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

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

#include "vtkCellArray.h"
#include "vtkCellData.h"
#include "vtkFloatArray.h"
#include "vtkInformation.h"
#include "vtkInformationVector.h"
#include "vtkMath.h"
#include "vtkObjectFactory.h"
#include "vtkPointData.h"
#include "vtkPolyData.h"
#include "vtkPolygon.h"
#include "vtkTriangle.h"
#include "vtkTriangleFilter.h"

vtkStandardNewMacro(vtkWindowedSincPolyDataFilter);

//------------------------------------------------------------------------------
// Construct object with number of iterations 20; passband .1;
// feature edge smoothing turned off; feature
// angle 45 degrees; edge angle 15 degrees; and boundary smoothing turned
// on. Error scalars and vectors are not generated (by default). The
// convergence criterion is 0.0 of the bounding box diagonal.
vtkWindowedSincPolyDataFilter::vtkWindowedSincPolyDataFilter()
{
  this->NumberOfIterations = 20;
  this->PassBand = 0.1;

  this->FeatureAngle = 45.0;
  this->EdgeAngle = 15.0;
  this->FeatureEdgeSmoothing = 0;
  this->BoundarySmoothing = 1;
  this->NonManifoldSmoothing = 0;

  this->GenerateErrorScalars = 0;
  this->GenerateErrorVectors = 0;

  this->NormalizeCoordinates = 0;
}

#define VTK_SIMPLE_VERTEX 0
#define VTK_FIXED_VERTEX 1
#define VTK_FEATURE_EDGE_VERTEX 2
#define VTK_BOUNDARY_EDGE_VERTEX 3

// Special structure for marking vertices
typedef struct
{
  char type;
  vtkIdList* edges; // connected edges (list of connected point ids)
} vtkMeshVertex, *vtkMeshVertexPtr;

//------------------------------------------------------------------------------
int vtkWindowedSincPolyDataFilter::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
  vtkPolyData* input = vtkPolyData::SafeDownCast(inInfo->Get(vtkDataObject::DATA_OBJECT()));
  vtkPolyData* output = vtkPolyData::SafeDownCast(outInfo->Get(vtkDataObject::DATA_OBJECT()));

  vtkIdType numPts, numCells, numPolys, numStrips, i;
  int j, k;
  vtkIdType npts = 0;
  const vtkIdType* pts = nullptr;
  vtkIdType p1, p2;
  double x[3], y[3], deltaX[3], xNew[3];
  double x1[3], x2[3], x3[3], l1[3], l2[3];
  double CosFeatureAngle; // Cosine of angle between adjacent polys
  double CosEdgeAngle;    // Cosine of angle between adjacent edges
  int iterationNumber;
  vtkIdType numSimple = 0, numBEdges = 0, numFixed = 0, numFEdges = 0;
  vtkPolyData *inMesh = nullptr, *Mesh;
  vtkPoints* inPts;
  vtkTriangleFilter* toTris = nullptr;
  vtkCellArray *inVerts, *inLines, *inPolys, *inStrips;
  vtkPoints* newPts[4];
  vtkMeshVertexPtr Verts;

  // variables specific to windowed sinc interpolation
  double theta_pb, k_pb, sigma, p_x0[3], p_x1[3], p_x3[3];
  double *w, *c, *cprime;
  int zero, one, two, three;

  // Check input
  //
  numPts = input->GetNumberOfPoints();
  numCells = input->GetNumberOfCells();
  if (numPts < 1 || numCells < 1)
  {
    vtkErrorMacro(<< "No data to smooth!");
    return 1;
  }

  CosFeatureAngle = cos(vtkMath::RadiansFromDegrees(this->FeatureAngle));
  CosEdgeAngle = cos(vtkMath::RadiansFromDegrees(this->EdgeAngle));

  vtkDebugMacro(<< "Smoothing " << numPts << " vertices, " << numCells << " cells with:\n"
                << "\tIterations= " << this->NumberOfIterations << "\n"
                << "\tPassBand= " << this->PassBand << "\n"
                << "\tEdge Angle= " << this->EdgeAngle << "\n"
                << "\tBoundary Smoothing " << (this->BoundarySmoothing ? "On\n" : "Off\n")
                << "\tFeature Edge Smoothing " << (this->FeatureEdgeSmoothing ? "On\n" : "Off\n")
                << "\tNonmanifold Smoothing " << (this->NonManifoldSmoothing ? "On\n" : "Off\n")
                << "\tError Scalars " << (this->GenerateErrorScalars ? "On\n" : "Off\n")
                << "\tError Vectors " << (this->GenerateErrorVectors ? "On\n" : "Off\n"));

  if (this->NumberOfIterations <= 0) // don't do anything!
  {
    output->CopyStructure(input);
    output->GetPointData()->PassData(input->GetPointData());
    output->GetCellData()->PassData(input->GetCellData());
    vtkWarningMacro(<< "Number of iterations == 0: passing data through unchanged");
    return 1;
  }

  // Perform topological analysis. What we're gonna do is build a connectivity
  // array of connected vertices. The outcome will be one of three
  // classifications for a vertex: VTK_SIMPLE_VERTEX, VTK_FIXED_VERTEX. or
  // VTK_EDGE_VERTEX. Simple vertices are smoothed using all connected
  // vertices. FIXED vertices are never smoothed. Edge vertices are smoothed
  // using a subset of the attached vertices.
  vtkDebugMacro(<< "Analyzing topology...");
  Verts = new vtkMeshVertex[numPts];
  for (i = 0; i < numPts; i++)
  {
    Verts[i].type = VTK_SIMPLE_VERTEX; // can smooth
    Verts[i].edges = nullptr;
  }

  inPts = input->GetPoints();

  // check vertices first. Vertices are never smoothed_--------------
  for (inVerts = input->GetVerts(), inVerts->InitTraversal(); inVerts->GetNextCell(npts, pts);)
  {
    for (j = 0; j < npts; j++)
    {
      Verts[pts[j]].type = VTK_FIXED_VERTEX;
    }
  }

  this->UpdateProgress(0.10);

  // now check lines. Only manifold lines can be smoothed------------
  for (inLines = input->GetLines(), inLines->InitTraversal(); inLines->GetNextCell(npts, pts);)
  {
    // Check for closed loop which are treated specially. Basically the
    // last point is ignored (set to fixed).
    bool closedLoop = (pts[0] == pts[npts - 1] && npts > 3);

    for (j = 0; j < npts; j++)
    {
      if (Verts[pts[j]].type == VTK_SIMPLE_VERTEX)
      {
        // First point
        if (j == 0)
        {
          if (!closedLoop)
          {
            Verts[pts[0]].type = VTK_FIXED_VERTEX;
          }
          else
          {
            Verts[pts[0]].type = VTK_FEATURE_EDGE_VERTEX;
            Verts[pts[0]].edges = vtkIdList::New();
            Verts[pts[0]].edges->SetNumberOfIds(2);
            Verts[pts[0]].edges->SetId(0, pts[npts - 2]);
            Verts[pts[0]].edges->SetId(1, pts[1]);
          }
        }
        // Last point
        else if (j == (npts - 1) && !closedLoop)
        {
          Verts[pts[j]].type = VTK_FIXED_VERTEX;
        }
        // In between point
        else // is edge vertex (unless already edge vertex!)
        {
          Verts[pts[j]].type = VTK_FEATURE_EDGE_VERTEX;
          Verts[pts[j]].edges = vtkIdList::New();
          Verts[pts[j]].edges->SetNumberOfIds(2);
          Verts[pts[j]].edges->SetId(0, pts[j - 1]);
          Verts[pts[j]].edges->SetId(1, pts[(closedLoop && j == (npts - 2) ? 0 : (j + 1))]);
        }
      } // if simple vertex

      // Vertex has been visited before, need to fix it. Special case
      // when working on closed loop.
      else if (Verts[pts[j]].type == VTK_FEATURE_EDGE_VERTEX && !(closedLoop && j == (npts - 1)))
      {
        Verts[pts[j]].type = VTK_FIXED_VERTEX;
        Verts[pts[j]].edges->Delete();
        Verts[pts[j]].edges = nullptr;
      }
    } // for all points in this line
  }   // for all lines

  this->UpdateProgress(0.25);

  // now polygons and triangle strips-------------------------------
  inPolys = input->GetPolys();
  numPolys = inPolys->GetNumberOfCells();
  inStrips = input->GetStrips();
  numStrips = inStrips->GetNumberOfCells();

  if (numPolys > 0 || numStrips > 0)
  { // build cell structure
    vtkCellArray* polys;
    vtkIdType cellId;
    int numNei, nei, edge;
    vtkIdType numNeiPts;
    const vtkIdType* neiPts;
    double normal[3], neiNormal[3];
    vtkIdList* neighbors;

    inMesh = vtkPolyData::New();
    inMesh->SetPoints(inPts);
    inMesh->SetPolys(inPolys);
    Mesh = inMesh;
    neighbors = vtkIdList::New();
    neighbors->Allocate(VTK_CELL_SIZE);

    if ((numStrips = inStrips->GetNumberOfCells()) > 0)
    { // convert data to triangles
      inMesh->SetStrips(inStrips);
      toTris = vtkTriangleFilter::New();
      toTris->SetInputData(inMesh);
      toTris->Update();
      Mesh = toTris->GetOutput();
    }

    Mesh->BuildLinks(); // to do neighborhood searching
    polys = Mesh->GetPolys();

    for (cellId = 0, polys->InitTraversal(); polys->GetNextCell(npts, pts); cellId++)
    {
      for (i = 0; i < npts; i++)
      {
        p1 = pts[i];
        p2 = pts[(i + 1) % npts];

        if (Verts[p1].edges == nullptr)
        {
          Verts[p1].edges = vtkIdList::New();
          Verts[p1].edges->Allocate(16, 6);
          // Verts[p1].edges = new vtkIdList(6,6);
        }
        if (Verts[p2].edges == nullptr)
        {
          Verts[p2].edges = vtkIdList::New();
          Verts[p2].edges->Allocate(16, 6);
          // Verts[p2].edges = new vtkIdList(6,6);
        }

        Mesh->GetCellEdgeNeighbors(cellId, p1, p2, neighbors);
        numNei = neighbors->GetNumberOfIds();

        edge = VTK_SIMPLE_VERTEX;
        if (numNei == 0)
        {
          edge = VTK_BOUNDARY_EDGE_VERTEX;
        }

        else if (numNei >= 2)
        {
          // non-manifold case, check nonmanifold smoothing state
          if (!this->NonManifoldSmoothing)
          {
            // check to make sure that this edge hasn't been marked already
            for (j = 0; j < numNei; j++)
            {
              if (neighbors->GetId(j) < cellId)
              {
                break;
              }
            }
            if (j >= numNei)
            {
              edge = VTK_FEATURE_EDGE_VERTEX;
            }
          }
        }

        else if (numNei == 1 && (nei = neighbors->GetId(0)) > cellId)
        {
          if (this->FeatureEdgeSmoothing)
          {
            vtkPolygon::ComputeNormal(inPts, npts, pts, normal);
            Mesh->GetCellPoints(nei, numNeiPts, neiPts);
            vtkPolygon::ComputeNormal(inPts, numNeiPts,
              // vtkCell API needs fixing...
              const_cast<vtkIdType*>(neiPts), neiNormal);

            if (vtkMath::Dot(normal, neiNormal) <= CosFeatureAngle)
            {
              edge = VTK_FEATURE_EDGE_VERTEX;
            }
          }
        }
        else // a visited edge; skip rest of analysis
        {
          continue;
        }

        if (edge && Verts[p1].type == VTK_SIMPLE_VERTEX)
        {
          Verts[p1].edges->Reset();
          Verts[p1].edges->InsertNextId(p2);
          Verts[p1].type = edge;
        }
        else if ((edge && Verts[p1].type == VTK_BOUNDARY_EDGE_VERTEX) ||
          (edge && Verts[p1].type == VTK_FEATURE_EDGE_VERTEX) ||
          (!edge && Verts[p1].type == VTK_SIMPLE_VERTEX))
        {
          Verts[p1].edges->InsertNextId(p2);
          if (Verts[p1].type && edge == VTK_BOUNDARY_EDGE_VERTEX)
          {
            Verts[p1].type = VTK_BOUNDARY_EDGE_VERTEX;
          }
        }

        if (edge && Verts[p2].type == VTK_SIMPLE_VERTEX)
        {
          Verts[p2].edges->Reset();
          Verts[p2].edges->InsertNextId(p1);
          Verts[p2].type = edge;
        }
        else if ((edge && Verts[p2].type == VTK_BOUNDARY_EDGE_VERTEX) ||
          (edge && Verts[p2].type == VTK_FEATURE_EDGE_VERTEX) ||
          (!edge && Verts[p2].type == VTK_SIMPLE_VERTEX))
        {
          Verts[p2].edges->InsertNextId(p1);
          if (Verts[p2].type && edge == VTK_BOUNDARY_EDGE_VERTEX)
          {
            Verts[p2].type = VTK_BOUNDARY_EDGE_VERTEX;
          }
        }
      }
    }

    //    delete inMesh; // delete this later, windowed sinc smoothing needs it
    if (toTris)
    {
      toTris->Delete();
    }
    neighbors->Delete();
  } // if strips or polys

  this->UpdateProgress(0.50);

  // post-process edge vertices to make sure we can smooth them
  for (i = 0; i < numPts; i++)
  {
    if (Verts[i].type == VTK_SIMPLE_VERTEX)
    {
      numSimple++;
    }

    else if (Verts[i].type == VTK_FIXED_VERTEX)
    {
      numFixed++;
    }

    else if (Verts[i].type == VTK_FEATURE_EDGE_VERTEX || Verts[i].type == VTK_BOUNDARY_EDGE_VERTEX)
    { // see how many edges; if two, what the angle is

      if (!this->BoundarySmoothing && Verts[i].type == VTK_BOUNDARY_EDGE_VERTEX)
      {
        Verts[i].type = VTK_FIXED_VERTEX;
        numBEdges++;
      }

      else if ((npts = Verts[i].edges->GetNumberOfIds()) != 2)
      {
        // can only smooth edges on 2-manifold surfaces
        Verts[i].type = VTK_FIXED_VERTEX;
        numFixed++;
      }

      else // check angle between edges
      {
        inPts->GetPoint(Verts[i].edges->GetId(0), x1);
        inPts->GetPoint(i, x2);
        inPts->GetPoint(Verts[i].edges->GetId(1), x3);

        for (k = 0; k < 3; k++)
        {
          l1[k] = x2[k] - x1[k];
          l2[k] = x3[k] - x2[k];
        }
        if ((vtkMath::Normalize(l1) >= 0.0) && (vtkMath::Normalize(l2) >= 0.0) &&
          (vtkMath::Dot(l1, l2) < CosEdgeAngle))
        {
          numFixed++;
          Verts[i].type = VTK_FIXED_VERTEX;
        }
        else
        {
          if (Verts[i].type == VTK_FEATURE_EDGE_VERTEX)
          {
            numFEdges++;
          }
          else
          {
            numBEdges++;
          }
        }
      } // if along edge
    }   // if edge vertex
  }     // for all points

  vtkDebugMacro(<< "Found\n\t" << numSimple << " simple vertices\n\t" << numFEdges
                << " feature edge vertices\n\t" << numBEdges << " boundary edge vertices\n\t"
                << numFixed << " fixed vertices\n\t");

  // Perform Windowed Sinc function interpolation
  //
  vtkDebugMacro(<< "Beginning smoothing iterations...");

  // need 4 vectors of points
  zero = 0;
  one = 1;
  two = 2;
  three = 3;

  newPts[0] = vtkPoints::New();
  newPts[0]->SetNumberOfPoints(numPts);
  newPts[1] = vtkPoints::New();
  newPts[1]->SetNumberOfPoints(numPts);
  newPts[2] = vtkPoints::New();
  newPts[2]->SetNumberOfPoints(numPts);
  newPts[3] = vtkPoints::New();
  newPts[3]->SetNumberOfPoints(numPts);

  // Get the center and length of the input dataset
  double* inCenter = input->GetCenter();
  double inLength = input->GetLength();

  if (!this->NormalizeCoordinates)
  {
    for (i = 0; i < numPts; i++) // initialize to old coordinates
    {
      newPts[zero]->SetPoint(i, inPts->GetPoint(i));
    }
  }
  else
  {
    // center the data and scale to be within unit cube [-1, 1]
    double normalizedPoint[3];
    for (i = 0; i < numPts; i++) // initialize to old coordinates
    {
      inPts->GetPoint(i, normalizedPoint);
      for (j = 0; j < 3; ++j)
      {
        normalizedPoint[j] = (normalizedPoint[j] - inCenter[j]) / inLength;
      }
      newPts[zero]->SetPoint(i, normalizedPoint);
    }
  }

  // Smooth with a low pass filter defined as a windowed sinc function.
  // Taubin describes this methodology is the IBM tech report RC-20404
  // (#90237, dated 3/12/96) "Optimal Surface Smoothing as Filter Design"
  // G. Taubin, T. Zhang and G. Golub. (Zhang and Golub are at Stanford
  // University)

  // The formulas here follow the notation of Taubin's TR, i.e.
  // newPts[zero], newPts[one], etc.

  // calculate weights and filter coefficients
  k_pb = this->PassBand;             // reasonable default for k_pb in [0, 2] is 0.1
  theta_pb = acos(1.0 - 0.5 * k_pb); // theta_pb in [0, M_PI/2]

  // vtkDebugMacro(<< "theta_pb = " << theta_pb);

  w = new double[this->NumberOfIterations + 1];
  c = new double[this->NumberOfIterations + 1];
  cprime = new double[this->NumberOfIterations + 1];

  double zerovector[3];
  zerovector[0] = zerovector[1] = zerovector[2] = 0.0;

  // Calculate the weights and the Chebychev coefficients c.
  //

  // Windowed sinc function weights. This is for a Hamming window. Other
  // windowing function could be implemented here.
  for (i = 0; i <= (this->NumberOfIterations); i++)
  {
    w[i] = 0.54 + 0.46 * cos(((double)i) * vtkMath::Pi() / (double)(this->NumberOfIterations + 1));
  }

  // Calculate the optimal sigma (offset or fudge factor for the filter).
  // This is a Newton-Raphson Search.
  double f_kpb = 0.0, fprime_kpb;
  int done = 0;
  sigma = 0.0;

  for (j = 0; !done && (j < 500); j++)
  {
    // Chebyshev coefficients
    c[0] = w[0] * (theta_pb + sigma) / vtkMath::Pi();
    for (i = 1; i <= this->NumberOfIterations; i++)
    {
      c[i] = 2.0 * w[i] * sin(((double)i) * (theta_pb + sigma)) / (((double)i) * vtkMath::Pi());
    }

    // calculate the Chebyshev coefficients for the derivative of the filter
    cprime[this->NumberOfIterations] = 0.0;
    cprime[this->NumberOfIterations - 1] = 0.0;
    if (this->NumberOfIterations > 1)
    {
      cprime[this->NumberOfIterations - 2] =
        2.0 * (this->NumberOfIterations - 1) * c[this->NumberOfIterations - 1];
    }
    for (i = this->NumberOfIterations - 3; i >= 0; i--)
    {
      cprime[i] = cprime[i + 2] + 2.0 * (i + 1) * c[i + 1];
    }
    // Evaluate the filter and its derivative at k_pb (note the discrepancy
    // of calculating the c's based on theta_pb + sigma and evaluating the
    // filter at k_pb (which is equivalent to theta_pb)
    f_kpb = 0.0;
    fprime_kpb = 0.0;
    f_kpb += c[0];
    fprime_kpb += cprime[0];
    for (i = 1; i <= this->NumberOfIterations; i++)
    {
      if (i == 1)
      {
        f_kpb += c[i] * (1.0 - 0.5 * k_pb);
        fprime_kpb += cprime[i] * (1.0 - 0.5 * k_pb);
      }
      else
      {
        f_kpb += c[i] * cos(((double)i) * acos(1.0 - 0.5 * k_pb));
        fprime_kpb += cprime[i] * cos(((double)i) * acos(1.0 - 0.5 * k_pb));
      }
    }
    // if f_kpb is not close enough to 1.0, then adjust sigma
    if (this->NumberOfIterations > 1)
    {
      if (fabs(f_kpb - 1.0) >= 1e-3)
      {
        sigma -= (f_kpb - 1.0) / fprime_kpb; // Newton-Rhapson (want f=1)
      }
      else
      {
        done = 1;
      }
    }
    else
    {
      // Order of Chebyshev is 1. Can't use Newton-Raphson to find an
      // optimal sigma. Object will most likely shrink.
      done = 1;
      sigma = 0.0;
    }
  }
  if (fabs(f_kpb - 1.0) >= 1e-3)
  {
    vtkErrorMacro(<< "An optimal offset for the smoothing filter could not be found.  "
                     "Unpredictable smoothing/shrinkage may result.");
  }

  // first iteration
  for (i = 0; i < numPts; i++)
  {
    if (Verts[i].edges != nullptr && (npts = Verts[i].edges->GetNumberOfIds()) > 0)
    {
      // point is allowed to move
      newPts[zero]->GetPoint(i, x); // use current points
      deltaX[0] = deltaX[1] = deltaX[2] = 0.0;

      // calculate the negative of the laplacian
      for (j = 0; j < npts; j++) // for all connected points
      {
        newPts[zero]->GetPoint(Verts[i].edges->GetId(j), y);
        for (k = 0; k < 3; k++)
        {
          deltaX[k] += (x[k] - y[k]) / npts;
        }
      }
      // newPts[one] = newPts[zero] - 0.5 newPts[one]
      for (k = 0; k < 3; k++)
      {
        deltaX[k] = x[k] - 0.5 * deltaX[k];
      }
      newPts[one]->SetPoint(i, deltaX);

      // calculate newPts[three] = c0 newPts[zero] + c1 newPts[one]
      for (k = 0; k < 3; k++)
      {
        deltaX[k] = c[0] * x[k] + c[1] * deltaX[k];
      }
      if (Verts[i].type == VTK_FIXED_VERTEX)
      {
        newPts[three]->SetPoint(i, newPts[zero]->GetPoint(i));
      }
      else
      {
        newPts[three]->SetPoint(i, deltaX);
      }
    } // if can move point
    else
    {
      // point is not allowed to move, just use the old point...
      // (zero out the Laplacian)
      newPts[one]->SetPoint(i, zerovector);
      newPts[three]->SetPoint(i, newPts[zero]->GetPoint(i));
    }
  } // for all points

  // for the rest of the iterations
  for (iterationNumber = 2; iterationNumber <= this->NumberOfIterations; iterationNumber++)
  {
    if (iterationNumber && !(iterationNumber % 5))
    {
      this->UpdateProgress(0.5 + 0.5 * iterationNumber / this->NumberOfIterations);
      if (this->GetAbortExecute())
      {
        break;
      }
    }

    for (i = 0; i < numPts; i++)
    {
      if (Verts[i].edges != nullptr && (npts = Verts[i].edges->GetNumberOfIds()) > 0)
      {
        // point is allowed to move
        newPts[zero]->GetPoint(i, p_x0); // use current points
        newPts[one]->GetPoint(i, p_x1);

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

        // calculate the negative laplacian of x1
        for (j = 0; j < npts; j++)
        {
          newPts[one]->GetPoint(Verts[i].edges->GetId(j), y);
          for (k = 0; k < 3; k++)
          {
            deltaX[k] += (p_x1[k] - y[k]) / npts;
          }
        } // for all connected points

        // Taubin:  x2 = (x1 - x0) + (x1 - x2)
        for (k = 0; k < 3; k++)
        {
          deltaX[k] = p_x1[k] - p_x0[k] + p_x1[k] - deltaX[k];
        }
        newPts[two]->SetPoint(i, deltaX);

        // smooth the vertex (x3 = x3 + cj x2)
        newPts[three]->GetPoint(i, p_x3);
        for (k = 0; k < 3; k++)
        {
          xNew[k] = p_x3[k] + c[iterationNumber] * deltaX[k];
        }
        if (Verts[i].type != VTK_FIXED_VERTEX)
        {
          newPts[three]->SetPoint(i, xNew);
        }
      } // if can move point
      else
      {
        // point is not allowed to move, just use the old point...
        // (zero out the Laplacian)
        newPts[one]->SetPoint(i, zerovector);
        newPts[two]->SetPoint(i, zerovector);
      }
    } // for all points

    // update the pointers. three is always three. all other pointers
    // shift by one and wrap.
    zero = (1 + zero) % 3;
    one = (1 + one) % 3;
    two = (1 + two) % 3;

  } // for all iterations or until converge

  // move the iteration count back down so that it matches the
  // actual number of iterations executed
  --iterationNumber;

  // set zero to three so the correct set of positions is outputted
  zero = three;

  delete[] w;
  delete[] c;
  delete[] cprime;

  vtkDebugMacro(<< "Performed " << iterationNumber << " smoothing passes");

  // if we scaled the data down to the unit cube, then scale data back
  // up to the original space
  if (this->NormalizeCoordinates)
  {
    // Re-position the coordinated
    double repositionedPoint[3];
    for (i = 0; i < numPts; i++)
    {
      newPts[zero]->GetPoint(i, repositionedPoint);
      for (j = 0; j < 3; ++j)
      {
        repositionedPoint[j] = repositionedPoint[j] * inLength + inCenter[j];
      }
      newPts[zero]->SetPoint(i, repositionedPoint);
    }
  }

  // Update output. Only point coordinates have changed.
  //
  output->GetPointData()->PassData(input->GetPointData());
  output->GetCellData()->PassData(input->GetCellData());

  if (this->GenerateErrorScalars)
  {
    vtkFloatArray* newScalars = vtkFloatArray::New();
    newScalars->SetNumberOfTuples(numPts);
    for (i = 0; i < numPts; i++)
    {
      inPts->GetPoint(i, x1);
      newPts[zero]->GetPoint(i, x2);
      newScalars->SetComponent(i, 0, sqrt(vtkMath::Distance2BetweenPoints(x1, x2)));
    }
    int idx = output->GetPointData()->AddArray(newScalars);
    output->GetPointData()->SetActiveAttribute(idx, vtkDataSetAttributes::SCALARS);
    newScalars->Delete();
  }

  if (this->GenerateErrorVectors)
  {
    vtkFloatArray* newVectors = vtkFloatArray::New();
    newVectors->SetNumberOfComponents(3);
    newVectors->SetNumberOfTuples(numPts);
    for (i = 0; i < numPts; i++)
    {
      inPts->GetPoint(i, x1);
      newPts[zero]->GetPoint(i, x2);
      for (j = 0; j < 3; j++)
      {
        x3[j] = x2[j] - x1[j];
      }
      newVectors->SetTuple(i, x3);
    }
    output->GetPointData()->SetVectors(newVectors);
    newVectors->Delete();
  }

  output->SetPoints(newPts[zero]);
  newPts[0]->Delete();
  newPts[1]->Delete();
  newPts[2]->Delete();
  newPts[3]->Delete();

  output->SetVerts(input->GetVerts());
  output->SetLines(input->GetLines());
  output->SetPolys(input->GetPolys());
  output->SetStrips(input->GetStrips());

  // finally delete the constructed (local) mesh
  if (inMesh != nullptr)
  {
    inMesh->Delete();
  }

  // free up connectivity storage
  for (i = 0; i < numPts; i++)
  {
    if (Verts[i].edges != nullptr)
    {
      Verts[i].edges->Delete();
    }
  }
  delete[] Verts;

  return 1;
}

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

  os << indent << "Number of Iterations: " << this->NumberOfIterations << "\n";
  os << indent << "Passband: " << this->PassBand << "\n";
  os << indent << "Normalize Coordinates: " << (this->NormalizeCoordinates ? "On\n" : "Off\n");
  os << indent << "Feature Edge Smoothing: " << (this->FeatureEdgeSmoothing ? "On\n" : "Off\n");
  os << indent << "Feature Angle: " << this->FeatureAngle << "\n";
  os << indent << "Edge Angle: " << this->EdgeAngle << "\n";
  os << indent << "Boundary Smoothing: " << (this->BoundarySmoothing ? "On\n" : "Off\n");
  os << indent << "Nonmanifold Smoothing: " << (this->NonManifoldSmoothing ? "On\n" : "Off\n");
  os << indent << "Generate Error Scalars: " << (this->GenerateErrorScalars ? "On\n" : "Off\n");
  os << indent << "Generate Error Vectors: " << (this->GenerateErrorVectors ? "On\n" : "Off\n");
}
