// SPDX-FileCopyrightText: Copyright (c) Ken Martin, Will Schroeder, Bill Lorensen
// SPDX-License-Identifier: BSD-3-Clause

// Thanks to Soeren Gebbert who developed this class and
// integrated it into VTK 5.0.

#include "vtkQuadraticLinearWedge.h"

#include "vtkDoubleArray.h"
#include "vtkLine.h"
#include "vtkMath.h"
#include "vtkObjectFactory.h"
#include "vtkPoints.h"
#include "vtkQuadraticEdge.h"
#include "vtkQuadraticLinearQuad.h"
#include "vtkQuadraticTriangle.h"
#include "vtkWedge.h"

VTK_ABI_NAMESPACE_BEGIN
vtkStandardNewMacro(vtkQuadraticLinearWedge);

//------------------------------------------------------------------------------
// Construct the quadratic linear wedge with 12 points

vtkQuadraticLinearWedge::vtkQuadraticLinearWedge()
{
  this->Points->SetNumberOfPoints(12);
  this->PointIds->SetNumberOfIds(12);
  for (int i = 0; i < 12; i++)
  {
    this->Points->SetPoint(i, 0.0, 0.0, 0.0);
    this->PointIds->SetId(i, 0);
  }

  this->QuadEdge = vtkQuadraticEdge::New();
  this->Edge = vtkLine::New();
  this->Face = vtkQuadraticLinearQuad::New();
  this->TriangleFace = vtkQuadraticTriangle::New();
  this->Wedge = vtkWedge::New();

  this->Scalars = vtkDoubleArray::New();
  this->Scalars->SetNumberOfTuples(6); // num of linear wedge vetices
}

//------------------------------------------------------------------------------
vtkQuadraticLinearWedge::~vtkQuadraticLinearWedge()
{
  this->QuadEdge->Delete();
  this->Edge->Delete();
  this->Face->Delete();
  this->TriangleFace->Delete();
  this->Wedge->Delete();

  this->Scalars->Delete();
}

//------------------------------------------------------------------------------
// We are using 4 linear wedge
static int LinearWedges[4][6] = {
  { 0, 6, 8, 3, 9, 11 },
  { 6, 7, 8, 9, 10, 11 },
  { 6, 1, 7, 9, 4, 10 },
  { 8, 7, 2, 11, 10, 5 },
};

// We use 2 quadratic triangles and 3 quadratic-linear quads
static constexpr vtkIdType WedgeFaces[5][6] = {
  { 0, 1, 2, 6, 7, 8 },   // first quad triangle
  { 3, 5, 4, 11, 10, 9 }, // second quad triangle
  { 1, 0, 3, 4, 6, 9 },   // 1. quad-linear quad
  { 2, 1, 4, 5, 7, 10 },  // 2. quad-linear quad
  { 0, 2, 5, 3, 8, 11 }   // 3. quad-linear quad
};

// We have 6 quadratic and 3 linear edges
static constexpr vtkIdType WedgeEdges[9][3] = {
  // quadratic edges
  { 0, 1, 6 },
  { 1, 2, 7 },
  { 2, 0, 8 },
  { 3, 4, 9 },
  { 4, 5, 10 },
  { 5, 3, 11 },
  // linear edges
  { 0, 3, 0 },
  { 1, 4, 0 },
  { 2, 5, 0 },
};

//------------------------------------------------------------------------------
const vtkIdType* vtkQuadraticLinearWedge::GetEdgeArray(vtkIdType edgeId)
{
  return WedgeEdges[edgeId];
}

//------------------------------------------------------------------------------
const vtkIdType* vtkQuadraticLinearWedge::GetFaceArray(vtkIdType faceId)
{
  return WedgeFaces[faceId];
}

//------------------------------------------------------------------------------
vtkCell* vtkQuadraticLinearWedge::GetEdge(int edgeId)
{
  edgeId = (edgeId < 0 ? 0 : (edgeId > 8 ? 8 : edgeId));

  // We have 6 quadratic edges and 3 linear edges
  if (edgeId < 6)
  {
    for (int i = 0; i < 3; i++)
    {
      this->QuadEdge->PointIds->SetId(i, this->PointIds->GetId(WedgeEdges[edgeId][i]));
      this->QuadEdge->Points->SetPoint(i, this->Points->GetPoint(WedgeEdges[edgeId][i]));
    }
    return this->QuadEdge;
  }
  else
  {
    for (int i = 0; i < 2; i++)
    {
      this->Edge->PointIds->SetId(i, this->PointIds->GetId(WedgeEdges[edgeId][i]));
      this->Edge->Points->SetPoint(i, this->Points->GetPoint(WedgeEdges[edgeId][i]));
    }
    return this->Edge;
  }
}

//------------------------------------------------------------------------------
vtkCell* vtkQuadraticLinearWedge::GetFace(int faceId)
{
  faceId = (faceId < 0 ? 0 : (faceId > 4 ? 4 : faceId));

  // load point id's and coordinates
  // be careful with the last two:
  if (faceId < 2)
  {
    for (int i = 0; i < 6; i++)
    {
      this->TriangleFace->PointIds->SetId(i, this->PointIds->GetId(WedgeFaces[faceId][i]));
      this->TriangleFace->Points->SetPoint(i, this->Points->GetPoint(WedgeFaces[faceId][i]));
    }
    return this->TriangleFace;
  }
  else
  {
    for (int i = 0; i < 6; i++)
    {
      this->Face->PointIds->SetId(i, this->PointIds->GetId(WedgeFaces[faceId][i]));
      this->Face->Points->SetPoint(i, this->Points->GetPoint(WedgeFaces[faceId][i]));
    }
    return this->Face;
  }
}

//------------------------------------------------------------------------------
static const double VTK_DIVERGED = 1.e6;
static const int VTK_WEDGE_MAX_ITERATION = 30;
static const double VTK_WEDGE_CONVERGED = 1.e-03;

int vtkQuadraticLinearWedge::EvaluatePosition(const double x[3], double* closestPoint, int& subId,
  double pcoords[3], double& dist2, double* weights)
{
  int iteration, converged;
  double params[3];
  double fcol[3], rcol[3], scol[3], tcol[3];
  int i, j;
  const double* pt;
  double d, derivs[3 * 12];

  // Efficient point access
  const auto pointsArray = vtkDoubleArray::FastDownCast(this->Points->GetData());
  if (!pointsArray)
  {
    vtkErrorMacro(<< "Points should be double type");
    return 0;
  }
  const double* pts = pointsArray->GetPointer(0);

  //  set initial position for Newton's method
  subId = 0;
  pcoords[0] = pcoords[1] = pcoords[2] = params[0] = params[1] = params[2] = 0.5;

  //  enter iteration loop
  for (iteration = converged = 0; !converged && (iteration < VTK_WEDGE_MAX_ITERATION); iteration++)
  {
    //  calculate element interpolation functions and derivatives
    vtkQuadraticLinearWedge::InterpolationFunctions(pcoords, weights);
    vtkQuadraticLinearWedge::InterpolationDerivs(pcoords, derivs);

    //  calculate newton functions
    for (i = 0; i < 3; i++)
    {
      fcol[i] = rcol[i] = scol[i] = tcol[i] = 0.0;
    }
    for (i = 0; i < 12; i++)
    {
      pt = pts + 3 * i;
      for (j = 0; j < 3; j++)
      {
        fcol[j] += pt[j] * weights[i];
        rcol[j] += pt[j] * derivs[i];
        scol[j] += pt[j] * derivs[i + 12];
        tcol[j] += pt[j] * derivs[i + 24];
      }
    }

    for (i = 0; i < 3; i++)
    {
      fcol[i] -= x[i];
    }

    //  compute determinants and generate improvements
    d = vtkMath::Determinant3x3(rcol, scol, tcol);
    if (fabs(d) < 1.e-20)
    {
      return -1;
    }

    pcoords[0] = params[0] - 0.5 * vtkMath::Determinant3x3(fcol, scol, tcol) / d;
    pcoords[1] = params[1] - 0.5 * vtkMath::Determinant3x3(rcol, fcol, tcol) / d;
    pcoords[2] = params[2] - 0.5 * vtkMath::Determinant3x3(rcol, scol, fcol) / d;

    //  check for convergence
    if (((fabs(pcoords[0] - params[0])) < VTK_WEDGE_CONVERGED) &&
      ((fabs(pcoords[1] - params[1])) < VTK_WEDGE_CONVERGED) &&
      ((fabs(pcoords[2] - params[2])) < VTK_WEDGE_CONVERGED))
    {
      converged = 1;
    }

    // Test for bad divergence (S.Hirschberg 11.12.2001)
    else if ((fabs(pcoords[0]) > VTK_DIVERGED) || (fabs(pcoords[1]) > VTK_DIVERGED) ||
      (fabs(pcoords[2]) > VTK_DIVERGED))
    {

      return -1;
    }

    //  if not converged, repeat
    else
    {
      params[0] = pcoords[0];
      params[1] = pcoords[1];
      params[2] = pcoords[2];
    }
  }

  //  if not converged, set the parametric coordinates to arbitrary values
  //  outside of element
  if (!converged)
  {
    return -1;
  }

  vtkQuadraticLinearWedge::InterpolationFunctions(pcoords, weights);

  if (pcoords[0] >= -0.001 && pcoords[0] <= 1.001 && pcoords[1] >= -0.001 && pcoords[1] <= 1.001 &&
    pcoords[2] >= -0.001 && pcoords[2] <= 1.001)
  {
    if (closestPoint)
    {
      closestPoint[0] = x[0];
      closestPoint[1] = x[1];
      closestPoint[2] = x[2];
      dist2 = 0.0; // inside wedge
    }
    return 1;
  }
  else
  {
    double pc[3], w[12];
    if (closestPoint)
    {
      for (i = 0; i < 3; i++) // only approximate, not really true for warped hexa
      {
        if (pcoords[i] < 0.0)
        {
          pc[i] = 0.0;
        }
        else if (pcoords[i] > 1.0)
        {
          pc[i] = 1.0;
        }
        else
        {
          pc[i] = pcoords[i];
        }
      }
      this->EvaluateLocation(subId, pc, closestPoint, static_cast<double*>(w));
      dist2 = vtkMath::Distance2BetweenPoints(closestPoint, x);
    }
    return 0;
  }
}

//------------------------------------------------------------------------------
void vtkQuadraticLinearWedge::EvaluateLocation(
  int& vtkNotUsed(subId), const double pcoords[3], double x[3], double* weights)
{
  const double* pt;

  vtkQuadraticLinearWedge::InterpolationFunctions(pcoords, weights);

  // Efficient point access
  const auto pointsArray = vtkDoubleArray::FastDownCast(this->Points->GetData());
  if (!pointsArray)
  {
    vtkErrorMacro(<< "Points should be double type");
    return;
  }
  const double* pts = pointsArray->GetPointer(0);

  x[0] = x[1] = x[2] = 0.0;
  for (int i = 0; i < 12; i++)
  {
    pt = pts + 3 * i;
    for (int j = 0; j < 3; j++)
    {
      x[j] += pt[j] * weights[i];
    }
  }
}

//------------------------------------------------------------------------------
int vtkQuadraticLinearWedge::CellBoundary(int subId, const double pcoords[3], vtkIdList* pts)
{
  return this->Wedge->CellBoundary(subId, pcoords, pts);
}

//------------------------------------------------------------------------------
void vtkQuadraticLinearWedge::Contour(double value, vtkDataArray* cellScalars,
  vtkIncrementalPointLocator* locator, vtkCellArray* verts, vtkCellArray* lines,
  vtkCellArray* polys, vtkPointData* inPd, vtkPointData* outPd, vtkCellData* inCd, vtkIdType cellId,
  vtkCellData* outCd)
{
  // contour each linear wedge separately
  for (int i = 0; i < 4; i++) // for each wedge
  {
    for (int j = 0; j < 6; j++) // for each point of wedge
    {
      this->Wedge->Points->SetPoint(j, this->Points->GetPoint(LinearWedges[i][j]));
      this->Wedge->PointIds->SetId(j, this->PointIds->GetId(LinearWedges[i][j]));
      this->Scalars->SetValue(j, cellScalars->GetTuple1(LinearWedges[i][j]));
    }
    this->Wedge->Contour(
      value, this->Scalars, locator, verts, lines, polys, inPd, outPd, inCd, cellId, outCd);
  }
}

//------------------------------------------------------------------------------
// Clip this quadratic-linear wedge using scalar value provided. Like contouring,
// except that it cuts the wedge to produce tetrahedra.
void vtkQuadraticLinearWedge::Clip(double value, vtkDataArray* cellScalars,
  vtkIncrementalPointLocator* locator, vtkCellArray* tets, vtkPointData* inPd, vtkPointData* outPd,
  vtkCellData* inCd, vtkIdType cellId, vtkCellData* outCd, int insideOut)
{
  // clip each linear wedge separately
  for (int i = 0; i < 4; i++) // for each wedge
  {
    for (int j = 0; j < 6; j++) // for each of the six vertices of the wedge
    {
      this->Wedge->Points->SetPoint(j, this->Points->GetPoint(LinearWedges[i][j]));
      this->Wedge->PointIds->SetId(j, this->PointIds->GetId(LinearWedges[i][j]));
      this->Scalars->SetValue(j, cellScalars->GetTuple1(LinearWedges[i][j]));
    }
    this->Wedge->Clip(
      value, this->Scalars, locator, tets, inPd, outPd, inCd, cellId, outCd, insideOut);
  }
}

//------------------------------------------------------------------------------
// Line-wedge intersection. Intersection has to occur within [0,1] parametric
// coordinates and with specified tolerance.
int vtkQuadraticLinearWedge::IntersectWithLine(
  const double* p1, const double* p2, double tol, double& t, double* x, double* pcoords, int& subId)
{
  int intersection = 0;
  double tTemp;
  double pc[3], xTemp[3];
  int faceNum;
  int inter;

  t = VTK_DOUBLE_MAX;
  for (faceNum = 0; faceNum < 5; faceNum++)
  {
    // We have 6 nodes on quad-linear face
    // and 6 on triangle faces
    if (faceNum < 2)
    {
      for (int i = 0; i < 6; i++)
      {
        this->TriangleFace->PointIds->SetId(i, this->PointIds->GetId(WedgeFaces[faceNum][i]));
        this->TriangleFace->Points->SetPoint(i, this->Points->GetPoint(WedgeFaces[faceNum][i]));
      }
      inter = this->TriangleFace->IntersectWithLine(p1, p2, tol, tTemp, xTemp, pc, subId);
    }
    else
    {
      for (int i = 0; i < 6; i++)
      {
        this->Face->Points->SetPoint(i, this->Points->GetPoint(WedgeFaces[faceNum][i]));
      }
      inter = this->Face->IntersectWithLine(p1, p2, tol, tTemp, xTemp, pc, subId);
    }
    if (inter)
    {
      intersection = 1;
      if (tTemp < t)
      {
        t = tTemp;
        x[0] = xTemp[0];
        x[1] = xTemp[1];
        x[2] = xTemp[2];
        switch (faceNum)
        {
          case 0:
            pcoords[0] = 0.0;
            pcoords[1] = pc[1];
            pcoords[2] = pc[0];
            break;

          case 1:
            pcoords[0] = 1.0;
            pcoords[1] = pc[0];
            pcoords[2] = pc[1];
            break;

          case 2:
            pcoords[0] = pc[0];
            pcoords[1] = 0.0;
            pcoords[2] = pc[1];
            break;

          case 3:
            pcoords[0] = pc[1];
            pcoords[1] = 1.0;
            pcoords[2] = pc[0];
            break;

          case 4:
            pcoords[0] = pc[1];
            pcoords[1] = pc[0];
            pcoords[2] = 0.0;
            break;

          case 5:
            pcoords[0] = pc[0];
            pcoords[1] = pc[1];
            pcoords[2] = 1.0;
            break;
        }
      }
    }
  }
  return intersection;
}

//------------------------------------------------------------------------------
int vtkQuadraticLinearWedge::Triangulate(int vtkNotUsed(index), vtkIdList* ptIds, vtkPoints* pts)
{
  pts->Reset();
  ptIds->Reset();

  for (int i = 0; i < 4; i++)
  {
    for (int j = 0; j < 6; j++)
    {
      ptIds->InsertId(6 * i + j, this->PointIds->GetId(LinearWedges[i][j]));
      pts->InsertPoint(6 * i + j, this->Points->GetPoint(LinearWedges[i][j]));
    }
  }

  return 1;
}

//------------------------------------------------------------------------------
// Given parametric coordinates compute inverse Jacobian transformation
// matrix. Returns 9 elements of 3x3 inverse Jacobian plus interpolation
// function derivatives.
void vtkQuadraticLinearWedge::JacobianInverse(
  const double pcoords[3], double** inverse, double derivs[36])
{
  int i, j;
  double *m[3], m0[3], m1[3], m2[3];
  double x[3];

  // compute interpolation function derivatives
  vtkQuadraticLinearWedge::InterpolationDerivs(pcoords, derivs);

  // create Jacobian matrix
  m[0] = m0;
  m[1] = m1;
  m[2] = m2;
  for (i = 0; i < 3; i++) // initialize matrix
  {
    m0[i] = m1[i] = m2[i] = 0.0;
  }

  for (j = 0; j < 12; j++)
  {
    this->Points->GetPoint(j, x);
    for (i = 0; i < 3; i++)
    {
      m0[i] += x[i] * derivs[j];
      m1[i] += x[i] * derivs[12 + j];
      m2[i] += x[i] * derivs[24 + j];
    }
  }

  // now find the inverse
  if (vtkMath::InvertMatrix(m, inverse, 3) == 0)
  {
    vtkErrorMacro(<< "Jacobian inverse not found");
    return;
  }
}

//------------------------------------------------------------------------------
void vtkQuadraticLinearWedge::Derivatives(
  int vtkNotUsed(subId), const double pcoords[3], const double* values, int dim, double* derivs)
{
  double *jI[3], j0[3], j1[3], j2[3];
  double functionDerivs[3 * 12], sum[3];
  int i, j, k;

  // compute inverse Jacobian and interpolation function derivatives
  jI[0] = j0;
  jI[1] = j1;
  jI[2] = j2;

  this->JacobianInverse(pcoords, jI, functionDerivs);

  // now compute derivates of values provided
  for (k = 0; k < dim; k++) // loop over values per vertex
  {
    sum[0] = sum[1] = sum[2] = 0.0;
    for (i = 0; i < 12; i++) // loop over interp. function derivatives
    {
      sum[0] += functionDerivs[i] * values[dim * i + k];
      sum[1] += functionDerivs[12 + i] * values[dim * i + k];
      sum[2] += functionDerivs[24 + i] * values[dim * i + k];
    }
    for (j = 0; j < 3; j++) // loop over derivative directions
    {
      derivs[3 * k + j] = sum[0] * jI[j][0] + sum[1] * jI[j][1] + sum[2] * jI[j][2];
    }
  }
}

//------------------------------------------------------------------------------
// Compute interpolation functions for the fifteen nodes.
void vtkQuadraticLinearWedge::InterpolationFunctions(const double pcoords[3], double weights[12])
{
  // VTK needs parametric coordinates to be between (0,1). Isoparametric
  // shape functions are formulated between (-1,1). Here we do a
  // coordinate system conversion from (0,1) to (-1,1).
  double x = 2 * (pcoords[0] - 0.5);
  double y = 2 * (pcoords[1] - 0.5);
  double z = 2 * (pcoords[2] - 0.5);

  // corners
  weights[0] = (x + y) * 0.5 * (x + y + 1.0) * (1 - z) * 0.5;
  weights[1] = x * (x + 1.0) * 0.5 * (1 - z) * 0.5;
  weights[2] = y * (1.0 + y) * 0.5 * (1 - z) * 0.5;
  weights[3] = (x + y) * 0.5 * (x + y + 1.0) * (1 + z) * 0.5;
  weights[4] = x * (x + 1.0) * 0.5 * (1 + z) * 0.5;
  weights[5] = y * (1.0 + y) * 0.5 * (1 + z) * 0.5;

  // midsides of triangles
  weights[6] = -(x + 1) * (x + y) * (1 - z) * 0.5;
  weights[7] = (x + 1) * (y + 1) * (1 - z) * 0.5;
  weights[8] = -(y + 1) * (x + y) * (1 - z) * 0.5;
  weights[9] = -(x + 1) * (x + y) * (1 + z) * 0.5;
  weights[10] = (x + 1) * (y + 1) * (1 + z) * 0.5;
  weights[11] = -(y + 1) * (x + y) * (1 + z) * 0.5;
}

//------------------------------------------------------------------------------
// Derivatives in parametric space.
void vtkQuadraticLinearWedge::InterpolationDerivs(const double pcoords[3], double derivs[36])
{
  // VTK needs parametric coordinates to be between (0,1). Isoparametric
  // shape functions are formulated between (-1,1). Here we do a
  // coordinate system conversion from (0,1) to (-1,1).
  double x = 2 * (pcoords[0] - 0.5);
  double y = 2 * (pcoords[1] - 0.5);
  double z = 2 * (pcoords[2] - 0.5);

  // Derivatives in x-direction
  // corners
  derivs[0] = (2.0 * x + 2.0 * y + 1.0) * 0.5 * (1.0 - z) * 0.5;
  derivs[1] = (1.0 + 2.0 * x) * 0.5 * (1.0 - z) * 0.5;
  derivs[2] = 0;
  derivs[3] = (2.0 * x + 2.0 * y + 1.0) * 0.5 * (1.0 + z) * 0.5;
  derivs[4] = (1.0 + 2.0 * x) * 0.5 * (1.0 + z) * 0.5;
  derivs[5] = 0;

  // midsides of triangles
  derivs[6] = -(2.0 * x + y + 1.0) * (1.0 - z) * 0.5;
  derivs[7] = (y + 1.0) * (1.0 - z) * 0.5;
  derivs[8] = -(y + 1.0) * (1.0 - z) * 0.5;
  derivs[9] = -(2.0 * x + y + 1.0) * (1.0 + z) * 0.5;
  derivs[10] = (y + 1.0) * (1.0 + z) * 0.5;
  derivs[11] = -(y + 1.0) * (1.0 + z) * 0.5;

  // Derivatives in y-direction
  // corners
  derivs[12] = (2.0 * x + 2.0 * y + 1.0) * 0.5 * (1.0 - z) * 0.5;
  derivs[13] = 0;
  derivs[14] = (1.0 + 2.0 * y) * 0.5 * (1.0 - z) * 0.5;
  derivs[15] = (2.0 * x + 2.0 * y + 1.0) * 0.5 * (1.0 + z) * 0.5;
  derivs[16] = 0;
  derivs[17] = (1.0 + 2.0 * y) * 0.5 * (1.0 + z) * 0.5;

  // midsides of triangles
  derivs[18] = -(x + 1.0) * (1.0 - z) * 0.5;
  derivs[19] = (x + 1.0) * (1.0 - z) * 0.5;
  derivs[20] = -(x + 2.0 * y + 1.0) * (1.0 - z) * 0.5;
  derivs[21] = -(x + 1.0) * (1.0 + z) * 0.5;
  derivs[22] = (x + 1.0) * (1.0 + z) * 0.5;
  derivs[23] = -(x + 2.0 * y + 1.0) * (1.0 + z) * 0.5;

  // Derivatives in z-direction
  // corners
  derivs[24] = (x + y) * 0.5 * (x + y + 1.0) * -0.5;
  derivs[25] = x * (x + 1.0) * 0.5 * -0.5;
  derivs[26] = y * (1.0 + y) * 0.5 * -0.5;
  derivs[27] = (x + y) * 0.5 * (x + y + 1.0) * 0.5;
  derivs[28] = x * (x + 1.0) * 0.5 * 0.5;
  derivs[29] = y * (1.0 + y) * 0.5 * 0.5;

  // midsides of triangles
  derivs[30] = -(x + 1.0) * (x + y) * -0.5;
  derivs[31] = (x + 1.0) * (y + 1.0) * -0.5;
  derivs[32] = -(y + 1.0) * (x + y) * -0.5;
  derivs[33] = -(x + 1.0) * (x + y) * 0.5;
  derivs[34] = (x + 1.0) * (y + 1.0) * 0.5;
  derivs[35] = -(y + 1.0) * (x + y) * 0.5;

  // we compute derivatives in [-1; 1] but we need them in [ 0; 1]
  for (int i = 0; i < 36; i++)
    derivs[i] *= 2;
}

//------------------------------------------------------------------------------
static double vtkQWedgeCellPCoords[36] = {
  0.0, 0.0, 0.0, //
  1.0, 0.0, 0.0, //
  0.0, 1.0, 0.0, //
  0.0, 0.0, 1.0, //
  1.0, 0.0, 1.0, //
  0.0, 1.0, 1.0, //
  0.5, 0.0, 0.0, //
  0.5, 0.5, 0.0, //
  0.0, 0.5, 0.0, //
  0.5, 0.0, 1.0, //
  0.5, 0.5, 1.0, //
  0.0, 0.5, 1.0  //
};

double* vtkQuadraticLinearWedge::GetParametricCoords()
{
  return vtkQWedgeCellPCoords;
}

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

  os << indent << "Edge:\n";
  this->Edge->PrintSelf(os, indent.GetNextIndent());
  os << indent << "TriangleFace:\n";
  this->TriangleFace->PrintSelf(os, indent.GetNextIndent());
  os << indent << "Face:\n";
  this->Face->PrintSelf(os, indent.GetNextIndent());
  os << indent << "Wedge:\n";
  this->Wedge->PrintSelf(os, indent.GetNextIndent());
  os << indent << "Scalars:\n";
  this->Scalars->PrintSelf(os, indent.GetNextIndent());
}
VTK_ABI_NAMESPACE_END
