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

  Program:   Visualization Toolkit
  Module:    vtkCellLocator.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 "vtkCellLocator.h"

#include "vtkCellArray.h"
#include "vtkGenericCell.h"
#include "vtkMath.h"
#include "vtkObjectFactory.h"
#include "vtkPolyData.h"
#include "vtkBox.h"

#include <math.h>

vtkCxxRevisionMacro(vtkCellLocator, "1.86");
vtkStandardNewMacro(vtkCellLocator);

#define VTK_CELL_OUTSIDE 0
#define VTK_CELL_INSIDE 1

typedef vtkIdList *vtkIdListPtr;

//----------------------------------------------------------------------------
class vtkNeighborCells
{
  public:
    vtkNeighborCells(const int sz, const int ext=1000)
      {this->P = vtkIntArray::New(); this->P->Allocate(3*sz,3*ext);};
    ~vtkNeighborCells(){this->P->Delete();}; 
    int GetNumberOfNeighbors() {return (this->P->GetMaxId()+1)/3;};
    void Reset() {this->P->Reset();};
    
    int *GetPoint(int i) {return this->P->GetPointer(3*i);};
    int InsertNextPoint(int *x);
    
  protected:
    vtkIntArray *P;
};

inline int vtkNeighborCells::InsertNextPoint(int *x) 
{
  int id = this->P->GetMaxId() + 3;
  this->P->InsertValue(id,x[2]);
  this->P->SetValue(id-2, x[0]);
  this->P->SetValue(id-1, x[1]);
  return id/3;
}

//----------------------------------------------------------------------------
// Construct with automatic computation of divisions, averaging
// 25 cells per bucket.
vtkCellLocator::vtkCellLocator()
{
  this->NumberOfCellsPerBucket = 25;
  this->Tree = NULL;
  this->CellHasBeenVisited = NULL;
  this->QueryNumber = 0;
  this->H[0] = this->H[1] = this->H[2] = 1.0;
  this->NumberOfDivisions = 1;

  this->Buckets = new vtkNeighborCells(10, 10);
  this->CacheCellBounds = 0;
  this->CellBounds = NULL;
}

//----------------------------------------------------------------------------
vtkCellLocator::~vtkCellLocator()
{
  if (this->Buckets)
    {
    delete this->Buckets;
    this->Buckets = NULL;
    }
  
  this->FreeSearchStructure();
 
  if (this->CellHasBeenVisited)
    {
    delete [] this->CellHasBeenVisited;
    this->CellHasBeenVisited = NULL;
    }

  if (this->CellBounds)
    {
    delete [] this->CellBounds;
    this->CellBounds = NULL;
    }
}

//----------------------------------------------------------------------------
void vtkCellLocator::FreeSearchStructure()
{
  vtkIdList *cellIds;
  int i;
  
  if ( this->Tree )
    {
    for (i=0; i<this->NumberOfOctants; i++)
      {
      cellIds = this->Tree[i];
      if (cellIds == reinterpret_cast<void *>(VTK_CELL_INSIDE))
        {
        cellIds = 0;
        }
      if (cellIds)
        {
        cellIds->Delete();
        }
      }
    delete [] this->Tree;
    this->Tree = NULL;
    }
}

//----------------------------------------------------------------------------
// Given an offset into the structure, the number of divisions in the octree,
// an i,j,k location in the octree; return the index (idx) into the structure.
// Method returns 1 is the specified i,j,k location is "outside" of the octree.
int vtkCellLocator::GenerateIndex(int offset, int numDivs, int i, int j,
                                  int k, vtkIdType &idx)
{
  if ( i < 0 || i >= numDivs || 
       j < 0 || j >= numDivs || k < 0 || k >= numDivs )
    {
    return 1;
    }
  
  idx = offset + i + j*numDivs + k*numDivs*numDivs;
  
  return 0;
}


//----------------------------------------------------------------------------
// Return intersection point (if any) of finite line with cells contained
// in cell locator.
int vtkCellLocator::IntersectWithLine(double a0[3], double a1[3], double tol,
                                      double& t, double x[3], double pcoords[3],
                                      int &subId)
{
  vtkIdType cellId = -1;
  
  return this->IntersectWithLine( a0, a1, tol, t, x, pcoords,
                                  subId, cellId);
}

//----------------------------------------------------------------------------
void vtkCellLocator::ComputeOctantBounds(int i, int j, int k)
{
  this->OctantBounds[0] = this->Bounds[0] + i*H[0];
  this->OctantBounds[1] = this->OctantBounds[0] + H[0];
  this->OctantBounds[2] = this->Bounds[2] + j*H[1];
  this->OctantBounds[3] = this->OctantBounds[2] + H[1];
  this->OctantBounds[4] = this->Bounds[4] + k*H[2];
  this->OctantBounds[5] = this->OctantBounds[4] + H[2];
}

//----------------------------------------------------------------------------
// Return intersection point (if any) AND the cell which was intersected by
// finite line
int vtkCellLocator::IntersectWithLine(double a0[3], double a1[3], double tol,
                                      double& t, double x[3], double pcoords[3],
                                      int &subId, vtkIdType &cellId)
{
  vtkGenericCell *cell=vtkGenericCell::New();
  int returnVal;

  returnVal = this->IntersectWithLine( a0, a1, tol, t, x, pcoords, subId,
                                       cellId, cell);

  cell->Delete();
  return returnVal;
}
  
    
//----------------------------------------------------------------------------
// Return intersection point (if any) AND the cell which was intersected by
// finite line
int vtkCellLocator::IntersectWithLine(double a0[3], double a1[3], double tol,
                                      double& t, double x[3], double pcoords[3],
                                      int &subId, vtkIdType &cellId,
                                      vtkGenericCell *cell)
{
  double origin[3];
  double direction1[3];
  double direction2[3];
  double direction3[3];
  double hitPosition[3];
  double hitCellBoundsPosition[3], cellBounds[6];
  int hitCellBounds;
  double result;
  double bounds2[6];
  int i, leafStart, prod, loop;
  vtkIdType bestCellId = -1, cId;
  int idx;
  double tMax, dist[3];
  int npos[3];
  int pos[3];
  int bestDir;
  double stopDist, currDist;
  double deltaT, pDistance, minPDistance=1.0e38;
  double length, maxLength=0.0;
  
  // convert the line into i,j,k coordinates
  tMax = 0.0;
  for (i=0; i < 3; i++) 
    {
    direction1[i] = a1[i] - a0[i];
    length = this->Bounds[2*i+1] - this->Bounds[2*i];
    if ( length > maxLength )
      {
      maxLength = length;
      }
    origin[i] = (a0[i] - this->Bounds[2*i]) / length;
    direction2[i] = direction1[i]/length;
    
    bounds2[2*i]   = 0.0;
    bounds2[2*i+1] = 1.0;
    tMax += direction2[i]*direction2[i];
    }
  
  // create a parametric range around the tolerance
  deltaT = tol/maxLength;

  stopDist = tMax*this->NumberOfDivisions;
  for (i = 0; i < 3; i++) 
    {
    direction3[i] = direction2[i]/tMax;
    }
  
  if (vtkBox::IntersectBox(bounds2, origin, direction2, hitPosition, result))
    {
    // start walking through the octants
    prod = this->NumberOfDivisions*this->NumberOfDivisions;
    leafStart = this->NumberOfOctants - this->NumberOfDivisions*prod;
    bestCellId = -1;
    
    // Clear the array that indicates whether we have visited this cell.
    // The array is only cleared when the query number rolls over.  This
    // saves a number of calls to memset.
    this->QueryNumber++;
    if (this->QueryNumber == 0)
      {
      this->ClearCellHasBeenVisited();
      this->QueryNumber++;    // can't use 0 as a marker
      }
    
    // set up curr and stop dist
    currDist = 0;
    for (i = 0; i < 3; i++)
      {
      currDist += (hitPosition[i] - origin[i])*(hitPosition[i] - origin[i]);
      }
    currDist = sqrt(currDist)*this->NumberOfDivisions;
    
    // add one offset due to the problems around zero
    for (loop = 0; loop <3; loop++)
      {
      hitPosition[loop] = hitPosition[loop]*this->NumberOfDivisions + 1.0;
      pos[loop] = static_cast<int>(hitPosition[loop]);
      // Adjust right boundary condition: if we intersect from the top, right,
      // or back; then pos must be adjusted to a valid octant index 
      if (pos[loop] > this->NumberOfDivisions)
        {
        pos[loop] = this->NumberOfDivisions;
        }
      }
    
    idx = leafStart + pos[0] - 1 + (pos[1] - 1)*this->NumberOfDivisions 
      + (pos[2] - 1)*prod;
    
    while ((bestCellId < 0) && (pos[0] > 0) && (pos[1] > 0) && (pos[2] > 0) &&
      (pos[0] <= this->NumberOfDivisions) &&
      (pos[1] <= this->NumberOfDivisions) &&
      (pos[2] <= this->NumberOfDivisions) &&
      (currDist < stopDist))
      {
      if (this->Tree[idx])
        {
        this->ComputeOctantBounds(pos[0]-1,pos[1]-1,pos[2]-1);
        for (tMax = VTK_DOUBLE_MAX, cellId=0; 
        cellId < this->Tree[idx]->GetNumberOfIds(); cellId++) 
          {
          cId = this->Tree[idx]->GetId(cellId);
          if (this->CellHasBeenVisited[cId] != this->QueryNumber)
            {
            this->CellHasBeenVisited[cId] = this->QueryNumber;
            hitCellBounds = 0;
            
            // check whether we intersect the cell bounds
            if (this->CacheCellBounds)
              {
              hitCellBounds = vtkBox::IntersectBox(this->CellBounds[cId],
                                                   a0, direction1,
                                                   hitCellBoundsPosition, result);
              }
            else 
              {
              this->DataSet->GetCellBounds(cId, cellBounds);
              hitCellBounds = vtkBox::IntersectBox(cellBounds,
                                                   a0, direction1,
                                                   hitCellBoundsPosition, result);
              }

            if (hitCellBounds)
              {
              // now, do the expensive GetCell call and the expensive
              // intersect with line call
              this->DataSet->GetCell(cId, cell);
              if (cell->IntersectWithLine(a0, a1, tol, t, x, pcoords, subId) )
                {
                if ( ! this->IsInOctantBounds(x) ) 
                  {
                  this->CellHasBeenVisited[cId] = 0; //mark the cell non-visited
                  }
                else
                  {
                  if ( t < (tMax+deltaT) ) //it might be close
                    {
                    pDistance = cell->GetParametricDistance(pcoords);
                    if ( pDistance < minPDistance || 
                         (pDistance == minPDistance && t < tMax) )
                      {
                      tMax = t;
                      minPDistance = pDistance;
                      bestCellId = cId;
                      }
                    } //intersection point is in current octant
                  } //if within current parametric range
                } // if intersection
              } // if (hitCellBounds)
            } // if (!this->CellHasBeenVisited[cId])
          }
        }
      
      // move to the next octant
      tMax = VTK_DOUBLE_MAX;
      bestDir = 0;
      for (loop = 0; loop < 3; loop++)
        {
        if (direction3[loop] > 0)
          {
          npos[loop] = pos[loop] + 1;
          dist[loop] = (1.0 - hitPosition[loop] + pos[loop])/direction3[loop];
          if (dist[loop] == 0)
            {
            dist[loop] = 1.0/direction3[loop];
            }
          if (dist[loop] < 0)
            {
            dist[loop] = 0;
            }
          if (dist[loop] < tMax)
            {
            bestDir = loop;
            tMax = dist[loop];
            }
          }
        if (direction3[loop] < 0)
          {
          npos[loop] = pos[loop] - 1;
          dist[loop] = (pos[loop] - hitPosition[loop])/direction3[loop];
          if (dist[loop] == 0)
            {
            dist[loop] = -0.01/direction3[loop];
            }
          if (dist[loop] < 0)
            {
            dist[loop] = 0;
            }
          if (dist[loop] < tMax)
            {
            bestDir = loop;
            tMax = dist[loop];
            }
          }
        }
      // update our position
      for (loop = 0; loop < 3; loop++)
        {
        hitPosition[loop] += dist[bestDir]*direction3[loop];
        }
      currDist += dist[bestDir];
      // now make the move, find the smallest distance
      // only cross one boundry at a time
      pos[bestDir] = npos[bestDir];
      
      idx = leafStart + pos[0] - 1 + (pos[1]-1)*this->NumberOfDivisions + 
        (pos[2]-1)*prod;
      }
    }
    
  if (bestCellId >= 0)
    {
    this->DataSet->GetCell(bestCellId, cell);
    cell->IntersectWithLine(a0, a1, tol, t, x, pcoords, subId);
      
    // store the best cell id in the return "parameter"
    cellId = bestCellId;
    return 1;
    }
    
  return 0;
}

//----------------------------------------------------------------------------
// Return closest point (if any) AND the cell on which this closest point lies
void vtkCellLocator::FindClosestPoint(double x[3], double closestPoint[3], 
                                      vtkGenericCell *cell, vtkIdType &cellId,
                                      int &subId, double& dist2)
{
  int i;
  vtkIdType j;
  int *nei;
  vtkIdType closestCell = -1;
  int closestSubCell = -1;
  int leafStart;
  int level;
  int ijk[3];
  double minDist2, refinedRadius2, distance2ToBucket;
  double distance2ToCellBounds, cellBounds[6];
  double pcoords[3], point[3], cachedPoint[3], weightsArray[6];
  double *weights = weightsArray;
  int nWeights = 6, nPoints;
  vtkIdList *cellIds;
  int stat;
  //int minStat=0; //save this variable it is used for debugging
  
  cachedPoint[0] = 0.0;
  cachedPoint[1] = 0.0;
  cachedPoint[2] = 0.0;

  leafStart = this->NumberOfOctants
    - this->NumberOfDivisions*this->NumberOfDivisions*this->NumberOfDivisions;
  
  // Clear the array that indicates whether we have visited this cell.
  // The array is only cleared when the query number rolls over.  This
  // saves a number of calls to memset.
  this->QueryNumber++;
  if (this->QueryNumber == 0)
    {
    this->ClearCellHasBeenVisited();
    this->QueryNumber++;    // can't use 0 as a marker
    }
  
  // init
  dist2 = -1.0;
  refinedRadius2 = VTK_DOUBLE_MAX;
  
  //
  //  Find bucket point is in.  
  //
  for (j=0; j<3; j++) 
    {
    ijk[j] = static_cast<int>((x[j] - this->Bounds[2*j]) / this->H[j]);
    
    if (ijk[j] < 0)
      {
      ijk[j] = 0;
      }
    else if (ijk[j] >= this->NumberOfDivisions)
      {
      ijk[j] = this->NumberOfDivisions-1;
      }
    }
  //
  //  Need to search this bucket for closest point.  If there are no
  //  cells in this bucket, search 1st level neighbors, and so on,
  //  until closest point found.
  //
  for (closestCell=(-1),minDist2=VTK_DOUBLE_MAX,level=0;
  (closestCell == -1) && (level < this->NumberOfDivisions); level++)
    {
    this->GetBucketNeighbors(ijk, this->NumberOfDivisions, level);
    
    for (i=0; i<this->Buckets->GetNumberOfNeighbors(); i++) 
      {
      nei = this->Buckets->GetPoint(i);
      
      // if a neighboring bucket has cells, 
      if ( (cellIds = 
        this->Tree[leafStart + nei[0] + nei[1]*this->NumberOfDivisions + 
          nei[2]*this->NumberOfDivisions*this->NumberOfDivisions]) != NULL )
        {
        // do we still need to test this bucket?
        distance2ToBucket = this->Distance2ToBucket(x, nei);
        
        if (distance2ToBucket < refinedRadius2)
          {
          // still a viable bucket
          for (j=0; j < cellIds->GetNumberOfIds(); j++) 
            {
            // get the cell
            cellId = cellIds->GetId(j);
            if (this->CellHasBeenVisited[cellId] != this->QueryNumber)
              {
              this->CellHasBeenVisited[cellId] = this->QueryNumber;
              
              // check whether we could be close enough to the cell by
              // testing the cell bounds
              if (this->CacheCellBounds)
                {
                distance2ToCellBounds = 
                  this->Distance2ToBounds(x, this->CellBounds[cellId]);
                }
              else
                {
                this->DataSet->GetCellBounds(cellId, cellBounds);
                distance2ToCellBounds = this->Distance2ToBounds(x, cellBounds);
                }
              
              if (distance2ToCellBounds < refinedRadius2)
                {
                this->DataSet->GetCell(cellId, cell);
                
                // make sure we have enough storage space for the weights
                nPoints = cell->GetPointIds()->GetNumberOfIds();
                if (nPoints > nWeights)
                  {
                  if (nWeights > 6)
                    {
                    delete [] weights;
                    }
                  weights = new double[2*nPoints];  // allocate some extra room
                  nWeights = 2*nPoints;
                  }
                
                // evaluate the position to find the closest point
                // stat==(-1) is numerical error; stat==0 means outside;
                // stat=1 means inside. However, for real world performance,
                // we sometime select stat==0 cells if the distance is close
                // enough
                stat = cell->EvaluatePosition(x, point, subId, pcoords,
                                              dist2, weights);
                
                if ( stat != -1 && dist2 < minDist2 ) 
// This commented out code works better in many cases                                
//                if ( stat != -1 && ((stat == minStat && dist2 < minDist2) ||
//                     (stat == 1 && minStat == 0)) )
                  {
                  closestCell = cellId;
                  closestSubCell = subId;
                  minDist2 = dist2;
                  cachedPoint[0] = point[0];
                  cachedPoint[1] = point[1];
                  cachedPoint[2] = point[2];
                  refinedRadius2 = dist2;
//                  minStat = stat;
                  }
                }
              } // if (!this->CellHasBeenVisited[cellId])
            }
          }
        }
      }
    }
  
  // Because of the relative location of the points in the buckets, the
  // cell found previously may not be the closest cell.  Have to
  // search those bucket neighbors that might also contain nearby cells.
  //
  if ( (minDist2 > 0.0) && (level < this->NumberOfDivisions))
    {
    int prevMinLevel[3], prevMaxLevel[3];
    // setup prevMinLevel and prevMaxLevel to indicate previously visited
    // buckets
    if (--level < 0)
      {
      level = 0;
      }
    for (i = 0; i < 3; i++)
      {
      prevMinLevel[i] = ijk[i] - level;
      if (prevMinLevel[i] < 0)
        {
        prevMinLevel[i] = 0;
        }
      prevMaxLevel[i] = ijk[i] + level;
      if (prevMaxLevel[i] >= this->NumberOfDivisions)
        {
        prevMaxLevel[i] = this->NumberOfDivisions - 1;
        }
      }
    this->GetOverlappingBuckets(x, ijk, sqrt(minDist2), prevMinLevel,
                                prevMaxLevel);
    
    for (i=0; i<this->Buckets->GetNumberOfNeighbors(); i++) 
      {
      nei = this->Buckets->GetPoint(i);
      
      if ( (cellIds = 
          this->Tree[leafStart + nei[0] + nei[1]*this->NumberOfDivisions + 
            nei[2]*this->NumberOfDivisions*this->NumberOfDivisions]) != NULL )
        {
        // do we still need to test this bucket?
        distance2ToBucket = this->Distance2ToBucket(x, nei);
        
        if (distance2ToBucket < refinedRadius2)
          {
          // still a viable bucket
          for (j=0; j < cellIds->GetNumberOfIds(); j++) 
            {
            // get the cell
            cellId = cellIds->GetId(j);
            if (this->CellHasBeenVisited[cellId] != this->QueryNumber)
              {
              this->CellHasBeenVisited[cellId] = this->QueryNumber;
              
              // check whether we could be close enough to the cell by
              // testing the cell bounds
              if (this->CacheCellBounds)
                {
                distance2ToCellBounds = 
                  this->Distance2ToBounds(x, this->CellBounds[cellId]);
                }
              else
                {
                this->DataSet->GetCellBounds(cellId, cellBounds);
                distance2ToCellBounds = this->Distance2ToBounds(x, cellBounds);
                }
              
              if (distance2ToCellBounds < refinedRadius2)
                {
                this->DataSet->GetCell(cellId, cell);
                
                // make sure we have enough storage space for the weights
                nPoints = cell->GetPointIds()->GetNumberOfIds();
                if (nPoints > nWeights)
                  {
                  if (nWeights > 6)
                    {
                    delete [] weights;
                    }
                  weights = new double[2*nPoints];  // allocate some extra room
                  nWeights = 2*nPoints;
                  }
                
                // evaluate the position to find the closest point
                cell->EvaluatePosition(x, point, subId, pcoords,
                  dist2, weights);
                
                if ( dist2 < minDist2 ) 
                  {
                  closestCell = cellId;
                  closestSubCell = subId;
                  minDist2 = dist2;
                  cachedPoint[0] = point[0];
                  cachedPoint[1] = point[1];
                  cachedPoint[2] = point[2];
                  refinedRadius2 = dist2;
                  }
                }//if point close enough to cell bounds
              }//if cell has not been visited
            }//for each cell
          }//if bucket is still viable
        }//if cells in bucket
      }//for each overlapping bucket
    }//if not identical point
  
  if (closestCell != -1)
    {
    dist2 = minDist2;
    cellId = closestCell;
    subId = closestSubCell;
    closestPoint[0] = cachedPoint[0];
    closestPoint[1] = cachedPoint[1];
    closestPoint[2] = cachedPoint[2];
    this->DataSet->GetCell(cellId, cell);
    }
  
  if (nWeights > 6)
    {
    delete [] weights;
    }
}


//----------------------------------------------------------------------------
// Return closest point (if any) AND the cell on which this closest point lies
void vtkCellLocator::FindClosestPoint(double x[3], double closestPoint[3],
                                      vtkIdType &cellId, int &subId,
                                      double& dist2)
{
  vtkGenericCell *cell = vtkGenericCell::New();
  
  this->FindClosestPoint(x, closestPoint, cell, cellId, subId, dist2);
  
  cell->Delete();
}

//----------------------------------------------------------------------------
int vtkCellLocator::FindClosestPointWithinRadius(double x[3], double radius,
                                                 double closestPoint[3],
                                                 vtkGenericCell *cell,
                                                 vtkIdType &cellId, int &subId,
                                                 double& dist2, int &inside)
{
  int i;
  vtkIdType j;
  int tmpInside;
  int *nei;
  int closestCell = -1;
  int closestSubCell = -1;
  int leafStart;
  int ijk[3];
  double minDist2;
  double pcoords[3], point[3], cachedPoint[3], weightsArray[6];
  double *weights = weightsArray;
  int nWeights = 6, nPoints;
  int returnVal = 0;
  vtkIdList *cellIds;
  
  double refinedRadius, radius2, refinedRadius2, distance2ToBucket;
  double distance2ToCellBounds, cellBounds[6], currentRadius;
  double distance2ToDataBounds, maxDistance;
  int ii, radiusLevels[3], radiusLevel, prevMinLevel[3], prevMaxLevel[3];

  cachedPoint[0] = 0.0;
  cachedPoint[1] = 0.0;
  cachedPoint[2] = 0.0;

  leafStart = this->NumberOfOctants
    - this->NumberOfDivisions*this->NumberOfDivisions*this->NumberOfDivisions;
  
  // Clear the array that indicates whether we have visited this cell.
  // The array is only cleared when the query number rolls over.  This
  // saves a number of calls to memset.
  this->QueryNumber++;
  if (this->QueryNumber == 0)
    {
    this->ClearCellHasBeenVisited();
    this->QueryNumber++;    // can't use 0 as a marker
    }
  
  // init
  dist2 = -1.0;
  closestCell = -1;
  radius2 = radius*radius;
  minDist2 = 1.1*radius2;   // something slightly bigger....
  refinedRadius = radius;
  refinedRadius2 = radius2;
  
  // Find bucket point is in.  
  //
  for (j=0; j<3; j++) 
    {
    ijk[j] = static_cast<int>((x[j] - this->Bounds[2*j]) / this->H[j]);
    
    if (ijk[j] < 0)
      {
      ijk[j] = 0;
      }
    else if (ijk[j] >= this->NumberOfDivisions)
      {
      ijk[j] = this->NumberOfDivisions-1;
      }
    }
  
  // Start by searching the bucket that the point is in.
  //
  if ((cellIds = 
      this->Tree[leafStart + ijk[0] + ijk[1]*this->NumberOfDivisions + 
      ijk[2]*this->NumberOfDivisions*this->NumberOfDivisions]) != NULL )
    {
    // query each cell
    for (j=0; j < cellIds->GetNumberOfIds(); j++) 
      {
      // get the cell
      cellId = cellIds->GetId(j);
      if (this->CellHasBeenVisited[cellId] != this->QueryNumber)
        {
        this->CellHasBeenVisited[cellId] = this->QueryNumber;
        
        // check whether we could be close enough to the cell by
        // testing the cell bounds
        if (this->CacheCellBounds)
          {
          distance2ToCellBounds = 
            this->Distance2ToBounds(x, this->CellBounds[cellId]);
          }
        else
          {
          this->DataSet->GetCellBounds(cellId, cellBounds);
          distance2ToCellBounds = this->Distance2ToBounds(x, cellBounds);
          }
        
        if (distance2ToCellBounds < refinedRadius2)
          {
          this->DataSet->GetCell(cellId, cell);
          
          // make sure we have enough storage space for the weights
          nPoints = cell->GetPointIds()->GetNumberOfIds();
          if (nPoints > nWeights)
            {
            if (nWeights > 6)
              {
              delete [] weights;
              }
            weights = new double[2*nPoints];  // allocate some extra room
            nWeights = 2*nPoints;
            }
          
          // evaluate the position to find the closest point
          tmpInside = cell->EvaluatePosition(x, point, subId, pcoords,
            dist2, weights);
          if ( dist2 < minDist2 ) 
            {
            inside = tmpInside;
            closestCell = cellId;
            closestSubCell = subId;
            minDist2 = dist2;
            cachedPoint[0] = point[0];
            cachedPoint[1] = point[1];
            cachedPoint[2] = point[2];
            refinedRadius = sqrt(dist2);
            refinedRadius2 = dist2;
            }
          }
        } // if (this->CellHasBeenVisited[cellId])
      }
    }
  
  // Now, search only those buckets that are within a radius. The radius used
  // is the smaller of sqrt(dist2) and the radius that is passed in. To avoid
  // checking a large number of buckets unnecessarily, if the radius is
  // larger than the dimensions of a bucket, we search outward using a
  // simple heuristic of rings.  This heuristic ends up collecting inner
  // buckets multiple times, but this only happens in the case where these
  // buckets are empty, so they are discarded quickly.
  //
  if (dist2 < radius2 && dist2 >= 0.0)
    {
    refinedRadius = sqrt(dist2);
    refinedRadius2 = dist2;
    }
  else
    {
    refinedRadius = radius;
    refinedRadius2 = radius2;
    }

  
  distance2ToDataBounds = this->Distance2ToBounds(x, this->Bounds);
  maxDistance = sqrt(distance2ToDataBounds) + this->DataSet->GetLength();
  if (refinedRadius > maxDistance)
    {
    refinedRadius = maxDistance;
    refinedRadius2 = maxDistance*maxDistance;
    }
  
  radiusLevels[0] = static_cast<int>(refinedRadius/this->H[0]);
  radiusLevels[1] = static_cast<int>(refinedRadius/this->H[1]);
  radiusLevels[2] = static_cast<int>(refinedRadius/this->H[2]);
  
  radiusLevel = radiusLevels[0];
  radiusLevel = radiusLevels[1] > radiusLevel ? radiusLevels[1] : radiusLevel;
  radiusLevel = radiusLevels[2] > radiusLevel ? radiusLevels[2] : radiusLevel;
  
  if (radiusLevel > this->NumberOfDivisions / 2 )
    {
    radiusLevel = this->NumberOfDivisions / 2;
    }
  if (radiusLevel == 0)
    {
    radiusLevel = 1;
    }

  // radius schedule increases the radius each iteration, this is currently
  // implemented by decreasing ii by 1 each iteration.  another alternative
  // is to double the radius each iteration, i.e. ii = ii >> 1
  // In practice, reducing ii by one has been found to be more efficient.
  int numberOfBucketsPerPlane;
  numberOfBucketsPerPlane = this->NumberOfDivisions*this->NumberOfDivisions;
  prevMinLevel[0] = prevMaxLevel[0] = ijk[0];
  prevMinLevel[1] = prevMaxLevel[1] = ijk[1];
  prevMinLevel[2] = prevMaxLevel[2] = ijk[2];
  for (ii=radiusLevel; ii >= 1; ii--)   
    {
    currentRadius = refinedRadius; // used in if at bottom of this for loop
    
    // Build up a list of buckets that are arranged in rings
    this->GetOverlappingBuckets(x, ijk, refinedRadius/ii, prevMinLevel,
                                prevMaxLevel);
    
    for (i=0; i<this->Buckets->GetNumberOfNeighbors(); i++) 
      {
      nei = this->Buckets->GetPoint(i);
      
      if ( (cellIds = 
        this->Tree[leafStart + nei[0] + nei[1]*this->NumberOfDivisions + 
          nei[2]*numberOfBucketsPerPlane]) != NULL )
        {
        // do we still need to test this bucket?
        distance2ToBucket = this->Distance2ToBucket(x, nei);
        
        if (distance2ToBucket < refinedRadius2)
          {
          // still a viable bucket
          for (j=0; j < cellIds->GetNumberOfIds(); j++) 
            {
            // get the cell
            cellId = cellIds->GetId(j);
            if (this->CellHasBeenVisited[cellId] != this->QueryNumber)
              {
              this->CellHasBeenVisited[cellId] = this->QueryNumber;
              
              // check whether we could be close enough to the cell by
              // testing the cell bounds
              if (this->CacheCellBounds)
                {
                distance2ToCellBounds = 
                  this->Distance2ToBounds(x, this->CellBounds[cellId]);
                }
              else
                {
                this->DataSet->GetCellBounds(cellId, cellBounds);
                distance2ToCellBounds = this->Distance2ToBounds(x, cellBounds);
                }
              
              if (distance2ToCellBounds < refinedRadius2)
                {
                this->DataSet->GetCell(cellId, cell);
                
                // make sure we have enough storage space for the weights
                nPoints = cell->GetPointIds()->GetNumberOfIds();
                if (nPoints > nWeights)
                  {
                  if (nWeights > 6)
                    {
                    delete [] weights;
                    }
                  weights = new double[2*nPoints];  // allocate some extra room
                  nWeights = 2*nPoints;
                  }
                
                // evaluate the position to find the closest point
                tmpInside = cell->EvaluatePosition(x, point, subId, pcoords,
                  dist2, weights);
                
                if ( dist2 < minDist2 ) 
                  {
                  inside = tmpInside;
                  closestCell = cellId;
                  closestSubCell = subId;
                  minDist2 = dist2;
                  cachedPoint[0] = point[0];
                  cachedPoint[1] = point[1];
                  cachedPoint[2] = point[2];
                  refinedRadius = sqrt(minDist2);
                  refinedRadius2 = minDist2;
                  }
                }//if point close enough to cell bounds
              }//if cell has not been visited
            }//for each cell in bucket
          }//if bucket is within the current best distance
        }//if cells in bucket
      }//for each overlapping bucket

    // don't want to checker a smaller radius than we just checked so update
    // ii appropriately
    if (refinedRadius < currentRadius && ii > 2) //always check ii==1
      {
      ii = static_cast<int>(
        static_cast<double>(ii) * (refinedRadius / currentRadius)) + 1;
      if (ii < 2)
        {
        ii = 2;
        }
      }
    }//for each radius in the radius schedule
  
  if ((closestCell != -1) && (minDist2 <= radius2))
    {
    dist2 = minDist2;
    cellId = closestCell;
    subId = closestSubCell;
    closestPoint[0] = cachedPoint[0];
    closestPoint[1] = cachedPoint[1];
    closestPoint[2] = cachedPoint[2];
    this->DataSet->GetCell(cellId, cell);
    returnVal = 1;
    }
  
  if (nWeights > 6)
    {
    delete [] weights;
    }
  
  return returnVal;
}

//----------------------------------------------------------------------------
int vtkCellLocator::FindClosestPointWithinRadius(double x[3], double radius,
                                                 double closestPoint[3],
                                                 vtkGenericCell *cell,
                                                 vtkIdType &cellId,
                                                 int &subId, double& dist2)
{
  int inside;

  return 
    this->FindClosestPointWithinRadius(x, radius, closestPoint,
                                       cell, cellId, subId, dist2, inside);
}

//----------------------------------------------------------------------------
int vtkCellLocator::FindClosestPointWithinRadius(double x[3], double radius,
                                                 double closestPoint[3],
                                                 vtkIdType &cellId, int &subId,
                                                 double& dist2)
{
  vtkGenericCell *cell = vtkGenericCell::New();
  int found, inside;
  
  found = 
    this->FindClosestPointWithinRadius(x, radius, closestPoint,
                                       cell, cellId, subId, dist2, inside);
  cell->Delete();
  return found;
}

//----------------------------------------------------------------------------
//  Internal function to get bucket neighbors at specified "level". The
//  bucket neighbors are indices into the "leaf-node" layer of the octree.
//  These indices must be offset by number of octants before the leaf node
//  layer before they can be used. Only those buckets with cells are returned.
//
void vtkCellLocator::GetBucketNeighbors(int ijk[3], int ndivs, int level)
{
  int i, j, k, min, max, minLevel[3], maxLevel[3];
  int nei[3];
  int leafStart;
  int numberOfBucketsPerPlane;
  
  numberOfBucketsPerPlane = this->NumberOfDivisions*this->NumberOfDivisions;
  leafStart = this->NumberOfOctants
    - numberOfBucketsPerPlane*this->NumberOfDivisions;
  
  //  Initialize
  //
  this->Buckets->Reset();

  //  If at this bucket, just place into list
  //
  if ( level == 0 ) 
    {
    if (this->Tree[leafStart + ijk[0] + ijk[1]*this->NumberOfDivisions
      + ijk[2]*numberOfBucketsPerPlane])
      {
      this->Buckets->InsertNextPoint(ijk);
      }
    return;
    }

  //  Create permutations of the ijk indices that are at the level
  //  required. If these are legal buckets, add to list for searching.
  //
  for ( i=0; i<3; i++ ) 
    {
    min = ijk[i] - level;
    max = ijk[i] + level;
    minLevel[i] = ( min > 0 ? min : 0);
    maxLevel[i] = ( max < (ndivs-1) ? max : (ndivs-1));
    }
  
  for ( k= minLevel[2]; k <= maxLevel[2]; k++ ) 
    {
    for ( j= minLevel[1]; j <= maxLevel[1]; j++ ) 
      {
      for ( i= minLevel[0]; i <= maxLevel[0]; i++ ) 
        {
        if (i == (ijk[0] + level) || i == (ijk[0] - level) ||
          j == (ijk[1] + level) || j == (ijk[1] - level) ||
          k == (ijk[2] + level) || k == (ijk[2] - level) ) 
          {
          if (this->Tree[leafStart + i + j*this->NumberOfDivisions
            + k*numberOfBucketsPerPlane])
            {
            nei[0]=i; nei[1]=j; nei[2]=k;
            this->Buckets->InsertNextPoint(nei);
            }
          }
        }
      }
    }
  
  return;
}

//----------------------------------------------------------------------------
// Internal method to find those buckets that are within distance specified.
// Only those buckets outside of level radiuses of ijk are returned. The
// bucket neighbors are indices into the "leaf-node" layer of the octree.
// These indices must be offset by number of octants before the leaf node
// layer before they can be used. Only buckets that have cells are placed
// in the bucket list.
//
void vtkCellLocator::GetOverlappingBuckets(double x[3], int vtkNotUsed(ijk)[3], 
                                           double dist, 
                                           int prevMinLevel[3],
                                           int prevMaxLevel[3])
{
  int i, j, k, nei[3], minLevel[3], maxLevel[3];
  int leafStart, kFactor, jFactor;
  int numberOfBucketsPerPlane, jkSkipFlag, kSkipFlag;

  numberOfBucketsPerPlane = this->NumberOfDivisions*this->NumberOfDivisions;
  leafStart = this->NumberOfOctants
    - numberOfBucketsPerPlane*this->NumberOfDivisions;
  
  // Initialize
  this->Buckets->Reset();
  
  // Determine the range of indices in each direction
  for (i=0; i < 3; i++)
    {
    minLevel[i] =
      static_cast<int> (static_cast<double> (((x[i]-dist) - this->Bounds[2*i])
                                             / this->H[i]));
    maxLevel[i] =
      static_cast<int> (static_cast<double> (((x[i]+dist) - this->Bounds[2*i])
                                             / this->H[i]));
    
    if ( minLevel[i] < 0 )
      {
      minLevel[i] = 0;
      }
    else if (minLevel[i] >= this->NumberOfDivisions )
      {
      minLevel[i] = this->NumberOfDivisions - 1;
      }
    if ( maxLevel[i] >= this->NumberOfDivisions )
      {
      maxLevel[i] = this->NumberOfDivisions - 1;
      }
    else if ( maxLevel[i] < 0 )
      {
      maxLevel[i] = 0;
      }
    }

  if (minLevel[0] == prevMinLevel[0] && maxLevel[0] == prevMaxLevel[0] &&
      minLevel[1] == prevMinLevel[1] && maxLevel[1] == prevMaxLevel[1] &&
      minLevel[2] == prevMinLevel[2] && maxLevel[2] == prevMaxLevel[2] )
    {
    return;
    }

  for ( k= minLevel[2]; k <= maxLevel[2]; k++ ) 
    {
    kFactor = k*numberOfBucketsPerPlane;
    if (k >= prevMinLevel[2] && k <= prevMaxLevel[2])
      {
      kSkipFlag = 1;
      }
    else
      {
      kSkipFlag = 0;
      }
    for ( j= minLevel[1]; j <= maxLevel[1]; j++ ) 
      {
      if (kSkipFlag && j >= prevMinLevel[1] && j <= prevMaxLevel[1])
        {
        jkSkipFlag = 1;
        }
      else
        {
        jkSkipFlag = 0;
        }
      jFactor = j*this->NumberOfDivisions;
      for ( i= minLevel[0]; i <= maxLevel[0]; i++ ) 
        {
        if ( jkSkipFlag && i == prevMinLevel[0] )
          {
          i = prevMaxLevel[0];
          continue;
          }
        // if this bucket has any cells, add it to the list
        if (this->Tree[leafStart + i + jFactor + kFactor])
          {
          nei[0]=i; nei[1]=j; nei[2]=k;
          this->Buckets->InsertNextPoint(nei);
          }
        }
      }
    }

  prevMinLevel[0] = minLevel[0];
  prevMinLevel[1] = minLevel[1];
  prevMinLevel[2] = minLevel[2];
  prevMaxLevel[0] = maxLevel[0];
  prevMaxLevel[1] = maxLevel[1];
  prevMaxLevel[2] = maxLevel[2];
}

//----------------------------------------------------------------------------
// number of buckets available
int vtkCellLocator::GetNumberOfBuckets(void) 
{
  if (this->Tree)
    {
    return this->NumberOfOctants;
    }
  else
    {
    vtkWarningMacro(<<"Attempting to access Tree before Locator has been built");
    return 0;
    }
}

//----------------------------------------------------------------------------
// Get the cells in a bucket.
vtkIdList* vtkCellLocator::GetCells(int octantId)
{
  // handle parents ?             
  return this->Tree[octantId];
}


//----------------------------------------------------------------------------
//  Method to form subdivision of space based on the cells provided and
//  subject to the constraints of levels and NumberOfCellsPerBucket.
//  The result is directly addressable and of uniform subdivision.
//
void vtkCellLocator::BuildLocator()
  {
  double *bounds, length, cellBounds[6], *boundsPtr;
  vtkIdType numCells;
  int ndivs, product;
  int i, j, k, ijkMin[3], ijkMax[3];
  vtkIdType cellId, idx;
  int parentOffset;
  vtkIdList *octant;
  int numCellsPerBucket = this->NumberOfCellsPerBucket;
  typedef vtkIdList *vtkIdListPtr;
  int prod, numOctants;
  double hTol[3];
  
  if ( (this->Tree != NULL) && (this->BuildTime > this->MTime)
    && (this->BuildTime > this->DataSet->GetMTime()) )
    {
    return;
    }
  
  vtkDebugMacro( << "Subdividing octree..." );
  
  if ( !this->DataSet || (numCells = this->DataSet->GetNumberOfCells()) < 1 )
    {
    vtkErrorMacro( << "No cells to subdivide");
    return;
    }

  //  Make sure the appropriate data is available
  //
  if ( this->Tree )
    {
    this->FreeSearchStructure();
    }
  if ( this->CellHasBeenVisited )
    {
    delete [] this->CellHasBeenVisited;
    this->CellHasBeenVisited = NULL;
    }
  if (this->CellBounds)
    {
    delete [] this->CellBounds;
    this->CellBounds = NULL;
    }
  
  //  Size the root cell.  Initialize cell data structure, compute
  //  level and divisions.
  //
  bounds = this->DataSet->GetBounds();
  length = this->DataSet->GetLength();
  for (i=0; i<3; i++)
    {
    this->Bounds[2*i] = bounds[2*i];
    this->Bounds[2*i+1] = bounds[2*i+1];
    if ( (this->Bounds[2*i+1] - this->Bounds[2*i]) <= (length/1000.0) )
      {
      // bump out the bounds a little of if min==max
      this->Bounds[2*i] -= length/100.0;
      this->Bounds[2*i+1] += length/100.0;
      }
    }
  
  if ( this->Automatic ) 
    {
    this->Level = static_cast<int>(
      ceil(log(static_cast<double>(numCells)/numCellsPerBucket) /
           (log(static_cast<double>(8.0)))));
    } 
  this->Level =(this->Level > this->MaxLevel ? this->MaxLevel : this->Level);
  
  // compute number of octants and number of divisions
  for (ndivs=1,prod=1,numOctants=1,i=0; i<this->Level; i++) 
    {
    ndivs *= 2;
    prod *= 8;
    numOctants += prod;
    }
  this->NumberOfDivisions = ndivs;
  this->NumberOfOctants = numOctants;

  this->Tree = new vtkIdListPtr[numOctants];
  memset (this->Tree, 0, numOctants*sizeof(vtkIdListPtr));
  
  this->CellHasBeenVisited = new unsigned char [ numCells ];
  this->ClearCellHasBeenVisited();
  this->QueryNumber = 0;

  if (this->CacheCellBounds)
    {
    this->CellBounds = new double [numCells][6];
    }
  
  //  Compute width of leaf octant in three directions
  //
  for (i=0; i<3; i++)
    {
    this->H[i] = (this->Bounds[2*i+1] - this->Bounds[2*i]) / ndivs;
    hTol[i] = this->H[i]/100.0;
    }

  //  Insert each cell into the appropriate octant.  Make sure cell
  //  falls within octant.
  //
  parentOffset = numOctants - (ndivs * ndivs * ndivs);
  product = ndivs * ndivs;
  boundsPtr = cellBounds;
  for (cellId=0; cellId<numCells; cellId++) 
    {
    if (this->CacheCellBounds)
      {
      boundsPtr = this->CellBounds[cellId];
      this->DataSet->GetCellBounds(cellId, boundsPtr);
      }
    else
      {
      this->DataSet->GetCellBounds(cellId, cellBounds);
      }
    
    // find min/max locations of bounding box
    for (i=0; i<3; i++)
      {
      ijkMin[i] = static_cast<int>(
        (boundsPtr[2*i] - this->Bounds[2*i] - hTol[i])/ this->H[i]);
      ijkMax[i] = static_cast<int>(
        (boundsPtr[2*i+1] - this->Bounds[2*i] + hTol[i]) / this->H[i]);
      
      if (ijkMin[i] < 0)
        {
        ijkMin[i] = 0;
        }
      if (ijkMax[i] >= ndivs)
        {
        ijkMax[i] = ndivs-1;
        }
      }
    
    // each octant inbetween min/max point may have cell in it
    for ( k = ijkMin[2]; k <= ijkMax[2]; k++ )
      {
      for ( j = ijkMin[1]; j <= ijkMax[1]; j++ )
        {
        for ( i = ijkMin[0]; i <= ijkMax[0]; i++ )
          {
          idx = parentOffset + i + j*ndivs + k*product;
          this->MarkParents(reinterpret_cast<void*>(VTK_CELL_INSIDE),i,j,k,
                            ndivs,this->Level);
          octant = this->Tree[idx];
          if ( ! octant )
            {
            octant = vtkIdList::New();
            octant->Allocate(numCellsPerBucket,numCellsPerBucket/2);
            this->Tree[idx] = octant;
            }
          octant->InsertNextId(cellId);
          }
        }
      }
    
    } //for all cells
  
  this->BuildTime.Modified();
}

//----------------------------------------------------------------------------
void vtkCellLocator::MarkParents(void* a, int i, int j, int k, 
                                 int ndivs, int level)
{
  int offset, prod, ii;
  vtkIdType parentIdx;
  
  for (offset=0, prod=1, ii=0; ii<level-1; ii++) 
    {
    offset += prod;
    prod = prod << 3;
    }
  
  while ( level > 0  )
    {
    i = i >> 1;
    j = j >> 1;
    k = k >> 1;
    ndivs = ndivs >> 1;
    level--;
    
    parentIdx = offset + i + j*ndivs + k*ndivs*ndivs;
    
    // if it already matches just return
    if (a == this->Tree[parentIdx])
      {
      return;
      }
    
    this->Tree[parentIdx] = static_cast<vtkIdList *>(a);
    
    prod = prod >> 3;
    offset -= prod;
    }
}

//----------------------------------------------------------------------------
void vtkCellLocator::GenerateRepresentation(int level, vtkPolyData *pd)
{
  vtkPoints *pts;
  vtkCellArray *polys;
  int l, i, j, k, ii, boundary[3];
  vtkIdType idx = 0;
  vtkIdList *inside, *Inside[3];
  int numDivs=1;

  if ( this->Tree == NULL )
    {
    vtkErrorMacro(<<"No tree to generate representation from");
    return;
    }

  pts = vtkPoints::New();
  pts->Allocate(5000);
  polys = vtkCellArray::New();
  polys->Allocate(10000);

  // Compute idx into tree at appropriate level; determine if
  // faces of octants are visible.
  //
  int parentIdx = 0;
  int numOctants = 1;
  
  if ( level < 0 )
    {
    level = this->Level;
    }
  for (l=0; l < level; l++)
    {
    numDivs *= 2;
    parentIdx += numOctants;
    numOctants *= 8;
    }
  
  //loop over all octabts generating visible faces
  for ( k=0; k < numDivs; k++)
    {
    for ( j=0; j < numDivs; j++)
      {
      for ( i=0; i < numDivs; i++)
        {
        this->GenerateIndex(parentIdx,numDivs,i,j,k,idx);
        inside = this->Tree[idx];
        
        if ( !(boundary[0]=this->GenerateIndex(parentIdx,numDivs,i-1,j,k,idx)))
          {
          Inside[0] = this->Tree[idx];
          }
        if ( !(boundary[1]=this->GenerateIndex(parentIdx,numDivs,i,j-1,k,idx)))
          {
          Inside[1] = this->Tree[idx];
          }
        if ( !(boundary[2]=this->GenerateIndex(parentIdx,numDivs,i,j,k-1,idx)))
          {
          Inside[2] = this->Tree[idx];
          }
        
        for (ii=0; ii < 3; ii++)
          {
          if ( boundary[ii] )
            {
            if ( inside )
              {
              this->GenerateFace(ii,numDivs,i,j,k,pts,polys);
              }
            }
          else
            {
            if ( (Inside[ii] && !inside) || (!Inside[ii] && inside) )
              {
              this->GenerateFace(ii,numDivs,i,j,k,pts,polys);
              }
            }
          //those buckets on "positive" boundaries can generate faces specially
          if ( (i+1) >= numDivs && inside )
            {
            this->GenerateFace(0,numDivs,i+1,j,k,pts,polys);
            }
          if ( (j+1) >= numDivs && inside )
            {
            this->GenerateFace(1,numDivs,i,j+1,k,pts,polys);
            }
          if ( (k+1) >= numDivs && inside )
            {
            this->GenerateFace(2,numDivs,i,j,k+1,pts,polys);
            }
          
          }//over negative faces
        }//over i divisions
      }//over j divisions
    }//over k divisions
  
  pd->SetPoints(pts);
  pts->Delete();
  pd->SetPolys(polys);
  polys->Delete();
  pd->Squeeze();
}
  
//----------------------------------------------------------------------------
void vtkCellLocator::GenerateFace(int face, int numDivs, int i, int j, int k,
                                  vtkPoints *pts, vtkCellArray *polys)
{
  int ii;
  vtkIdType ids[4];
  double origin[3], x[3];
  double h[3];

  // define first corner; use ids[] as temporary array
  ids[0] = i; ids[1] = j; ids[2] = k;
  for (ii=0; ii<3; ii++)
    {
    h[ii] = (this->Bounds[2*ii+1] - this->Bounds[2*ii]) / numDivs;
    origin[ii] = this->Bounds[2*ii] + ids[ii]*h[ii];
    }

  ids[0] = pts->InsertNextPoint(origin);

  if ( face == 0 ) //x face
    {
    x[0] = origin[0];
    x[1] = origin[1] + h[1];
    x[2] = origin[2];
    ids[1] = pts->InsertNextPoint(x);

    x[0] = origin[0];
    x[1] = origin[1] + h[1];
    x[2] = origin[2] + h[2];
    ids[2] = pts->InsertNextPoint(x);

    x[0] = origin[0];
    x[1] = origin[1];
    x[2] = origin[2] + h[2];
    ids[3] = pts->InsertNextPoint(x);
    }

  else if ( face == 1 ) //y face
    {
    x[0] = origin[0] + h[0];
    x[1] = origin[1];
    x[2] = origin[2];
    ids[1] = pts->InsertNextPoint(x);

    x[0] = origin[0] + h[0];
    x[1] = origin[1];
    x[2] = origin[2] + h[2];
    ids[2] = pts->InsertNextPoint(x);

    x[0] = origin[0];
    x[1] = origin[1];
    x[2] = origin[2] + h[2];
    ids[3] = pts->InsertNextPoint(x);
    }

  else //z face
    {
    x[0] = origin[0] + h[0];
    x[1] = origin[1];
    x[2] = origin[2];
    ids[1] = pts->InsertNextPoint(x);

    x[0] = origin[0] + h[0];
    x[1] = origin[1] + h[1];
    x[2] = origin[2];
    ids[2] = pts->InsertNextPoint(x);

    x[0] = origin[0];
    x[1] = origin[1] + h[1];
    x[2] = origin[2];
    ids[3] = pts->InsertNextPoint(x);
    }

  polys->InsertNextCell(4,ids);
}
  
//----------------------------------------------------------------------------
void vtkCellLocator::ClearCellHasBeenVisited()
{
  if (this->CellHasBeenVisited && this->DataSet)
    {
    memset(this->CellHasBeenVisited, 0, this->DataSet->GetNumberOfCells());
    }
}
  
//----------------------------------------------------------------------------
void vtkCellLocator::ClearCellHasBeenVisited(int id)
{
  if (this->CellHasBeenVisited
      && this->DataSet && id < this->DataSet->GetNumberOfCells())
    {
    this->CellHasBeenVisited[id] = 0;
    }
}
  
//----------------------------------------------------------------------------
// Calculate the distance between the point x to the bucket "nei".
//
// WARNING!!!!! Be very careful altering this routine.  Simple changes to this
// routine can make is 25% slower!!!!
//
double vtkCellLocator::Distance2ToBucket(double x[3], int nei[3])
{
  double bounds[6];

  bounds[0] =     nei[0]*this->H[0] + this->Bounds[0];
  bounds[1] = (nei[0]+1)*this->H[0] + this->Bounds[0];
  bounds[2] =     nei[1]*this->H[1] + this->Bounds[2];
  bounds[3] = (nei[1]+1)*this->H[1] + this->Bounds[2];
  bounds[4] =     nei[2]*this->H[2] + this->Bounds[4];
  bounds[5] = (nei[2]+1)*this->H[2] + this->Bounds[4];

  return this->Distance2ToBounds(x, bounds);
}

//----------------------------------------------------------------------------
// Calculate the distance between the point x and the specified bounds
//
// WARNING!!!!! Be very careful altering this routine.  Simple changes to this
// routine can make it 25% slower!!!!
double vtkCellLocator::Distance2ToBounds(double x[3], double bounds[6])
{
  double distance;
  double deltas[3];

  // Are we within the bounds?
  if (x[0] >= bounds[0] && x[0] <= bounds[1]
    && x[1] >= bounds[2] && x[1] <= bounds[3]
    && x[2] >= bounds[4] && x[2] <= bounds[5])
    {
    return 0.0;
    }

  deltas[0] = deltas[1] = deltas[2] = 0.0;

  // dx
  //
  if (x[0] < bounds[0])
    {
    deltas[0] = bounds[0] - x[0];
    }
  else if (x[0] > bounds[1])
    {
    deltas[0] = x[0] - bounds[1];
    }

  // dy
  //
  if (x[1] < bounds[2])
    {
    deltas[1] = bounds[2] - x[1];
    }
  else if (x[1] > bounds[3])
    {
    deltas[1] = x[1] - bounds[3];
    }

  // dz
  //
  if (x[2] < bounds[4])
    {
    deltas[2] = bounds[4] - x[2];
    }
  else if (x[2] > bounds[5])
    {
    deltas[2] = x[2] - bounds[5];
    }

  distance = vtkMath::Dot(deltas, deltas);
  return distance;
}


//----------------------------------------------------------------------------
void vtkCellLocator::FindCellsWithinBounds(double *bbox, vtkIdList *cells)
{
  cells->Reset();

  // Get the locator locations for the two extreme corners of the bounding box
  double p1[3], p2[3], *p[2];
  p1[0] = bbox[0];
  p1[1] = bbox[2];
  p1[2] = bbox[4];
  p2[0] = bbox[1];
  p2[1] = bbox[3];
  p2[2] = bbox[5];
  p[0] = p1;
  p[1] = p2;
  int ijk[2][3];
  
  //  Find bucket the points are in
  //
  int i, j, k;
  for (i=0; i<2; i++)
    {
    for (j=0; j<3; j++) 
      {
      ijk[i][j] = static_cast<int>((p[i][j] - this->Bounds[2*j]) / this->H[j]);
    
      if (ijk[i][j] < 0)
        {
        ijk[i][j] = 0;
        }
      else if (ijk[i][j] >= this->NumberOfDivisions)
        {
        ijk[i][j] = this->NumberOfDivisions-1;
        }
      }
    }
  
  // Now loop over block to load in ids
  int leafStart = this->NumberOfOctants
    - this->NumberOfDivisions*this->NumberOfDivisions*this->NumberOfDivisions;
  vtkIdList *cellIds;
  vtkIdType idx;
  for (k=ijk[0][2]; k <= ijk[1][2]; k++)
    {
    for (j=ijk[0][1]; j <= ijk[1][1]; j++)
      {
      for (i=ijk[0][0]; i <= ijk[1][0]; i++)
        {
        if ( (cellIds = this->Tree[leafStart + i + j*this->NumberOfDivisions + 
                                  k*this->NumberOfDivisions*this->NumberOfDivisions]) != NULL )
          {
          for ( idx=0; idx < cellIds->GetNumberOfIds(); idx++)
            {
            cells->InsertUniqueId( cellIds->GetId(idx) );
            }
          }
        }
      }
    }
}

//----------------------------------------------------------------------------
void vtkCellLocator::FindCellsAlongLine(double p1[3], double p2[3], double vtkNotUsed(tol),
                                        vtkIdList *cells)
{
  cells->Reset();

  double origin[3];
  double direction1[3];
  double direction2[3];
  double direction3[3];
  double hitPosition[3];
  double hitCellBoundsPosition[3], cellBounds[6];
  int hitCellBounds;
  double result;
  double bounds2[6];
  int i, leafStart, prod, loop;
  vtkIdType cellId, cId;
  int idx;
  double tMax, dist[3];
  int npos[3];
  int pos[3];
  int bestDir;
  double stopDist, currDist;
  double length, maxLength=0.0;
  
  // convert the line into i,j,k coordinates
  tMax = 0.0;
  for (i=0; i < 3; i++) 
    {
    direction1[i] = p2[i] - p1[i];
    length = this->Bounds[2*i+1] - this->Bounds[2*i];
    if ( length > maxLength )
      {
      maxLength = length;
      }
    origin[i] = (p1[i] - this->Bounds[2*i]) / length;
    direction2[i] = direction1[i]/length;
    
    bounds2[2*i]   = 0.0;
    bounds2[2*i+1] = 1.0;
    tMax += direction2[i]*direction2[i];
    }
  
  // create a parametric range around the tolerance
  stopDist = tMax*this->NumberOfDivisions;
  for (i = 0; i < 3; i++) 
    {
    direction3[i] = direction2[i]/tMax;
    }
  
  if (vtkBox::IntersectBox(bounds2, origin, direction2, hitPosition, result))
    {
    // start walking through the octants
    prod = this->NumberOfDivisions*this->NumberOfDivisions;
    leafStart = this->NumberOfOctants - this->NumberOfDivisions*prod;
    
    // Clear the array that indicates whether we have visited this cell.
    // The array is only cleared when the query number rolls over.  This
    // saves a number of calls to memset.
    this->QueryNumber++;
    if (this->QueryNumber == 0)
      {
      this->ClearCellHasBeenVisited();
      this->QueryNumber++;    // can't use 0 as a marker
      }
    
    // set up curr and stop dist
    currDist = 0;
    for (i = 0; i < 3; i++)
      {
      currDist += (hitPosition[i] - origin[i])*(hitPosition[i] - origin[i]);
      }
    currDist = sqrt(currDist)*this->NumberOfDivisions;
    
    // add one offset due to the problems around zero
    for (loop = 0; loop <3; loop++)
      {
      hitPosition[loop] = hitPosition[loop]*this->NumberOfDivisions + 1.0;
      pos[loop] = static_cast<int>(hitPosition[loop]);
      // Adjust right boundary condition: if we intersect from the top, right,
      // or back; then pos must be adjusted to a valid octant index 
      if (pos[loop] > this->NumberOfDivisions)
        {
        pos[loop] = this->NumberOfDivisions;
        }
      }
    
    idx = leafStart + pos[0] - 1 + (pos[1] - 1)*this->NumberOfDivisions 
      + (pos[2] - 1)*prod;
    
    while ( (pos[0] > 0) && (pos[1] > 0) && (pos[2] > 0) &&
      (pos[0] <= this->NumberOfDivisions) &&
      (pos[1] <= this->NumberOfDivisions) &&
      (pos[2] <= this->NumberOfDivisions) &&
      (currDist < stopDist))
      {
      if (this->Tree[idx])
        {
        this->ComputeOctantBounds(pos[0]-1,pos[1]-1,pos[2]-1);
        for (tMax = VTK_DOUBLE_MAX, cellId=0; 
        cellId < this->Tree[idx]->GetNumberOfIds(); cellId++) 
          {
          cId = this->Tree[idx]->GetId(cellId);
          if (this->CellHasBeenVisited[cId] != this->QueryNumber)
            {
            this->CellHasBeenVisited[cId] = this->QueryNumber;
            hitCellBounds = 0;
            
            // check whether we intersect the cell bounds
            if (this->CacheCellBounds)
              {
              hitCellBounds = vtkBox::IntersectBox(this->CellBounds[cId],
                                                   p1, direction1,
                                                   hitCellBoundsPosition, result);
              }
            else 
              {
              this->DataSet->GetCellBounds(cId, cellBounds);
              hitCellBounds = vtkBox::IntersectBox(cellBounds,
                                                   p1, direction1,
                                                   hitCellBoundsPosition, result);
              }

            if (hitCellBounds)
              {
              cells->InsertUniqueId(cId);
              } // if (hitCellBounds)
            } // if (!this->CellHasBeenVisited[cId])
          }
        }
      
      // move to the next octant
      tMax = VTK_DOUBLE_MAX;
      bestDir = 0;
      for (loop = 0; loop < 3; loop++)
        {
        if (direction3[loop] > 0)
          {
          npos[loop] = pos[loop] + 1;
          dist[loop] = (1.0 - hitPosition[loop] + pos[loop])/direction3[loop];
          if (dist[loop] == 0)
            {
            dist[loop] = 1.0/direction3[loop];
            }
          if (dist[loop] < 0)
            {
            dist[loop] = 0;
            }
          if (dist[loop] < tMax)
            {
            bestDir = loop;
            tMax = dist[loop];
            }
          }
        if (direction3[loop] < 0)
          {
          npos[loop] = pos[loop] - 1;
          dist[loop] = (pos[loop] - hitPosition[loop])/direction3[loop];
          if (dist[loop] == 0)
            {
            dist[loop] = -0.01/direction3[loop];
            }
          if (dist[loop] < 0)
            {
            dist[loop] = 0;
            }
          if (dist[loop] < tMax)
            {
            bestDir = loop;
            tMax = dist[loop];
            }
          }
        }
      // update our position
      for (loop = 0; loop < 3; loop++)
        {
        hitPosition[loop] += dist[bestDir]*direction3[loop];
        }
      currDist += dist[bestDir];
      // now make the move, find the smallest distance
      // only cross one boundry at a time
      pos[bestDir] = npos[bestDir];
      
      idx = leafStart + pos[0] - 1 + (pos[1]-1)*this->NumberOfDivisions + 
        (pos[2]-1)*prod;
      }
    }
}


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

  os << indent << "Number of Cells Per Bucket: " 
     << this->NumberOfCellsPerBucket << "\n";
  os << indent << "Cache Cell Bounds: " << this->CacheCellBounds << "\n";  
}
  
