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

  Program:   Visualization Toolkit
  Module:    Hanoi.cxx
  Language:  C++
  Date:      $Date$
  Version:   $Revision$


Copyright (c) 1993-2000 Ken Martin, Will Schroeder, Bill Lorensen 
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   of any contributors may be used to endorse or promote products derived
   from this software without specific prior written permission.

 * Modified source versions must be plainly marked as such, and must not be
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=========================================================================*/
// .NAME Hanoi - application example does 3D towers of hanoi.
// .SECTION Description
// Hanoi -p # -s # -r #
// where -p is the number of starting pucks on the peg; 
//       -s is the number of steps to take during animation;
//       -r is the resolution of each puck
//	 -S save image for regression testing

#include <iostream.h>
#include <stdlib.h>

#include "vtkStack.h"
#include "vtkRenderWindow.h"
#include "vtkActor.h"
#include "vtkMath.h"
#include "vtkRenderer.h"
#include "vtkLight.h"
#include "vtkCamera.h"
#include "vtkCylinderSource.h"
#include "vtkPolyDataMapper.h"
#include "vtkPlaneSource.h"
#include "vtkPolyDataMapper.h"

#include "SaveImage.h"

// Some static variables to define geometry
static int NumberOfPucks; //number of pucks to move
static int NumberOfSteps; // number of steps as puck moves

static float L;    //height of puck
static float H;    //height of peg
static float R;    //radius of peg
static float rMin; //min allowable radius of disks
static float rMax; //max allowable radius of disks
static float D;    //distance between pegs
static vtkStack *pegStack[3]; //keep track of which pucks are on which pegs
static vtkRenderWindow *Renwin; //Window in which rendering occurs

static int NumberOfMoves; //number of times a puck is moved

// Routine is responsible for moving pucks from one peg to the next.
void MovePuck (int peg1, int peg2)
{
  float distance;
  float flipAngle;
  int i;
  vtkActor *movingActor;
  
  NumberOfMoves++;

  // get the actor to move
  movingActor = (vtkActor *)pegStack[peg1]->Pop();

  // get the distance to move up
  distance = (H - (L * (pegStack[peg1]->GetNumberOfItems() - 1)) + rMax) / 
             NumberOfSteps;

  for (i=0; i<NumberOfSteps; i++)
    {
    movingActor->AddPosition(0,distance,0);
    Renwin->Render();
    }

  // get the distance to move across
  distance = (peg2 - peg1) * D / NumberOfSteps;
  flipAngle = 180.0 / NumberOfSteps;
  for (i=0; i<NumberOfSteps; i++)
    {
    movingActor->AddPosition(distance,0,0);
    movingActor->RotateX(flipAngle);
    Renwin->Render();
    if ( NumberOfMoves == 13 && i == 3 ) //for making book image
      {
//      Renwin->Render();
//      Renwin->SetFileName("hanoi1.ppm");
//      Renwin->SaveImageAsPPM();
      }
    }

  // get the distance to move down
  distance = ((L * (pegStack[peg2]->GetNumberOfItems() - 1)) - H - rMax) / 
             NumberOfSteps;

  for (i=0; i<NumberOfSteps; i++)
    {
    movingActor->AddPosition(0,distance,0);
    Renwin->Render();
    }

  pegStack[peg2]->Push(movingActor);

}

static void Hanoi (int n, int peg1, int peg2, int peg3)
{
  if ( n != 1 )
    {
    Hanoi (n-1, peg1, peg3, peg2);
    Hanoi (1, peg1, peg2, peg3);
    Hanoi (n-1, peg3, peg2, peg1);
    }
  else
    {
    MovePuck (peg1, peg2);
    }
}

#define MAX_PUCKS 20
extern char * optarg;

int main(int argc, char *argv[])
{
  vtkActor *peg[3], *puck[MAX_PUCKS];
  int i, c;
  float scale;
  int puckResolution=48;
  float red, green, blue;


  // Parse command line
  //
  // Default values
  NumberOfPucks = 5;
  NumberOfSteps = 5;

  // parse
  while ((c = getopt(argc, argv, "p:s:r:S")) != EOF) 
    {
    switch (c) 
      {
      case '?':
        cerr << "usage: " << argv[0] << " [-p #] [-s #]\n";
        return 2;

      case 'p':
        NumberOfPucks = atoi(optarg);
        break;

      case 's':
        NumberOfSteps = atoi(optarg);
        break;

      case 'r':
        puckResolution = atoi(optarg);
        break;
      }
    }

  // Initialize static variables and check input
  //
  if ( NumberOfPucks < 2 )
    {
    cerr << "Please use more pucks!\n";
    return 0;
    }

  if ( NumberOfPucks > MAX_PUCKS )
    {
    cerr << "Too many pucks specified! Maximum is " << MAX_PUCKS <<"\n";
    return 0;
    }

  if ( NumberOfSteps < 3 )
    {
    cerr << "Please use more steps!\n";
    return 0;
    }

  pegStack[0] = vtkStack::New();
  pegStack[1] = vtkStack::New();
  pegStack[2] = vtkStack::New();

  L = 1.0;
  H = 1.1 * NumberOfPucks * L;
  R = 0.5;
  rMin = 4.0 * R;
  rMax = 12.0 * R;
  D = 1.1 * 1.25 * rMax;
  NumberOfMoves = 0;

  // Create renderer, lights, and camera
  //
  vtkRenderer *aren = vtkRenderer::New();
    Renwin = vtkRenderWindow::New();
    Renwin->AddRenderer(aren);
    Renwin->SetSize(300,200);

  aren->SetBackground(1,1,1);

  vtkLight *light = vtkLight::New();

  vtkCamera *camera = vtkCamera::New();
    camera->SetFocalPoint(0,0,0); //set up initial view orientation
    camera->SetPosition(1,1,1);
    camera->ComputeViewPlaneNormal();
    camera->SetViewAngle(5.0);

  aren->SetActiveCamera(camera);
  aren->AddLight(light);

  // Create geometry: table, pegs, and pucks
  //
  vtkCylinderSource *pegGeometry = vtkCylinderSource::New();
    pegGeometry->SetResolution(8);
  vtkPolyDataMapper *pegMapper = vtkPolyDataMapper::New();
    pegMapper->SetInput(pegGeometry->GetOutput());

  vtkCylinderSource *puckGeometry = vtkCylinderSource::New();
    puckGeometry->SetResolution(puckResolution);
  vtkPolyDataMapper *puckMapper = vtkPolyDataMapper::New();
    puckMapper->SetInput(puckGeometry->GetOutput());

  vtkPlaneSource *tableGeometry = vtkPlaneSource::New();
    tableGeometry->SetResolution(10,10);
  vtkPolyDataMapper *tableMapper = vtkPolyDataMapper::New();
    tableMapper->SetInput(tableGeometry->GetOutput());

  // Create the actors: table top, pegs, and pucks
  //
  // The table
  vtkActor *table = vtkActor::New();
  aren->AddActor(table);
  table->SetMapper(tableMapper);
  table->GetProperty()->SetColor(0.9569,0.6431,0.3765);
  table->AddPosition(D,0,0);
  table->SetScale(4*D,2*D,3*D);
  table->RotateX(90);

  //The pegs (using cylinder geometry).  Note that the pegs have to translated 
  //in the  y-direction because the cylinder is centered about the origin.
  for (i=0; i<3; i++)
    {
    peg[i] = vtkActor::New();
    aren->AddActor(peg[i]);
    peg[i]->SetMapper(pegMapper);
    peg[i]->GetProperty()->SetColor(1,1,1);
    peg[i]->AddPosition(i*D, H/2, 0);
    peg[i]->SetScale(1,H,1);
    }

  // Initialize the random seed
  vtkMath::RandomSeed( 6 );

  //The pucks (using cylinder geometry). Always loaded on peg# 0.
  for (i=0; i<NumberOfPucks; i++)
    {
    puck[i] = vtkActor::New();
    puck[i]->SetMapper(puckMapper);
    red = vtkMath::Random (); 
    green = vtkMath::Random (); blue = vtkMath::Random ();
    puck[i]->GetProperty()->SetColor(red, green, blue);
    puck[i]->AddPosition(0,i*L+L/2, 0);
    scale = rMax - i*(rMax-rMin) / (NumberOfPucks-1);
    puck[i]->SetScale(scale,1,scale);
    aren->AddActor(puck[i]);
    pegStack[0]->Push(puck[i]);
    }

  // Reset the camera to view all actors.
  //
  aren->ResetCamera();
  camera->Dolly(2.5);
  aren->ResetCameraClippingRange();
  light->SetFocalPoint(camera->GetFocalPoint());
  light->SetPosition(camera->GetPosition());

//  Renwin->Render();
//  Renwin->SetFileName("hanoi0.ppm");
//  Renwin->SaveImageAsPPM();

  // Begin recursion
  //
  Hanoi (NumberOfPucks-1, 0, 2, 1);
  Hanoi (1, 0, 1, 2);
  Hanoi (NumberOfPucks-1, 2, 1, 0);

  SAVEIMAGE( Renwin );

  //Renwin->Render();
  //Renwin->SetFileName("hanoi2.ppm");
  //Renwin->SaveImageAsPPM();


  // Report output
  //
  cout << "Number of moves: " << NumberOfMoves << "\n"
       << "Polygons rendered each frame: " 
       << 3*8 + 1 + NumberOfPucks*(2+puckResolution) << "\n"
       << "Total number of frames: " 
       << NumberOfMoves*3*NumberOfSteps << "\n";
 
  // Clean up
  aren->Delete();
  Renwin->Delete();
  light->Delete();
  camera->Delete();
  pegGeometry->Delete();
  pegMapper->Delete();
  puckGeometry->Delete();
  puckMapper->Delete();
  tableGeometry->Delete();
  tableMapper->Delete();
  table->Delete();
  for (i=0; i<NumberOfPucks; i++) puck[i]->Delete();
  for (i=0; i<3; i++) peg[i]->Delete();
}
