/****************************************************************************
* 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_DECIMATION_TRIFLIP
#define __VCG_DECIMATION_TRIFLIP

#include <vcg/complex/algorithms/local_optimization.h>
#include <vcg/simplex/face/topology.h>
#include <vcg/space/triangle3.h>

namespace vcg
{
namespace tri
{
/** \addtogroup trimesh */
/* @{ */

class PlanarEdgeFlipParameter : public BaseParameterClass
{
public:
  PlanarEdgeFlipParameter() {SetDefaultParams();}
  void SetDefaultParams()
  {
    CoplanarAngleThresholdDeg=0.1f;
  }

  float CoplanarAngleThresholdDeg;
};

/*!
 *	This Class is specialization of LocalModification for the edge flip
 *	It wraps the atomic operation EdgeFlip to be used in a optimization routine.
 * Note that it has knowledge of the heap of the class LocalOptimization because
 * it is responsible of updating it after a flip has been performed
 * This is the simplest edge flipping class.
 * It flips an edge only if two adjacent faces are coplanar and the
 * quality of the faces improves after the flip.
 */
template <class TRIMESH_TYPE, class MYTYPE,
            typename TRIMESH_TYPE::ScalarType (*QualityFunc)(
                    Point3<typename TRIMESH_TYPE::ScalarType> const & p0,
                    Point3<typename TRIMESH_TYPE::ScalarType> const & p1,
                    Point3<typename TRIMESH_TYPE::ScalarType> const & p2) = Quality>
class PlanarEdgeFlip :
    public LocalOptimization< TRIMESH_TYPE>::LocModType
{
protected:
    typedef typename TRIMESH_TYPE::FaceType FaceType;
    typedef typename TRIMESH_TYPE::FacePointer FacePointer;
    typedef typename TRIMESH_TYPE::FaceIterator FaceIterator;
    typedef typename TRIMESH_TYPE::VertexType VertexType;
    typedef typename TRIMESH_TYPE::ScalarType ScalarType;
    typedef typename TRIMESH_TYPE::VertexPointer VertexPointer;
    typedef typename TRIMESH_TYPE::CoordType CoordType;
    typedef vcg::face::Pos<FaceType> PosType;
    typedef typename LocalOptimization<TRIMESH_TYPE>::HeapElem HeapElem;
    typedef typename LocalOptimization<TRIMESH_TYPE>::HeapType HeapType;

    /*!
     *	the pos of the flipping
     */
    PosType _pos;

    /*!
     * priority in the heap
     */
    ScalarType _priority;

    /*!
     * Mark for updating
     */
    int _localMark;

    /*!
     *	mark for up_dating
     */
    static int& GlobalMark()
    {
        static int im = 0;
        return im;
    }

  static void Insert(HeapType& heap, PosType& p, int mark, BaseParameterClass *pp)
    {
        if(!p.IsBorder() && p.F()->IsW() && p.FFlip()->IsW()) {
      MYTYPE* newflip = new MYTYPE(p, mark,pp);
            heap.push_back(HeapElem(newflip));
            std::push_heap(heap.begin(), heap.end());
        }
    }

public:
    /*!
     *	Default constructor
     */
    inline PlanarEdgeFlip()
    {
    }


    /*!
     *	Constructor with <I>pos</I> type
     */
  inline PlanarEdgeFlip(PosType pos, int mark,BaseParameterClass *pp)
    {
        _pos = pos;
        _localMark = mark;
    _priority = this->ComputePriority(pp);
    }


    /*!
     *	Copy Constructor
     */
    inline PlanarEdgeFlip(const PlanarEdgeFlip &par)
    {
        _pos = par.GetPos();
        _localMark = par.GetMark();
        _priority = par.Priority();
    }


    /*!
     */
    ~PlanarEdgeFlip()
    {
    }


    /*!
     * Parameter
     */

    inline PosType GetPos() const
    {
        return _pos;
    }

    inline int GetMark()const
    {
        return _localMark;
    }


    /*!
     *	Return the LocalOptimization type
     */
    ModifierType IsOfType()
    {
        return TriEdgeFlipOp;
    }


    /*!
     * Check if the pos is updated
     */
  bool IsUpToDate() const
    {
    int lastMark = _pos.F()->cV(0)->IMark();
    lastMark = std::max<int>(lastMark, _pos.F()->V(1)->IMark());
    lastMark = std::max<int>(lastMark, _pos.F()->V(2)->IMark());

        return ( _localMark >= lastMark );
    }

    /*!
     *
     Check if this flipping operation can be performed.
     It is a topological and geometrical check.
     */
  virtual bool IsFeasible(BaseParameterClass *_pp)
    {
    PlanarEdgeFlipParameter *pp=(PlanarEdgeFlipParameter *)_pp;
        if(!vcg::face::CheckFlipEdge(*this->_pos.F(), this->_pos.E()))
            return false;

    if( math::ToDeg( Angle(_pos.FFlip()->cN(), _pos.F()->cN()) ) > pp->CoplanarAngleThresholdDeg )
            return false;

        CoordType v0, v1, v2, v3;
        int i = _pos.E();

        v0 = _pos.F()->P0(i);
        v1 = _pos.F()->P1(i);
        v2 = _pos.F()->P2(i);
        v3 = _pos.F()->FFp(i)->P2(_pos.F()->FFi(i));

        // Take the parallelogram formed by the adjacent faces of edge
        // If a corner of the parallelogram on extreme of edge to flip is >= 180
        // the flip produce two identical faces - avoid this
        if( (Angle(v2 - v0, v1 - v0) + Angle(v3 - v0, v1 - v0) >= M_PI) ||
            (Angle(v2 - v1, v0 - v1) + Angle(v3 - v1, v0 - v1) >= M_PI))
            return false;

        // if any of two faces adj to edge in non writable, the flip is unfeasible
        if(!_pos.F()->IsW() || !_pos.F()->FFp(i)->IsW())
            return false;

        return true;
    }

    /*!
     *	Compute the priority of this optimization
     */
    /*
         1
        /|\
       / | \
      2  |  3
       \ | /
        \|/
         0
     */
  ScalarType ComputePriority(BaseParameterClass *)
    {
        CoordType v0, v1, v2, v3;
        int i = _pos.E();
        v0 = _pos.F()->P0(i);
        v1 = _pos.F()->P1(i);
        v2 = _pos.F()->P2(i);
        v3 = _pos.F()->FFp(i)->P2(_pos.F()->FFi(i));

        ScalarType Qa = QualityFunc(v0, v1, v2);
        ScalarType Qb = QualityFunc(v0, v3, v1);

        ScalarType QaAfter = QualityFunc(v1, v2, v3);
        ScalarType QbAfter = QualityFunc(v0, v3, v2);

        // < 0 if the average quality of faces improves after flip
        _priority = (Qa + Qb - QaAfter - QbAfter) / (ScalarType)2.0;

        return _priority;
    }

    /*!
     * Return the priority of this optimization
     */
    virtual ScalarType Priority() const
    {
        return _priority;
    }

    /*!
     * Execute the flipping of the edge
     */
  void Execute(TRIMESH_TYPE &m, BaseParameterClass *)
    {
        int i = _pos.E();
        int j = _pos.F()->FFi(i);
        FacePointer f1 = _pos.F();
        FacePointer f2 = _pos.F()->FFp(i);

        vcg::face::FlipEdge(*_pos.F(), _pos.E());

        // avoid texture coordinates swap after flip
        if(tri::HasPerWedgeTexCoord(m)) {
            f2->WT((j + 1) % 3) = f1->WT((i + 2) % 3);
            f1->WT((i + 1) % 3) = f2->WT((j + 2) % 3);
        }
    }

    /*!
     */
    const char* Info(TRIMESH_TYPE &m)
    {
        static char dump[60];
        sprintf(dump,"%zu -> %zu %g\n", tri::Index(m,_pos.F()->V(0)), tri::Index(m,_pos.F()->V(1)),-_priority);
        return dump;
    }

    /*!
     */
  static void Init(TRIMESH_TYPE &mesh, HeapType &heap, BaseParameterClass *pp)
    {
        heap.clear();
        FaceIterator fi;
        for(fi = mesh.face.begin(); fi != mesh.face.end(); ++fi) {
            if(!(*fi).IsD() && (*fi).IsW()) {
                for(unsigned int i = 0; i < 3; i++) {
                    if( !(*fi).IsB(i) && !((*fi).FFp(i)->IsD()) && (*fi).FFp(i)->IsW() ) {
                        if((*fi).V1(i) - (*fi).V0(i) > 0) {
                            PosType p(&*fi, i);
              Insert(heap, p,  IMark(mesh),pp);
                        }
                            //heap.push_back( HeapElem( new MYTYPE(PosType(&*fi, i), mesh.IMark() )) );
                    } //endif
                } //endfor
            }
        } //endfor
    }

    /*!
     */
  virtual void UpdateHeap(HeapType &heap, BaseParameterClass *pp)
    {
        GlobalMark()++;

        // after flip, the new edge just created is the next edge
        int flipped = (_pos.E() + 1) % 3;

        PosType pos(_pos.F(), flipped);

        pos.F()->V(0)->IMark() = GlobalMark();
        pos.F()->V(1)->IMark() = GlobalMark();
        pos.F()->V(2)->IMark() = GlobalMark();
        pos.F()->FFp(flipped)->V2(pos.F()->FFi(flipped))->IMark() = GlobalMark();

        pos.FlipF(); pos.FlipE();
    Insert(heap, pos, GlobalMark(),pp);

        pos.FlipV(); pos.FlipE();
    Insert(heap, pos, GlobalMark(),pp);

        pos.FlipV(); pos.FlipE();
        pos.FlipF(); pos.FlipE();
    Insert(heap, pos, GlobalMark(),pp);

        pos.FlipV(); pos.FlipE();
    Insert(heap, pos, GlobalMark(),pp);
    }
}; // end of PlanarEdgeFlip class


template <class TRIMESH_TYPE, class MYTYPE>
class TriEdgeFlip : public PlanarEdgeFlip<TRIMESH_TYPE, MYTYPE>
{
protected:
    typedef typename TRIMESH_TYPE::FaceType FaceType;
    typedef typename TRIMESH_TYPE::ScalarType ScalarType;
    typedef typename TRIMESH_TYPE::CoordType CoordType;
    typedef vcg::face::Pos<FaceType> PosType;

public:
    /*!
     *	Default constructor
     */
    inline TriEdgeFlip() {}

    /*!
     *	Constructor with <I>pos</I> type
     */
  inline TriEdgeFlip(const PosType pos, int mark, BaseParameterClass *pp)
    {
        this->_pos = pos;
        this->_localMark = mark;
    this->_priority = ComputePriority(pp);
    }

    /*!
     *	Copy Constructor
     */
    inline TriEdgeFlip(const TriEdgeFlip &par)
    {
        this->_pos = par.GetPos();
        this->_localMark = par.GetMark();
        this->_priority = par.Priority();
    }


  ScalarType ComputePriority(BaseParameterClass *)
    {
        /*
             1
            /|\
           / | \
          2  |  3
           \ | /
            \|/
             0
         */
        CoordType v0, v1, v2, v3;
        int i = this->_pos.E();
        v0 = this->_pos.F()->P0(i);
        v1 = this->_pos.F()->P1(i);
        v2 = this->_pos.F()->P2(i);
        v3 = this->_pos.F()->FFp(i)->P2(this->_pos.F()->FFi(i));

        // if the sum of angles in v2 e v3 is > 180, then the triangle
        // pair is not a delaunay triangulation
        ScalarType alpha = math::Abs(Angle(v0 - v2, v1 - v2));
        ScalarType beta = math::Abs(Angle(v0 - v3, v1 - v3));
        this->_priority = 180 - math::ToDeg((alpha + beta));
        return this->_priority;
    }
};


// This kind of flip minimize the variance of number of incident faces
// on the vertices of two faces involved in the flip
template <class TRIMESH_TYPE, class MYTYPE>
class TopoEdgeFlip : public PlanarEdgeFlip<TRIMESH_TYPE, MYTYPE>
{
protected:
    typedef typename TRIMESH_TYPE::VertexPointer VertexPointer;

    typedef typename TRIMESH_TYPE::FaceType FaceType;
    typedef typename TRIMESH_TYPE::FacePointer FacePointer;
    typedef typename TRIMESH_TYPE::ScalarType ScalarType;
    typedef typename TRIMESH_TYPE::CoordType CoordType;
    typedef vcg::face::Pos<FaceType> PosType;

    typedef typename LocalOptimization<TRIMESH_TYPE>::HeapElem HeapElem;
    typedef typename LocalOptimization<TRIMESH_TYPE>::HeapType HeapType;

    typedef typename TRIMESH_TYPE::FaceIterator FaceIterator;
    typedef typename TRIMESH_TYPE::VertexIterator VertexIterator;

public:
    /*!
     *	Default constructor
     */
    inline TopoEdgeFlip() {}

    /*!
     *	Constructor with <I>pos</I> type
     */
  inline TopoEdgeFlip(const PosType pos, int mark, BaseParameterClass *pp)
    {
        this->_pos = pos;
        this->_localMark = mark;
    this->_priority = ComputePriority(pp);
    }

    /*!
     *	Copy Constructor
     */
    inline TopoEdgeFlip(const TopoEdgeFlip &par)
    {
        this->_pos = par.GetPos();
        this->_localMark = par.GetMark();
        this->_priority = par.Priority();
    }


  ScalarType ComputePriority(BaseParameterClass *)
    {
        /*
             1
            /|\
           / | \
          2  |  3
           \ | /
            \|/
             0
         */
        VertexPointer v0, v1, v2, v3;
        int i = this->_pos.E();
        v0 = this->_pos.F()->V0(i);
        v1 = this->_pos.F()->V1(i);
        v2 = this->_pos.F()->V2(i);
        v3 = this->_pos.F()->FFp(i)->V2(this->_pos.F()->FFi(i));

        // This kind of flip minimize the variance of number of incident faces
        // on the vertices of two faces involved in the flip

        ScalarType avg = (v0->Q() + v1->Q() + v2->Q() + v3->Q()) / 4.0;

        ScalarType varbefore = (powf(v0->Q() - avg, 2.0) +
                                powf(v1->Q() - avg, 2.0) +
                                powf(v2->Q() - avg, 2.0) +
                                powf(v3->Q() - avg, 2.0)) / 4.0;

        ScalarType varafter = (powf(v0->Q() - 1 - avg, 2.0) +
                               powf(v1->Q() - 1 - avg, 2.0) +
                               powf(v2->Q() + 1 - avg, 2.0) +
                               powf(v3->Q() + 1 - avg, 2.0)) / 4.0;

        this->_priority = varafter - varbefore;
        return this->_priority;
    }


    /*!
     * Execute the flipping of the edge
     */
    void Execute(TRIMESH_TYPE &m, BaseParameterClass *)
    {
        int i = this->_pos.E();
        FacePointer f1 = this->_pos.F();
        FacePointer f2 = f1->FFp(i);
        int j = f1->FFi(i);

        // update the number of faces adjacent to vertices
        f1->V0(i)->Q()--;
        f1->V1(i)->Q()--;
        f1->V2(i)->Q()++;
        f2->V2(j)->Q()++;

        // do the flip
        vcg::face::FlipEdge(*this->_pos.F(), this->_pos.E());

        // avoid texture coordinates swap after flip
        if (tri::HasPerWedgeTexCoord(m)) {
            f2->WT((j + 1) % 3) = f1->WT((i + 2) % 3);
            f1->WT((i + 1) % 3) = f2->WT((j + 2) % 3);
        }
    }


  static void Init(TRIMESH_TYPE &m, HeapType &heap,BaseParameterClass *pp)
    {
        // reset quality field for each vertex
        VertexIterator vi;
        for(vi = m.vert.begin(); vi != m.vert.end(); ++vi)
            if(!(*vi).IsD())
                (*vi).Q() = 0;

        // for each vertex, put the number of incident faces in quality field
        FaceIterator fi;
        for(fi = m.face.begin(); fi != m.face.end(); ++fi)
            if(!(*fi).IsD())
                for(int i = 0; i < 3; i++)
                    (*fi).V(i)->Q()++;

    TriEdgeFlip<TRIMESH_TYPE, MYTYPE>::Init(m, heap, pp);
    }


    void UpdateHeap(HeapType &heap, BaseParameterClass *pp)
    {
        this->GlobalMark()++;

        VertexPointer v0, v1, v2, v3;
        int flipped = (this->_pos.E() + 1) % 3;
        FacePointer f1 = this->_pos.F();
        FacePointer f2 = this->_pos.F()->FFp(flipped);

        v0 = f1->V0(flipped);
        v1 = f1->V1(flipped);
        v2 = f1->V2(flipped);
        v3 = f2->V2(f1->FFi(flipped));

        v0->IMark() = this->GlobalMark();
        v1->IMark() = this->GlobalMark();
        v2->IMark() = this->GlobalMark();
        v3->IMark() = this->GlobalMark();

        // edges of the first face, except the flipped edge
        for(int i = 0; i < 3; i++) if(i != flipped) {
            PosType newpos(f1, i);
            this->Insert(heap, newpos, this->GlobalMark(),pp);
        }

        // edges of the second face, except the flipped edge
        for(int i = 0; i < 3; i++) if(i != f1->FFi(flipped)) {
            PosType newpos(f2, i);
            this->Insert(heap, newpos, this->GlobalMark(),pp);
        }

        // every edge with v0, v1 v3 of f1
        for(int i = 0; i < 3; i++) {
            PosType startpos(f1, i);
            PosType pos(startpos);

            do { // go to the first border (if there is one)
                pos.NextE();
            } while(pos != startpos && !pos.IsBorder());

            // if a border is reached, set startpos here
            if(pos.IsBorder())
                startpos = pos;

            do {
                VertexPointer v = pos.VFlip();
                if(v != v0 && v != v1 && v != v2 && v != v3)
                this->Insert(heap, pos, this->GlobalMark(),pp);

                pos.NextE();
            } while(pos != startpos && !pos.IsBorder());
        }

        PosType startpos(f2, (f1->FFi(flipped) + 2) % 3);
        PosType pos(startpos);

        do { // go to the first border (if there is one)
            pos.NextE();
        } while(pos != startpos && !pos.IsBorder());

        // if a border is reached, set startpos here
        if(pos.IsBorder())
            startpos = pos;

        do {
            VertexPointer v = pos.VFlip();
            if(v != v0 && v != v1 && v != v2 && v != v3)
            this->Insert(heap, pos, this->GlobalMark(),pp);

            pos.NextE();
        } while(pos != startpos && !pos.IsBorder());
    }
};


} // end of namespace tri
} // end of namespace vcg

#endif
