/*=========================================================================

  Program:   Visualization Toolkit
  Module:    vtkGreedyTerrainDecimation.h

  Copyright (c) Ken Martin, Will Schroeder, Bill Lorensen
  All rights reserved.
  See Copyright.txt or http://www.kitware.com/Copyright.htm for details.

     This software is distributed WITHOUT ANY WARRANTY; without even
     the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
     PURPOSE.  See the above copyright notice for more information.

=========================================================================*/
/**
 * @class   vtkGreedyTerrainDecimation
 * @brief   reduce height field (represented as image) to reduced TIN
 *
 * vtkGreedyTerrainDecimation approximates a height field with a triangle
 * mesh (triangulated irregular network - TIN) using a greedy insertion
 * algorithm similar to that described by Garland and Heckbert in their paper
 * "Fast Polygonal Approximations of Terrain and Height Fields" (Technical
 * Report CMU-CS-95-181).  The input to the filter is a height field
 * (represented by a image whose scalar values are height) and the output of
 * the filter is polygonal data consisting of triangles. The number of
 * triangles in the output is reduced in number as compared to a naive
 * tessellation of the input height field. This filter copies point data
 * from the input to the output for those points present in the output.
 *
 * An brief description of the algorithm is as follows. The algorithm uses a
 * top-down decimation approach that initially represents the height field
 * with two triangles (whose vertices are at the four corners of the
 * image). These two triangles form a Delaunay triangulation. In an iterative
 * fashion, the point in the image with the greatest error (as compared to
 * the original height field) is injected into the triangulation. (Note that
 * the single point with the greatest error per triangle is identified and
 * placed into a priority queue. As the triangulation is modified, the errors
 * from the deleted triangles are removed from the queue, error values from
 * the new triangles are added.) The point whose error is at the top of the
 * queue is added to the triangulaion modifying it using the standard
 * incremental Delaunay point insertion (see vtkDelaunay2D) algorithm. Points
 * are repeatedly inserted until the appropriate (user-specified) error
 * criterion is met.
 *
 * To use this filter, set the input and specify the error measure to be
 * used.  The error measure options are 1) the absolute number of triangles
 * to be produced; 2) a fractional reduction of the mesh (numTris/maxTris)
 * where maxTris is the largest possible number of triangles
 * 2*(dims[0]-1)*(dims[1]-1); 3) an absolute measure on error (maximum
 * difference in height field to reduced TIN); and 4) relative error (the
 * absolute error is normalized by the diagonal of the bounding box of the
 * height field).
 *
 * @warning
 * This algorithm requires the entire input dataset to be in memory, hence it
 * may not work for extremely large images. Invoking BoundaryVertexDeletionOff
 * will allow you to stitch together images with matching boundaries.
 *
 * @warning
 * The input height image is assumed to be positioned in the x-y plane so the
 * scalar value is the z-coordinate, height value.
 *
 * @sa
 * vtkDecimatePro vtkQuadricDecimation vtkQuadricClustering
*/

#ifndef vtkGreedyTerrainDecimation_h
#define vtkGreedyTerrainDecimation_h

#include "vtkFiltersHybridModule.h" // For export macro
#include "vtkPolyDataAlgorithm.h"

class vtkPriorityQueue;
class vtkDataArray;
class vtkPointData;
class vtkIdList;
class vtkDoubleArray;
class vtkFloatArray;

//PIMPL Encapsulation for STL containers
class vtkGreedyTerrainDecimationTerrainInfoType;
class vtkGreedyTerrainDecimationPointInfoType;

#define VTK_ERROR_NUMBER_OF_TRIANGLES 0
#define VTK_ERROR_SPECIFIED_REDUCTION 1
#define VTK_ERROR_ABSOLUTE            2
#define VTK_ERROR_RELATIVE            3

class VTKFILTERSHYBRID_EXPORT vtkGreedyTerrainDecimation : public vtkPolyDataAlgorithm
{
public:
  vtkTypeMacro(vtkGreedyTerrainDecimation,vtkPolyDataAlgorithm);
  void PrintSelf(ostream& os, vtkIndent indent) override;

  /**
   * Instantiate the class.
   */
  static vtkGreedyTerrainDecimation* New();

  //@{
  /**
   * Specify how to terminate the algorithm: either as an absolute number of
   * triangles, a relative number of triangles (normalized by the full
   * resolution mesh), an absolute error (in the height field), or relative
   * error (normalized by the length of the diagonal of the image).
   */
  vtkSetClampMacro(ErrorMeasure,int,VTK_ERROR_NUMBER_OF_TRIANGLES,VTK_ERROR_RELATIVE);
  vtkGetMacro(ErrorMeasure,int);
  void SetErrorMeasureToNumberOfTriangles()
    {this->SetErrorMeasure(VTK_ERROR_NUMBER_OF_TRIANGLES);}
  void SetErrorMeasureToSpecifiedReduction()
    {this->SetErrorMeasure(VTK_ERROR_SPECIFIED_REDUCTION);}
  void SetErrorMeasureToAbsoluteError()
    {this->SetErrorMeasure(VTK_ERROR_ABSOLUTE);}
  void SetErrorMeasureToRelativeError()
    {this->SetErrorMeasure(VTK_ERROR_RELATIVE);}
  //@}

  //@{
  /**
   * Specify the number of triangles to produce on output. (It is a
   * good idea to make sure this is less than a tessellated mesh
   * at full resolution.) You need to set this value only when
   * the error measure is set to NumberOfTriangles.
   */
  vtkSetClampMacro(NumberOfTriangles,vtkIdType,2,VTK_ID_MAX);
  vtkGetMacro(NumberOfTriangles,vtkIdType);
  //@}

  //@{
  /**
   * Specify the reduction of the mesh (represented as a fraction).  Note
   * that a value of 0.10 means a 10% reduction.  You need to set this value
   * only when the error measure is set to SpecifiedReduction.
   */
  vtkSetClampMacro(Reduction,double,0.0,1.0);
  vtkGetMacro(Reduction,double);
  //@}

  //@{
  /**
   * Specify the absolute error of the mesh; that is, the error in height
   * between the decimated mesh and the original height field.  You need to
   * set this value only when the error measure is set to AbsoluteError.
   */
  vtkSetClampMacro(AbsoluteError,double,0.0,VTK_DOUBLE_MAX);
  vtkGetMacro(AbsoluteError,double);
  //@}

  //@{
  /**
   * Specify the relative error of the mesh; that is, the error in height
   * between the decimated mesh and the original height field normalized by
   * the diagonal of the image.  You need to set this value only when the
   * error measure is set to RelativeError.
   */
  vtkSetClampMacro(RelativeError,double,0.0,VTK_DOUBLE_MAX);
  vtkGetMacro(RelativeError,double);
  //@}

  //@{
  /**
   * Turn on/off the deletion of vertices on the boundary of a mesh. This
   * may limit the maximum reduction that may be achieved.
   */
  vtkSetMacro(BoundaryVertexDeletion,vtkTypeBool);
  vtkGetMacro(BoundaryVertexDeletion,vtkTypeBool);
  vtkBooleanMacro(BoundaryVertexDeletion,vtkTypeBool);
  //@}

  //@{
  /**
   * Compute normals based on the input image. Off by default.
   */
  vtkSetMacro(ComputeNormals, vtkTypeBool);
  vtkGetMacro(ComputeNormals, vtkTypeBool);
  vtkBooleanMacro(ComputeNormals, vtkTypeBool);
  //@}

protected:
  vtkGreedyTerrainDecimation();
  ~vtkGreedyTerrainDecimation() override;

  int RequestData(vtkInformation *, vtkInformationVector **, vtkInformationVector *) override;
  int FillInputPortInformation(int port, vtkInformation *info) override;

  vtkTypeBool ComputeNormals;
  vtkFloatArray* Normals;
  void ComputePointNormal(int i, int j, float n[3]);

  //ivars that the API addresses
  int       ErrorMeasure;
  vtkIdType NumberOfTriangles;
  double    Reduction;
  double    AbsoluteError;
  double    RelativeError;
  vtkTypeBool       BoundaryVertexDeletion; //Can we delete boundary vertices?

  //Used for convenience
  vtkPolyData    *Mesh;
  vtkPointData   *InputPD;
  vtkPointData   *OutputPD;
  vtkDoubleArray *Points;
  vtkDataArray   *Heights;
  vtkIdType      CurrentPointId;
  double         Tolerance;
  vtkIdList      *Neighbors;
  int            Dimensions[3];
  double         Origin[3];
  double         Spacing[3];
  vtkIdType      MaximumNumberOfTriangles;
  double         Length;

  //Bookkeeping arrays
  vtkPriorityQueue                          *TerrainError; //errors for each pt in height field
  vtkGreedyTerrainDecimationTerrainInfoType *TerrainInfo;  //owning triangle for each pt
  vtkGreedyTerrainDecimationPointInfoType   *PointInfo;    //map mesh pt id to input pt id

  //Make a guess at initial allocation
  void EstimateOutputSize(const vtkIdType numInputPts, vtkIdType &numPts, vtkIdType &numTris);

  //Returns non-zero if the error measure is satisfied.
  virtual int SatisfiesErrorMeasure(double error);

  //Insert all the boundary vertices into the TIN
  void InsertBoundaryVertices();

  //Insert a point into the triangulation; get a point from the triangulation
  vtkIdType AddPointToTriangulation(vtkIdType inputPtId);
  vtkIdType InsertNextPoint(vtkIdType inputPtId, double x[3]);
  double *GetPoint(vtkIdType id);
  void GetPoint(vtkIdType id, double x[3]);

  //Helper functions
  void GetTerrainPoint(int i, int j, double x[3]);
  void ComputeImageCoordinates(vtkIdType inputPtId, int ij[2]);
  int InCircle (double x[3], double x1[3], double x2[3], double x3[3]);
  vtkIdType FindTriangle(double x[3], vtkIdType ptIds[3], vtkIdType tri,
                         double tol, vtkIdType nei[3], vtkIdList *neighbors, int& status);
  void CheckEdge(vtkIdType ptId, double x[3], vtkIdType p1, vtkIdType p2,
                 vtkIdType tri, int depth);

  void UpdateTriangles(vtkIdType meshPtId); //update all points connected to this point
  void UpdateTriangle(vtkIdType triId, vtkIdType p1, vtkIdType p2, vtkIdType p3);
  void UpdateTriangle(vtkIdType triId, int ij1[2], int ij2[2], int ij3[2], double h[4]);

  int CharacterizeTriangle(int ij1[2], int ij2[2], int ij[3],
                           int* &min, int* &max, int* &midL, int* &midR,
                           int* &mid, int mid2[2], double h[3], double &hMin, double &hMax,
                           double &hL, double &hR);

private:
  vtkGreedyTerrainDecimation(const vtkGreedyTerrainDecimation&) = delete;
  void operator=(const vtkGreedyTerrainDecimation&) = delete;

};

#endif
