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

  Program:   Visualization Toolkit
  Module:    $RCSfile: vtkRecursiveDividingCubes.cxx,v $
  Language:  C++
  Date:      $Date: 2002/12/17 02:05:39 $
  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.

=========================================================================*/
#include "vtkRecursiveDividingCubes.h"

#include "vtkCellArray.h"
#include "vtkFloatArray.h"
#include "vtkImageData.h"
#include "vtkMath.h"
#include "vtkObjectFactory.h"
#include "vtkPointData.h"
#include "vtkPolyData.h"
#include "vtkVoxel.h"

vtkCxxRevisionMacro(vtkRecursiveDividingCubes, "$Revision: 1.37 $");
vtkStandardNewMacro(vtkRecursiveDividingCubes);

vtkRecursiveDividingCubes::vtkRecursiveDividingCubes()
{
  this->Value = 0.0;
  this->Distance = 0.1;
  this->Increment = 1;
  this->Count = 0;
  this->Voxel = vtkVoxel::New();
}

vtkRecursiveDividingCubes::~vtkRecursiveDividingCubes()
{
  this->Voxel->Delete();
}

static float X[3]; //origin of current voxel
static float Spacing[3]; //spacing of current voxel
static float Normals[8][3]; //voxel normals
static vtkPoints *NewPts; //points being generated
static vtkFloatArray *NewNormals; //points being generated
static vtkCellArray *NewVerts; //verts being generated

void vtkRecursiveDividingCubes::Execute()
{
  int i, j, k;
  vtkIdType idx;
  vtkDataArray *inScalars;
  vtkIdList *voxelPts;
  float origin[3];
  int dim[3], jOffset, kOffset, sliceSize;
  int above, below, vertNum;
  vtkImageData *input= this->GetInput();
  vtkPolyData *output= this->GetOutput();
  vtkFloatArray *voxelScalars;

  vtkDebugMacro(<< "Executing recursive dividing cubes...");
  //
  // Initialize self; check input; create output objects
  //
  this->Count = 0;

  // make sure we have scalar data
  if ( ! (inScalars = input->GetPointData()->GetScalars()) )
    {
    vtkErrorMacro(<<"No scalar data to contour");
    return;
    }

  // just deal with volumes
  if ( input->GetDataDimension() != 3 )
    {
    vtkErrorMacro("Bad input: only treats 3D structured point datasets");
    return;
    }
  input->GetDimensions(dim);
  input->GetSpacing(Spacing);
  input->GetOrigin(origin);

  // creating points
  NewPts = vtkPoints::New();
  NewPts->Allocate(50000,100000);
  NewNormals = vtkFloatArray::New();
  NewNormals->SetNumberOfComponents(3);
  NewNormals->Allocate(50000,100000);
  NewVerts = vtkCellArray::New();
  NewVerts->Allocate(50000,100000);
  NewVerts->InsertNextCell(0); //temporary cell count

  voxelPts = vtkIdList::New();
  voxelPts->Allocate(8); 
  voxelPts->SetNumberOfIds(8);

  voxelScalars = vtkFloatArray::New();
  voxelScalars->SetNumberOfComponents(inScalars->GetNumberOfComponents());
  voxelScalars->Allocate(8*inScalars->GetNumberOfComponents());
  
  //
  // Loop over all cells checking to see which straddle the specified value. 
  // Since we know that we are working with a volume, can create 
  // appropriate data directly.
  //
  sliceSize = dim[0] * dim[1];
  for ( k=0; k < (dim[2]-1); k++)
    {
    kOffset = k*sliceSize;
    X[2] = origin[2] + k*Spacing[2];

    for ( j=0; j < (dim[1]-1); j++)
      {
      jOffset = j*dim[0];
      X[1] = origin[1] + j*Spacing[1];

      for ( i=0; i < (dim[0]-1); i++)
        {
        idx  = i + jOffset + kOffset;
        X[0] = origin[0] + i*Spacing[0];

        // get point ids of this voxel
        voxelPts->SetId(0, idx);
        voxelPts->SetId(1, idx + 1);
        voxelPts->SetId(2, idx + dim[0]);
        voxelPts->SetId(3, idx + dim[0] + 1);
        voxelPts->SetId(4, idx + sliceSize);
        voxelPts->SetId(5, idx + sliceSize + 1);
        voxelPts->SetId(6, idx + sliceSize + dim[0]);
        voxelPts->SetId(7, idx + sliceSize + dim[0] + 1);

        // get scalars of this voxel
        inScalars->GetTuples(voxelPts,voxelScalars);

        // loop over 8 points of voxel to check if cell straddles value
        for ( above=below=0, vertNum=0; vertNum < 8; vertNum++ )
          {
          if ( voxelScalars->GetComponent(vertNum,0) >= this->Value )
            {
            above = 1;
            }
          else if ( voxelScalars->GetComponent(vertNum,0) < this->Value )
            {
            below = 1;
            }

          if ( above && below ) // recursively generate points
            { //compute voxel normals and subdivide
            input->GetPointGradient(i,j,k, inScalars, Normals[0]);
            input->GetPointGradient(i+1,j,k, inScalars, Normals[1]);
            input->GetPointGradient(i,j+1,k, inScalars, Normals[2]);
            input->GetPointGradient(i+1,j+1,k, inScalars, Normals[3]);
            input->GetPointGradient(i,j,k+1, inScalars, Normals[4]);
            input->GetPointGradient(i+1,j,k+1, inScalars, Normals[5]);
            input->GetPointGradient(i,j+1,k+1, inScalars, Normals[6]);
            input->GetPointGradient(i+1,j+1,k+1, inScalars, Normals[7]);

            this->SubDivide(X, Spacing, voxelScalars->GetPointer(0));
            }
          }
        }
      }
    }

  voxelPts->Delete();
  voxelScalars->Delete();
  NewVerts->UpdateCellCount(NewPts->GetNumberOfPoints());
  vtkDebugMacro(<< "Created " << NewPts->GetNumberOfPoints() << " points");
  //
  // Update ourselves and release memory
  //
  output->SetPoints(NewPts);
  NewPts->Delete();

  output->SetVerts(NewVerts);
  NewVerts->Delete();

  output->GetPointData()->SetNormals(NewNormals);
  NewNormals->Delete();

  output->Squeeze();
}

static int ScalarInterp[8][8] = {{0,8,12,24,16,22,20,26},
                                 {8,1,24,13,22,17,26,21},
                                 {12,24,2,9,20,26,18,23},
                                 {24,13,9,3,26,21,23,19},
                                 {16,22,20,26,4,10,14,25},
                                 {22,17,26,21,10,5,25,15},
                                 {20,26,18,23,14,25,6,11},
                                 {26,21,23,19,25,15,11,7}};

#define VTK_POINTS_PER_POLY_VERTEX 10000

void vtkRecursiveDividingCubes::SubDivide(float origin[3], float h[3], 
                                          float values[8])
{
  int i;
  float hNew[3];

  for (i=0; i<3; i++)
    {
    hNew[i] = h[i] / 2.0;
    }

  // if subdivided far enough, create point and end termination
  if ( h[0] < this->Distance && h[1] < this->Distance && h[2] < this->Distance )
    {
    vtkIdType id;
    float x[3], n[3];
    float p[3], w[8];

    for (i=0; i <3; i++)
      {
      x[i] = origin[i] + hNew[i];
      }

    if ( ! (this->Count++ % this->Increment) ) //add a point
      {
      id = NewPts->InsertNextPoint(x);
      NewVerts->InsertCellPoint(id);
      for (i=0; i<3; i++)
        {
        p[i] = (x[i] - X[i]) / Spacing[i];
        }
      this->Voxel->InterpolationFunctions(p,w);
      for (n[0]=n[1]=n[2]=0.0, i=0; i<8; i++)
        {
        n[0] += Normals[i][0]*w[i];
        n[1] += Normals[i][1]*w[i];
        n[2] += Normals[i][2]*w[i];
        }
      vtkMath::Normalize(n);
      NewNormals->InsertTuple(id,n);

      if ( !(NewPts->GetNumberOfPoints() % VTK_POINTS_PER_POLY_VERTEX) )
        {
        vtkDebugMacro(<<"point# "<<NewPts->GetNumberOfPoints());
        }
      }
    
    return;
    }

  // otherwise, create eight sub-voxels and recurse
  else
    {
    int j, k, idx, above, below, ii;
    float x[3];
    float newValues[8];
    float s[27], scalar;

    for (i=0; i<8; i++)
      {
      s[i] = values[i];
      }

    s[8] = (s[0] + s[1]) / 2.0; // edge verts
    s[9] = (s[2] + s[3]) / 2.0;
    s[10] = (s[4] + s[5]) / 2.0;
    s[11] = (s[6] + s[7]) / 2.0;
    s[12] = (s[0] + s[2]) / 2.0;
    s[13] = (s[1] + s[3]) / 2.0;
    s[14] = (s[4] + s[6]) / 2.0;
    s[15] = (s[5] + s[7]) / 2.0;
    s[16] = (s[0] + s[4]) / 2.0;
    s[17] = (s[1] + s[5]) / 2.0;
    s[18] = (s[2] + s[6]) / 2.0;
    s[19] = (s[3] + s[7]) / 2.0;

    s[20] = (s[0] + s[2] + s[4] + s[6]) / 4.0; // face verts
    s[21] = (s[1] + s[3] + s[5] + s[7]) / 4.0;
    s[22] = (s[0] + s[1] + s[4] + s[5]) / 4.0;
    s[23] = (s[2] + s[3] + s[6] + s[7]) / 4.0;
    s[24] = (s[0] + s[1] + s[2] + s[3]) / 4.0;
    s[25] = (s[4] + s[5] + s[6] + s[7]) / 4.0;

    s[26] = (s[0] + s[1] + s[2] + s[3] + s[4] + s[5] + s[6] + s[7]) / 8.0; //middle

    for (k=0; k < 2; k++)
      {
      x[2] = origin[2] +  k*hNew[2];

      for (j=0; j < 2; j++)
        {
        x[1] = origin[1] +  j*hNew[1];

        for (i=0; i < 2; i++)
          {
          idx = i + j*2 + k*4;
          x[0] = origin[0] +  i*hNew[0];

          for (above=below=0,ii=0; ii<8; ii++)
            {
            scalar = s[ScalarInterp[idx][ii]];

            if ( scalar >= this->Value )
              {
              above = 1;
              }
            else if ( scalar < this->Value )
              {
              below = 1;
              }

            newValues[ii] = scalar;
            }

          if ( above && below )
            {
            this->SubDivide(x, hNew, newValues);
            }
          }
        }
      }
    }
}

void vtkRecursiveDividingCubes::PrintSelf(ostream& os, vtkIndent indent)
{
  this->Superclass::PrintSelf(os,indent);

  os << indent << "Value: " << this->Value << "\n";
  os << indent << "Distance: " << this->Distance << "\n";
  os << indent << "Increment: " << this->Increment << "\n";
}


