = 1e-3_DP !! Relative change in error before giving up on energy convergence
      real(DP)  :: MOMENTUM_SUCCESS_METRIC = 1e-6_DP !! Relative angular momentum error to accept as a success 
                                                                !! (should be *much* stricter than energy)
      integer(I4B) :: i, j, loop, try, istart, nfrag, nsteps, nsteps_best, posloop
      logical :: lhitandrun, lsupercat
      real(DP), dimension(NDIM) :: vimp_unit, rimp, vrot, vdisp, L_residual, L_residual_unit, L_residual_best, dL, drot, rot_new 
      real(DP), dimension(NDIM) :: dL_metric
      real(DP) :: vimp, vmag, vesc, dE, E_residual, E_residual_best, E_residual_last, ke_avail, ke_remove, dE_best, fscale 
      real(DP) :: dE_metric, mfrag, rn, dL1_mag, dE_conv, vumag, L_mag_factor
      integer(I4B), dimension(:), allocatable :: vsign
      real(DP), dimension(:), allocatable :: vscale
      real(DP), dimension(:), allocatable :: dLi_mag
      ! For the initial "guess" of fragment velocities, this is the minimum and maximum velocity relative to escape velocity that 
      ! the fragments will have
      real(DP), parameter     :: hitandrun_vscale = 0.25_DP 
      real(DP)                :: vmin_guess 
      real(DP)                :: vmax_guess 
      integer(I4B), parameter :: MAXLOOP = 50
      integer(I4B), parameter :: MAXTRY  = 50
      integer(I4B), parameter :: MAXANGMTM = 1000
      class(collision_fraggle), allocatable :: collider_local
      character(len=STRMAX) :: message

      associate(impactors => collider%impactors)
         nfrag = collider%fragments%nbody
         lhitandrun = (impactors%regime == COLLRESOLVE_REGIME_HIT_AND_RUN) 
         lsupercat = (impactors%regime == COLLRESOLVE_REGIME_SUPERCATASTROPHIC) 

         allocate(collider_local, source=collider)
         ! Hit and run collisions should only affect the runners, not the target
         if (lhitandrun) then
            istart = 2
         else 
            istart = 1
         end if

         ! The minimum fragment velocity will be set by the escape velocity
         vimp = .mag. (impactors%vc(:,2) - impactors%vc(:,1))

         E_residual_best = huge(1.0_DP)
         L_residual_best(:) = 0.0_DP
         lfailure = .false.
         dE_metric = huge(1.0_DP)
         dE_best = huge(1.0_DP)
         nsteps_best = 0
         nsteps = 0
         outer: do try = 1, min(nfrag - istart - 1, MAXTRY)
            associate(fragments => collider_local%fragments)
               if (allocated(vsign)) deallocate(vsign); allocate(vsign(fragments%nbody))
               if (allocated(vscale)) deallocate(vscale); allocate(vscale(fragments%nbody))
               if (allocated(dLi_mag)) deallocate(dLi_mag); allocate(dLi_mag(fragments%nbody))

               if (lhitandrun) then
                  vesc = sqrt(2 * sum(fragments%Gmass(istart:fragments%nbody)) / impactors%radius(2))
                  vmin_guess = .mag.impactors%vc(:,2) * (1.0_DP - hitandrun_vscale)
                  vmax_guess = .mag.impactors%vc(:,2) * (1.0_DP + hitandrun_vscale)
               else
                  vesc = sqrt(2 * sum(impactors%Gmass(:)) / sum(impactors%radius(:)))
                  vmin_guess = 1.001_DP * vesc
                  vmax_guess = vimp
               end if

               ! The fragments will be divided into two "clouds" based on identified origin body. 
               ! These clouds will collectively travel like two impactors bouncing off of each other. 
               where(fragments%origin_body(:) == 1)
                  vsign(:) = -1
               elsewhere
                  vsign(:) = 1
               end where

               ! Scale the magnitude of the velocity by the distance from the origin body.
               ! This will reduce the chances of fragments colliding with each other immediately, and is more physically correct  
#ifdef DOCONLOC
               do concurrent(i = 1:fragments%nbody) shared(fragments,impactors,vscale) local(rimp,j)
#else
               do concurrent(i = 1:fragments%nbody) 
#endif
                  j = fragments%origin_body(i)
                  rimp(:) = fragments%rc(:,i) - impactors%rc(:,j)
                  vscale(i) = .mag. rimp(:) / sum(impactors%radius(1:2))
               end do

               vscale(:) = vscale(:) / minval(vscale(:))
               fscale = log(vmax_guess - vmin_guess + 1.0_DP) / log(maxval(vscale(:)))
               vscale(:) = vscale(:)**fscale + vmin_guess - 1.0_DP

               ! Set the velocities of all fragments using all of the scale factors determined above
               if (istart > 1) fragments%vc(:,1) = impactors%vc(:,1) * impactors%mass(1) / fragments%mass(1)
#ifdef DOCONLOC
               do concurrent(i = istart:fragments%nbody) shared(fragments,impactors,lhitandrun, vscale, vesc, vsign) & 
                                                         local(j,vrot,vmag,vdisp,rimp,vimp_unit, vumag)
#else
               do concurrent(i = istart:fragments%nbody)
#endif
                  j = fragments%origin_body(i)
                  vrot(1) = impactors%rot(2,j) * (fragments%rc(3,i) - impactors%rc(3,j)) &
                          - impactors%rot(3,j) * (fragments%rc(2,i) - impactors%rc(2,j))
                  vrot(2) = impactors%rot(3,j) * (fragments%rc(1,i) - impactors%rc(1,j)) &
                          - impactors%rot(1,j) * (fragments%rc(3,i) - impactors%rc(3,j))
                  vrot(3) = impactors%rot(1,j) * (fragments%rc(2,i) - impactors%rc(2,j)) &
                          - impactors%rot(2,j) * (fragments%rc(1,i) - impactors%rc(1,j))
                  if (lhitandrun) then
                     vumag = norm2(fragments%rc(:,i) - impactors%rc(:,2)) 
                     vdisp(:) = (fragments%rc(:,i) - impactors%rc(:,2)) / vumag * vesc
                     fragments%vc(:,i) = vsign(i) * impactors%bounce_unit(:) * vscale(i) + vrot(:) + vdisp(:)
                  else
                     vmag = vscale(i) 
                     rimp(:) = fragments%rc(:,i) - impactors%rcimp(:)
                     vumag = norm2(rimp(:) + vsign(i) * impactors%bounce_unit(:))
                     vimp_unit(:) = (rimp(:) + vsign(i) * impactors%bounce_unit(:)) / vumag
                     fragments%vc(:,i) = vmag * vimp_unit(:) + vrot(:) 
                  end if
               end do
               fragments%vmag(:) = .mag. fragments%vc(:,:)

               ! Every time the collision-frame velocities are altered, we need to be sure to shift everything back to the 
               ! center-of-mass frame
               call collision_util_shift_vector_to_origin(fragments%mass, fragments%vc)            
               call fragments%set_coordinate_system()

               E_residual = huge(1.0_DP)
               inner: do loop = 1, MAXLOOP
                  nsteps = nsteps + 1
                  mfrag = sum(fragments%mass(istart:fragments%nbody))

                  ! Try to put residual angular momentum into the rotation, but if this would go past the rotation barrier, then put
                  ! it into velocity shear instead 
                  call collider_local%get_energy_and_momentum(nbody_system, param, phase="after")
                  L_mag_factor = .mag.(collider_local%L_total(:,1) + collider_local%L_total(:,2))
                  L_residual(:) = (collider_local%L_total(:,2) / L_mag_factor - collider_local%L_total(:,1) / L_mag_factor)
                  L_residual_unit(:) = .unit. L_residual(:)
                  if (nsteps == 1) L_residual_best(:) = L_residual(:) * L_mag_factor

                  angmtm: do j = 1, MAXANGMTM
                     if (j == MAXANGMTM) exit inner

                     ! First try to put residual momentum into the velocity distribution of the fragments
                     do i = istart,fragments%nbody
                        ! Compute the current residual angular momentum and check if the metric has been met yet
                        call collider_local%get_energy_and_momentum(nbody_system, param, phase="after")
                        L_mag_factor = .mag.(collider_local%L_total(:,1) + collider_local%L_total(:,2))
                        L_residual(:) = (collider_local%L_total(:,2) / L_mag_factor - collider_local%L_total(:,1)/L_mag_factor)
                        dL_metric(:) = abs(L_residual(:)) / MOMENTUM_SUCCESS_METRIC
                        if (all(dL_metric(:) <= 1.0_DP)) exit angmtm

                        dL(:) = -L_residual(:) * L_mag_factor  
                        call collision_util_velocity_torque(dL, fragments%mass(i), fragments%rc(:,i), fragments%vc(:,i))
                        call collision_util_shift_vector_to_origin(fragments%mass, fragments%vc)  
                        fragments%vmag(:) = .mag.fragments%vc(:,:)

                        ! Now try to put residual momentum into the rotation of the fragments
                        call collider_local%get_energy_and_momentum(nbody_system, param, phase="after")
                        L_mag_factor = .mag.(collider_local%L_total(:,1) + collider_local%L_total(:,2))
                        L_residual(:) = (collider_local%L_total(:,2) / L_mag_factor - collider_local%L_total(:,1)/L_mag_factor)
                        dL_metric(:) = abs(L_residual(:)) / MOMENTUM_SUCCESS_METRIC
                        if (all(dL_metric(:) <= 1.0_DP)) exit angmtm

                        if (i == istart) then
                           dL(:) = -L_residual(:) * L_mag_factor
                        else
                           dL(:) = -L_residual(:) * L_mag_factor * fragments%mass(i) / sum(fragments%mass(istart+1:fragments%nbody))
                        end if
                        drot(:) = dL(:) / (fragments%mass(i) * fragments%Ip(3,i) * fragments%radius(i)**2)

                        ! Ensure rotation adjustment doesn't exceed allowed limit
                        if (.mag.(fragments%rot(:,i) + drot(:)) <= collider%max_rot) then
                           fragments%rot(:,i) = fragments%rot(:,i) + drot(:)
                        else if (i > istart) then
                           fragments%rotmag(i) = 0.5_DP * collider%max_rot
                           fragments%rot(:,i) = fragments%rotmag(i) * .unit. fragments%rot(:,i)
                        end if  
                        
                        fragments%rotmag(i) = .mag.fragments%rot(:,i)
                     end do
                  end do angmtm

                  call collision_util_shift_vector_to_origin(fragments%mass, fragments%vc)            
                  call fragments%set_coordinate_system()
                  call collider_local%get_energy_and_momentum(nbody_system, param, phase="after")

                  dE = collider_local%te(2) - collider_local%te(1) 
                  E_residual_last = E_residual
                  E_residual = dE + impactors%Qloss

                  L_mag_factor = .mag.(collider_local%L_total(:,1) + collider_local%L_total(:,2))
                  L_residual(:) = (collider_local%L_total(:,2) / L_mag_factor - collider_local%L_total(:,1) / L_mag_factor)
                  dL_metric(:) = abs(L_residual(:)) / MOMENTUM_SUCCESS_METRIC
                  dE_conv = abs(E_residual - E_residual_last) / abs(E_residual_last) 

                  ! Check if we've converged on our constraints
                  if (all(dL_metric(:) <= 1.0_DP)) then
                     if ((abs(E_residual) < abs(E_residual_best)) .or. ((dE < 0.0_DP) .and. (dE_best >= 0.0_DP))) then 
                        ! This is our best case so far. Save it for posterity
                        E_residual_best = E_residual
                        L_residual_best(:) = L_residual(:) * L_mag_factor
                        dE_best = dE
                        nsteps_best = nsteps

                        if (allocated(collider%fragments)) deallocate(collider%fragments)
                        allocate(collider%fragments, source=fragments)
                        dE_metric = abs(E_residual) / impactors%Qloss
                     end if
                     if ((dE_best < 0.0_DP) .and. (dE_metric <= ENERGY_SUCCESS_METRIC)) exit outer 
                     if (dE_conv < ENERGY_CONVERGENCE_TOL) exit inner
                  end if

                  ! Remove a constant amount of velocity from the bodies so we don't shift the center of mass and screw up the 
                  ! momentum 
                  ke_avail = 0.0_DP
                  do i = fragments%nbody, 1, -1
                     ke_avail = ke_avail + 0.5_DP * fragments%mass(i) * max(fragments%vmag(i) - vesc / try,0.0_DP)**2
                  end do

                  ke_remove = min(E_residual, ke_avail)
                  fscale = sqrt((max(fragments%ke_orbit_tot - ke_remove, 0.0_DP))/fragments%ke_orbit_tot)
                  fragments%vc(:,:) = fscale * fragments%vc(:,:)
                  fragments%vmag(:) = .mag.fragments%vc(:,:)
                  fragments%rc(:,:) = 1.0_DP / fscale * fragments%rc(:,:)
                  fragments%rmag(:) = .mag.fragments%rc(:,:)

                  ! Update the unit vectors and magnitudes for the fragments based on their new orbits and rotations
                  call collision_util_shift_vector_to_origin(fragments%mass, fragments%vc)            
                  call fragments%set_coordinate_system()
               end do inner
            end associate

            do posloop = 1, MAXLOOP
               call collider_local%restructure(nbody_system, param, lfailure)
               if (.not.lfailure) exit
            end do
            if (lfailure) exit outer
         end do outer
         dE_metric = abs(E_residual_best) / impactors%Qloss
         lfailure = lfailure .or. (dE_best > 0.0_DP) .or. (dE_metric > ENERGY_SUCCESS_METRIC)

         write(message, *) nsteps
         if (lfailure) then
            call swiftest_io_log_one_message(COLLISION_LOG_OUT, "Fraggle velocity calculation failed to converge after " & 
                                                               // trim(adjustl(message)) // " steps. The best solution found had:")
         else 
            call swiftest_io_log_one_message(COLLISION_LOG_OUT,"Fraggle velocity calculation converged after " &
                                                              // trim(adjustl(message)) // " steps.")

            call collider%get_energy_and_momentum(nbody_system, param, phase="after")
            L_mag_factor = .mag.(collider%L_total(:,1) + collider%L_total(:,2))
            L_residual(:) = (collider%L_total(:,2) / L_mag_factor - collider%L_total(:,1)) / L_mag_factor
            call collision_util_velocity_torque(-L_residual(:) * L_mag_factor, collider%fragments%mtot, &
                                                impactors%rbcom, impactors%vbcom)
            nfrag = collider%fragments%nbody

#ifdef DOCONLOC
            do concurrent(i = 1:nfrag) shared(collider, impactors)
#else
            do concurrent(i = 1:nfrag)
#endif
               collider%fragments%vb(:,i) = collider%fragments%vc(:,i) + impactors%vbcom(:)
            end do

         end if
         write(message,*) "dL/|L0|  = ",(L_residual_best(:))/.mag.collider_local%L_total(:,1) 
         call swiftest_io_log_one_message(COLLISION_LOG_OUT, message)
         write(message,*) "dE/Qloss = ",-dE_best / impactors%Qloss
         call swiftest_io_log_one_message(COLLISION_LOG_OUT, message)
         write(message,*) nsteps_best
         call swiftest_io_log_one_message(COLLISION_LOG_OUT,"Best solution came after " // trim(adjustl(message)) // " steps.")

      end associate
      return
   end subroutine fraggle_generate_vel_vec


end submodule s_fraggle_generate
