/**********************************************************************
 *
 * GEOS - Geometry Engine Open Source
 * http://geos.osgeo.org
 *
 * Copyright (C) 2006      Refractions Research Inc.
 *
 * This is free software; you can redistribute and/or modify it under
 * the terms of the GNU Lesser General Public Licence as published
 * by the Free Software Foundation.
 * See the COPYING file for more information.
 *
 **********************************************************************
 *
 * Last port: noding/snapround/SimpleSnapRounder.java r320 (JTS-1.12)
 *
 **********************************************************************/

#ifndef GEOS_NODING_SNAPROUND_SIMPLESNAPROUNDER_H
#define GEOS_NODING_SNAPROUND_SIMPLESNAPROUNDER_H

#include <geos/export.h>

#include <vector>

#include <geos/inline.h>

#include <geos/noding/Noder.h> // for inheritance
#include <geos/algorithm/LineIntersector.h> // for composition
#include <geos/geom/Coordinate.h> // for use in vector
#include <geos/geom/PrecisionModel.h> // for inlines (should drop)

// Forward declarations
namespace geos {
	namespace geom {
		//class PrecisionModel;
	}
	namespace algorithm {
		class LineIntersector;
	}
	namespace noding {
		class SegmentString;
		class NodedSegmentString;
		namespace snapround {
			class HotPixel;
		}
	}
}

namespace geos {
namespace noding { // geos::noding
namespace snapround { // geos::noding::snapround

/** \brief
 * Uses Snap Rounding to compute a rounded,
 * fully noded arrangement from a set of {@link SegmentString}s.
 *
 * Implements the Snap Rounding technique described in
 * Hobby, Guibas & Marimont, and Goodrich et al.
 * Snap Rounding assumes that all vertices lie on a uniform grid
 * (hence the precision model of the input must be fixed precision,
 * and all the input vertices must be rounded to that precision).
 *
 * This implementation uses simple iteration over the line segments.
 * * This is not the most efficient approach for large sets of segments.
 *
 * This implementation appears to be fully robust using an integer
 * precision model.
 * It will function with non-integer precision models, but the
 * results are not 100% guaranteed to be correctly noded.
 *
 */
class GEOS_DLL SimpleSnapRounder: public Noder { // implements NoderIface

public:

	SimpleSnapRounder(const geom::PrecisionModel& newPm);

	std::vector<SegmentString*>* getNodedSubstrings() const override;

	void computeNodes(std::vector<SegmentString*>* inputSegmentStrings) override;

	void add(const SegmentString* segStr);

	/**
	 * Computes nodes introduced as a result of
	 * snapping segments to vertices of other segments
	 *
	 * @param edges the list of segment strings to snap together.
	 *        Must be NodedSegmentString or an assertion will fail.
	 */
	void computeVertexSnaps(const std::vector<SegmentString*>& edges);

private:

	const geom::PrecisionModel& pm;
	algorithm::LineIntersector li;
	double scaleFactor;
	std::vector<SegmentString*>* nodedSegStrings;

	void checkCorrectness(std::vector<SegmentString*>& inputSegmentStrings);

	void snapRound(std::vector<SegmentString*>* segStrings,
			algorithm::LineIntersector& li);

	/**
	 * Computes all interior intersections in the vector
	 * of SegmentString, and fill the given vector
	 * with their Coordinates.
	 *
	 * Does NOT node the segStrings.
	 *
	 * @param segStrings a vector of const Coordinates for the intersections
	 * @param li the algorithm::LineIntersector to use
	 * @param ret the vector to push intersection Coordinates to
	 */
	void findInteriorIntersections(std::vector<SegmentString*>& segStrings,
			algorithm::LineIntersector& li, std::vector<geom::Coordinate>& ret);

	/** \brief
	 * Computes nodes introduced as a result of snapping segments to
	 * snap points (hot pixels)
	 * @param li
	 */
	void computeSnaps(const std::vector<SegmentString*>& segStrings,
		std::vector<geom::Coordinate>& snapPts);

	void computeSnaps(NodedSegmentString* ss, std::vector<geom::Coordinate>& snapPts);

	/** \brief
	 * Performs a brute-force comparison of every segment in each
	 * {@link SegmentString}.
	 * This has n^2 performance.
	 */
	void computeVertexSnaps(NodedSegmentString* e0, NodedSegmentString* e1);

    // Declare type as noncopyable
    SimpleSnapRounder(const SimpleSnapRounder& other) = delete;
    SimpleSnapRounder& operator=(const SimpleSnapRounder& rhs) = delete;
};

} // namespace geos::noding::snapround
} // namespace geos::noding
} // namespace geos

#endif // GEOS_NODING_SNAPROUND_SIMPLESNAPROUNDER_H
