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

  Program:   Visualization Toolkit
  Module:    vtkAssembly.cxx

  Copyright (c) Ken Martin, Will Schroeder, Bill Lorensen
  All rights reserved.
  See Copyright.txt or http://www.kitware.com/Copyright.htm 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 "vtkAssembly.h"
#include "vtkActor.h"
#include "vtkAssemblyNode.h"
#include "vtkAssemblyPaths.h"
#include "vtkMath.h"
#include "vtkObjectFactory.h"
#include "vtkProp3DCollection.h"
#include "vtkRenderWindow.h"
#include "vtkVolume.h"

vtkCxxRevisionMacro(vtkAssembly, "1.58");
vtkStandardNewMacro(vtkAssembly);

// Construct object with no children.
vtkAssembly::vtkAssembly()
{
  this->Parts = vtkProp3DCollection::New();
}

vtkAssembly::~vtkAssembly()
{
  this->Parts->Delete();
  this->Parts = NULL;
}

// Add a part to the list of Parts.
void vtkAssembly::AddPart(vtkProp3D *prop)
{
  if ( ! this->Parts->IsItemPresent(prop) )
    {
    this->Parts->AddItem(prop);
    this->Modified();
    } 
}

// Remove a part from the list of parts,
void vtkAssembly::RemovePart(vtkProp3D *prop)
{
  if ( this->Parts->IsItemPresent(prop) )
    {
    this->Parts->RemoveItem(prop);
    this->Modified();
    } 
}

// Shallow copy another assembly.
void vtkAssembly::ShallowCopy(vtkProp *prop)
{
  vtkAssembly *a = vtkAssembly::SafeDownCast(prop);
  if ( a != NULL )
    {
    this->Parts->RemoveAllItems();
    vtkCollectionSimpleIterator pit;
    a->Parts->InitTraversal(pit);
    for (int i=0; i<0; i++)
      {
      this->Parts->AddItem(a->Parts->GetNextProp3D(pit));
      }
    }

  // Now do superclass
  this->vtkProp3D::ShallowCopy(prop);
}

// Render this assembly and all its Parts. The rendering process is recursive.
// Note that a mapper need not be defined. If not defined, then no geometry 
// will be drawn for this assembly. This allows you to create "logical"
// assemblies; that is, assemblies that only serve to group and transform
// its Parts.
int vtkAssembly::RenderTranslucentPolygonalGeometry(vtkViewport *ren)
{
  vtkProp3D *prop3D;
  vtkAssemblyPath *path;
  double fraction;
  int renderedSomething = 0;

  this->UpdatePaths();

  // for allocating render time between components
  // simple equal allocation
  fraction = this->AllocatedRenderTime 
    / (double)(this->Paths->GetNumberOfItems());
  
  // render the Paths
  vtkCollectionSimpleIterator sit;
  for ( this->Paths->InitTraversal(sit); (path = this->Paths->GetNextPath(sit)); )
    {
    prop3D = (vtkProp3D *)path->GetLastNode()->GetViewProp();
    if ( prop3D->GetVisibility() )
      {
      prop3D->SetAllocatedRenderTime(fraction, ren);
      prop3D->PokeMatrix(path->GetLastNode()->GetMatrix());
      renderedSomething += prop3D->RenderTranslucentPolygonalGeometry(ren);
      prop3D->PokeMatrix(NULL);
      }
    }

  renderedSomething = (renderedSomething > 0)?(1):(0);

  return renderedSomething;
}

// Description:
// Does this prop have some translucent polygonal geometry?
int vtkAssembly::HasTranslucentPolygonalGeometry()
{
  vtkProp3D *prop3D;
  vtkAssemblyPath *path;
  int result = 0;

  this->UpdatePaths();
  
  // render the Paths
  vtkCollectionSimpleIterator sit;
  for ( this->Paths->InitTraversal(sit); !result && (path = this->Paths->GetNextPath(sit)); )
    {
    prop3D = (vtkProp3D *)path->GetLastNode()->GetViewProp();
    if ( prop3D->GetVisibility() )
      {
      result = prop3D->HasTranslucentPolygonalGeometry();
      }
    }

  return result;
}


// Render this assembly and all its Parts. The rendering process is recursive.
// Note that a mapper need not be defined. If not defined, then no geometry 
// will be drawn for this assembly. This allows you to create "logical"
// assemblies; that is, assemblies that only serve to group and transform
// its Parts.
int vtkAssembly::RenderVolumetricGeometry(vtkViewport *ren)
{
  vtkProp3D *prop3D;
  vtkAssemblyPath *path;
  double fraction;
  int renderedSomething = 0;

  this->UpdatePaths();

  // for allocating render time between components
  // simple equal allocation
  fraction = this->AllocatedRenderTime 
    / (double)(this->Paths->GetNumberOfItems());
  
  // render the Paths
  vtkCollectionSimpleIterator sit;
  for ( this->Paths->InitTraversal(sit); (path = this->Paths->GetNextPath(sit)); )
    {
    prop3D = (vtkProp3D *)path->GetLastNode()->GetViewProp();
    if ( prop3D->GetVisibility() )
      {
      prop3D->SetAllocatedRenderTime(fraction, ren);
      prop3D->PokeMatrix(path->GetLastNode()->GetMatrix());
      renderedSomething += prop3D->RenderVolumetricGeometry(ren);
      prop3D->PokeMatrix(NULL);
      }
    }

  renderedSomething = (renderedSomething > 0)?(1):(0);

  return renderedSomething;
}

// Render this assembly and all its Parts. The rendering process is recursive.
// Note that a mapper need not be defined. If not defined, then no geometry 
// will be drawn for this assembly. This allows you to create "logical"
// assemblies; that is, assemblies that only serve to group and transform
// its Parts.
int vtkAssembly::RenderOpaqueGeometry(vtkViewport *ren)
{
  vtkProp3D *prop3D;
  vtkAssemblyPath *path;
  double fraction;
  int   renderedSomething = 0;

  this->UpdatePaths();

  // for allocating render time between components
  // simple equal allocation
  fraction = this->AllocatedRenderTime 
    / (double)(this->Paths->GetNumberOfItems());
  
  // render the Paths
  vtkCollectionSimpleIterator sit;
  for ( this->Paths->InitTraversal(sit); (path = this->Paths->GetNextPath(sit)); )
    {
    prop3D = (vtkProp3D *)path->GetLastNode()->GetViewProp();
    if ( prop3D->GetVisibility() )
      {
      prop3D->PokeMatrix(path->GetLastNode()->GetMatrix());
      prop3D->SetAllocatedRenderTime(fraction, ren);
      renderedSomething += prop3D->RenderOpaqueGeometry(ren);
      prop3D->PokeMatrix(NULL);
      }
    }

  renderedSomething = (renderedSomething > 0)?(1):(0);

  return renderedSomething;
}

void vtkAssembly::ReleaseGraphicsResources(vtkWindow *renWin)
{
  vtkProp3D *prop3D;

  vtkCollectionSimpleIterator pit;
  for ( this->Parts->InitTraversal(pit); 
        (prop3D = this->Parts->GetNextProp3D(pit)); )
    {
    prop3D->ReleaseGraphicsResources(renWin);
    }
}

void vtkAssembly::GetActors(vtkPropCollection *ac)
{
  vtkProp3D *prop3D;
  vtkActor *actor;
  vtkAssemblyPath *path;

  this->UpdatePaths();
  vtkCollectionSimpleIterator sit;
  for ( this->Paths->InitTraversal(sit); (path = this->Paths->GetNextPath(sit)); )
    {
    prop3D = (vtkProp3D *)path->GetLastNode()->GetViewProp();
    if ( (actor = vtkActor::SafeDownCast(prop3D)) != NULL )
      {
      ac->AddItem(actor);
      }
    }
}

void vtkAssembly::GetVolumes(vtkPropCollection *ac)
{
  vtkProp3D *prop3D;
  vtkVolume *volume;
  vtkAssemblyPath *path;

  this->UpdatePaths();
  vtkCollectionSimpleIterator sit;
  for ( this->Paths->InitTraversal(sit); (path = this->Paths->GetNextPath(sit)); )
    {
    prop3D = (vtkProp3D *)path->GetLastNode()->GetViewProp();
    if ( (volume = vtkVolume::SafeDownCast(prop3D)) != NULL )
      {
      ac->AddItem(volume);
      }
    }
}

void vtkAssembly::InitPathTraversal()
{
  this->UpdatePaths();
  this->Paths->InitTraversal();
}

// Return the next part in the hierarchy of assembly Parts.  This method 
// returns a properly transformed and updated actor.
vtkAssemblyPath *vtkAssembly::GetNextPath()
{
  if ( this->Paths )
    {
    return this->Paths->GetNextItem();
    }
  else
    {
    return NULL;
    }
}

int vtkAssembly::GetNumberOfPaths()
{
  this->UpdatePaths();
  return this->Paths->GetNumberOfItems();
}

// Build the assembly paths if necessary. UpdatePaths()
// is only called when the assembly is at the root
// of the hierarchy; otherwise UpdatePaths() is called.
void vtkAssembly::UpdatePaths()
{
  if ( this->GetMTime() > this->PathTime ||
    (this->Paths != NULL && this->Paths->GetMTime() > this->PathTime) )
    {
    if ( this->Paths != NULL )
      {
      this->Paths->Delete();
      this->Paths = NULL;
      }

    // Create the list to hold all the paths
    this->Paths = vtkAssemblyPaths::New();
    vtkAssemblyPath *path = vtkAssemblyPath::New();

    //add ourselves to the path to start things off
    path->AddNode(this,this->GetMatrix());
    
    // Add nodes as we proceed down the hierarchy
    vtkProp3D *prop3D;
    vtkCollectionSimpleIterator pit;
    for ( this->Parts->InitTraversal(pit); 
          (prop3D = this->Parts->GetNextProp3D(pit)); )
      {
      path->AddNode(prop3D,prop3D->GetMatrix());

      // dive into the hierarchy
      prop3D->BuildPaths(this->Paths,path);
      
      // when returned, pop the last node off of the
      // current path
      path->DeleteLastNode();
      }

    path->Delete();
    this->PathTime.Modified();
    }
}

// Build assembly paths from this current assembly. A path consists of
// an ordered sequence of props, with transformations properly concatenated.
void vtkAssembly::BuildPaths(vtkAssemblyPaths *paths, vtkAssemblyPath *path)
{
  vtkProp3D *prop3D;

  vtkCollectionSimpleIterator pit;
  for ( this->Parts->InitTraversal(pit); 
        (prop3D = this->Parts->GetNextProp3D(pit)); )
    {
    path->AddNode(prop3D,prop3D->GetMatrix());

    // dive into the hierarchy
    prop3D->BuildPaths(paths,path);

    // when returned, pop the last node off of the
    // current path
    path->DeleteLastNode();
    }
}

// Get the bounds for the assembly as (Xmin,Xmax,Ymin,Ymax,Zmin,Zmax).
double *vtkAssembly::GetBounds()
{
  vtkProp3D *prop3D;
  vtkAssemblyPath *path;
  int i, n;
  double *bounds, bbox[24];
  int propVisible=0;

  this->UpdatePaths();

  // now calculate the new bounds
  this->Bounds[0] = this->Bounds[2] = this->Bounds[4] = VTK_DOUBLE_MAX;
  this->Bounds[1] = this->Bounds[3] = this->Bounds[5] = -VTK_DOUBLE_MAX;

  vtkCollectionSimpleIterator sit;
  for ( this->Paths->InitTraversal(sit); (path = this->Paths->GetNextPath(sit)); )
    {
    prop3D = (vtkProp3D *)path->GetLastNode()->GetViewProp();
    if ( prop3D->GetVisibility() )
      {
      propVisible = 1;
      prop3D->PokeMatrix(path->GetLastNode()->GetMatrix());
      bounds = prop3D->GetBounds();
      prop3D->PokeMatrix(NULL);

      // fill out vertices of a bounding box
      bbox[ 0] = bounds[1]; bbox[ 1] = bounds[3]; bbox[ 2] = bounds[5];
      bbox[ 3] = bounds[1]; bbox[ 4] = bounds[2]; bbox[ 5] = bounds[5];
      bbox[ 6] = bounds[0]; bbox[ 7] = bounds[2]; bbox[ 8] = bounds[5];
      bbox[ 9] = bounds[0]; bbox[10] = bounds[3]; bbox[11] = bounds[5];
      bbox[12] = bounds[1]; bbox[13] = bounds[3]; bbox[14] = bounds[4];
      bbox[15] = bounds[1]; bbox[16] = bounds[2]; bbox[17] = bounds[4];
      bbox[18] = bounds[0]; bbox[19] = bounds[2]; bbox[20] = bounds[4];
      bbox[21] = bounds[0]; bbox[22] = bounds[3]; bbox[23] = bounds[4];

      for (i = 0; i < 8; i++)
        {
        for (n = 0; n < 3; n++)
          {
          if (bbox[i*3+n] < this->Bounds[n*2])
            {
            this->Bounds[n*2] = bbox[i*3+n];
            }
          if (bbox[i*3+n] > this->Bounds[n*2+1])
            {
            this->Bounds[n*2+1] = bbox[i*3+n];
            }
          }//for each coordinate axis
        }//for each point of box
      }//if visible && prop3d
    }//for each path

  if ( ! propVisible )
    {
    vtkMath::UninitializeBounds(this->Bounds);
    }

  return this->Bounds;
}

unsigned long int vtkAssembly::GetMTime()
{
  unsigned long mTime=this->vtkProp3D::GetMTime();
  unsigned long time;
  vtkProp3D *prop;

  vtkCollectionSimpleIterator pit;
  for (this->Parts->InitTraversal(pit); 
       (prop = this->Parts->GetNextProp3D(pit)); )
    {
    time = prop->GetMTime();
    mTime = ( time > mTime ? time : mTime );
    }

  return mTime;
}

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

  os << indent << "There are: " << this->Parts->GetNumberOfItems()
     << " parts in this assembly\n";
}

