/****************************************************************************
* VCGLib                                                            o o     *
* Visual and Computer Graphics Library                            o     o   *
*                                                                _   O  _   *
* Copyright(C) 2004-2016                                           \/)\/    *
* Visual Computing Lab                                            /\/|      *
* ISTI - Italian National Research Council                           |      *
*                                                                    \      *
* All rights reserved.                                                      *
*                                                                           *
* This program is free software; you can redistribute it and/or modify      *
* it under the terms of the GNU General Public License as published by      *
* the Free Software Foundation; either version 2 of the License, or         *
* (at your option) any later version.                                       *
*                                                                           *
* This program is distributed in the hope that it will be useful,           *
* but WITHOUT ANY WARRANTY; without even the implied warranty of            *
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the             *
* GNU General Public License (http://www.gnu.org/licenses/gpl.txt)          *
* for more details.                                                         *
*                                                                           *
****************************************************************************/

#ifndef VCG_SPACE_INDEX_PERFECT_SPATIAL_HASHING_H
#define VCG_SPACE_INDEX_PERFECT_SPATIAL_HASHING_H

#pragma warning(disable : 4996)

#define _USE_GRID_UTIL_PARTIONING_ 1
#define _USE_OCTREE_PARTITIONING_  (1-_USE_GRID_UTIL_PARTIONING_)

#include <vector>
#include <list>
#include <algorithm>

#include <vcg/space/index/base.h>
#include <vcg/space/index/grid_util.h>

#include <vcg/space/point2.h>
#include <vcg/space/point3.h>
#include <vcg/space/box3.h>

namespace vcg
{

    // Compute the greatest common divisor between two integers a and b
    int GreatestCommonDivisor(const int a, const int b)
    {
        int m = a;
        int n = b;

        do
        {
            if (m<n) std::swap(m, n);
            m = m % n;
            std::swap(m, n);
        }
        while (n!=0);
        return m;
    }

    // Doxygen documentation
    /** \addtogroup index */
    /*! @{ */

    /*!
     * This class implements the perfect spatial hashing by S.Lefebvre and H.Hoppe
     * This is an spatial indexing structure such as the uniform grid, but with lower
     * memory requirements, since all the empty cells of the uniform grid are removed.
     * Access to a non-empty cell is performed looking up in two d-dimensional tables,
     * the offset table and the hash table.
     * @param OBJECT_TYPE (Template parameter) the type of objects to be indexed
     * @param SCALAR_TYPE (Template parameter) the scalar type
     */
    template < class OBJECT_TYPE, class SCALAR_TYPE >
    class PerfectSpatialHashing : public vcg::SpatialIndex< OBJECT_TYPE, SCALAR_TYPE >
    {
        // Given an object or a pointer to an object, return the reference to the object
        template < typename TYPE >
        struct Dereferencer
        {
            static				TYPE& Reference(TYPE				 &t)	{	return  t;	}
            static				TYPE& Reference(TYPE*			 &t)	{ return *t;  }
            static const  TYPE& Reference(const TYPE	 &t)	{ return  t;	}
            static const	TYPE& Reference(const TYPE* &t)	{ return *t;	}
        };

        // Given a type, holds this type in Type
        template < typename TYPE >
        struct ReferenceType { typedef TYPE Type; };

        // Given as type a "pointer to type", holds the type in Type
        template < typename TYPE >
        struct ReferenceType< TYPE * > { typedef typename ReferenceType<TYPE>::Type Type; };

    public:
        typedef						SCALAR_TYPE													ScalarType;
        typedef						OBJECT_TYPE													ObjectType;
        typedef typename	ReferenceType< ObjectType >::Type * ObjectPointer;
        typedef typename  vcg::Box3< ScalarType >							BoundingBoxType;
        typedef typename	vcg::Point3< ScalarType >						CoordinateType;

    protected:
        /*! \struct NeighboringEntryIterator
        * This class provides a convenient way to iterate over the six neighboring cells of a given cell.
        */
        struct NeighboringEntryIterator
        {
            /*!
            * Default constructor.
            * @param[in] entry				The index of the cell in the UniformGrid around which iterate.
            * @param[in] table_size  The number of cells in the UniformGrid for each side.
            */
            NeighboringEntryIterator(const vcg::Point3i &entry, const int table_size)
            {
                m_Center		= entry;
                m_TableSize = table_size;
                m_CurrentNeighbor.X() = (m_Center.X()+m_TableSize-1)%m_TableSize;
                m_CurrentNeighbor.Y() = m_Center.Y();
                m_CurrentNeighbor.Z() = m_Center.Z();
                m_CurrentIteration		= 0;
            }

            /*!
            * Increment the iterator to point to the next neighboring entry in the UniformGrid
            */
            void operator++(int)
            {
                switch(++m_CurrentIteration)
                {
                case 1: m_CurrentNeighbor.X()=(m_Center.X()+1)%m_TableSize; break;
                case 2: m_CurrentNeighbor.X()=m_Center.X(); m_CurrentNeighbor.Y()=(m_Center.Y()+m_TableSize-1)%m_TableSize; break;
                case 3: m_CurrentNeighbor.Y()=(m_Center.Y()+1)%m_TableSize; break;
                case 4: m_CurrentNeighbor.Y()=m_Center.Y(); m_CurrentNeighbor.Z()=(m_Center.Z()+m_TableSize-1)%m_TableSize; break;
                case 5: m_CurrentNeighbor.Z()=(m_Center.Z()+1)%m_TableSize; break;
                default: m_CurrentNeighbor = vcg::Point3i(-1, -1, -1); break;
                }
            }

            /*!
            * Dereferencing operator
            * \return The neighbor of the given cell at the current iteration
            */
            vcg::Point3i operator*() { return m_CurrentNeighbor; }

            /*!
            * Assignment operator
            * @param[in] The source neighboring iterator
            * \return		The reference to this iterator
            */
            NeighboringEntryIterator& operator =(const NeighboringEntryIterator &it)
            {
                m_Center						= it.m_Center						;
                m_CurrentNeighbor		= it.m_CurrentNeighbor	;
                m_CurrentIteration	= it.m_CurrentIteration	;
                m_TableSize					= it.m_TableSize				;
                return *this;
            }

            /*!
            * Less than operator. Since each entry in the UniformGrid has only 6 neighbors,
            * the iterator over the neighboring entries can be compared with an integer.
            */
            inline bool operator <(const int value) { return m_CurrentIteration<value; }

        protected:
            vcg::Point3i	m_Center;						/*!< The cell whose neighboring cells are to be looked up.	*/
            vcg::Point3i	m_CurrentNeighbor;	/*!< The neighboring cell at the current iteration.					*/
            int						m_CurrentIteration; /*!< The current iteration.																	*/
            int						m_TableSize;				/*!< The number of cell in the UniformGrid for each side		*/
        }; // end of class NeighboringEntryIterator



        /************************************************************************/
        /*! \class UniformGrid
         * This class represent the domain U in the original article. It is used
         * only during the construction of the offset and hash tables.
         */
        /************************************************************************/
        class UniformGrid
        {
        public:
            typedef vcg::Point3i CellCoordinate;

            /*! \struct EntryIterator
             * This class provides a convenient way to iterate over the set of the grid cells.
             */
            struct EntryIterator
            {
                friend class UniformGrid;

                /*!
                 * Default constructor
                 */
                EntryIterator(UniformGrid *uniform_grid, const CellCoordinate &position)
                {
                    m_UniformGrid			= uniform_grid;
                    m_CurrentPosition = position;
                }


                /*!
                 * Increment operator. Move the iterator to the next cell in the UniformGrid
                 */
                void operator++(int)
                {
                    if (++m_CurrentPosition.Z()==m_UniformGrid->GetResolution())
                    {
                        m_CurrentPosition.Z() = 0;
                        if (++m_CurrentPosition.Y()==m_UniformGrid->GetResolution())
                        {
                            m_CurrentPosition.Y() = 0;
                            if (++m_CurrentPosition.X()==m_UniformGrid->GetResolution())
                                m_CurrentPosition = CellCoordinate(-1, -1, -1);
                        }
                    }
                }


                /*!
                 * Copy operator.
                 * @param[in] it The iterator whose value has to be copied.
                 */
                void operator =(const EntryIterator &it)
                {
                    m_UniformGrid			= it.m_UniformGrid;
                    m_CurrentPosition = it.m_CurrentPosition;
                }

                /*!
                 * Equivalence operator
                 */
                bool operator==(const EntryIterator &it) const
                {
                    return m_CurrentPosition==it.m_CurrentPosition;
                }

                /*!
                 * Diversity operator
                 */
                bool operator!=(const EntryIterator &it) const
                {
                    return m_CurrentPosition!=it.m_CurrentPosition;
                }

                /*!
                 * Dereferencing operator.
                 * \return The pointer to the vector of the objects contained in the cell pointed to by the iterator.
                 */
                std::vector< ObjectPointer >* operator*()
                {
                    return m_UniformGrid->GetObjects(m_CurrentPosition);
                }

                /*!
                 * Return the index of the cell pointed to by the iterator.
                 */
                CellCoordinate GetPosition() const
                {
                    return m_CurrentPosition;
                }


            protected:
                UniformGrid			* m_UniformGrid;
                CellCoordinate		m_CurrentPosition;
            }; // end of struct EntryIterator


            /*!
             * Default constructor
             */
            UniformGrid() {}

            /*!
             * Default destructor
             */
            ~UniformGrid() {}


            /*!
             * These functions return an iterator pointing to the first and the last cell of the grid respectively.
             */
            EntryIterator Begin() { return EntryIterator(this, CellCoordinate( 0,  0,  0)); }
            EntryIterator End()		{ return EntryIterator(this, CellCoordinate(-1, -1, -1)); }


            /*!
             * Return an iterator that iterates over the six adjacent cells of a given cell.
             * @param[in] at	The cell around which this iterator takes values.
             * \return				The iterator over the neighboring cells of <CODE>at</CODE>.
             */
            NeighboringEntryIterator GetNeighboringEntryIterator(const CellCoordinate &at) { return NeighboringEntryIterator(at, m_CellPerSide); }


            /*!
             * Allocate the necessary space for the uniform grid.
             * @param[in] bounding_box	The bounding box enclosing the whole dataset.
             * @param[in] cell_per_side	The resolution of the grid.
             */
            void Allocate(const BoundingBoxType &bounding_box, const int cell_per_side)
            {
                m_CellPerSide = cell_per_side;
                m_BoundingBox = bounding_box;
                m_CellSize		= (m_BoundingBox.max - m_BoundingBox.min)/ScalarType(cell_per_side);

                m_Grid.resize(m_CellPerSide);
                for (int i=0; i<m_CellPerSide; i++)
                {
                    m_Grid[i].resize(m_CellPerSide);
                    for (int j=0; j<m_CellPerSide; j++)
                        m_Grid[i][j].resize(m_CellPerSide);
                }
            }


            /*!
             * Removes all the reference to the domain data from the UniformGrid cells.
             */
            void Finalize()
            {
                m_Grid.clear();
            }


            /*!
             * Adds a set of elements to the uniform grid.
             * @param[in] begin The iterator addressing the position of the first element in the range to be added.
             * @param[in] end		The iterator addressing the position one past the final element in the range to be added.
             */
            template < class OBJECT_ITERATOR >
            void InsertElements(const OBJECT_ITERATOR &begin, const OBJECT_ITERATOR &end)
            {
                typedef OBJECT_ITERATOR ObjectIterator;
                typedef Dereferencer< typename ReferenceType< typename OBJECT_ITERATOR::value_type >::Type > ObjectDereferencer;

                std::vector< CellCoordinate > cells_occupied;
                for (ObjectIterator iObject=begin; iObject!=end; iObject++)
                {
                    ObjectPointer pObject = &ObjectDereferencer::Reference( *iObject );
                    GetCellsIndex( pObject, cells_occupied);
                    for (std::vector< CellCoordinate >::iterator iCell=cells_occupied.begin(), eCell=cells_occupied.end(); iCell!=eCell; iCell++)
                        GetObjects( *iCell )->push_back( pObject );
                    cells_occupied.clear();
                }
            }


            /*!
             * Given a point contained in the UniformGrid, returns the index of the cell where it's contained.
             * @param[in] query The 3D point.
             * \return					The index of the UniformGrid entry where this point is contained.
             */
            inline CellCoordinate Interize(const CoordinateType &query) const
            {
                CellCoordinate result;
                result.X() = (int) floorf( (query.X()-m_BoundingBox.min.X())/m_CellSize.X() );
                result.Y() = (int) floorf( (query.Y()-m_BoundingBox.min.Y())/m_CellSize.Y() );
                result.Z() = (int) floorf( (query.Z()-m_BoundingBox.min.Z())/m_CellSize.Z() );
                return result;
            }

            /*!
             * Given a bounding box contained in the UniformGrid, returns its integer-equivalent bounding box.
             * @param[in] bounding_box	The bounding box in the 3D space.
             * \return									The integer representation of the bounding box.
             */
            inline vcg::Box3i Interize(const BoundingBoxType &bounding_box) const
            {
                vcg::Box3i result;
                result.min = Interize(bounding_box.min);
                result.max = Interize(bounding_box.max);
                return result;
            }


            /*!
             * Given the pointer to an object, returns the set of cells in the uniform grid containing the object.
             * @param[in]		pObject					The pointer to the object
             * @param[out]	cells_occuppied	The set of cell index containing the object
             */
            void GetCellsIndex(const ObjectPointer pObject, std::vector< CellCoordinate > & cells_occupied)
            {
                BoundingBoxType object_bb;
                (*pObject).GetBBox(object_bb);
                CoordinateType corner = object_bb.min;

                while (object_bb.IsIn(corner))
                {
                    CellCoordinate cell_index;
                    cell_index.X() = (int) floorf( (corner.X()-m_BoundingBox.min.X())/m_CellSize.X() );
                    cell_index.Y() = (int) floorf( (corner.Y()-m_BoundingBox.min.Y())/m_CellSize.Y() );
                    cell_index.Z() = (int) floorf( (corner.Z()-m_BoundingBox.min.Z())/m_CellSize.Z() );
                    cells_occupied.push_back( cell_index );

                    if ((corner.X()+=m_CellSize.X())>object_bb.max.X())
                    {
                        corner.X() = object_bb.min.X();
                        if ( (corner.Z()+=m_CellSize.Z())>object_bb.max.Z() )
                        {
                            corner.Z() = object_bb.min.Z();
                            corner.Y() += m_CellSize.Y();
                        }
                    }
                }
            }


            /*!
             * Return the number of cells of the uniform grid where there are no item of the input dataset.
             * \return The number of cells occupied by at least one item.
             */
            int GetNumberOfNotEmptyCells()
            {
                int number_of_not_empty_cell = 0;
                for (int i=0; i<m_CellPerSide; i++)
                    for (int j=0; j<m_CellPerSide; j++)
                        for (int k=0; k<m_CellPerSide; k++)
                            if (GetObjects(i, j, k)->size()>0)
                                number_of_not_empty_cell++;
                return number_of_not_empty_cell;
            }

            /*!
             * Returns the number of entries for each side of the grid.
             * \return The resolution of the UniformGrid in each dimension.
             */
            inline int GetResolution() const { return m_CellPerSide; }


            /*!
             * Return the pointer to a vector containing pointers to the objects falling in a given domain cell.
             * @param[in] at	The index of the cell of the uniform grid where looking for
             * \return				A pointer to a vector of pointers to the objects falling in the cell having index <CODE>at</CODE>.
             */
            std::vector< ObjectPointer >* GetObjects(const int i, const int j, const int k) { return &m_Grid[i][j][k]; }
            std::vector< ObjectPointer >* GetObjects(const CellCoordinate &at)							{ return &m_Grid[at.X()][at.Y()][at.Z()];}
            std::vector< ObjectPointer >* operator[](const CellCoordinate &at)							{ return &m_Grid[at.X()][at.Y()][at.Z()];}

        protected:
            std::vector< std::vector< std::vector< std::vector< ObjectPointer > > > >
                                            m_Grid;					/*!< The uniform grid												*/
            BoundingBoxType	m_BoundingBox;	/*!< The bounding box of the uniform grid.	*/
            int							m_CellPerSide;	/*!< The number of cell per side.						*/
            CoordinateType 	m_CellSize;			/*!< The dimension of each cell.						*/
        }; //end of class UniformGrid




        /************************************************************************/
        /*! \class HashTable
         * This class substitutes the uniform grid.
         */
        /************************************************************************/
        class HashTable
        {
        public:
            typedef vcg::Point3i EntryCoordinate;

            // We preferred using the Data structure instead of a pointer
            // to the vector of the domain elements just for extensibility
            struct Data
            {
                /*!
                 * Default constructor
                 */
                Data(std::vector< ObjectPointer > *data)
                {
                    domain_data = data;
                }

                std::vector< ObjectPointer >	*domain_data;
            };

            /*!
             * Default constructor
             */
            HashTable() {}

            /*!
             * Default destructor
             */
            ~HashTable() { Clear(true); }


            /*!
             *
             */
            NeighboringEntryIterator GetNeighborintEntryIterator(const EntryCoordinate &at) { return NeighboringEntryIterator(at, m_EntryPerSide); }


            /*!
             * Allocates the space for the hash table; the number of entries created is entry_per_side^3.
             * @param[in] entry_per_side The number of entries for each size
             */
            void Allocate(const int entry_per_side)
            {
                m_EntryPerSide = entry_per_side;
                m_Table.resize(m_EntryPerSide);
                for (int i=0; i<m_EntryPerSide; i++)
                {
                    m_Table[i].resize(m_EntryPerSide);
                    for (int j=0; j<m_EntryPerSide; j++)
                        m_Table[i][j].resize(m_EntryPerSide, NULL);
                }

                BuildFreeEntryList();
            }


            /*
             * Once the PerfectSpatialHash has been computed, all the unnecessary data can be eliminated.
             * This function frees the empyt_list, and substitutes all the pointers to the UniformGrid
             * whit brand new pointers to the input objects.
             */
            void Finalize()
            {
                Data *pData;
                for (int i=0; i<m_EntryPerSide; i++)
                    for (int j=0; j<m_EntryPerSide; j++)
                        for (int k=0; k<m_EntryPerSide; k++)
                            if ((pData=GetData(i, j, k))!=NULL)
                            {
                                std::vector< ObjectPointer >	*domain_data = pData->domain_data;
                                pData->domain_data = new std::vector< ObjectPointer>( *domain_data );
                            }


                m_FreeEntries.clear();
            }


            /*!
             * Inserts each entry in the hash table in the free entry list.
             * When this function is called, each entry in the hash table must be free.
             */
            void BuildFreeEntryList()
            {
                m_FreeEntries.clear();
                for (int i=0; i<m_EntryPerSide; i++)
                    for (int j=0; j<m_EntryPerSide; j++)
                        for (int k=0; k<m_EntryPerSide; k++)
                        {
                            assert(m_Table[i][j][k]==NULL);
                            m_FreeEntries.push_back(EntryCoordinate(i, j, k));
                        }
            }

            /*!
             * Removes all the entries from the table and clears the free entry list
             */
            void Clear(bool delete_vectors=false)
            {
                for (int i=0; i<m_EntryPerSide; i++)
                    for (int j=0; j<m_EntryPerSide; j++)
                        for (int k=0; k<m_EntryPerSide; k++)
                            if (m_Table[i][j][k]!=NULL)
                            {
                                if (delete_vectors)
                                    delete m_Table[i][j][k]->domain_data;

                                delete m_Table[i][j][k];
                                m_Table[i][j][k] = NULL;
                            }

                m_FreeEntries.clear();
            }

            /*!
             * Returns the reference to the free entry list
             * \return The reference to the free entry list
             */
            std::list< EntryCoordinate >* GetFreeEntryList() { return &m_FreeEntries; }

            /*!
             * Maps a given domain entry index into a hash table index.
             * It corresponds to the \f$f_0\f$ function in the original article.
             */
            EntryCoordinate DomainToHashTable(const typename UniformGrid::CellCoordinate &p)
            {
                EntryCoordinate result;
                result.X() = p.X()%m_EntryPerSide;
                result.Y() = p.Y()%m_EntryPerSide;
                result.Z() = p.Z()%m_EntryPerSide;
                return result;
            }

            /*!
             * Inserts a new element in the hash table at the given position.
             * @param[in] at		The position in the hash table where the new element will be created
             * @param[in] data	The set of the domain elements contained in this entry
             */
            void SetEntry(const EntryCoordinate &at, std::vector< ObjectPointer > *data)
            {
                assert(IsFree(at));
                m_Table[at.X()][at.Y()][at.Z()] = new Data(data);
                m_FreeEntries.remove(at);
            }

            /*!
             * Given a hash table entry, this function modifies its coordinates in order to guarantee that
             * they are in the valid range. Call this function before accessing the hash table.
             * @param[in, out] entry The entry whose coordinates have to be checked.
             */
            void ValidateEntry(EntryCoordinate &entry)
            {
                while (entry.X()<0) entry.X()+=m_EntryPerSide;
                while (entry.Y()<0) entry.Y()+=m_EntryPerSide;
                while (entry.Z()<0) entry.Z()+=m_EntryPerSide;
            }

            /*!
             * Check if a given position in the hash table is free.
             * @param[in] at The position of the hash table to check.
             * \return			 True if and only if the hash table is free at the given position.
             */
            inline bool IsFree(const EntryCoordinate &at) const
            {
                return (GetData(at)==NULL);
            }

            /*!
             */
            inline int GetSize() { return m_EntryPerSide; }

            /*!
             * Returns the number of free entries.
             */
            inline int GetNumberOfFreeEntries()
            {
                return int(m_FreeEntries.size());
            }

            /*!
             * Return the number of entries where there is some domain data.
             */
            inline int GetNumberOfNotEmptyEntries()
            {
                return (int(powf(float(m_EntryPerSide), 3.0f))-int(m_FreeEntries.size()));
            }

            /*!
             * Return the pointer to the data stored in the hash table at the given position.
             * @param[in] at	The position of the hash table where looks for the data.
             * \return				A pointer to a valid data only if a valid pointer is stored in the hash
             *								table at the given position; otherwise return NULL.
             */
            inline Data* GetData	 (const int i, const int j, const int k) const { return m_Table[i][j][k]; }
            inline Data* GetData	 (const EntryCoordinate &at) const { return m_Table[at.X()][at.Y()][at.Z()]; }
            inline Data* operator[](const EntryCoordinate &at) const { return m_Table[at.X()][at.Y()][at.Z()]; }

        protected:
            int																									m_EntryPerSide; /*!< The number of entries for each side of the hash-table. */
            std::vector< std::vector< std::vector < Data* > > > m_Table;				/*!< The table. */
            std::list< EntryCoordinate >												m_FreeEntries;  /*!< The list containing the free entries. */
        }; //end of class HashTable

        /************************************************************************/
        /*! \class OffsetTable
        * This class containts the offsets used for shifting the access to the hash table.
        */
        /************************************************************************/
        class OffsetTable
        {
        public:
            typedef unsigned char						OffsetType;
            typedef vcg::Point3<OffsetType>	Offset;
            typedef Offset								* OffsetPointer;
            typedef vcg::Point3i						EntryCoordinate;

            /*! \struct PreImage
             * This class represents the pre-image for a given entry in the offset table, that is the set
             * \f$h_1^{-1}(q)={p \in S s.t. h_1(p)=q}\f$
             */
            struct PreImage
            {
                /*!
                 * Default constructor.
                 * @param[in] at				The entry in the offset table where the cells in the preimage are mapped into.
                 * @param[in] preimage	The set of UniformGrid cells mapping to this entry.
                 */
                PreImage(EntryCoordinate &at, std::vector< typename UniformGrid::CellCoordinate > *preimage)
                {
                    entry_index = at;
                    pre_image		= preimage;
                    cardinality = int(pre_image->size());
                }

                /*!
                 * less-than operator: needed for sorting the preimage slots based on their cardinality.
                 * @param second
                 * \return <code>true</code> if and only if the cardinality of this preimage slot is greater than that of <code>second</code>.
                 */
                inline bool operator<(const PreImage &second) const { return (cardinality>second.cardinality); }


                std::vector< typename UniformGrid::CellCoordinate >
                                                    *	pre_image;		/*!< The set of entries in the uniform grid whose image through \f$h_1\f$ is this entry.*/
                EntryCoordinate			entry_index;  /*!< The index of the entry inside the offset table.	*/
                int									cardinality;	/*!< The cardinality of the pre-image.								*/
            }; // end of struct PreImage


            /*!
             * Default constructor
             */
            OffsetTable() { m_EntryPerSide=-1; m_NumberOfOccupiedEntries=0;}

            /*!
             * Destructor
             */
            ~OffsetTable() { Clear(); }

            /*!
             * Clear the entries in the offset table and in the preimage table.
             */
            void Clear()
            {
                for (int i=0; i<m_EntryPerSide; i++)
                    for (int j=0; j<m_EntryPerSide; j++)
                        for (int k=0; k<m_EntryPerSide; k++)
                            if (m_Table[i][j][k]!=NULL)
                            {
                                delete m_Table[i][j][k];
                                m_Table[i][j][k] = NULL;
                            }
                m_EntryPerSide = -1;
                m_H1PreImage.clear();
                m_NumberOfOccupiedEntries = 0;
            }

            /*!
             * Allocate the space necessary for a offset table containing size entries for
             * each dimension and the necessary space for computing the relative anti-image.
             * @param[in] size The number of entries per side to allocate.
             */
            void Allocate(int size)
            {
                m_NumberOfOccupiedEntries = 0;

                m_EntryPerSide = size;
                m_Table.resize(m_EntryPerSide);
                for (int i=0; i<m_EntryPerSide; i++)
                {
                    m_Table[i].resize(m_EntryPerSide);
                    for (int j=0; j<m_EntryPerSide; j++)
                        m_Table[i][j].resize(m_EntryPerSide, NULL);
                }

                m_H1PreImage.resize(m_EntryPerSide);
                for (int i=0; i<m_EntryPerSide; i++)
                {
                    m_H1PreImage[i].resize(m_EntryPerSide);
                    for (int j=0; j<m_EntryPerSide; j++)
                        m_H1PreImage[i][j].resize(m_EntryPerSide);
                }
            }


            /*!
             *
             */
            void Finalize()
            {
                m_H1PreImage.clear();
            }


            /*!
             * Build the pre-image of the \f$h_1\f$ function: the <CODE>m_H1PreImage</CODE> grid contains, for each
             * cell (i, j, k) a list of the domain grid (the UniformGrid) that are mapped through \f$h_1\f$ into that cell.
             */
            void BuildH1PreImage(const typename UniformGrid::EntryIterator &begin, const typename UniformGrid::EntryIterator &end)
            {
                for (typename UniformGrid::EntryIterator iter=begin; iter!=end; iter++)
                {
                    if ((*iter)->size()==0)
                        continue;

                    typename UniformGrid::CellCoordinate cell_index = iter.GetPosition();
                    EntryCoordinate at = DomainToOffsetTable(cell_index);
                    m_H1PreImage[at.X()][at.Y()][at.Z()].push_back(cell_index);
                }
            }

            /*!
             * Sorts the entries of the PreImage table based on their cardinality.
             * @param[out] preimage The list containing the entries of the preimage sorted by cardinality
             */
            void GetPreImageSortedPerCardinality(std::list< PreImage > &pre_image)
            {
                pre_image.clear();
                for (int i=0; i<m_EntryPerSide; i++)
                    for (int j=0; j<m_EntryPerSide; j++)
                        for (int k=0; k<m_EntryPerSide; k++)
                        {
                            std::vector< typename UniformGrid::CellCoordinate > *preimage = &m_H1PreImage[i][j][k];
                            if (preimage->size()>0)
                                pre_image.push_back( PreImage(typename UniformGrid::CellCoordinate(i, j, k), preimage) );
                        }
                pre_image.sort();
            }


            /*!
             * Check if the entries in the offset table near the given entry contain a valid offset.
             * @param[in]				at The entry of the offset table whose neighboring entries will be checked.
             * @param[out] offsets The set of consistent offset found by inspecting the neighboring entries.
             * \return a vector containing possible offsets for the given entry
             */
            void SuggestConsistentOffsets(const EntryCoordinate &at, std::vector< Offset > &offsets)
            {
                offsets.clear();
                for (int i=-1; i<2; i++)
                    for (int j=-1; j<2; j++)
                        for (int k=-1; k<2; k++)
                        {
                            if (i==0 && j==0 && k==0)
                                continue;

                            int x = (at.X()+i+m_EntryPerSide)%m_EntryPerSide;
                            int y = (at.Y()+j+m_EntryPerSide)%m_EntryPerSide;
                            int z = (at.Z()+k+m_EntryPerSide)%m_EntryPerSide;
                            EntryCoordinate neighboring_entry(x, y, z);
                            if (!IsFree(neighboring_entry))
                                offsets.push_back( *GetOffset(neighboring_entry) );
                        }
            }


            /*!
             * Assures that the given entry can be used to access the offset table without throwing an out-of-bound exception.
             * @param[in,out] entry The entry to be checked.
             */
            void ValidateEntryCoordinate(EntryCoordinate &entry)
            {
                while (entry.X()<0) entry.X()+=m_EntryPerSide;
                while (entry.Y()<0) entry.Y()+=m_EntryPerSide;
                while (entry.Z()<0) entry.Z()+=m_EntryPerSide;
            }

            /*!
             * Converts the coordinate of a given cell in the UniformGrid to a valid entry in the offset table.
             * This function corresponds to the \f$h_1\f$ function of the article.
             * @param[in] coord The index of a domain cell in the UniformGrid.
             * \return					The coordinate of the entry corresponding to <CODE>coord<CODE> through this mapping.
             */
            EntryCoordinate DomainToOffsetTable(const typename UniformGrid::CellCoordinate &coord)
            {
                EntryCoordinate result;
                result.X() = coord.X()%m_EntryPerSide;
                result.Y() = coord.Y()%m_EntryPerSide;
                result.Z() = coord.Z()%m_EntryPerSide;
                return result;
            }

            /*!
             * Adds a new element to the offset table.
             * @param[in] coord		The index of the UniformGrid cell whose offset has to be stored.
             * @param[in] offset	The offset to associate to the given UniformGrid cell.
             */
            void SetOffset(const typename UniformGrid::CellCoordinate &coord, const Offset &offset)
            {
                EntryCoordinate entry = DomainToOffsetTable(coord);
                assert(IsFree(entry));
                m_Table[entry.X()][entry.Y()][entry.Z()] = new Offset(offset);
                m_NumberOfOccupiedEntries++;
            }

            /*!
             * Return a random offset: this function is used during the first steps of the creation process,
             * when the offsets are computed at random.
             * @param[out] A random offset
             */
            void GetRandomOffset( Offset &offset )
            {
                offset.X() = OffsetType(rand()%m_MAX_VERSOR_LENGTH);
                offset.Y() = OffsetType(rand()%m_MAX_VERSOR_LENGTH);
                offset.Z() = OffsetType(rand()%m_MAX_VERSOR_LENGTH);
            }


            /*!
            * Return the number of entries of the offset table for each dimension.
            * \return The number of entries for each side
            */
            inline int	GetSize()			const {return m_EntryPerSide;}


            /*!
            * Checks if the given entry in the offset table is free
            * @param[in] at The coordinate of the entry to be checked.
            * \return			 true if and only if the entry with coordinate <CODE>at</CODE> is free.
            */
            inline bool IsFree(const EntryCoordinate &at) const { return GetOffset(at)==NULL;	}
            //{ return m_Table[at.X()][at.Y()][at.Z()]==NULL;	}


            /*!
             * Return the number of entries containing a valid offset.
             * \return The number of not empty entries.
             */
            inline int GetNumberOfOccupiedCells() const { return m_NumberOfOccupiedEntries;		}

            /*!
             * Return the pointer to the offset stored at the given entry. NULL if that entry doesn't contain a offset
             */
            inline OffsetPointer& GetOffset (const int i, const int j, const int k)				{ return m_Table[i][j][k]; }
            inline OffsetPointer  GetOffset (const int i, const int j, const int k) const { return m_Table[i][j][k]; }

            inline OffsetPointer& GetOffset (const EntryCoordinate &at)				{ return m_Table[at.X()][at.Y()][at.Z()]; }
            inline OffsetPointer  GetOffset (const EntryCoordinate &at) const { return m_Table[at.X()][at.Y()][at.Z()]; }

            inline OffsetPointer& operator[](const EntryCoordinate &at)				{ return m_Table[at.X()][at.Y()][at.Z()]; }
            inline OffsetPointer  operator[](const EntryCoordinate &at) const { return m_Table[at.X()][at.Y()][at.Z()]; }

        protected:
            const static int	m_MAX_VERSOR_LENGTH = 256;	/*!< The maximal length of the single component of each offset. */
            int								m_EntryPerSide;							/*!< The resolution of the offset table.												*/
            int								m_NumberOfOccupiedEntries;	/*!< The number of entries containing a valid offset.						*/
            std::vector< std::vector< std::vector< OffsetPointer > > >																				m_Table;			/*!< The offset table.					*/
            std::vector< std::vector< std::vector< std::vector< typename UniformGrid::CellCoordinate > > > >	m_H1PreImage; /*!< The \f$f1\f$ pre-image.		*/
        }; //end of class OffsetTable



        /*******************************************************************************************************************************/
        /*! \class BinaryImage
        * This class is used to encode the sparsity of the dataset. Since the hash table stores data associated with a sparse
        * subset of the domain, it may be necessary to determine if an arbitrary query point lies in this defined domain.
        */
        /*******************************************************************************************************************************/
         class BinaryImage
         {
         public:
             /*!
              * Default constructor
                */
             BinaryImage()
             {
                 m_Resolution = -1;
             }


             /*!
              * Destructor
                */
             ~BinaryImage() {}


             /*!
              * Allocate the space necessary to encode the distribution of the dataset over the domain.
                * @param[in] size The resolution on each dimension of the bitmap.
                */
             void Allocate(const int size)
             {
                 m_Resolution = size;
                 m_Mask.resize(m_Resolution);
                 for (int i=0; i<m_Resolution; i++)
                 {
                     m_Mask[i].resize(m_Resolution);
                     for (int j=0; j<m_Resolution; j++)
                         m_Mask[i][j].resize(m_Resolution, false);
                 }
             }


             /*!
              * Removes all flags from the bitmap. This function is called after a failed attempt to create the offset-table.
                */
             void Clear()
             {
                 for (int i=0; i<m_Resolution; i++)
                     for (int j=0; j<m_Resolution; j++)
                         std::fill(m_Mask[i][j].begin(), m_Mask[i][j].end(), false);
             }


             /*!
              * Checks if a portion of the dataset fall inside the UniformGrid cell having coordinate <CODE>at</CODE>.
                * @param[in] at The index of the UniformGrid cell to check.
                * \return				<code>true</code> if and only if a portion of the dataset in included in this  UniformGrid cell.
                */
             inline bool ContainsData(const typename UniformGrid::CellCoordinate &at) const { return GetFlag(at)==true;}


             /*!
              * Returns the number of entries in each dimension.
                * \return The resolution of the BinaryImage.
                */
             inline int GetResolution() const { return m_Resolution; }


             /*!
              * Return the value stored in the d-dimensional bitmap at the given position.
                * @param[in] i
                * @param[in] j
                * @param[in] k
                *	\return
                */
             inline bool operator()(const int i, const int j, const int k)					{ return m_Mask[i][j][k]; }


             /*!
              * Return the value stored at the given position in the d-dimensional bitmap.
                * @param[in] at
                * \return
                */
             inline bool operator[](const typename UniformGrid::CellCoordinate &at)	{ return m_Mask[at.X()][at.Y()][at.Z()]; }
             inline bool& GetFlag(const int i, const int j, const int k)const				{ return m_Mask[i][j][k]; }
             inline void  SetFlat(const int i, const int j, const int k)						{ m_Mask[i][j][k] = true; }


             inline bool  GetFlag(const typename UniformGrid::CellCoordinate &at)	const			{ return m_Mask[at.X()][at.Y()][at.Z()]; }
             inline void  SetFlag(const typename UniformGrid::CellCoordinate &at)						{ m_Mask[at.X()][at.Y()][at.Z()] = true; }

         protected:
             std::vector< std::vector< std::vector< bool > > >
                        m_Mask;					/*!< The bitmap image.							*/
             int	m_Resolution;		/*!< The resolution of the bitmap.	*/
         }; // end of class BinaryImage



         /*******************************************************************************************************************************/
         /*! \struct Neighbor
         * This class is used to retrieve the neighboring objects in the spatial queries and to sort them.
         */
         /*******************************************************************************************************************************/
         struct Neighbor
         {
             /*!
              * Default constructor
                */
             Neighbor()
             {
                 object		= NULL;
                 distance = ScalarType(-1.0);
                 nearest_point.SetZero();
             }


             /*!
              * Constructor
                * @param[in] pObject	The pointer to the object.
                * @param[in] dist			The distance between the object and the query point.
                * @param[in] point		The point on the object having minimal distance from the query point.
                */
             Neighbor(ObjectPointer pObject, ScalarType dist, CoordinateType point)
             {
                 object = pObject;
                 distance = dist;
                 nearest_point(point);
             }


             /*!
              * Less than operator. Needed for sorting a range of neighbor based on their distance from the query object.
                */
             inline bool operator<(const Neighbor &second)
             {
                 return distance<second.distance;
             }

             ObjectPointer	object;
             ScalarType			distance;
             CoordinateType nearest_point;
         }; // end of struct Neighbor

        /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
        /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
        /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////


        /************************************************************************/
        /* Functions	                                                          */
        /************************************************************************/
    public:
        /*!
         * The hash table can be constructed following two different approaches:
         * the first is more fast, but might allocate a offset table bigger than the necessary
         * the second try to construct the offset table up to m_MAX_TRIALS_IN_COMPACT_CONSTRUCTION times, and then chooses the minimum size for which the construction succeeded.
         */
        enum		ConstructionApproach { FastConstructionApproach=0, CompactConstructionApproach=1 };

        /*!
         * Default constructor
         */
        PerfectSpatialHashing() { srand( (unsigned) time(NULL) ); }

        /*!
         * Destructor
         */
        ~PerfectSpatialHashing() { /* ... I don't remember if there is something to delete! :D */ }

        template < class OBJECT_ITERATOR >
        void Set(const OBJECT_ITERATOR & bObj, const OBJECT_ITERATOR & eObj)
        { Set<OBJECT_ITERATOR>(bObj, eObj, FastConstructionApproach, NULL); }

        template < class OBJECT_ITERATOR >
        void Set(const OBJECT_ITERATOR & bObj, const OBJECT_ITERATOR & eObj, vcg::CallBackPos *callback)
        { Set<OBJECT_ITERATOR>(bObj, eObj, FastConstructionApproach, callback); }

        template < class OBJECT_ITERATOR >
        void Set(const OBJECT_ITERATOR & bObj, const OBJECT_ITERATOR & eObj, const ConstructionApproach approach)
        { Set<OBJECT_ITERATOR>(bObj, eObj, approach, NULL); }

        /*!
         * Add the elements to the PerfectSpatialHashing data structure. Since this structure can handle only
         * static dataset, the elements mustn't be changed while using this structure.
         * @param[in] bObj			The iterator addressing the first element to be included in the hashing.
         * @param[in] eObj			The iterator addressing the position after the last element to be included in the hashing.
         * @param[in] approach	Either <code>FastConstructionApproach</code> or <code>CompactConstructionApproach</code>.
         * @param[in] callback  The callback to call to provide information about the progress of the computation.
         */
        template < class OBJECT_ITERATOR >
        void Set(const OBJECT_ITERATOR & bObj, const OBJECT_ITERATOR & eObj, const ConstructionApproach approach, vcg::CallBackPos *callback)
        {
            BoundingBoxType bounding_box;
            BoundingBoxType object_bb;
            bounding_box.SetNull();
            for (OBJECT_ITERATOR iObj=bObj; iObj!=eObj; iObj++)
            {
                (*iObj).GetBBox(object_bb);
                bounding_box.Add(object_bb);
            }

            //...and expand it a bit more
            BoundingBoxType	resulting_bb(bounding_box);
            CoordinateType	offset = bounding_box.Dim()*float(m_BOUNDING_BOX_EXPANSION_FACTOR);
            CoordinateType	center = bounding_box.Center();
            resulting_bb.Offset(offset);
            float longest_side = vcg::math::Max( resulting_bb.DimX(), vcg::math::Max(resulting_bb.DimY(), resulting_bb.DimZ()) )/2.0f;
            resulting_bb.Set(center);
            resulting_bb.Offset(longest_side);

            int number_of_objects = int(std::distance(bObj, eObj));

            // Try to find a reasonable space partition
#ifdef _USE_GRID_UTIL_PARTIONING_
            vcg::Point3i resolution;
            vcg::BestDim<ScalarType>(number_of_objects, resulting_bb.Dim(), resolution);
            int cells_per_side = resolution.X();
#else ifdef _USE_OCTREE_PARTITIONING_ // Alternative to find the resolution of the uniform grid:
            int primitives_per_voxel;
            int depth = 4;
            do
            {
                int		number_of_voxel = 1<<(3*depth); // i.e. 8^depth
                float density					= float(number_of_voxel)/float(depth);
                primitives_per_voxel	= int(float(number_of_objects)/density);
                depth++;
            }
            while (primitives_per_voxel>16 && depth<15);
            int cells_per_side = int(powf(2.0f, float(depth)));
#endif

            m_UniformGrid.Allocate(resulting_bb, cells_per_side);
            m_UniformGrid.InsertElements(bObj, eObj);
            m_Bitmap.Allocate(cells_per_side);
            int number_of_cells_occupied = m_UniformGrid.GetNumberOfNotEmptyCells();

            int hash_table_size = (int) ceilf(powf(float(number_of_cells_occupied), 1.0f/float(m_DIMENSION)));
            if (hash_table_size>256)
                hash_table_size = (int) ceilf(powf(1.01f*float(number_of_cells_occupied), 1.0f/float(m_DIMENSION)));
            m_HashTable.Allocate(hash_table_size);

            switch (approach)
            {
            case FastConstructionApproach		:	PerformFastConstruction(number_of_cells_occupied, callback)		; break;
            case CompactConstructionApproach: PerformCompactConstruction(number_of_cells_occupied, callback); break;
            default: assert(false);
            }
            Finalize();
        } // end of method Set


        /*!
         * Returns all the objects contained inside a specified sphere
         * @param[in]  distance_functor
         * @param[in]	 marker
         * @param[in]	 sphere_center
         * @param[in]	 sphere_radius
         * @param[out] objects
         * @param[out] distances
         * @param[out] points
         * \return
         */
        template <class OBJECT_POINT_DISTANCE_FUNCTOR, class OBJECT_MARKER, class OBJECT_POINTER_CONTAINER, class DISTANCE_CONTAINER, class POINT_CONTAINER>
        unsigned int GetInSphere
            (
            OBJECT_POINT_DISTANCE_FUNCTOR		&	distance_functor,
            OBJECT_MARKER										&	marker,
            const CoordinateType									&	sphere_center,
            const ScalarType								&	sphere_radius,
            OBJECT_POINTER_CONTAINER				&	objects,
            DISTANCE_CONTAINER							&	distances,
            POINT_CONTAINER									&	points,
            bool															sort_per_distance   = true,
            bool															allow_zero_distance = true
            )
        {
            BoundingBoxType query_bb(sphere_center, sphere_radius);
            vcg::Box3i integer_bb = m_UniformGrid.Interize(query_bb);

            vcg::Point3i index;
            std::vector< std::vector< ObjectPointer >* > contained_objects;
            std::vector< ObjectPointer >* tmp;
            for (index.X()=integer_bb.min.X(); index.X()<=integer_bb.max.X(); index.X()++)
                for (index.Y()=integer_bb.min.Y(); index.Y()<=integer_bb.max.Y(); index.Y()++)
                    for (index.Z()=integer_bb.min.Z(); index.Z()<=integer_bb.max.Z(); index.Z()++)
                        if ((tmp=(*this)[index])!=NULL)
                            contained_objects.push_back(tmp);

            std::vector< Neighbor > results;
            for (typename std::vector< typename std::vector< ObjectPointer >* >::iterator iVec=contained_objects.begin(), eVec=contained_objects.end(); iVec!=eVec; iVec++)
                for (typename std::vector< ObjectPointer >::iterator iObj=(*iVec)->begin(), eObj=(*iVec)->end(); iObj!=eObj; iObj++ )
                {
                    int r = int(results.size());
                    results.push_back(Neighbor());
                    results[r].object		= *iObj;
                    results[r].distance = sphere_radius;
                    if (!distance_functor(*results[r].object, sphere_center, results[r].distance, results[r].nearest_point) || (results[r].distance==ScalarType(0.0) && !allow_zero_distance) )
                        results.pop_back();
                }

            if (sort_per_distance)
                std::sort( results.begin(), results.end() );

            int number_of_objects = int(results.size());
            distances.resize(number_of_objects);
            points.resize(number_of_objects);
            objects.resize(number_of_objects);
            for (int i=0, size=int(results.size()); i<size; i++)
            {
                distances[i]	= results[i].distance;
                points[i]			= results[i].nearest_point;
                objects[i]		= results[i].object;
            }
            return number_of_objects;
        } //end of GetInSphere


        /*!
        * Once the offset table has been built, this function can be used to access the data.
        * Given a 3D point in the space, this function returns the set of ObjectPointers contained
        * in the same UniformGrid cell where this point is contained.
        * @param[in] query The 3D query point.
        * \return		The pointer to the vector of ObjectPointers contained in the same UG of query. NULL if any.
        */
        std::vector< ObjectPointer >* operator[](const CoordinateType &query)
        {
            typename UniformGrid::CellCoordinate ug_index = m_UniformGrid.Interize(query);
            if (!m_Bitmap[ug_index])
                return NULL;

            typename HashTable::EntryCoordinate ht_index = PerfectHashFunction(ug_index);
            std::vector< ObjectPointer >* result = m_HashTable[ht_index];
            return result;
        }


        std::vector< ObjectPointer >* operator[](const typename UniformGrid::CellCoordinate  &query)
        {
            if(!m_Bitmap[query])
                return NULL;

            typename HashTable::EntryCoordinate ht_index = PerfectHashFunction(query);
            std::vector< ObjectPointer >* result = m_HashTable[ht_index]->domain_data;
            return result;
        }


    protected:
        /*!
        * The injective mapping from the set of occupied cells to a slot in the hash-table
        * @param[in]	query		The index of a domain cell whose mapping has to be calculated.
        * @param[out]	result	The index of a entry in the hash-table where query is mapped into.
        */
        typename HashTable::EntryCoordinate PerfectHashFunction(const typename UniformGrid::CellCoordinate &query)
        {
            typename HashTable::EntryCoordinate result;
            typename OffsetTable::OffsetPointer offset = m_OffsetTable[ m_OffsetTable.DomainToOffsetTable(query) ];
            result = m_HashTable.DomainToHashTable( Shift(query, *offset) );
            return result;
        }


        /*!
         * Performs the addition between a entry coordinate and an offset.
         * @param[in] entry		The index of a given cell.
         * @param[in] offset	The offset that must be applied to the entry.
         * \return						The entry resulting by the addition of entry and offset.
         */
        typename HashTable::EntryCoordinate Shift(const vcg::Point3i &entry, const typename OffsetTable::Offset &offset)
        {
            typename HashTable::EntryCoordinate result;
            result.X() = entry.X() + int(offset.X());
            result.Y() = entry.Y() + int(offset.Y());
            result.Z() = entry.Z() + int(offset.Z());
            return result;
        }


        /*!
        * Finalizes the data structures at the end of the offset-table construction.
        * This function eliminates all unnecessary data, and encodes sparsity.
        * TODO At the moment, the sparsity encoding is implemented thought a bitmap, i.e. a boolean grid
        *			where each slot tells if the relative UniformGrid has a valid entry in the HashTable.
        */
        void Finalize()
        {
#ifdef _DEBUG
            for (UniformGrid::EntryIterator iUGEntry=m_UniformGrid.Begin(), eUGEntry=m_UniformGrid.End(); iUGEntry!=eUGEntry; iUGEntry++)
                assert(m_Bitmap.ContainsData(iUGEntry.GetPosition())==((*iUGEntry)->size()>0));
#endif
            m_HashTable.Finalize();
            m_UniformGrid.Finalize();
            m_OffsetTable.Finalize();
        }


        /*!
         * Check if the given offset is valid for a set of domain cell.
         * @param[in] pre_image
         * @param[in] offset
         * \return
         */
        bool IsAValidOffset(const std::vector< typename UniformGrid::CellCoordinate > *pre_image, const typename OffsetTable::Offset &offset)
        {
            int ht_size			= m_HashTable.GetSize();
            int sqr_ht_size = ht_size*ht_size;
            std::vector< int > involved_entries;
            for (int i=0, pre_image_size=int((*pre_image).size()); i<pre_image_size; i++)
            {
                typename UniformGrid::CellCoordinate domain_entry = (*pre_image)[i];
                typename HashTable::EntryCoordinate  hash_entry		= m_HashTable.DomainToHashTable( Shift(domain_entry, offset) );
                if (!m_HashTable.IsFree(hash_entry))
                    return false;
                else
                    involved_entries.push_back(hash_entry.X()*sqr_ht_size + hash_entry.Y()*ht_size + hash_entry.Z());
            }

            // In order to guarantee that the PerfectHashFunction is injective, the image of each domain-entry must be unique in the hash-table
            std::sort(involved_entries.begin(), involved_entries.end());
            for (int i=0, j=1, size=int(involved_entries.size()); j<size; i++, j++)
                if (involved_entries[i]==involved_entries[j])
                    return false;

            return true;
        }


        /*!
         * Given the size of the hash table and an initial seed for the size of the offset table, returns an appropriate size
         * for the offset table in order to avoid less effective constructions.
         * @param[in] hash_table_size		The number of entries for each side of the hash-table.
         * @param[in] offset_table_size The number of entries for each side of the offset-table.
         * \return											The next appropriate size for the offset table.
         */
        int GetUnefectiveOffsetTableSize(const int hash_table_size, const int offset_table_size)
        {
            int result = offset_table_size;
            while (GreatestCommonDivisor(hash_table_size, result)!=1 || hash_table_size%result==0)
                result += (hash_table_size%2==0) ? (result%2)+1 : 1;  //Change the offset table size, otherwise the hash construction should be ineffective
            return result;
        }


        /*!
        * Start the construction of the offset table trying to complete as quickly as possible.
        * Sometimes the dimension of the offset table will not be minimal.
        * @param[in] number_of_filled_cells The number of entries in the uniform grid containing some elements of the dataset.
        */
        void PerformFastConstruction(const int number_of_filled_cells, vcg::CallBackPos *callback)
        {
            int offset_table_size = (int) ceilf(powf(m_SIGMA()*float(number_of_filled_cells), 1.0f/float(m_DIMENSION())));
            int hash_table_size   = m_HashTable.GetSize();
            int failed_construction_count = 0;
            do
            {
                offset_table_size += failed_construction_count++;
                offset_table_size  = GetUnefectiveOffsetTableSize(hash_table_size, offset_table_size);
            }
            while(!OffsetTableConstructionSucceded(offset_table_size, callback));
        }


        /*!
        * Start the construction of the offset table trying to minimize its dimension.
        * The offset table size is chosen by performing a binary search over possible values for the offset table size.
        * For this reason, this method will generally require more time than PerformFastConstruction.
        */
        void PerformCompactConstruction(const int number_of_filled_cells, vcg::CallBackPos *callback)
        {
            int min_successfully_dimension	= std::numeric_limits<int>::max();
            int hash_table_size							= m_HashTable.GetSize();
            int half_hash_table_size				= int(float(hash_table_size)/2.0f);

            // According to the original article, a maximum number of trials are to be made in order to select the optimal (i.e. minimal) offset table size
            for (int t=0; t<m_MAX_TRIALS_IN_COMPACT_CONSTRUCTION(); t++)
            {
                int lower_bound = GetUnefectiveOffsetTableSize(hash_table_size, int(double(rand())/double(RAND_MAX)*half_hash_table_size + 1) );
                int upper_bound = GetUnefectiveOffsetTableSize(hash_table_size, int(((double) rand() / (double) RAND_MAX) * hash_table_size + half_hash_table_size));

                // The construction of the offset table using this pair of values surely succeed for max, but not for min
                // The optimal value for the offset table size is then found via binary search over this pair of values
                int candidate_offset_table_size;
                int last_tried_size = -1;
                while (lower_bound<upper_bound)
                {
                    candidate_offset_table_size = GetUnefectiveOffsetTableSize(hash_table_size, int(floorf((lower_bound+upper_bound)/2.0f)));

                    // If in the previous iteration the offset table has been successfully constructed with the same size,
                    // a minimum for the range [lower_bound, upper_bound] has been found
                    if (last_tried_size==candidate_offset_table_size)
                        break;

                    if ( OffsetTableConstructionSucceded((last_tried_size=candidate_offset_table_size), callback) )
                    {
                        upper_bound = candidate_offset_table_size;
                        min_successfully_dimension = std::min(candidate_offset_table_size, min_successfully_dimension);
                    }
                    else
                        lower_bound = candidate_offset_table_size;

                    m_HashTable.Clear();
                    m_HashTable.BuildFreeEntryList();
                    m_OffsetTable.Clear();
                    m_Bitmap.Clear();
                }
#ifdef _DEBUD
                printf("\nPerfectSpatialHashing: minimum offset table size found at the %d-th iteration was %d\n", (t+1), min_successfully_dimension);
#endif
            }

            // Finally the OffsetTable must be constructed using the minimum valid size
            while (!OffsetTableConstructionSucceded(min_successfully_dimension, callback))
            {
                m_HashTable.Clear();
                m_HashTable.BuildFreeEntryList();
                m_OffsetTable.Clear();
                m_Bitmap.Clear();
            }
        }



        /*!
        * Try to construct the offset table for a given size
        *	\param[in] offset_table_size  The size of the offset table.
        *	\return												<CODE>true</CODE> if and only if the construction of the offset table succeeds.
        */
        bool OffsetTableConstructionSucceded(const int offset_table_size, vcg::CallBackPos *callback)
        {
            m_OffsetTable.Allocate(offset_table_size); // Create the Offset table
            m_OffsetTable.BuildH1PreImage(m_UniformGrid.Begin(), m_UniformGrid.End()); // Build the f0 pre-image

            std::list< typename OffsetTable::PreImage > preimage_slots;
            m_OffsetTable.GetPreImageSortedPerCardinality(preimage_slots);

            char msg[128];
            sprintf(msg, "Building offset table of resolution %d", m_OffsetTable.GetSize());
            int	step = int(preimage_slots.size())/100;
            int number_of_slots = int(preimage_slots.size());
            int perc = 0;
            int iter = 0;
            for (typename std::list< typename OffsetTable::PreImage >::iterator iPreImage=preimage_slots.begin(), ePreImage=preimage_slots.end(); iPreImage!=ePreImage; iPreImage++, iter++)
            {
                if (callback!=NULL && iter%step==0 && (perc=iter*100/number_of_slots)<100) (*callback)(perc, msg);

                bool found_valid_offset = false;
                typename OffsetTable::Offset candidate_offset;

                // Heuristic #1: try to set the offset value to one stored in a neighboring entry of the offset table
                std::vector< typename OffsetTable::Offset > consistent_offsets;
                m_OffsetTable.SuggestConsistentOffsets( (*iPreImage).entry_index, consistent_offsets);
                for (typename std::vector< typename OffsetTable::Offset >::iterator iOffset=consistent_offsets.begin(), eOffset=consistent_offsets.end(); iOffset!=eOffset && !found_valid_offset; iOffset++)
                    if (IsAValidOffset(iPreImage->pre_image, *iOffset))
                    {
                        found_valid_offset = true;
                        candidate_offset = *iOffset;
                    }


                    // Heuristic #2:
                    if (!found_valid_offset)
                    {
                        std::vector< typename UniformGrid::CellCoordinate > *pre_image = (*iPreImage).pre_image;
                        for (typename std::vector< typename UniformGrid::CellCoordinate >::iterator iPreImage=pre_image->begin(), ePreImage=pre_image->end(); iPreImage!=ePreImage && !found_valid_offset; iPreImage++)
                            for (NeighboringEntryIterator iUGNeighbourhood=m_UniformGrid.GetNeighboringEntryIterator(*iPreImage); iUGNeighbourhood<6 && !found_valid_offset; iUGNeighbourhood++ )
                                if (!m_OffsetTable.IsFree( m_OffsetTable.DomainToOffsetTable( *iUGNeighbourhood ) ))
                                {
                                    typename HashTable::EntryCoordinate ht_entry = PerfectHashFunction(*iUGNeighbourhood);
                                    for (NeighboringEntryIterator iHTNeighbourhood=m_HashTable.GetNeighborintEntryIterator(ht_entry); iHTNeighbourhood<6 && !found_valid_offset; iHTNeighbourhood++)
                                        if (m_HashTable.IsFree(*iHTNeighbourhood))
                                        {
                                            candidate_offset.Import( *iHTNeighbourhood-m_HashTable.DomainToHashTable(*iPreImage) ) ;
                                            // m_OffsetTable.ValidateEntry( candidate_offset ); Is'n necessary, becouse the offset type is unsigned char.
                                            if (IsAValidOffset(pre_image, candidate_offset))
                                                found_valid_offset = true;
                                        }
                                }
                    }

                    if (!found_valid_offset)
                    {
                        // At the beginning, the offset can be found via random searches
                        for (int i=0; i<m_MAX_NUM_OF_RANDOM_GENERATED_OFFSET() && !found_valid_offset; i++)
                        {
                            typename HashTable::EntryCoordinate base_entry = (*iPreImage).pre_image->at(0);
                            do
                                m_OffsetTable.GetRandomOffset(candidate_offset);
                            while (!m_HashTable.IsFree( m_HashTable.DomainToHashTable( Shift(base_entry, candidate_offset) ) ));

                            if (IsAValidOffset( (*iPreImage).pre_image, candidate_offset))
                                found_valid_offset = true;
                        }

                        // The chance to find a valid offset table via random searches decreases toward the end of the offset table construction:
                        // So a exhaustive search over all the free hash table entries is performed.
                        for (typename std::list< typename HashTable::EntryCoordinate >::const_iterator iFreeCell=m_HashTable.GetFreeEntryList()->begin(), eFreeCell=m_HashTable.GetFreeEntryList()->end(); iFreeCell!=eFreeCell && !found_valid_offset; iFreeCell++)
                        {
                            typename UniformGrid::CellCoordinate domain_entry		= (*iPreImage).pre_image->at(0);
                            typename OffsetTable::EntryCoordinate offset_entry		= m_OffsetTable.DomainToOffsetTable(domain_entry);
                            typename HashTable::EntryCoordinate hashtable_entry	= m_HashTable.DomainToHashTable(domain_entry);
                            candidate_offset.Import(*iFreeCell - hashtable_entry);

                            if ( IsAValidOffset(iPreImage->pre_image, candidate_offset) )
                                found_valid_offset = true;
                        }
                }

                    // If a valid offset has been found, the construction of the offset table continues,
                    // otherwise the offset table must be enlarged and the construction repeated
                    if (found_valid_offset)
                    {
                        m_OffsetTable.SetOffset( (*iPreImage->pre_image).at(0), candidate_offset);
                        for (int c=0, pre_image_cardinality = iPreImage->cardinality; c<pre_image_cardinality; c++)
                        {
                            typename HashTable::EntryCoordinate ht_entry = PerfectHashFunction( (*iPreImage->pre_image).at(c));
                            std::vector< ObjectPointer > *domain_data = m_UniformGrid[ (*iPreImage->pre_image).at(c) ];
                            m_HashTable.SetEntry(ht_entry, domain_data /*, (*iPreImage->pre_image).at(c)*/); // might be useful for encoding sparsity
                            m_Bitmap.SetFlag((*iPreImage->pre_image).at(c));
                        }
                    }
                    else
                    {
                        m_OffsetTable.Clear();
                        m_HashTable.Clear();
                        m_HashTable.BuildFreeEntryList();
                        m_Bitmap.Clear();
                        return false;
                    }
            }

            if (callback!=NULL) (*callback)(100, msg);
            return true;
        } // end of OffsetTableConstructionSucceded


        /************************************************************************/
        /* Data Members                                                         */
        /************************************************************************/
    protected:
        UniformGrid m_UniformGrid;	/*!< The uniform grid used for partitioning the volume.						*/
        OffsetTable m_OffsetTable;	/*!< The offset table corresponding to \f$\Phi\f$ in the article. */
        HashTable		m_HashTable;		/*!< The hash table that will substitute the uniform grid.				*/
        BinaryImage	m_Bitmap;

        static float  m_BOUNDING_BOX_EXPANSION_FACTOR() { return SCALAR_TYPE(0.035); }
        static float  m_SIGMA() {return SCALAR_TYPE(1.0f/(2.0f*SCALAR_TYPE(m_DIMENSION)));}
        static int    m_MAX_TRIALS_IN_COMPACT_CONSTRUCTION () { return 5; }
        static int    m_MAX_NUM_OF_RANDOM_GENERATED_OFFSET() {return 32;}
        static int    m_DIMENSION() {return 3;}
    }; //end of class PerfectSpatialHashing

    /*! @} */
    //end of Doxygen documentation
}//end of namespace vcg


#endif //VCG_SPACE_INDEX_PERFECT_SPATIAL_HASHING_H
