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 * ***** BEGIN GPL LICENSE BLOCK *****
 *
 * This program 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 2
 * of the License, or (at your option) any later version.
 *
 * This program 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 this program; if not, write to the Free Software Foundation,
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/** \file blender/freestyle/intern/winged_edge/WingedEdgeBuilder.cpp
 *  \ingroup freestyle
 *  \brief Class to render a WingedEdge data structure from a polyhedral data structure organized in nodes
 *         of a scene graph
 *  \author Stephane Grabli
 *  \date 28/05/2003
 */

#include <set>

#include "WingedEdgeBuilder.h"

#include "../geometry/GeomUtils.h"

#include "../scene_graph/NodeShape.h"

using namespace std;

namespace Freestyle {

void WingedEdgeBuilder::visitIndexedFaceSet(IndexedFaceSet& ifs)
{
	if (_pRenderMonitor && _pRenderMonitor->testBreak())
		return;
	WShape *shape = new WShape;
	buildWShape(*shape, ifs);
	shape->setId(ifs.getId().getFirst());
	//ifs.setId(shape->GetId());
}

void WingedEdgeBuilder::visitNodeShape(NodeShape& ns)
{
	//Sets the current material to iShapeode->material:
	_current_frs_material = &(ns.frs_material());
}

void WingedEdgeBuilder::visitNodeTransform(NodeTransform& tn)
{
	if (!_current_matrix) {
		_current_matrix = new Matrix44r(tn.matrix());
		return;
	}

	_matrices_stack.push_back(_current_matrix);
	Matrix44r *new_matrix = new Matrix44r(*_current_matrix * tn.matrix());
	_current_matrix = new_matrix;
}

void WingedEdgeBuilder::visitNodeTransformAfter(NodeTransform&)
{
	if (_current_matrix)
		delete _current_matrix;

	if (_matrices_stack.empty()) {
		_current_matrix = NULL;
		return;
	}

	_current_matrix = _matrices_stack.back();
	_matrices_stack.pop_back();
}

void WingedEdgeBuilder::buildWShape(WShape& shape, IndexedFaceSet& ifs)
{
	unsigned int vsize = ifs.vsize();
	unsigned int nsize = ifs.nsize();
	//soc unused - unsigned	tsize = ifs.tsize();

	const real *vertices = ifs.vertices();
	const real *normals = ifs.normals();
	const real *texCoords = ifs.texCoords();

	real *new_vertices;
	real *new_normals;

	new_vertices = new real[vsize];
	new_normals = new real[nsize];

	// transform coordinates from local to world system
	if (_current_matrix) {
		transformVertices(vertices, vsize, *_current_matrix, new_vertices);
		transformNormals(normals, nsize, *_current_matrix, new_normals);
	}
	else {
		memcpy(new_vertices, vertices, vsize * sizeof(*new_vertices));
		memcpy(new_normals, normals, nsize * sizeof(*new_normals));
	}

	const IndexedFaceSet::TRIANGLES_STYLE *faceStyle = ifs.trianglesStyle();

	vector<FrsMaterial> frs_materials;
	if (ifs.msize()) {
		const FrsMaterial *const *mats = ifs.frs_materials();
		for (unsigned i = 0; i < ifs.msize(); ++i)
			frs_materials.push_back(*(mats[i]));
		shape.setFrsMaterials(frs_materials);
	}

#if 0
	const FrsMaterial *mat = (ifs.frs_material());
	if (mat)
		shape.setFrsMaterial(*mat);
	else if (_current_frs_material)
		shape.setFrsMaterial(*_current_frs_material);
#endif
	const IndexedFaceSet::FaceEdgeMark *faceEdgeMarks = ifs.faceEdgeMarks();

	// sets the current WShape to shape
	_current_wshape = &shape;

	// create a WVertex for each vertex
	buildWVertices(shape, new_vertices, vsize);

	const unsigned int *vindices = ifs.vindices();
	const unsigned int *nindices = ifs.nindices();
	const unsigned int *tindices = NULL;
	if (ifs.tsize()) {
		tindices = ifs.tindices();
	}

	const unsigned int *mindices = NULL;
	if (ifs.msize())
		mindices = ifs.mindices();
	const unsigned int *numVertexPerFace = ifs.numVertexPerFaces();
	const unsigned int numfaces = ifs.numFaces();

	for (unsigned int index = 0; index < numfaces; index++) {
		switch (faceStyle[index]) {
			case IndexedFaceSet::TRIANGLE_STRIP:
				buildTriangleStrip(new_vertices, new_normals, frs_materials, texCoords, faceEdgeMarks, vindices,
				                   nindices, mindices, tindices, numVertexPerFace[index]);
				break;
			case IndexedFaceSet::TRIANGLE_FAN:
				buildTriangleFan(new_vertices, new_normals, frs_materials, texCoords, faceEdgeMarks, vindices,
				                 nindices, mindices, tindices, numVertexPerFace[index]);
				break;
			case IndexedFaceSet::TRIANGLES:
				buildTriangles(new_vertices, new_normals, frs_materials, texCoords, faceEdgeMarks, vindices,
				               nindices, mindices, tindices, numVertexPerFace[index]);
				break;
		}
		vindices += numVertexPerFace[index];
		nindices += numVertexPerFace[index];
		if (mindices)
			mindices += numVertexPerFace[index];
		if (tindices)
			tindices += numVertexPerFace[index];
		faceEdgeMarks++;
	}

	delete[] new_vertices;
	delete[] new_normals;

	// compute bbox
	shape.ComputeBBox();
	// compute mean edge size:
	shape.ComputeMeanEdgeSize();

	// Parse the built winged-edge shape to update post-flags
	set<Vec3r> normalsSet;
	vector<WVertex *>& wvertices = shape.getVertexList();
	for (vector<WVertex *>::iterator wv = wvertices.begin(), wvend = wvertices.end(); wv != wvend; ++wv) {
		if ((*wv)->isBoundary())
			continue;
		if ((*wv)->GetEdges().size() == 0) // This means that the WVertex has no incoming edges... (12-Sep-2011 T.K.)
			continue;
		normalsSet.clear();
		WVertex::face_iterator fit = (*wv)->faces_begin();
		WVertex::face_iterator fitend = (*wv)->faces_end();
		for (; fit != fitend; ++fit) {
			WFace *face = *fit;
			normalsSet.insert(face->GetVertexNormal(*wv));
			if (normalsSet.size() != 1) {
				break;
			}
		}
		if (normalsSet.size() != 1) {
			(*wv)->setSmooth(false);
		}
	}
	// Adds the new WShape to the WingedEdge structure
	_winged_edge->addWShape(&shape);
}

void WingedEdgeBuilder::buildWVertices(WShape& shape, const real *vertices, unsigned vsize)
{
	WVertex *vertex;
	for (unsigned int i = 0; i < vsize; i += 3) {
		vertex = new WVertex(Vec3r(vertices[i], vertices[i + 1], vertices[i + 2]));
		vertex->setId(i / 3);
		shape.AddVertex(vertex);
	}
}

void WingedEdgeBuilder::buildTriangleStrip(const real *vertices, const real *normals, vector<FrsMaterial>& iMaterials,
                                           const real *texCoords, const IndexedFaceSet::FaceEdgeMark *iFaceEdgeMarks,
                                           const unsigned *vindices, const unsigned *nindices, const unsigned *mindices,
                                           const unsigned *tindices, const unsigned nvertices)
{
	unsigned nDoneVertices = 2; // number of vertices already treated
	unsigned nTriangle = 0;     // number of the triangle currently being treated
	//int nVertex = 0;            // vertex number

	WShape *currentShape = _current_wshape; // the current shape being built
	vector<WVertex *> triangleVertices;
	vector<Vec3r> triangleNormals;
	vector<Vec2r> triangleTexCoords;
	vector<bool> triangleFaceEdgeMarks;

	while (nDoneVertices < nvertices) {
		//clear the vertices list:
		triangleVertices.clear();
		//Then rebuild it:
		if (0 == nTriangle % 2) { // if nTriangle is even
			triangleVertices.push_back(currentShape->getVertexList()[vindices[nTriangle] / 3]);
			triangleVertices.push_back(currentShape->getVertexList()[vindices[nTriangle + 1] / 3]);
			triangleVertices.push_back(currentShape->getVertexList()[vindices[nTriangle + 2] / 3]);

			triangleNormals.push_back(Vec3r(normals[nindices[nTriangle]], normals[nindices[nTriangle] + 1],
			                                normals[nindices[nTriangle] + 2]));
			triangleNormals.push_back(Vec3r(normals[nindices[nTriangle + 1]], normals[nindices[nTriangle + 1] + 1],
			                                normals[nindices[nTriangle + 1] + 2]));
			triangleNormals.push_back(Vec3r(normals[nindices[nTriangle + 2]], normals[nindices[nTriangle + 2] + 1],
			                                normals[nindices[nTriangle + 2] + 2]));

			if (texCoords) {
				triangleTexCoords.push_back(Vec2r(texCoords[tindices[nTriangle]], texCoords[tindices[nTriangle] + 1]));
				triangleTexCoords.push_back(Vec2r(texCoords[tindices[nTriangle + 1]],
				                                  texCoords[tindices[nTriangle + 1] + 1]));
				triangleTexCoords.push_back(Vec2r(texCoords[tindices[nTriangle + 2]],
				                                  texCoords[tindices[nTriangle + 2] + 1]));
			}
		}
		else {                 // if nTriangle is odd
			triangleVertices.push_back(currentShape->getVertexList()[vindices[nTriangle] / 3]);
			triangleVertices.push_back(currentShape->getVertexList()[vindices[nTriangle + 2] / 3]);
			triangleVertices.push_back(currentShape->getVertexList()[vindices[nTriangle + 1] / 3]);

			triangleNormals.push_back(Vec3r(normals[nindices[nTriangle]], normals[nindices[nTriangle] + 1],
			                                normals[nindices[nTriangle] + 2]));
			triangleNormals.push_back(Vec3r(normals[nindices[nTriangle + 2]], normals[nindices[nTriangle + 2] + 1],
			                                normals[nindices[nTriangle + 2] + 2]));
			triangleNormals.push_back(Vec3r(normals[nindices[nTriangle + 1]], normals[nindices[nTriangle + 1] + 1],
			                                normals[nindices[nTriangle + 1] + 2]));

			if (texCoords) {
				triangleTexCoords.push_back(Vec2r(texCoords[tindices[nTriangle]], texCoords[tindices[nTriangle] + 1]));
				triangleTexCoords.push_back(Vec2r(texCoords[tindices[nTriangle + 2]],
				                                  texCoords[tindices[nTriangle + 2] + 1]));
				triangleTexCoords.push_back(Vec2r(texCoords[tindices[nTriangle + 1]],
				                                  texCoords[tindices[nTriangle + 1] + 1]));
			}
		}
		triangleFaceEdgeMarks.push_back((iFaceEdgeMarks[nTriangle / 3] & IndexedFaceSet::FACE_MARK) != 0);
		triangleFaceEdgeMarks.push_back((iFaceEdgeMarks[nTriangle / 3] & IndexedFaceSet::EDGE_MARK_V1V2) != 0);
		triangleFaceEdgeMarks.push_back((iFaceEdgeMarks[nTriangle / 3] & IndexedFaceSet::EDGE_MARK_V2V3) != 0);
		triangleFaceEdgeMarks.push_back((iFaceEdgeMarks[nTriangle / 3] & IndexedFaceSet::EDGE_MARK_V3V1) != 0);
		if (mindices) {
			currentShape->MakeFace(triangleVertices, triangleNormals, triangleTexCoords, triangleFaceEdgeMarks,
			                       mindices[nTriangle / 3]);
		}
		else {
			currentShape->MakeFace(triangleVertices, triangleNormals, triangleTexCoords, triangleFaceEdgeMarks, 0);
		}
		nDoneVertices++; // with a strip, each triangle is one vertex more
		nTriangle++;
	}
}

void WingedEdgeBuilder::buildTriangleFan(const real *vertices, const real *normals, vector<FrsMaterial>&  iMaterials,
                                         const real *texCoords, const IndexedFaceSet::FaceEdgeMark *iFaceEdgeMarks,
                                         const unsigned *vindices, const unsigned *nindices, const unsigned *mindices,
                                         const unsigned *tindices, const unsigned nvertices)
{
	// Nothing to be done
}

void WingedEdgeBuilder::buildTriangles(const real *vertices, const real *normals, vector<FrsMaterial>&  iMaterials,
                                       const real *texCoords, const IndexedFaceSet::FaceEdgeMark *iFaceEdgeMarks,
                                       const unsigned *vindices, const unsigned *nindices, const unsigned *mindices,
                                       const unsigned *tindices, const unsigned nvertices)
{
	WShape *currentShape = _current_wshape; // the current shape begin built
	vector<WVertex *> triangleVertices;
	vector<Vec3r> triangleNormals;
	vector<Vec2r> triangleTexCoords;
	vector<bool> triangleFaceEdgeMarks;

	// Each triplet of vertices is considered as an independent triangle
	for (unsigned int i = 0; i < nvertices / 3; i++) {
		triangleVertices.push_back(currentShape->getVertexList()[vindices[3 * i] / 3]);
		triangleVertices.push_back(currentShape->getVertexList()[vindices[3 * i + 1] / 3]);
		triangleVertices.push_back(currentShape->getVertexList()[vindices[3 * i + 2] / 3]);

		triangleNormals.push_back(Vec3r(normals[nindices[3 * i]], normals[nindices[3 * i] + 1],
		                                normals[nindices[3 * i] + 2]));
		triangleNormals.push_back(Vec3r(normals[nindices[3 * i + 1]], normals[nindices[3 * i + 1] + 1],
		                                normals[nindices[3 * i + 1] + 2]));
		triangleNormals.push_back(Vec3r(normals[nindices[3 * i + 2]], normals[nindices[3 * i + 2] + 1],
		                                normals[nindices[3 * i + 2] + 2]));

		if (texCoords) {
			triangleTexCoords.push_back(Vec2r(texCoords[tindices[3 * i]], texCoords[tindices[3 * i] + 1]));
			triangleTexCoords.push_back(Vec2r(texCoords[tindices[3 * i + 1]], texCoords[tindices[3 * i + 1] + 1]));
			triangleTexCoords.push_back(Vec2r(texCoords[tindices[3 * i + 2]], texCoords[tindices[3 * i + 2] + 1]));
		}

		triangleFaceEdgeMarks.push_back((iFaceEdgeMarks[i] & IndexedFaceSet::FACE_MARK) != 0);
		triangleFaceEdgeMarks.push_back((iFaceEdgeMarks[i] & IndexedFaceSet::EDGE_MARK_V1V2) != 0);
		triangleFaceEdgeMarks.push_back((iFaceEdgeMarks[i] & IndexedFaceSet::EDGE_MARK_V2V3) != 0);
		triangleFaceEdgeMarks.push_back((iFaceEdgeMarks[i] & IndexedFaceSet::EDGE_MARK_V3V1) != 0);
	}
	if (mindices)
		currentShape->MakeFace(triangleVertices, triangleNormals, triangleTexCoords, triangleFaceEdgeMarks,
		                       mindices[0]);
	else
		currentShape->MakeFace(triangleVertices, triangleNormals, triangleTexCoords, triangleFaceEdgeMarks, 0);
}

void WingedEdgeBuilder::transformVertices(const real *vertices, unsigned vsize, const Matrix44r& transform, real *res)
{
	const real *v = vertices;
	real *pv = res;

	for (unsigned int i = 0; i < vsize / 3; i++) {
		HVec3r hv_tmp(v[0], v[1], v[2]);
		HVec3r hv(transform * hv_tmp);
		for (unsigned int j = 0; j < 3; j++)
			pv[j] = hv[j] / hv[3];
		v += 3;
		pv += 3;
	}
}

void WingedEdgeBuilder::transformNormals(const real *normals, unsigned nsize, const Matrix44r& transform, real *res)
{
	const real *n = normals;
	real *pn = res;

	for (unsigned int i = 0; i < nsize / 3; i++) {
		Vec3r hn(n[0], n[1], n[2]);
		hn = GeomUtils::rotateVector(transform, hn);
		for (unsigned int j = 0; j < 3; j++)
			pn[j] = hn[j];
		n += 3;
		pn += 3;
	}
}

} /* namespace Freestyle */
