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

  Program:   Visualization Toolkit
  Module:    vtkDecimatePro.h
  Language:  C++
  Date:      $Date$
  Version:   $Revision$


Copyright (c) 1993-2001 Ken Martin, Will Schroeder, Bill Lorensen 
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=========================================================================*/
// .NAME vtkDecimatePro - reduce the number of triangles in a mesh
// .SECTION Description
// vtkDecimatePro is a filter to reduce the number of triangles in a triangle 
// mesh, forming a good approximation to the original geometry. The input to 
// vtkDecimatePro is a vtkPolyData object, and only triangles are treated. If 
// you desire to decimate polygonal meshes, first triangulate the polygons
// with vtkTriangleFilter object.
// 
// The implementation of vtkDecimatePro is similar to the algorithm
// originally described in "Decimation of Triangle Meshes", Proc Siggraph
// `92, with three major differences. First, this algorithm does not
// necessarily preserve the topology of the mesh. Second, it is guaranteed to
// give the a mesh reduction factor specified by the user (as long as certain
// constraints are not set - see Caveats). Third, it is set up generate
// progressive meshes, that is a stream of operations that can be easily
// transmitted and incrementally updated (see Hugues Hoppe's Siggraph '96
// paper on progressive meshes).
// 
// The algorithm proceeds as follows. Each vertex in the mesh is classified
// and inserted into a priority queue. The priority is based on the error to
// delete the vertex and retriangulate the hole. Vertices that cannot be
// deleted or triangulated (at this point in the algorithm) are
// skipped. Then, each vertex in the priority queue is processed (i.e.,
// deleted followed by hole triangulation using edge collapse). This
// continues until the priority queue is empty. Next, all remaining vertices
// are processed, and the mesh is split into separate pieces along sharp
// edges or at non-manifold attachment points and reinserted into the
// priority queue. Again, the priority queue is processed until empty. If
// the desired reduction is still not achieved, the remaining vertices are
// split as necessary (in a recursive fashion) so that it is possible to
// eliminate every triangle as necessary.
// 
// To use this object, at a minimum you need to specify the ivar
// TargetReduction. The algorithm is guaranteed to generate a reduced mesh
// at this level as long as the following four conditions are met: 1)
// topology modification is allowed (i.e., the ivar PreserveTopology is off);
// 2) mesh splitting is enabled (i.e., the ivar Splitting is on); 3) the
// algorithm is allowed to modify the boundary of the mesh (i.e., the ivar
// BoundaryVertexDeletion is on); and 4) the maximum allowable error (i.e.,
// the ivar MaximumError) is set to VTK_LARGE_FLOAT.  Other important
// parameters to adjust include the FeatureAngle and SplitAngle ivars, since
// these can impact the quality of the final mesh. Also, you can set the
// ivar AccumulateError to force incremental error update and distribution
// to surrounding vertices as each vertex is deleted. The accumulated error
// is a conservative global error bounds and decimation error, but requires
// additional memory and time to compute.

// .SECTION Caveats
// To guarantee a given level of reduction, the ivar PreserveTopology must
// be off; the ivar Splitting is on; the ivar BoundaryVertexDeletion is on;
// and the ivar MaximumError is set to VTK_LARGE_FLOAT.
//
// If PreserveTopology is off, and SplitEdges is off; the mesh topology may
// be modified by closing holes.
//
// Once mesh splitting begins, the feature angle is set to the split angle.

// .SECTION See Also
// vtkDecimate vtkQuadricClustering vtkQuadricDecimation


#ifndef __vtkDecimatePro_h
#define __vtkDecimatePro_h

#include "vtkPolyDataToPolyDataFilter.h"
#include "vtkPriorityQueue.h"

// Special structures for building loops
typedef struct _vtkProLocalVertex 
  {
  int     id;
  float   x[3];
  float   FAngle;
  } vtkProLocalVertex, *vtkProLocalVertexPtr;
    
typedef struct _vtkProLocalTri
  {
  int     id;
  float   area;
  float   n[3];
  int     verts[3];
  } vtkProLocalTri, *vtkProLocalTriPtr;

//
// Special classes for manipulating data
//
//BTX - begin tcl exclude
//
class vtkProVertexArray { //;prevent man page generation
public:
  vtkProVertexArray(const int sz) 
    {this->MaxId = -1; this->Array = new vtkProLocalVertex[sz];};
  ~vtkProVertexArray()
    {
    if (this->Array)
      {
      delete [] this->Array;
      }
    };
  int GetNumberOfVertices() {return this->MaxId + 1;};
  void InsertNextVertex(vtkProLocalVertex& v) 
    {this->MaxId++; this->Array[this->MaxId] = v;};
  vtkProLocalVertex& GetVertex(int i) {return this->Array[i];};
  void Reset() {this->MaxId = -1;};

  vtkProLocalVertex *Array; // pointer to data
  int MaxId;             // maximum index inserted thus far
};

class vtkProTriArray { //;prevent man page generation
public:
  vtkProTriArray(const int sz) 
    {this->MaxId = -1; this->Array = new vtkProLocalTri[sz];};
  ~vtkProTriArray()
    {
      if (this->Array)
	{
	delete [] this->Array;
	}
    };
  int GetNumberOfTriangles() {return this->MaxId + 1;};
  void InsertNextTriangle(vtkProLocalTri& t) 
    {this->MaxId++; this->Array[this->MaxId] = t;};
  vtkProLocalTri& GetTriangle(int i) {return this->Array[i];};
  void Reset() {this->MaxId = -1;};

  vtkProLocalTri *Array;  // pointer to data
  int MaxId;           // maximum index inserted thus far
};
//ETX - end tcl exclude
//


class VTK_EXPORT vtkDecimatePro : public vtkPolyDataToPolyDataFilter
{
public:
  vtkTypeMacro(vtkDecimatePro,vtkPolyDataToPolyDataFilter);
  void PrintSelf(ostream& os, vtkIndent indent);

  // Description:
  // Create object with specified reduction of 90% and feature angle of
  // 15 degrees. Edge splitting is on, defer splitting is on, and the
  // split angle is 75 degrees. Topology preservation is off, delete
  // boundary vertices is on, and the maximum error is set to
  // VTK_LARGE_FLOAT. The inflection point ratio is 10 and the vertex
  // degree is 25. Error accumulation is turned off.
  static vtkDecimatePro *New();

  // Description:
  // Specify the desired reduction in the total number of polygons. Because
  // of various constraints, this level of reduction may not be realized. If
  // you want to guarantee a particular reduction, you must turn off 
  // PreserveTopology and BoundaryVertexDeletion, turn on SplitEdges,
  // and set the MaximumError to VTK_LARGE_FLOAT (these ivars are initialized 
  // this way when the object is instantiated).
  vtkSetClampMacro(TargetReduction,float,0.0,1.0);
  vtkGetMacro(TargetReduction,float);

  // Description:
  // Turn on/off whether to preserve the topology of the original mesh. If
  // on, mesh splitting and hole elimination will not occur. This may limit
  // the maximum reduction that may be achieved.
  vtkSetMacro(PreserveTopology,int);
  vtkGetMacro(PreserveTopology,int);
  vtkBooleanMacro(PreserveTopology,int);

  // Description:
  // Specify the mesh feature angle. This angle is used to define what
  // an edge is (i.e., if the surface normal between two adjacent triangles
  // is >= FeatureAngle, an edge exists).
  vtkSetClampMacro(FeatureAngle,float,0.0,180.0);
  vtkGetMacro(FeatureAngle,float);

  // Description:
  // Turn on/off the splitting of the mesh at corners, along edges, at
  // non-manifold points, or anywhere else a split is required. Turning 
  // splitting off will better preserve the original topology of the
  // mesh, but you may not obtain the requested reduction.
  vtkSetMacro(Splitting,int);
  vtkGetMacro(Splitting,int);
  vtkBooleanMacro(Splitting,int);

  // Description:
  // Specify the mesh split angle. This angle is used to control the splitting
  // of the mesh. A split line exists when the surface normals between
  // two edge connected triangles are >= SplitAngle.
  vtkSetClampMacro(SplitAngle,float,0.0,180.0);
  vtkGetMacro(SplitAngle,float);

  // Description:
  // In some cases you may wish to split the mesh prior to algorithm
  // execution. This separates the mesh into semi-planar patches, which are
  // disconnected from each other. This can give superior results in some
  // cases. If the ivar PreSplitMesh ivar is enabled, the mesh is split with
  // the specified SplitAngle. Otherwise mesh splitting is deferred as long
  // as possible.
  vtkSetMacro(PreSplitMesh,int);
  vtkGetMacro(PreSplitMesh,int);
  vtkBooleanMacro(PreSplitMesh,int);

  // Description:
  // Set the largest decimation error that is allowed during the decimation
  // process. This may limit the maximum reduction that may be achieved. The
  // maximum error is specified as a fraction of the maximum length of
  // the input data bounding box.
  vtkSetClampMacro(MaximumError,float,0.0,VTK_LARGE_FLOAT);
  vtkGetMacro(MaximumError,float);

  // Description:
  // The computed error can either be computed directly from the mesh
  // or the error may be accumulated as the mesh is modified. If the error
  // is accumulated, then it represents a global error bounds, and the ivar
  // MaximumError becomes a global bounds on mesh error. Accumulating the
  // error requires extra memory proportional to the number of vertices in
  // the mesh. If AccumulateError is off, then the error is not accumulated.
  vtkSetMacro(AccumulateError,int);
  vtkGetMacro(AccumulateError,int);
  vtkBooleanMacro(AccumulateError,int);

  // Description:
  // The MaximumError is normally defined as a fraction of the dataset bounding
  // diagonal. By setting ErrorIsAbsolute to 1, the error is instead defined
  // as that specified by AbsoluteError. By default ErrorIsAbsolute=0.
  vtkSetMacro(ErrorIsAbsolute,int);
  vtkGetMacro(ErrorIsAbsolute,int);

  // Description:
  // Same as MaximumError, but to be used when ErrorIsAbsolute is 1
  vtkSetClampMacro(AbsoluteError,float,0.0,VTK_LARGE_FLOAT);
  vtkGetMacro(AbsoluteError,float);

  // Description:
  // Turn on/off the deletion of vertices on the boundary of a mesh. This
  // may limit the maximum reduction that may be achieved.
  vtkSetMacro(BoundaryVertexDeletion,int);
  vtkGetMacro(BoundaryVertexDeletion,int);
  vtkBooleanMacro(BoundaryVertexDeletion,int);

  // Description:
  // If the number of triangles connected to a vertex exceeds "Degree", then
  // the vertex will be split. (NOTE: the complexity of the triangulation
  // algorithm is proportional to Degree^2. Setting degree small can improve
  // the performance of the algorithm.)
  vtkSetClampMacro(Degree,int,25,VTK_CELL_SIZE);
  vtkGetMacro(Degree,int);
  
  // Description:
  // Specify the inflection point ratio. An inflection point occurs
  // when the ratio of reduction error between two iterations is greater
  // than or equal to the InflectionPointRatio.
  vtkSetClampMacro(InflectionPointRatio,float,1.001,VTK_LARGE_FLOAT);
  vtkGetMacro(InflectionPointRatio,float);


  // Description:
  // Get the number of inflection points. Only returns a valid value after
  // the filter has executed.  The values in the list are mesh reduction
  // values at each inflection point. Note: the first inflection point always
  // occurs right before non-planar triangles are decimated (i.e., as the
  // error becomes non-zero).
  int GetNumberOfInflectionPoints();

  // Description:
  // Get a list of inflection points. These are float values 0 < r <= 1.0 
  // corresponding to reduction level, and there are a total of
  // NumberOfInflectionPoints() values. You must provide an array (of
  // the correct size) into which the inflection points are written.
  void GetInflectionPoints(float *inflectionPoints);

  // Description:
  // Get a list of inflection points. These are float values 0 < r <= 1.0 
  // corresponding to reduction level, and there are a total of
  // NumberOfInflectionPoints() values. You must provide an array (of
  // the correct size) into which the inflection points are written.
  // This method returns a pointer to a list of inflection points.
  float *GetInflectionPoints();

protected:
  vtkDecimatePro();
  ~vtkDecimatePro();
  vtkDecimatePro(const vtkDecimatePro&) {};
  void operator=(const vtkDecimatePro&) {};

  void Execute();

  float TargetReduction;
  float FeatureAngle;
  float MaximumError;
  float AbsoluteError;
  int ErrorIsAbsolute;
  int AccumulateError;
  float SplitAngle;
  int Splitting;
  int PreSplitMesh;
  int BoundaryVertexDeletion;
  int PreserveTopology;
  int Degree;
  float InflectionPointRatio;
  vtkFloatArray *InflectionPoints;

  // to replace a static object
  vtkIdList *Neighbors;
  vtkPriorityQueue *EdgeLengths;

  void SplitMesh();
  int EvaluateVertex(int ptId, unsigned short int numTris, int *tris,
                     int fedges[2]);
  int FindSplit(int type, int fedges[2], int& pt1, int& pt2,
                vtkIdList *CollapseTris);
  int IsValidSplit(int index);
  void SplitLoop(int fedges[2], int& n1, int *l1, int& n2, int *l2);
  void SplitVertex(int ptId,int type, unsigned short int numTris, int *tris,
                   int insert);
  int CollapseEdge(int type, int ptId, int collapseId, int pt1, int pt2,
                   vtkIdList *CollapseTris);
  void DistributeError(float error);

private:
  void InitializeQueue(int numPts);
  void DeleteQueue()
    {
      if (this->Queue)
      {
       this->Queue->Delete();
      }
      this->Queue=NULL;};
  void Insert(int id, float error= -1.0);
  int Pop(float &error);
  float DeleteId(int id) {return this->Queue->DeleteId(id);};
  void Reset() {this->Queue->Reset();};

  vtkPriorityQueue *Queue;
  vtkFloatArray *VertexError;

  vtkProVertexArray *V;
  vtkProTriArray *T;

  // Use to be static variables used by object
  vtkPolyData *Mesh; //operate on this data structure
  float Pt[3];      //least squares plane point
  float Normal[3];  //least squares plane normal
  float LoopArea;   //the total area of all triangles in a loop
  float CosAngle;   //Cosine of dihedral angle
  float Tolerance;  //Intersection tolerance
  float X[3];       //coordinates of current point
  int NumCollapses; //Number of times edge collapses occur
  int NumMerges;    //Number of times vertex merges occur
  int Split;        //Controls whether and when vertex splitting occurs
  int VertexDegree; //Maximum number of triangles that can use a vertex
  int NumberOfRemainingTris; //Number of triangles left in the mesh
  float TheSplitAngle; //Split angle
  int SplitState;   //State of the splitting process
  float Error;      //Maximum allowable surface error

};

#endif


