/*---------------------------------------------------------------------------*\
  =========                 |
  \\      /  F ield         | OpenFOAM: The Open Source CFD Toolbox
   \\    /   O peration     |
    \\  /    A nd           | Copyright (C) 2011 OpenFOAM Foundation
     \\/     M anipulation  |
-------------------------------------------------------------------------------
License
    This file is part of OpenFOAM.

    OpenFOAM is free software: you can redistribute it and/or modify it
    under the terms of the GNU General Public License as published by
    the Free Software Foundation, either version 3 of the License, or
    (at your option) any later version.

    OpenFOAM is distributed in the hope that it will be useful, but WITHOUT
    ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
    FITNESS FOR A PARTICULAR PURPOSE.  See the GNU General Public License
    for more details.

    You should have received a copy of the GNU General Public License
    along with OpenFOAM.  If not, see <http://www.gnu.org/licenses/>.

Class
    Foam::intersectedSurface

Description
    Given triSurface and intersection creates the intersected
    (properly triangulated) surface.
    (note: intersection is the list of points and edges 'shared'
    by two surfaces)

    Algorithm:
    - from the intersection get the points created on the edges of the surface
    - split the edges of the surface
    - construct a new edgeList with (in this order) the edges from the
      intersection ('cuts', i.e. the edges shared with the other surface)
      and the (split) edges from the original triangles (from 0 ..
      nSurfaceEdges)
    - construct face-edge addressing for above edges
    - for each face do a right-handed walk to reconstruct faces (splitFace)
    - retriangulate resulting faces (might be non-convex so use
      faceTriangulation which does proper bisection)

    The resulting surface will have the points from the surface first
    in the point list (0 .. nSurfacePoints-1)

    Note: problematic are the cut-edges which are completely inside a face.
    These will not be visited by a edge-point-edge walk. These are handled by
    resplitFace which first connects the 'floating' edges to triangle edges
    with two extra edges and then tries the splitting again. Seems to work
    (mostly). Will probably fail for boundary edge (edge with only face).

    Note: points are compact, i.e. points().size() == localPoints().size()
    (though points() probably not localPoints())

SourceFiles
    intersectedSurface.C

\*---------------------------------------------------------------------------*/

#ifndef intersectedSurface_H
#define intersectedSurface_H

#include "triSurface.H"
#include "Map.H"
#include "typeInfo.H"

// * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * //

namespace Foam
{

// Forward declaration of classes
class surfaceIntersection;
class edgeSurface;

/*---------------------------------------------------------------------------*\
                           Class intersectedSurface Declaration
\*---------------------------------------------------------------------------*/

class intersectedSurface
:
    public triSurface
{
public:

        static const label UNVISITED;
        static const label STARTTOEND;
        static const label ENDTOSTART;
        static const label BOTH;

private:

    // Private data

        //- Edges which are part of intersection
        labelList intersectionEdges_;

        //- From new to original faces
        labelList faceMap_;

        //- What are surface points: 0 .. nSurfacePoints_-1
        label nSurfacePoints_;


    // Static Member Functions

        //- Debug:Dump edges to stream. Mantains vertex numbering
        static void writeOBJ
        (
            const pointField& points,
            const edgeList& edges,
            Ostream& os
        );

        //- Debug:Dump selected edges to stream. Mantains vertex numbering
        static void writeOBJ
        (
            const pointField& points,
            const edgeList& edges,
            const labelList& faceEdges,
            Ostream& os
        );

        //- Debug:Dump selected edges to stream. Renumbers vertices to
        //  local ordering.
        static void writeLocalOBJ
        (
            const pointField& points,
            const edgeList& edges,
            const labelList& faceEdges,
            const fileName&
        );

        //- Debug:Write whole pointField and face to stream
        static void writeOBJ
        (
            const pointField& points,
            const face& f,
            Ostream& os
        );

        //- Debug:Print visited status
        static void printVisit
        (
            const edgeList& edges,
            const labelList& edgeLabels,
            const Map<label>& visited
        );


        //- Check if the two vertices that f0 and f1 share are in the same
        //  order on both faces.
        static bool sameEdgeOrder
        (
            const labelledTri& fA,
            const labelledTri& fB
        );

        //- Increment data for key. (start from 0 if not found)
        static void incCount
        (
            Map<label>& visited,
            const label key,
            const label offset
        );

        //- Calculate point-edge addressing for single face only.
        static Map<DynamicList<label> > calcPointEdgeAddressing
        (
            const edgeSurface&,
            const label faceI
        );

        //- Choose edge out of candidates (facePointEdges) according to
        //  angle with previous edge.
        static label nextEdge
        (
            const edgeSurface& eSurf,
            const Map<label>& visited,
            const label faceI,
            const vector& n,                // original triangle normal
            const Map<DynamicList<label> >& facePointEdges,
            const label prevEdgeI,
            const label prevVertI
        );

        //- Walk path along edges in face. Used by splitFace.
        static face walkFace
        (
            const edgeSurface& eSurf,
            const label faceI,
            const vector& n,
            const Map<DynamicList<label> >& facePointEdges,

            const label startEdgeI,
            const label startVertI,

            Map<label>& visited
        );

        //- For resplitFace: find nearest (to pt) fully visited point. Return
        //  point and distance.
        static void findNearestVisited
        (
            const edgeSurface& eSurf,
            const label faceI,
            const Map<DynamicList<label> >& facePointEdges,
            const Map<label>& pointVisited,
            const point& pt,
            const label excludeFaceI,

            label& minVertI,
            scalar& minDist
        );


        //- Fallback for if splitFace fails to connect all.
        static faceList resplitFace
        (
            const triSurface& surf,
            const label faceI,
            const Map<DynamicList<label> >& facePointEdges,
            const Map<label>& visited,
            edgeSurface& eSurf
        );

        //- Main face splitting routine. Gets overall points and edges and
        //  owners and face-local edgeLabels. Returns list of faces.
        static faceList splitFace
        (
            const triSurface& surf,
            const label faceI,
            edgeSurface& eSurf
        );


    // Private Member Functions


public:

    ClassName("intersectedSurface");


    // Constructors

        //- Construct null
        intersectedSurface();

        //- Construct from surface
        intersectedSurface(const triSurface& surf);

        //- Construct from surface and intersection. isFirstSurface is needed
        //  to determine which side of face pairs stored in the intersection
        //  to address. Should be in the same order as how the intersection was
        //  constructed.
        intersectedSurface
        (
            const triSurface& surf,
            const bool isFirstSurface,
            const surfaceIntersection& inter
        );

    // Member Functions

        //- Labels of edges in *this which originate from 'cuts'
        const labelList& intersectionEdges() const
        {
            return intersectionEdges_;
        }

        //- New to old
        const labelList& faceMap() const
        {
            return faceMap_;
        }

        //- Number of points from original surface
        label nSurfacePoints() const
        {
            return nSurfacePoints_;
        }

        //- Is point coming from original surface?
        bool isSurfacePoint(const label pointI) const
        {
            return pointI < nSurfacePoints_;
        }
};


// * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * //

} // End namespace Foam

// * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * //

#endif

// ************************************************************************* //
