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

  Program:   Visualization Toolkit
  Module:    vtkHierarchicalBinningFilter.cxx

  Copyright (c) Kitware, Inc.
  All rights reserved.
  See LICENSE file for details.

     This software is distributed WITHOUT ANY WARRANTY; without even
     the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
     PURPOSE.  See the above copyright notice for more information.

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

#include "vtkObjectFactory.h"
#include "vtkPointSet.h"
#include "vtkPoints.h"
#include "vtkIntArray.h"
#include "vtkIdTypeArray.h"
#include "vtkDoubleArray.h"
#include "vtkPointData.h"
#include "vtkFieldData.h"
#include "vtkInformation.h"
#include "vtkInformationVector.h"
#include "vtkMath.h"
#include "vtkSMPTools.h"

vtkStandardNewMacro(vtkHierarchicalBinningFilter);

namespace {

//-----------------------------------------------------------------------------
// Number ^ index: power function for integers.
static int power(int number, int level)
{
  if (level == 0)
  {
    return 1;
  }
  int num = number;
  for (int i = 1; i < level; i++)
  {
    number = number * num;
  }
  return number;
}

//----------------------------------------------------------------------------
static int GetLevelOffset(int level, int divs[3])
{
  int block = divs[0] * divs[1] * divs[2];
  int offset = 0;
  for (int i=0; i<level; ++i)
  {
    offset += power( block, i);
  }
  return offset;
}

//-----------------------------------------------------------------------------
// The hierarchy of uniform subdivided binning grids.
struct UniformBinning
{
  int Level;
  int Divs[3];
  double Bounds[6];
  int NumBins; //number of bins in this level of the tree
  int LevelOffset; //offset from root bin

  // These are internal data members used for performance reasons
  double H[3];
  double hX, hY, hZ;
  double fX, fY, fZ, bX, bY, bZ;
  vtkIdType xD, yD, zD, xyD;

  // Construction. Provide the current level, and the global binning
  // divisions, and the global bounds.
  UniformBinning(int level, int divs[3], double bounds[6])
  {
      this->Level = level;

      this->Divs[0] = power( divs[0], level);
      this->Divs[1] = power( divs[1], level);
      this->Divs[2] = power( divs[2], level);
      this->NumBins = this->Divs[0] * this->Divs[1] * this->Divs[2];

      this->Bounds[0] = bounds[0];
      this->Bounds[1] = bounds[1];
      this->Bounds[2] = bounds[2];
      this->Bounds[3] = bounds[3];
      this->Bounds[4] = bounds[4];
      this->Bounds[5] = bounds[5];

      this->H[0] = (this->Bounds[1] - this->Bounds[0]) / static_cast<double>(this->Divs[0]);
      this->H[1] = (this->Bounds[3] - this->Bounds[2]) / static_cast<double>(this->Divs[1]);
      this->H[2] = (this->Bounds[5] - this->Bounds[4]) / static_cast<double>(this->Divs[2]);

      this->LevelOffset = GetLevelOffset(level,divs);

      // Setup internal data members for more efficient processing.
      this->hX = this->H[0];
      this->hY = this->H[1];
      this->hZ = this->H[2];
      this->fX = 1.0 / this->H[0];
      this->fY = 1.0 / this->H[1];
      this->fZ = 1.0 / this->H[2];
      this->bX = this->Bounds[0];
      this->bY = this->Bounds[2];
      this->bZ = this->Bounds[4];
      this->xD = this->Divs[0];
      this->yD = this->Divs[1];
      this->zD = this->Divs[2];
      this->xyD = this->Divs[0] * this->Divs[1];
  }


  //-----------------------------------------------------------------------------
  // Inlined for performance. These function invocations must be called after
  // BuildLocator() is invoked, otherwise the output is indeterminate.
  void GetBinIndices(const double *x, int ijk[3]) const
  {
    // Compute point index. Make sure it lies within range of locator.
    ijk[0] = static_cast<int>(((x[0] - bX) * fX));
    ijk[1] = static_cast<int>(((x[1] - bY) * fY));
    ijk[2] = static_cast<int>(((x[2] - bZ) * fZ));

    ijk[0] = (ijk[0] < 0 ? 0 : (ijk[0] >= xD ? xD-1 : ijk[0]));
    ijk[1] = (ijk[1] < 0 ? 0 : (ijk[1] >= yD ? yD-1 : ijk[1]));
    ijk[2] = (ijk[2] < 0 ? 0 : (ijk[2] >= zD ? zD-1 : ijk[2]));
  }

  //-----------------------------------------------------------------------------
  // The bin offset is used to uniquefy the id across the hierarchy of binning grids
  vtkIdType GetBinIndex(const double *x) const
  {
    int ijk[3];
    this->GetBinIndices(x, ijk);
    return (this->LevelOffset + ijk[0] + ijk[1]*xD + ijk[2]*xyD);
  }

  //-----------------------------------------------------------------------------
  // Get the bounds for a particular bin at this level
  void GetBinBounds(int localBin, double bounds[6])
  {
      int i = localBin % this->xD;
      int j = (localBin / this->xD) % this->yD;
      int k = localBin / this->xyD;
      bounds[0] = this->Bounds[0] + i * hX;
      bounds[1] = bounds[0] + this->hX;
      bounds[2] = this->Bounds[2] + j * hY;
      bounds[3] = bounds[2] + this->hY;
      bounds[4] = this->Bounds[4] + k * hZ;
      bounds[5] = bounds[4] + this->hZ;
  }
};

} //anonymous namespace

//-----------------------------------------------------------------------------
// This non-templated class provides virtual functions to simplify the access
// to the templated subclass. Note this is not in anonymous namespace because the
// VTK class refers to it in the header file (PIMPLd).
struct vtkBinTree
{
  vtkPoints *InPts; // the points to be binned
  vtkIdType NumPts;

  int NumLevels;
  int Divs[3];
  double Bounds[6];
  UniformBinning  *Tree[VTK_MAX_LEVEL+1]; // a uniform binning for each level
  int NumBins; // the total number of bins (from all levels) in the tree
  int BatchSize; //build the offsets in parallel

  int OffsetsType;
  vtkDataArray *OffsetsArray; // container for offset array

  // Construction
  vtkBinTree(vtkIdType npts, vtkPoints *pts, int numLevels, int divs[3],
             double bounds[6], int offsetsType) :
    InPts(pts), NumPts(npts), NumLevels(numLevels), OffsetsType(offsetsType)
  {
      this->Divs[0] = divs[0];
      this->Divs[1] = divs[1];
      this->Divs[2] = divs[2];

      this->Bounds[0] = bounds[0];
      this->Bounds[1] = bounds[1];
      this->Bounds[2] = bounds[2];
      this->Bounds[3] = bounds[3];
      this->Bounds[4] = bounds[4];
      this->Bounds[5] = bounds[5];

      // Build the levels. We create an extra one; it simplifies things later.
      this->NumBins = 0;
      for (int level=0; level < this->NumLevels; ++level)
      {
        this->Tree[level] = new UniformBinning(level, divs, bounds);
        this->NumBins += this->Tree[level]->NumBins;
      }
      this->Tree[this->NumLevels] = new UniformBinning(this->NumLevels, divs, bounds);

      this->BatchSize = 0;

      this->OffsetsType = offsetsType;
      this->OffsetsArray = NULL;
  }

  // Virtual functions supporting convenience methods in templated subclass.
  virtual ~vtkBinTree()
  {
      for (int i=0; i <= this->NumLevels; ++i)
      {
        delete this->Tree[i];
      }
      if ( this->OffsetsArray )
      {
        this->OffsetsArray->Delete();
        this->OffsetsArray = NULL;
      }
  }
  virtual void Execute(vtkPointSet *input, vtkPolyData *output) = 0;
  int GetNumberOfGlobalBins()
  {
      return this->NumBins;
  }
  int GetNumberOfBins(int level)
  {
      return this->Tree[level]->NumBins;
  }
  virtual vtkIdType GetLevelOffset(int level, vtkIdType& npts) = 0;
  virtual vtkIdType GetBinOffset(int globalBin, vtkIdType& npts) = 0;
  virtual vtkIdType GetLocalBinOffset(int level, int localBin, vtkIdType& npts) = 0;
  // Sometimes the global bin needs to be expressed as a local bin number +
  // tree level.
  void TranslateGlobalBinToLocalBin(int globalBin, int& level, int& localBin)
  {
      for ( level=this->NumLevels-1;
            globalBin < this->Tree[level]->LevelOffset; --level )
      {
        ;
      }
      localBin = globalBin - this->Tree[level]->LevelOffset;
  }
  void GetBinBounds(int globalBin, double bounds[6])
  {
      int level, localBin;
      this->TranslateGlobalBinToLocalBin(globalBin, level, localBin);
      return this->Tree[level]->GetBinBounds(localBin, bounds);
  }
  void GetLocalBinBounds(int level, int localBin, double bounds[6])
  {
      return this->Tree[level]->GetBinBounds(localBin, bounds);
  }

  void ExportMetaData(vtkPolyData *output)
  {
      this->OffsetsArray->SetName("BinOffsets");
      output->GetFieldData()->AddArray(this->OffsetsArray);

      // Bounding box
      vtkDoubleArray *da = vtkDoubleArray::New();
      da->SetName("BinBounds");
      da->SetNumberOfTuples(6);
      for (int i=0; i<6; ++i)
      {
        da->SetValue(i,this->Bounds[i]);
      }
      output->GetFieldData()->AddArray(da);
      da->Delete();

      // Divisions
      vtkIntArray *ia = vtkIntArray::New();
      ia->SetName("BinDivisions");
      ia->SetNumberOfTuples(3);
      for (int i=0; i<3; ++i)
      {
        ia->SetValue(i,this->Divs[i]);
      }
      output->GetFieldData()->AddArray(ia);
      ia->Delete();

  }
};

//----------------------------------------------------------------------------
// Helper classes to support efficient computing, and threaded execution.
namespace {

//-----------------------------------------------------------------------------
// The following tuple is what is sorted in the map. Note that it is templated
// because depending on the number of points / bins to process we may want
// to use vtkIdType. Otherwise for performance reasons it's best to use an int
// (or other integral type). Typically sort() is 25-30% faster on smaller
// integral types, plus it takes a heck less memory (when vtkIdType is 64-bit
// and int is 32-bit).
template <typename TTuple>
class BinTuple
{
public:
  TTuple PtId; //originating point id
  TTuple Bin; //i-j-k index into bin space

  //Operator< used to support the subsequent sort operation.
  bool operator< (const BinTuple& tuple) const
    {return Bin < tuple.Bin;}
};

//-----------------------------------------------------------------------------
// This templated class manages the creation of the binning tree. It also
// implements the operator() functors which are supplied to vtkSMPTools for
// threaded processesing.
template <typename TIds>
struct BinTree : public vtkBinTree
{
  BinTuple<TIds> *Map; //the map to be sorted
  TIds           *Offsets; //offsets for each bin into the map

  // Construction
  BinTree(vtkIdType npts, vtkPoints *pts, int numLevels, int divs[3],
          double bounds[6], int offsetsType) :
    vtkBinTree(npts, pts, numLevels, divs, bounds, offsetsType)
  {
      //one extra allocation to simplify traversal
      this->Map = new BinTuple<TIds>[this->NumPts+1];
      this->Map[this->NumPts].Bin = this->NumBins;
      if ( offsetsType == VTK_INT )
      {
        this->OffsetsArray = vtkIntArray::New();
      }
      else
      {
        this->OffsetsArray = vtkIdTypeArray::New();
      }
      this->OffsetsArray->SetNumberOfTuples(this->NumBins+1);
      this->Offsets = static_cast<TIds*>(this->OffsetsArray->GetVoidPointer(0));
      this->Offsets[this->NumBins] = this->NumPts;
  }

  // Release allocated memory
  virtual ~BinTree()
  {
      delete [] this->Map;
      //Offsets data array deleted by superclass
  }

  // The number of point ids in a bin is determined by computing the
  // difference between the offsets into the sorted points array.
  vtkIdType GetNumberOfIds(vtkIdType binNum)
  {
      return (this->Offsets[binNum+1] - this->Offsets[binNum]);
  }

  // Given a bin number, return the point ids in that bin.
  const BinTuple<TIds> *GetIds(vtkIdType binNum)
  {
      return this->Map + this->Offsets[binNum];
  }

  // Explicit point representation (e.g., vtkPointSet), faster path
  template <typename T, typename TPts>
  class MapPoints
  {
    public:
      BinTree<T> *Tree;
      const TPts *Points;
      int Thresh[VTK_MAX_LEVEL];

      MapPoints(BinTree<T> *tree, const TPts *pts) :
        Tree(tree), Points(pts)
      {
          for (int i=0; i < this->Tree->NumLevels; ++i)
          {
            this->Thresh[i] = this->Tree->Tree[i]->LevelOffset;
          }
      }

      void  operator()(vtkIdType ptId, vtkIdType end)
      {
        double p[3];
        const TPts *x = this->Points + 3*ptId;
        BinTuple<T> *t = this->Tree->Map + ptId;
        int numLevels = this->Tree->NumLevels;
        int level, idx, numBins = this->Tree->NumBins;
        for ( ; ptId < end; ++ptId, x+=3, ++t )
        {
          t->PtId = ptId;
          p[0] = static_cast<double>(x[0]);
          p[1] = static_cast<double>(x[1]);
          p[2] = static_cast<double>(x[2]);
          idx = ptId % numBins;

          for ( level=numLevels-1; idx < this->Thresh[level]; --level )
          {
            ;
          }
          t->Bin = this->Tree->Tree[level]->GetBinIndex(p);
        }//for all points in this batch
      }
  };

  // A clever way to build offsets in parallel. Basically each thread builds
  // offsets across a range of the sorted map. Recall that offsets are an
  // integral value referring to the locations of the sorted points that
  // reside in each bin.
  template <typename T>
  class MapOffsets
  {
    public:
      BinTree<T> *Tree;
      vtkIdType NumPts;
      int NumBins;
      int BatchSize;

      MapOffsets(BinTree<T> *tree, int numBatches) : Tree(tree)
      {
          this->NumPts = this->Tree->NumPts;
          this->NumBins = this->Tree->NumBins;
          this->BatchSize = ceil( static_cast<double>(this->NumPts) / numBatches);
      }

      // Traverse sorted points (i.e., tuples) and update bin offsets.
      void  operator()(vtkIdType batch, vtkIdType batchEnd)
      {
        T *offsets = this->Tree->Offsets;
        const BinTuple<T> *curPt =
          this->Tree->Map + batch*this->BatchSize;
        const BinTuple<T> *endBatchPt =
          this->Tree->Map + batchEnd*this->BatchSize;
        const BinTuple<T> *endPt =
          this->Tree->Map + this->NumPts;
        const BinTuple<T> *prevPt;
        endBatchPt = ( endBatchPt > endPt ? endPt : endBatchPt );

        // Special case at the very beginning of the mapped points array.  If
        // the first point is in bin# N, then all bins up and including
        // N must refer to the first point.
        if ( curPt == this->Tree->Map )
        {
          prevPt = this->Tree->Map;
          std::fill_n(offsets, curPt->Bin+1, 0); //point to the first points
        }//at the very beginning of the map (sorted points array)

        // We are entering this functor somewhere in the interior of the
        // mapped points array. All we need to do is point to the entry
        // position because we are interested only in prevPt->Bin.
        else
        {
          prevPt = curPt;
        }//else in the middle of a batch

        // Okay we have a starting point for a bin run. Now we can begin
        // filling in the offsets in this batch. A previous thread should
        // have/will have completed the previous and subsequent runs outside
        // of the [batch,batchEnd) range
        for ( curPt=prevPt; curPt < endBatchPt; )
        {
          for ( ; curPt->Bin == prevPt->Bin && curPt <= endBatchPt;
                ++curPt )
          {
            ; //advance
          }
          // Fill in any gaps in the offset array
          std::fill_n(offsets + prevPt->Bin + 1,
                      curPt->Bin - prevPt->Bin,
                      curPt - this->Tree->Map);
          prevPt = curPt;
        }//for all batches in this range
      }//operator()
  };

  //----------------------------------------------------------------------------
  // Copy points to output
  template <typename T, typename TPts>
  struct ShufflePoints
  {
    BinTree<T> *Tree;
    vtkIdType NumPts;
    TPts *InPoints;
    TPts *OutPoints;

    ShufflePoints(BinTree<T> *tree, vtkIdType numPts, TPts *inPts, TPts *outPts) :
      Tree(tree), NumPts(numPts), InPoints(inPts), OutPoints(outPts)
    {
    }

    void operator() (vtkIdType ptId, vtkIdType endPtId)
    {
      BinTuple<TIds> *map = this->Tree->Map + ptId;
      TPts *py = this->OutPoints + 3*ptId;
      TPts *px;

      for ( ; ptId < endPtId; ++ptId, ++map)
      {
        px = this->InPoints + 3*map->PtId;
        *py++ = *px++;
        *py++ = *px++;
        *py++ = *px;
      }
    }
  }; //ShufflePoints

  //----------------------------------------------------------------------------
  // Copy data arrays to output
  template <typename T, typename TA>
  struct ShuffleArray
  {
    BinTree<T> *Tree;
    vtkIdType NumPts;
    int NumComp;
    TA *InArray;
    TA *OutArray;

    ShuffleArray(BinTree<T> *tree, vtkIdType numPts, int numComp, TA *in, TA *out) :
      Tree(tree), NumPts(numPts), NumComp(numComp), InArray(in), OutArray(out)
    {
    }

    void operator() (vtkIdType ptId, vtkIdType endPtId)
    {
      BinTuple<TIds> *map = this->Tree->Map + ptId;
      TA *y = this->OutArray + this->NumComp*ptId;
      TA *x;
      int i;

      for ( ; ptId < endPtId; ++ptId, ++map)
      {
        x = this->InArray + this->NumComp*map->PtId;
        for (i=0; i<this->NumComp; ++i)
        {
          *y++ = *x++;
        }
      }
    }

    static void Execute(BinTree<TIds> *tree, vtkIdType numPts, int numComp,
                        TA *in, TA *out)
    {
        ShuffleArray<TIds,TA> shuffle(tree,numPts,numComp,in,out);
        vtkSMPTools::For(0,numPts, shuffle);
    }

  }; //ShuffleArray

  // Bin the points, produce output
  void Execute(vtkPointSet *input, vtkPolyData *output)
  {
      vtkPoints *inPts = input->GetPoints();
      void *pts = inPts->GetVoidPointer(0);
      vtkPoints *outPts = output->GetPoints();
      int dataType = inPts->GetDataType();

      if ( dataType == VTK_FLOAT )
      {
        MapPoints<TIds,float> mapper(this,static_cast<float*>(pts));
        vtkSMPTools::For(0,this->NumPts, mapper);
      }
      else if ( dataType == VTK_DOUBLE )
      {
        MapPoints<TIds,double> mapper(this,static_cast<double*>(pts));
        vtkSMPTools::For(0,this->NumPts, mapper);
      }
      else
      {
        vtkGenericWarningMacro("Type not supported\n");
        return;
      }

      // Now gather the points into contiguous runs in bins
      //
      vtkSMPTools::Sort(this->Map, this->Map + this->NumPts);

      // Build the offsets into the Map. The offsets are the positions of
      // each bin into the sorted list. They mark the beginning of the
      // list of points in each bin. Amazingly, this can be done in
      // parallel.
      //
      int numBatches = static_cast<int>(
        ceil(static_cast<double>(this->NumPts) / (5*this->NumBins)));
      MapOffsets<TIds> offMapper(this,numBatches);
      vtkSMPTools::For(0,numBatches, offMapper);

      // Put the offset into the output for downstream filters
      this->ExportMetaData(output);

      // Shuffle the points around
      if ( dataType == VTK_FLOAT )
      {
        ShufflePoints<TIds,float>
          shuffle(this, this->NumPts, static_cast<float*>(inPts->GetVoidPointer(0)),
                  static_cast<float*>(outPts->GetVoidPointer(0)));
        vtkSMPTools::For(0,this->NumPts, shuffle);
      }
      else if ( dataType == VTK_DOUBLE )
      {
        ShufflePoints<TIds,double>
          shuffle(this, this->NumPts, static_cast<double*>(inPts->GetVoidPointer(0)),
                  static_cast<double*>(outPts->GetVoidPointer(0)));
        vtkSMPTools::For(0,this->NumPts, shuffle);
      }

      // Now shuffle the data arrays
      vtkPointData *inPD = input->GetPointData();
      vtkPointData *outPD = output->GetPointData();
      outPD->CopyAllocate(inPD,this->NumPts);

      char *name;
      vtkDataArray *iArray, *oArray;
      void *iD, *oD;
      int i, numComp, numArrays = inPD->GetNumberOfArrays();
      for (i=0; i < numArrays; ++i)
      {
        iArray = inPD->GetArray(i);
        if ( iArray )
        {
          name = iArray->GetName();
          numComp = iArray->GetNumberOfComponents();
          oArray = outPD->GetArray(name);
          if ( !oArray )
          {
            continue;
          }
          oArray->SetNumberOfTuples(this->NumPts);
          iD = iArray->GetVoidPointer(0);
          oD = oArray->GetVoidPointer(0);
          switch (iArray->GetDataType()) //template macro burps on multiple template parameters
          {
            case VTK_FLOAT:
              ShuffleArray<TIds,float>::
                Execute(this,this->NumPts,numComp,(float *)iD,(float *)oD); break;
            case VTK_DOUBLE:
              ShuffleArray<TIds,double>::
                Execute(this,this->NumPts,numComp,(double *)iD,(double *)oD); break;
            case VTK_INT:
              ShuffleArray<TIds,int>::
                Execute(this,this->NumPts,numComp,(int *)iD,(int *)oD); break;
            case VTK_UNSIGNED_INT:
              ShuffleArray<TIds,unsigned int>::
                Execute(this,this->NumPts,numComp,(unsigned int *)iD,(unsigned int *)oD); break;
            case VTK_CHAR:
              ShuffleArray<TIds,char>::
                Execute(this,this->NumPts,numComp,(char *)iD,(char *)oD); break;
            case VTK_UNSIGNED_CHAR:
              ShuffleArray<TIds,unsigned char>::
                Execute(this,this->NumPts,numComp,(unsigned char *)iD,(unsigned char *)oD); break;
            case VTK_SHORT:
              ShuffleArray<TIds,short>::
                Execute(this,this->NumPts,numComp,(short *)iD,(short *)oD); break;
            case VTK_UNSIGNED_SHORT:
              ShuffleArray<TIds,unsigned short>::
                Execute(this,this->NumPts,numComp,(unsigned short *)iD,(unsigned short *)oD); break;
            default:
              vtkGenericWarningMacro("Unsupported attribute type");
          }//over all VTK types
        }//have valid array
      }//for each candidate array
  }

  virtual vtkIdType GetLevelOffset(int level, vtkIdType& npts)
  {
    vtkIdType offset = this->Offsets[this->Tree[level]->LevelOffset];
    vtkIdType offset2 = this->Offsets[this->Tree[level+1]->LevelOffset];

    npts = offset2 - offset;
    return offset;
  }

  virtual vtkIdType GetBinOffset(int globalBin, vtkIdType& npts)
  {
    vtkIdType offset = this->Offsets[globalBin];
    vtkIdType offset2 = this->Offsets[globalBin+1];

    npts = offset2 - offset;
    return offset;
  }

  virtual vtkIdType GetLocalBinOffset(int level, int localBin, vtkIdType& npts)
  {
    vtkIdType offset = this->Offsets[this->Tree[level]->LevelOffset] + localBin;
    vtkIdType offset2 = this->Offsets[this->Tree[level]->LevelOffset] + localBin + 1;

    npts = offset2 - offset;
    return offset;
  }

}; //BinTree


} //anonymous namespace


//================= Begin VTK class proper =======================================
//----------------------------------------------------------------------------
vtkHierarchicalBinningFilter::vtkHierarchicalBinningFilter()
{

  this->NumberOfLevels = 3;
  this->Automatic = true;

  this->Divisions[0] = this->Divisions[1] = this->Divisions[2] = 2;
  this->Bounds[0] = this->Bounds[2] = this->Bounds[4] = 0.0;
  this->Bounds[1] = this->Bounds[3] = this->Bounds[5] = 1.0;

  this->Tree = NULL;
}

//----------------------------------------------------------------------------
vtkHierarchicalBinningFilter::~vtkHierarchicalBinningFilter()
{
  if ( this->Tree )
  {
    delete this->Tree;
    this->Tree = NULL;
  }
}

//----------------------------------------------------------------------------
// Produce the output data
int vtkHierarchicalBinningFilter::RequestData(
  vtkInformation *vtkNotUsed(request),
  vtkInformationVector **inputVector,
  vtkInformationVector *outputVector)
{
  // get the info objects
  vtkInformation *inInfo = inputVector[0]->GetInformationObject(0);
  vtkInformation *outInfo = outputVector->GetInformationObject(0);

  // get the input and output
  vtkPointSet *input = vtkPointSet::SafeDownCast(
    inInfo->Get(vtkDataObject::DATA_OBJECT()));
  vtkPolyData *output = vtkPolyData::SafeDownCast(
    outInfo->Get(vtkDataObject::DATA_OBJECT()));

  // Check the input
  if ( !input || !output )
  {
    return 1;
  }
  vtkIdType numPts = input->GetNumberOfPoints();
  if ( numPts < 1 )
  {
    return 1;
  }

  // Set up the binning operation
  vtkPoints *inPts = input->GetPoints();
  int dataType = inPts->GetDataType();
  vtkPoints *outPts = inPts->NewInstance();
  outPts->SetDataType(dataType);
  outPts->SetNumberOfPoints(numPts);
  output->SetPoints(outPts);
  outPts->UnRegister(this);

  int numLevels = this->NumberOfLevels;
  int *divs = this->Divisions;
  double *bounds = this->Bounds;

  // If automatic, try and create uniform-sized bins; cubes are ideal.
  if ( this->Automatic )
  {
    inPts->GetBounds(this->Bounds);
    double h[3];
    h[0] = this->Bounds[1] - this->Bounds[0];
    h[1] = this->Bounds[3] - this->Bounds[2];
    h[2] = this->Bounds[5] - this->Bounds[4];
    int min = (h[0] < h[1] ? (h[0] < h[2] ? 0 : 2) : (h[1] < h[2] ? 1 : 2));
    divs[min] = ( h[min] > 0.0 ? 2 : 1);
    h[min] = ( divs[min] == 1 ? 1.0 : h[min] );
    for (int i=0; i<3; ++i)
    {
      if ( i != min )
      {
        divs[i]  = vtkMath::Round( divs[min]*h[i]/h[min] ) ;
        divs[i] = ( divs[i] <= 0 ? 1 : divs[i] );
      }
    }
  }

  // Bin the points, produce output
  if ( numPts >= VTK_INT_MAX )
  {
    this->Tree = new BinTree<vtkIdType>(numPts,inPts,numLevels,divs,bounds,VTK_ID_TYPE);
    this->Tree->Execute(input,output);
  }
  else
  {
    this->Tree = new BinTree<int>(numPts,inPts,numLevels,divs,bounds,VTK_INT);
    this->Tree->Execute(input,output);
  }

  return 1;
}

//----------------------------------------------------------------------------
int vtkHierarchicalBinningFilter::
GetNumberOfGlobalBins()
{
  if ( this->Tree )
  {
    return this->Tree->GetNumberOfGlobalBins();
  }
  else
  {
    return 0;
  }
}

//----------------------------------------------------------------------------
int vtkHierarchicalBinningFilter::
GetNumberOfBins(int level)
{
  if ( this->Tree )
  {
    return this->Tree->GetNumberOfBins(level);
  }
  else
  {
    return 0;
  }
}

//----------------------------------------------------------------------------
vtkIdType vtkHierarchicalBinningFilter::
GetLevelOffset(int level, vtkIdType& npts)
{
  if ( this->Tree )
  {
    return this->Tree->GetLevelOffset(level,npts);
  }
  else
  {
    return -1;
  }
}

//----------------------------------------------------------------------------
vtkIdType vtkHierarchicalBinningFilter::
GetBinOffset(int globalBin, vtkIdType& npts)
{
  if ( this->Tree )
  {
    return this->Tree->GetBinOffset(globalBin,npts);
  }
  else
  {
    return -1;
  }
}

//----------------------------------------------------------------------------
vtkIdType vtkHierarchicalBinningFilter::
GetLocalBinOffset(int level, int localBin, vtkIdType& npts)
{
  if ( this->Tree )
  {
    return this->Tree->GetLocalBinOffset(level,localBin,npts);
  }
  else
  {
    return -1;
  }
}

//----------------------------------------------------------------------------
void vtkHierarchicalBinningFilter::
GetBinBounds(int globalBin, double bounds[6])
{
  if ( this->Tree )
  {
    return this->Tree->GetBinBounds(globalBin,bounds);
  }
  else
  {
    return;
  }
}

//----------------------------------------------------------------------------
void vtkHierarchicalBinningFilter::
GetLocalBinBounds(int level, int localBin, double bounds[6])
{
  if ( this->Tree )
  {
    return this->Tree->GetLocalBinBounds(level,localBin,bounds);
  }
  else
  {
    return;
  }
}

//----------------------------------------------------------------------------
int vtkHierarchicalBinningFilter::
FillInputPortInformation(int, vtkInformation *info)
{
  info->Set(vtkAlgorithm::INPUT_REQUIRED_DATA_TYPE(), "vtkPointSet");
  return 1;
}

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

  os << indent << "Number of Levels: "
     << this->NumberOfLevels << endl;

  os << indent << "Automatic: "
     << (this->Automatic ? "On\n" : "Off\n");

  for(int i=0;i<6;i++)
  {
    os << indent << "Bounds[" << i << "]: " << this->Bounds[i] << "\n";
  }

  os << indent << "Divisions: ("
     << this->Divisions[0] << ","
     << this->Divisions[1] << ","
     << this->Divisions[2] << ")\n";
}
