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

  Program:   Visualization Toolkit
  Module:    $RCSfile: vtkQuadricClustering.h,v $
  Language:  C++
  Date:      $Date: 2003/10/04 19:31:20 $
  Version:   $Revision: 1.37 $

  Copyright (c) 1993-2002 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.

=========================================================================*/
// .NAME vtkQuadricClustering - reduce the number of triangles in a mesh
// .SECTION Description
// vtkQuadricClustering is a filter to reduce the number of triangles in a
// triangle mesh, forming a good approximation to the original geometry.  The
// input to vtkQuadricClustering is a vtkPolyData object, and all types of
// polygonal data are handled.
//
// The algorithm used is the one described by Peter Lindstrom in his Siggraph
// 2000 paper, "Out-of-Core Simplification of Large Polygonal Models."  The
// general approach of the algorithm is to cluster vertices in a uniform
// binning of space, accumulating the quadric of each triangle (pushed out to
// the triangles vertices) within each bin, and then determining an optimal
// position for a single vertex in a bin by using the accumulated quadric. In
// more detail, the algorithm first gets the bounds of the input poly data.
// It then breaks this bounding volume into a user-specified number of
// spatial bins.  It then reads each triangle from the input and hashes its
// vertices into these bins.  (If this is the first time a bin has been
// visited, initialize its quadric to the 0 matrix.) The algorithm computes
// the error quadric for this triangle and adds it to the existing quadric of
// the bin in which each vertex is contained. Then, if 2 or more vertices of
// the triangle fall in the same bin, the triangle is dicarded.  If the
// triangle is not discarded, it adds the triangle to the list of output
// triangles as a list of vertex identifiers.  (There is one vertex id per
// bin.)  After all the triangles have been read, the representative vertex
// for each bin is computed (an optimal location is found) using the quadric
// for that bin.  This determines the spatial location of the vertices of
// each of the triangles in the output.
//
// To use this filter, specify the divisions defining the spatial subdivision
// in the x, y, and z directions. You must also specify an input vtkPolyData.
// Then choose to either 1) use the original points that minimize the quadric
// error to produce the output triangles or 2) compute an optimal position in
// each bin to produce the output triangles (recommended and default behavior).
//
// This filter can take multiple inputs.  To do this, the user must explicity
// call StartAppend, Append (once for each input), and EndAppend.  StartAppend
// sets up the data structure to hold the quadric matrices.  Append processes
// each triangle in the input poly data it was called on, hashes its vertices
// to the appropriate bins, determines whether to keep this triangle, and
// updates the appropriate quadric matrices.  EndAppend determines the spatial
// location of each of the representative vertices for the visited bins. While
// this approach does not fit into the visualization architecture and requires
// manual control, it has the advantage that extremely large data can be 
// processed in pieces and appended to the filter piece-by-piece.


// .SECTION Caveats
// This filter can drastically affect topology, i.e., topology is not 
// preserved.
//
// The filter handles input triangle strips and arbitrary polygons. Arbitrary
// polygons are assumed convex: during insertion they are triangulated using
// a fan of triangles from the first point in the polygons. If the polygon is
// concave, this can produce bad results. In this case, use vtkTriangleFilter
// to triangulate the polygons first.

// .SECTION See Also
// vtkQuadricDecimation vtkDecimatePro vtkDecimate

#ifndef __vtkQuadricClustering_h
#define __vtkQuadricClustering_h

#include "vtkPolyDataToPolyDataFilter.h"

class vtkCellArray;
class vtkFeatureEdges;
class vtkPoints;

class VTK_GRAPHICS_EXPORT vtkQuadricClustering : public vtkPolyDataToPolyDataFilter
{
public:
  vtkTypeRevisionMacro(vtkQuadricClustering, vtkPolyDataToPolyDataFilter);
  void PrintSelf(ostream& os, vtkIndent indent);
  static vtkQuadricClustering *New();

  // Description:
  // Set/Get the number of divisions along each axis for the spatial bins.
  // The number of spatial bins is NumberOfXDivisions*NumberOfYDivisions*
  // NumberOfZDivisions.  The filter may choose to ignore large numbers of
  // divisions if the input has few points and AutoAdjustNumberOfDivisions
  // is enabled.
  void SetNumberOfXDivisions(int num);
  void SetNumberOfYDivisions(int num);
  void SetNumberOfZDivisions(int num);
  vtkGetMacro(NumberOfXDivisions, int);
  vtkGetMacro(NumberOfYDivisions, int);
  vtkGetMacro(NumberOfZDivisions, int);
  void SetNumberOfDivisions(int div[3]);
  int *GetNumberOfDivisions();
  void GetNumberOfDivisions(int div[3]);

  // Description:
  // Enable automatic adjustment of number of divisions. If off, the number
  // of divisions specified by the user is always used (as long as it is valid).
  vtkSetMacro(AutoAdjustNumberOfDivisions,int);
  vtkGetMacro(AutoAdjustNumberOfDivisions,int);
  vtkBooleanMacro(AutoAdjustNumberOfDivisions,int);

  // Description:
  // This is an alternative way to set up the bins.  If you are trying to match
  // boundaries between pieces, then you should use these methods rather than
  // SetNumberOfDivisions. To use these methods, specify the origin and spacing
  // of the spatial binning.
  void SetDivisionOrigin(float x, float y, float z);
  void SetDivisionOrigin(float o[3]) 
    {this->SetDivisionOrigin(o[0],o[1],o[2]);}
  vtkGetVector3Macro(DivisionOrigin, float);
  void SetDivisionSpacing(float x, float y, float z);
  void SetDivisionSpacing(float s[3]) 
    {this->SetDivisionSpacing(s[0],s[1],s[2]);}
  vtkGetVector3Macro(DivisionSpacing, float);

  // Description:
  // Normally the point that minimizes the quadric error function is used as
  // the output of the bin.  When this flag is on, the bin point is forced to
  // be one of the points from the input (the one with the smallest
  // error). This option does not work (i.e., input points cannot be used)
  // when the append methods (StartAppend(), Append(), EndAppend()) are being
  // called directly.
  vtkSetMacro(UseInputPoints, int);
  vtkGetMacro(UseInputPoints, int);
  vtkBooleanMacro(UseInputPoints, int);

  // Description:
  // By default, this flag is off.  When "UseFeatureEdges" is on, then
  // quadrics are computed for boundary edges/feature edges.  They influence
  // the quadrics (position of points), but not the mesh.  Which features to
  // use can be controlled by the filter "FeatureEdges".
  vtkSetMacro(UseFeatureEdges, int);
  vtkGetMacro(UseFeatureEdges, int);
  vtkBooleanMacro(UseFeatureEdges, int);
  vtkFeatureEdges *GetFeatureEdges() {return this->FeatureEdges;}

  // Description:
  // By default, this flag is off.  It only has an effect when
  // "UseFeatureEdges" is also on.  When "UseFeaturePoints" is on, then
  // quadrics are computed for boundary / feature points used in the boundary
  // / feature edges.  They influence the quadrics (position of points), but
  // not the mesh.
  vtkSetMacro(UseFeaturePoints, int);
  vtkGetMacro(UseFeaturePoints, int);
  vtkBooleanMacro(UseFeaturePoints, int);

  // Description:
  // Set/Get the angle to use in determining whether a point on a boundary /
  // feature edge is a feature point.
  vtkSetClampMacro(FeaturePointsAngle, float, 0.0, 180.0);
  vtkGetMacro(FeaturePointsAngle, float);
  
  // Description:
  // When this flag is on (and it is on by default), then triangles that are 
  // completely contained in a bin are added to the bin quadrics.  When the
  // the flag is off the filter operates faster, but the surface may not be
  // as well behaved.
  vtkSetMacro(UseInternalTriangles, int);
  vtkGetMacro(UseInternalTriangles, int);
  vtkBooleanMacro(UseInternalTriangles, int);

  // Description:
  // These methods provide an alternative way of executing the filter.
  // PolyData can be added to the result in pieces (append).
  // In this mode, the user must specify the bounds of the entire model
  // as an argument to the "StartAppend" method.
  void StartAppend(float *bounds);
  void StartAppend(float x0,float x1,float y0,float y1,float z0,float z1)
    {float b[6]; b[0]=x0; b[1]=x1; b[2]=y0; b[3]=y1; b[4]=z0; b[5]=z1; 
    this->StartAppend(b);}  
  void Append(vtkPolyData *piece);
  void EndAppend();

  // Description:
  // This flag makes the filter copy cell data from input to output 
  // (the best it can).  It uses input cells that trigger the addition
  // of output cells (no averaging).  This is off by default, and does
  // not work when append is being called explicitely (non-pipeline usage).
  vtkSetMacro(CopyCellData, int); 
  vtkGetMacro(CopyCellData, int); 
  vtkBooleanMacro(CopyCellData, int); 

protected:
  vtkQuadricClustering();
  ~vtkQuadricClustering();

  void Execute();
    
  // Description:
  // Given a point, determine what bin it falls into.
  vtkIdType HashPoint(float point[3]);
  
  // Description:
  // Determine the representative point for this bin.
  void ComputeRepresentativePoint(float quadric[9], vtkIdType binId,
                                  float point[3]);

  // Description:
  // Add triangles to the quadric array.  If geometry flag is on then
  // triangles are added to the output.
  void AddPolygons(vtkCellArray *polys, vtkPoints *points, int geometryFlag);
  void AddStrips(vtkCellArray *strips, vtkPoints *points, int geometryFlag);
  void AddTriangle(vtkIdType *binIds, float *pt0, float *pt1, float *pt2,
                   int geometeryFlag);

  // Description:
  // Add edges to the quadric array.  If geometry flag is on then
  // edges are added to the output.
  void AddEdges(vtkCellArray *edges, vtkPoints *points,
                int geometryFlag);
  void AddEdge(vtkIdType *binIds, float *pt0, float *pt1, int geometeryFlag);

  // Description:
  // Add vertices to the quadric array.  If geometry flag is on then
  // vertices are added to the output.
  void AddVertices(vtkCellArray *verts, vtkPoints *points, int geometryFlag);
  void AddVertex(vtkIdType binId, float *pt, int geometryFlag);

  // Description:
  // Initialize the quadric matrix to 0's.
  void InitializeQuadric(float quadric[9]);
  
  // Description:
  // Add this quadric to the quadric already associated with this bin.
  void AddQuadric(vtkIdType binId, float quadric[9]);

  // Description:
  // Find the feature points of a given set of edges.
  // The points returned are (1) those used by only one edge, (2) those
  // used by > 2 edges, and (3) those where the angle between 2 edges
  // using this point is < angle.
  void FindFeaturePoints(vtkCellArray *edges, vtkPoints *edgePts, float angle);
  
  // Description:
  // This method will rep[lace the quadric  generated points with the
  // input points with the lowest error.
  void EndAppendUsingPoints(vtkPolyData *input);
  int UseInputPoints;

  // Description:
  // This method sets the verticies of the output.
  // It duplicates the structure of the input cells (but decimiated).
  void EndAppendVertexGeometry(vtkPolyData *input);

  // Unfinished option to handle boundary edges differently.
  void AppendFeatureQuadrics(vtkPolyData *pd);
  int UseFeatureEdges;
  int UseFeaturePoints;
  int UseInternalTriangles;

  int NumberOfXDivisions;
  int NumberOfYDivisions;
  int NumberOfZDivisions;

  // Used internally.
  // can be smaller than user values when input numb er of points is small.
  int NumberOfDivisions[3];

  // Since there are two was of specifing the grid, we have this flag
  // to indicate which the user has set.  When this flag is on, 
  // the bin sizes are computed from the DivisionOrigin and DivisionSpacing. 
  int ComputeNumberOfDivisions;

  float DivisionOrigin[3];
  float DivisionSpacing[3];
  int   AutoAdjustNumberOfDivisions;

  float Bounds[6];
  float XBinSize;
  float YBinSize;
  float ZBinSize;
  vtkIdType SliceSize; //eliminate one multiplication

  //BTX
  struct PointQuadric 
  {
    PointQuadric():VertexId(-1),Dimension(255) {}
    
    vtkIdType VertexId;
    // Dimension is supposed to be a flag representing the dimension of the
    // cells contributing to the quadric.  Lines: 1, Triangles: 2 (and points
    // 0 in the future?)
    unsigned char Dimension;
    float Quadric[9];
  };
  //ETX

  PointQuadric* QuadricArray;
  vtkIdType NumberOfBinsUsed;

  // Have to make these instance variables if we are going to allow
  // the algorithm to be driven by the Append methods.
  vtkCellArray *OutputTriangleArray;
  vtkCellArray *OutputLines;

  vtkFeatureEdges *FeatureEdges;
  vtkPoints *FeaturePoints;
  float FeaturePointsAngle;

  int CopyCellData;
  int InCellCount;
  int OutCellCount;

private:
  vtkQuadricClustering(const vtkQuadricClustering&);  // Not implemented.
  void operator=(const vtkQuadricClustering&);  // Not implemented.
};

#endif
