/*
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Open Asset Import Library (assimp)
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*/
#include "UnitTestPCH.h"

#include <assimp/mesh.h>
#include <assimp/types.h>

#include "Common/VertexTriangleAdjacency.h"

using namespace std;
using namespace Assimp;

class VTAdjacencyTest : public ::testing::Test {
protected:
    void checkMesh(const aiMesh &mesh);
};

// ------------------------------------------------------------------------------------------------
TEST_F(VTAdjacencyTest, largeRandomDataSet) {
    // build a test mesh with randomized input data
    // *******************************************************************************
    aiMesh mesh;

    mesh.mNumVertices = 500;
    mesh.mNumFaces = 600;

    mesh.mFaces = new aiFace[600];
    unsigned int iCurrent = 0;
    for (unsigned int i = 0; i < 600; ++i) {
        aiFace &face = mesh.mFaces[i];
        face.mNumIndices = 3;
        face.mIndices = new unsigned int[3];

        if (499 == iCurrent) iCurrent = 0;
        face.mIndices[0] = iCurrent++;

        while (face.mIndices[0] == (face.mIndices[1] = (unsigned int)(((float)rand() / RAND_MAX) * 499)))
            ;
        while (face.mIndices[0] == (face.mIndices[2] = (unsigned int)(((float)rand() / RAND_MAX) * 499)) ||
                face.mIndices[1] == face.mIndices[2])
            ;
    }

    checkMesh(mesh);
}

// ------------------------------------------------------------------------------------------------
TEST_F(VTAdjacencyTest, smallDataSet) {

    // build a test mesh - this one is extremely small
    // *******************************************************************************
    aiMesh mesh;

    mesh.mNumVertices = 5;
    mesh.mNumFaces = 3;

    mesh.mFaces = new aiFace[3];
    mesh.mFaces[0].mIndices = new unsigned int[3];
    mesh.mFaces[0].mNumIndices = 3;
    mesh.mFaces[1].mIndices = new unsigned int[3];
    mesh.mFaces[1].mNumIndices = 3;
    mesh.mFaces[2].mIndices = new unsigned int[3];
    mesh.mFaces[2].mNumIndices = 3;

    mesh.mFaces[0].mIndices[0] = 1;
    mesh.mFaces[0].mIndices[1] = 3;
    mesh.mFaces[0].mIndices[2] = 2;

    mesh.mFaces[1].mIndices[0] = 0;
    mesh.mFaces[1].mIndices[1] = 2;
    mesh.mFaces[1].mIndices[2] = 3;

    mesh.mFaces[2].mIndices[0] = 3;
    mesh.mFaces[2].mIndices[1] = 0;
    mesh.mFaces[2].mIndices[2] = 4;

    checkMesh(mesh);
}

// ------------------------------------------------------------------------------------------------
TEST_F(VTAdjacencyTest, unreferencedVerticesSet) {
    // build a test mesh which does not reference all vertices
    // *******************************************************************************
    aiMesh mesh;

    mesh.mNumVertices = 500;
    mesh.mNumFaces = 600;

    mesh.mFaces = new aiFace[600];
    unsigned int iCurrent = 0;
    for (unsigned int i = 0; i < 600; ++i) {
        aiFace &face = mesh.mFaces[i];
        face.mNumIndices = 3;
        face.mIndices = new unsigned int[3];

        if (499 == iCurrent) iCurrent = 0;
        face.mIndices[0] = iCurrent++;

        if (499 == iCurrent) iCurrent = 0;
        face.mIndices[1] = iCurrent++;

        if (499 == iCurrent) iCurrent = 0;
        face.mIndices[2] = iCurrent++;

        if (rand() > RAND_MAX / 2 && face.mIndices[0]) {
            face.mIndices[0]--;
        } else if (face.mIndices[1])
            face.mIndices[1]--;
    }

    checkMesh(mesh);
}

// ------------------------------------------------------------------------------------------------
void VTAdjacencyTest::checkMesh(const aiMesh &mesh) {
    VertexTriangleAdjacency adj(mesh.mFaces, mesh.mNumFaces, mesh.mNumVertices, true);

    unsigned int *const piNum = adj.mLiveTriangles;

    // check the primary adjacency table and check whether all faces
    // are contained in the list
    unsigned int maxOfs = 0;
    for (unsigned int i = 0; i < mesh.mNumFaces; ++i) {
        aiFace &face = mesh.mFaces[i];
        for (unsigned int qq = 0; qq < 3; ++qq) {
            const unsigned int idx = face.mIndices[qq];
            const unsigned int num = piNum[idx];

            // go to this offset
            const unsigned int ofs = adj.mOffsetTable[idx];
            maxOfs = std::max(ofs + num, maxOfs);
            unsigned int *pi = &adj.mAdjacencyTable[ofs];

            // and search for us ...
            unsigned int tt = 0;
            for (; tt < num; ++tt, ++pi) {
                if (i == *pi) {
                    // mask our entry in the table. Finally all entries should be masked
                    *pi = 0xffffffff;

                    // there shouldn't be two entries for the same face
                    break;
                }
            }
            // assert if *this* vertex has not been found in the table
            EXPECT_LT(tt, num);
        }
    }

    // now check whether there are invalid faces
    const unsigned int *pi = adj.mAdjacencyTable;
    for (unsigned int i = 0; i < maxOfs; ++i, ++pi) {
        EXPECT_EQ(0xffffffff, *pi);
    }

    // check the numTrianglesPerVertex table
    for (unsigned int i = 0; i < mesh.mNumFaces; ++i) {
        aiFace &face = mesh.mFaces[i];
        for (unsigned int qq = 0; qq < 3; ++qq) {
            const unsigned int idx = face.mIndices[qq];

            // we should not reach 0 here ...
            EXPECT_NE(0U, piNum[idx]);
            piNum[idx]--;
        }
    }

    // check whether we reached 0 in all entries
    for (unsigned int i = 0; i < mesh.mNumVertices; ++i) {
        EXPECT_FALSE(piNum[i]);
    }
}
