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/** \file blender/freestyle/intern/geometry/Grid.cpp
 *  \ingroup freestyle
 *  \brief Base class to define a cell grid surrounding the bounding box of the scene
 *  \author Stephane Grabli
 *  \date 30/07/2002
 */

#include <cassert>
#include <stdexcept>

#include "BBox.h"
#include "Grid.h"

namespace Freestyle {

// Grid Visitors
/////////////////
void allOccludersGridVisitor::examineOccluder(Polygon3r *occ)
{
	occluders_.push_back(occ);
}

static bool inBox(const Vec3r& inter, const Vec3r& box_min, const Vec3r& box_max)
{
	if (((inter.x() >= box_min.x()) && (inter.x() < box_max.x())) &&
	    ((inter.y() >= box_min.y()) && (inter.y() < box_max.y())) &&
	    ((inter.z() >= box_min.z()) && (inter.z() < box_max.z())))
	{
		return true;
	}
	return false;
}

void firstIntersectionGridVisitor::examineOccluder(Polygon3r *occ)
{
	// check whether the edge and the polygon plane are coincident:
	//-------------------------------------------------------------
	//first let us compute the plane equation.
	Vec3r v1(((occ)->getVertices())[0]);
	Vec3d normal((occ)->getNormal());
	//soc unused - double d = -(v1 * normal);

	double tmp_u, tmp_v, tmp_t;
	if ((occ)->rayIntersect(ray_org_, ray_dir_, tmp_t, tmp_u, tmp_v)) {
		if (fabs(ray_dir_ * normal) > 0.0001) {
			// Check whether the intersection is in the cell:
			if (inBox(ray_org_ + tmp_t * ray_dir_ / ray_dir_.norm(), current_cell_->getOrigin(),
			          current_cell_->getOrigin() + cell_size_))
			{
#if 0
				Vec3d bboxdiag(_scene3d->bbox().getMax() - _scene3d->bbox().getMin());
				if ((t > 1.0e-06 * (min(min(bboxdiag.x(), bboxdiag.y()), bboxdiag.z()))) && (t < raylength)) {
#else
				if (tmp_t < t_) {
#endif
					occluder_ = occ;
					u_ = tmp_u;
					v_ = tmp_v;
					t_ = tmp_t;
				}
			}
			else {
				occ->userdata2 = 0;
			}
		}
	}
}

bool firstIntersectionGridVisitor::stop()
{
	if (occluder_)
		return true;
	return false;
}

// Grid
/////////////////
void Grid::clear()
{
	if (_occluders.size() != 0) {
		for (OccludersSet::iterator it = _occluders.begin(); it != _occluders.end(); it++) {
			delete (*it);
		}
		_occluders.clear();
	}

	_size = Vec3r(0, 0, 0);
	_cell_size = Vec3r(0, 0, 0);
	_orig = Vec3r(0, 0, 0);
	_cells_nb = Vec3u(0, 0, 0);
	//_ray_occluders.clear();
}

void Grid::configure(const Vec3r& orig, const Vec3r& size, unsigned nb)
{
	_orig = orig;
	Vec3r tmpSize = size;
	// Compute the volume of the desired grid
	real grid_vol = size[0] * size[1] * size[2];

	if (grid_vol == 0) {
		double min = DBL_MAX;
		int index = 0;
		int nzeros = 0;
		for (int i = 0; i < 3; ++i) {
			if (size[i] == 0) {
				++nzeros;
				index = i;
			}
			if ((size[i] != 0) && (min > size[i])) {
				min = size[i];
			}
		}
		if (nzeros > 1) {
			throw std::runtime_error("Warning: the 3D grid has more than one null dimension");
		}
		tmpSize[index] = min;
		_orig[index] = _orig[index] - min / 2;
	}
	// Compute the desired volume of a single cell
	real cell_vol = grid_vol / nb;
	// The edge of such a cubic cell is cubic root of cellVolume
	real edge = pow(cell_vol, 1.0 / 3.0);

	// We compute the number of cells par edge such as we cover at least the whole box.
	unsigned i;
	for (i = 0; i < 3; i++)
		_cells_nb[i] = (unsigned)floor(tmpSize[i] / edge) + 1;

	_size = tmpSize;

	for (i = 0; i < 3; i++)
		_cell_size[i] = _size[i] / _cells_nb[i];
}

void Grid::insertOccluder(Polygon3r *occluder)
{
	const vector<Vec3r> vertices = occluder->getVertices();
	if (vertices.size() == 0)
		return;

	// add this occluder to the grid's occluders list
	addOccluder(occluder);

	// find the bbox associated to this polygon
	Vec3r min, max;
	occluder->getBBox(min, max);

	// Retrieve the cell x, y, z cordinates associated with these min and max
	Vec3u imax, imin;
	getCellCoordinates(max, imax);
	getCellCoordinates(min, imin);

	// We are now going to fill in the cells overlapping with the polygon bbox.
	// If the polygon is a triangle (most of cases), we also check for each of these cells if it is overlapping with
	// the triangle in order to only fill in the ones really overlapping the triangle.

	unsigned i, x, y, z;
	vector<Vec3r>::const_iterator it;
	Vec3u coord;

	if (vertices.size() == 3) { // Triangle case
		Vec3r triverts[3];
		i = 0;
		for (it = vertices.begin(); it != vertices.end(); it++) {
			triverts[i] = Vec3r(*it);
			i++;
		}

		Vec3r boxmin, boxmax;

		for (z = imin[2]; z <= imax[2]; z++) {
			for (y = imin[1]; y <= imax[1]; y++) {
				for (x = imin[0]; x <= imax[0]; x++) {
					coord[0] = x;
					coord[1] = y;
					coord[2] = z;
					// We retrieve the box coordinates of the current cell
					getCellBox(coord, boxmin, boxmax);
					// We check whether the triangle and the box ovewrlap:
					Vec3r boxcenter((boxmin + boxmax) / 2.0);
					Vec3r boxhalfsize(_cell_size / 2.0);
					if (GeomUtils::overlapTriangleBox(boxcenter, boxhalfsize, triverts)) {
						// We must then create the Cell and add it to the cells list if it does not exist yet.
						// We must then add the occluder to the occluders list of this cell.
						Cell *cell = getCell(coord);
						if (!cell) {
							cell = new Cell(boxmin);
							fillCell(coord, *cell);
						}
						cell->addOccluder(occluder);
					}
				}
			}
		}
	}
	else { // The polygon is not a triangle, we add all the cells overlapping the polygon bbox.
		for (z = imin[2]; z <= imax[2]; z++) {
			for (y = imin[1]; y <= imax[1]; y++) {
				for (x = imin[0]; x <= imax[0]; x++) {
					coord[0] = x;
					coord[1] = y;
					coord[2] = z;
					Cell *cell = getCell(coord);
					if (!cell) {
						Vec3r orig;
						getCellOrigin(coord, orig);
						cell = new Cell(orig);
						fillCell(coord, *cell);
					}
					cell->addOccluder(occluder);
				}
			}
		}
	}
}

bool Grid::nextRayCell(Vec3u& current_cell, Vec3u& next_cell)
{
	next_cell = current_cell;
	real t_min, t;
	unsigned i;

	t_min = FLT_MAX;    // init tmin with handle of the case where one or 2 _u[i] = 0. 
	unsigned coord = 0; // predominant coord(0=x, 1=y, 2=z)


	// using a parametric equation of a line : B = A + t u, we find the tx, ty and tz respectively coresponding
	// to the intersections with the plans:
	//     x = _cell_size[0], y = _cell_size[1], z = _cell_size[2]
	for (i = 0; i < 3; i++) {
		if (_ray_dir[i] == 0)
			continue;
		if (_ray_dir[i] > 0)
			t = (_cell_size[i] - _pt[i]) / _ray_dir[i];
		else
			t = -_pt[i] / _ray_dir[i];
		if (t < t_min) {
			t_min = t;
			coord = i;
		}
	}

	// We use the parametric line equation and the found t (tamx) to compute the B coordinates:
	Vec3r pt_tmp(_pt);
	_pt = pt_tmp + t_min * _ray_dir;

	// We express B coordinates in the next cell coordinates system. We just have to
	// set the coordinate coord of B to 0 of _CellSize[coord] depending on the sign of _u[coord]
	if (_ray_dir[coord] > 0) {
		next_cell[coord]++;
		_pt[coord] -= _cell_size[coord];
		// if we are out of the grid, we must stop
		if (next_cell[coord] >= _cells_nb[coord])
			return false;
	}
	else {
		int tmp = next_cell[coord] - 1;
		_pt[coord] = _cell_size[coord];
		if (tmp < 0)
			return false;
		next_cell[coord]--;
	}

	_t += t_min;
	if (_t >= _t_end)
		return false;

	return true;
}

void Grid::castRay(const Vec3r& orig, const Vec3r& end, OccludersSet& occluders, unsigned timestamp)
{
	initRay(orig, end, timestamp);
	allOccludersGridVisitor visitor(occluders);
	castRayInternal(visitor);
}

void Grid::castInfiniteRay(const Vec3r& orig, const Vec3r& dir, OccludersSet& occluders, unsigned timestamp)
{
	Vec3r end = Vec3r(orig + FLT_MAX * dir / dir.norm());
	bool inter = initInfiniteRay(orig, dir, timestamp);
	if (!inter)
		return;
	allOccludersGridVisitor visitor(occluders);
	castRayInternal(visitor);
}

Polygon3r *Grid::castRayToFindFirstIntersection(const Vec3r& orig, const Vec3r& dir, double& t,
                                                double& u, double& v, unsigned timestamp)
{
	Polygon3r *occluder = 0;
	Vec3r end = Vec3r(orig + FLT_MAX * dir / dir.norm());
	bool inter = initInfiniteRay(orig, dir, timestamp);
	if (!inter) {
		return 0;
	}
	firstIntersectionGridVisitor visitor(orig, dir, _cell_size);
	castRayInternal(visitor);
	// ARB: This doesn't work, because occluders are unordered within any cell
	// visitor.occluder() will be an occluder, but we have no guarantee it will be the *first* occluder.
	// I assume that is the reason this code is not actually used for FindOccludee.
	occluder = visitor.occluder();
	t = visitor.t_;
	u = visitor.u_;
	v = visitor.v_;
	return occluder;
}

void Grid::initRay (const Vec3r &orig, const Vec3r& end, unsigned timestamp)
{
	_ray_dir = end - orig;
	_t_end = _ray_dir.norm();
	_t = 0;
	_ray_dir.normalize();
	_timestamp = timestamp;

	for (unsigned i = 0; i < 3; i++) {
		_current_cell[i] = (unsigned)floor((orig[i] - _orig[i]) / _cell_size[i]);
		//soc unused - unsigned u = _current_cell[i];
		_pt[i] = orig[i] - _orig[i] - _current_cell[i] * _cell_size[i];
	}
	//_ray_occluders.clear();
}

bool Grid::initInfiniteRay (const Vec3r &orig, const Vec3r& dir, unsigned timestamp)
{
	_ray_dir = dir;
	_t_end = FLT_MAX;
	_t = 0;
	_ray_dir.normalize();
	_timestamp = timestamp;

	// check whether the origin is in or out the box:
	Vec3r boxMin(_orig);
	Vec3r boxMax(_orig + _size);
	BBox<Vec3r> box(boxMin, boxMax);
	if (box.inside(orig)) {
		for (unsigned int i = 0; i < 3; i++) {
			_current_cell[i] = (unsigned int)floor((orig[i] - _orig[i]) / _cell_size[i]);
			//soc unused - unsigned u = _current_cell[i];
			_pt[i] = orig[i] - _orig[i] - _current_cell[i] * _cell_size[i];
		}
	}
	else {
		// is the ray intersecting the box?
		real tmin(-1.0), tmax(-1.0);
		if (GeomUtils::intersectRayBBox(orig, _ray_dir, boxMin, boxMax, 0, _t_end, tmin, tmax)) {
			assert(tmin != -1.0);
			Vec3r newOrig = orig + tmin * _ray_dir;
			for (unsigned int i = 0; i < 3; i++) {
				_current_cell[i] = (unsigned)floor((newOrig[i] - _orig[i]) / _cell_size[i]);
				if (_current_cell[i] == _cells_nb[i])
					_current_cell[i] = _cells_nb[i] - 1;
				//soc unused - unsigned u = _current_cell[i];
				_pt[i] = newOrig[i] - _orig[i] - _current_cell[i] * _cell_size[i];
			}
		}
		else {
			return false;
		}
	}
	//_ray_occluders.clear();

	return true;
}

} /* namespace Freestyle */
