/*
 *  Progressive Mesh type Polygon Reduction Algorithm
 *  by Stan Melax (c) 1998
 *  Permission to use any of this code wherever you want is granted..
 *  Although, please do acknowledge authorship if appropriate.
 *
 *  See the header file progmesh.h for a description of this module
 */

#include <stdio.h>
#include <math.h>
#include <stdlib.h>
#include <assert.h>
//#include <windows.h>

#include "vector.h"
#include "list.h"
#include "progmesh.h"

#define min(x,y) (((x) <= (y)) ? (x) : (y))
#define max(x,y) (((x) >= (y)) ? (x) : (y))


/*
 *  For the polygon reduction algorithm we use data structures
 *  that contain a little bit more information than the usual
 *  indexed face set type of data structure.
 *  From a vertex we wish to be able to quickly get the
 *  neighboring faces and vertices.
 */
class Triangle;
class Vertex;

class Triangle {
  public:
        Vertex *         vertex[3]; // the 3 points that make this tri
        Vector           normal;    // unit vector othogonal to this face
                         Triangle(Vertex *v0,Vertex *v1,Vertex *v2);
                         ~Triangle();
        void             ComputeNormal();
        void             ReplaceVertex(Vertex *vold,Vertex *vnew);
        int              HasVertex(Vertex *v);
};
class Vertex {
  public:
        Vector           position; // location of point in euclidean space
        int              id;       // place of vertex in original list
        List<Vertex *>   neighbor; // adjacent vertices
        List<Triangle *> face;     // adjacent triangles
        float            objdist;  // cached cost of collapsing edge
        Vertex *         collapse; // candidate vertex for collapse
                         Vertex(Vector v,int _id);
                         ~Vertex();
        void             RemoveIfNonNeighbor(Vertex *n);
};
List<Vertex *>   vertices;
List<Triangle *> triangles;


Triangle::Triangle(Vertex *v0,Vertex *v1,Vertex *v2){
        assert(v0!=v1 && v1!=v2 && v2!=v0);
        vertex[0]=v0;
        vertex[1]=v1;
        vertex[2]=v2;
        ComputeNormal();
        triangles.Add(this);
        for(int i=0;i<3;i++) {
                vertex[i]->face.Add(this);
                for(int j=0;j<3;j++) if(i!=j) {
                        vertex[i]->neighbor.AddUnique(vertex[j]);
                }
        }
}
Triangle::~Triangle(){
        int i;
        triangles.Remove(this);
        for(i=0;i<3;i++) {
                if(vertex[i]) vertex[i]->face.Remove(this);
        }
        for(i=0;i<3;i++) {
                int i2 = (i+1)%3;
                if(!vertex[i] || !vertex[i2]) continue;
                vertex[i ]->RemoveIfNonNeighbor(vertex[i2]);
                vertex[i2]->RemoveIfNonNeighbor(vertex[i ]);
        }
}
int Triangle::HasVertex(Vertex *v) {
        return (v==vertex[0] ||v==vertex[1] || v==vertex[2]);
}
void Triangle::ComputeNormal(){
        Vector v0=vertex[0]->position;
        Vector v1=vertex[1]->position;
        Vector v2=vertex[2]->position;
        normal = (v1-v0)*(v2-v1);
        if(magnitude(normal)==0)return;
        normal = normalize(normal);
}
void Triangle::ReplaceVertex(Vertex *vold,Vertex *vnew) {
        assert(vold && vnew);
        assert(vold==vertex[0] || vold==vertex[1] || vold==vertex[2]);
        assert(vnew!=vertex[0] && vnew!=vertex[1] && vnew!=vertex[2]);
        if(vold==vertex[0]){
                vertex[0]=vnew;
        }
        else if(vold==vertex[1]){
                vertex[1]=vnew;
        }
        else {
                assert(vold==vertex[2]);
                vertex[2]=vnew;
        }
        int i;
        vold->face.Remove(this);
        assert(!vnew->face.Contains(this));
        vnew->face.Add(this);
        for(i=0;i<3;i++) {
                vold->RemoveIfNonNeighbor(vertex[i]);
                vertex[i]->RemoveIfNonNeighbor(vold);
        }
        for(i=0;i<3;i++) {
                assert(vertex[i]->face.Contains(this)==1);
                for(int j=0;j<3;j++) if(i!=j) {
                        vertex[i]->neighbor.AddUnique(vertex[j]);
                }
        }
        ComputeNormal();
}

Vertex::Vertex(Vector v,int _id) {
        position =v;
        id=_id;
        vertices.Add(this);
}

Vertex::~Vertex(){
        assert(face.num==0);
        while(neighbor.num) {
                neighbor[0]->neighbor.Remove(this);
                neighbor.Remove(neighbor[0]);
        }
        vertices.Remove(this);
}
void Vertex::RemoveIfNonNeighbor(Vertex *n) {
        // removes n from neighbor list if n isn't a neighbor.
        if(!neighbor.Contains(n)) return;
        for(int i=0;i<face.num;i++) {
                if(face[i]->HasVertex(n)) return;
        }
        neighbor.Remove(n);
}


float ComputeEdgeCollapseCost(Vertex *u,Vertex *v) {
        // if we collapse edge uv by moving u to v then how
        // much different will the model change, i.e. how much "error".
        // Texture, vertex normal, and border vertex code was removed
        // to keep this demo as simple as possible.
        // The method of determining cost was designed in order
        // to exploit small and coplanar regions for
        // effective polygon reduction.
        // Is is possible to add some checks here to see if "folds"
        // would be generated.  i.e. normal of a remaining face gets
        // flipped.  I never seemed to run into this problem and
        // therefore never added code to detect this case.
        int i;
        float edgelength = magnitude(v->position - u->position);
        float curvature=0;

        // find the "sides" triangles that are on the edge uv
        List<Triangle *> sides;
        for(i=0;i<u->face.num;i++) {
                if(u->face[i]->HasVertex(v)){
                        sides.Add(u->face[i]);
                }
        }
        // use the triangle facing most away from the sides
        // to determine our curvature term
        for(i=0;i<u->face.num;i++) {
                float mincurv=1; // curve for face i and closer side to it
                for(int j=0;j<sides.num;j++) {
                        // use dot product of face normals. '^'
                        // defined in vector
                        float dotprod = u->face[i]->normal ^ sides[j]->normal;
                        mincurv = min(mincurv,(1-dotprod)/2.0f);
                }
                curvature = max(curvature,mincurv);
        }
        // the more coplanar the lower the curvature term
        return edgelength * curvature;
}

void ComputeEdgeCostAtVertex(Vertex *v) {
        // compute the edge collapse cost for all edges that start
        // from vertex v.  Since we are only interested in reducing
        // the object by selecting the min cost edge at each step, we
        // only cache the cost of the least cost edge at this vertex
        // (in member variable collapse) as well as the value of the
        // cost (in member variable objdist).
        if(v->neighbor.num==0) {
                // v doesn't have neighbors so it costs nothing to collapse
                v->collapse=NULL;
                v->objdist=-0.01f;
                return;
        }
        v->objdist = 1000000;
        v->collapse=NULL;
        // search all neighboring edges for "least cost" edge
        for(int i=0;i<v->neighbor.num;i++) {
                float dist;
                dist = ComputeEdgeCollapseCost(v,v->neighbor[i]);
                if(dist<v->objdist) {
                        // candidate for edge collapse
                        v->collapse=v->neighbor[i];
                        // cost of the collapse
                        v->objdist=dist;
                }
        }
}
void ComputeAllEdgeCollapseCosts() {
        // For all the edges, compute the difference it would make
        // to the model if it was collapsed.  The least of these
        // per vertex is cached in each vertex object.
        for(int i=0;i<vertices.num;i++) {
                ComputeEdgeCostAtVertex(vertices[i]);
        }
}

void Collapse(Vertex *u,Vertex *v){
        // Collapse the edge uv by moving vertex u onto v
        // Actually remove tris on uv, then update tris that
        // have u to have v, and then remove u.
        if(!v) {
                // u is a vertex all by itself so just delete it
                delete u;
                return;
        }
        int i;
        List<Vertex *>tmp;
        // make tmp a list of all the neighbors of u
        for(i=0;i<u->neighbor.num;i++) {
                tmp.Add(u->neighbor[i]);
        }
        // delete triangles on edge uv:
        for(i=u->face.num-1;i>=0;i--) {
                if(u->face[i]->HasVertex(v)) {
                        delete(u->face[i]);
                }
        }
        // update remaining triangles to have v instead of u
        for(i=u->face.num-1;i>=0;i--) {
                u->face[i]->ReplaceVertex(u,v);
        }
        delete u;
        // recompute the edge collapse costs for neighboring vertices
        for(i=0;i<tmp.num;i++) {
                ComputeEdgeCostAtVertex(tmp[i]);
        }
}

void AddVertex(List<Vector> &vert){
        for(int i=0;i<vert.num;i++) {
                new Vertex(vert[i],i);
        }
}
void AddFaces(List<tridata> &tri){
        for(int i=0;i<tri.num;i++) {
                new Triangle(
            vertices[tri[i].v[0]],
            vertices[tri[i].v[1]],
            vertices[tri[i].v[2]] );
        }
}

Vertex *MinimumCostEdge(){
        // Find the edge that when collapsed will affect model the least.
        // This funtion actually returns a Vertex, the second vertex
        // of the edge (collapse candidate) is stored in the vertex data.
        // Serious optimization opportunity here: this function currently
        // does a sequential search through an unsorted list :-(
        // Our algorithm could be O(n*lg(n)) instead of O(n*n)
        Vertex *mn=vertices[0];
        for(int i=0;i<vertices.num;i++) {
                if(vertices[i]->objdist < mn->objdist) {
                        mn = vertices[i];
                }
        }
        return mn;
}

void ProgressiveMesh(List<Vector> &vert, List<tridata> &tri,
                     List<int> &map, List<int> &permutation)
{
        AddVertex(vert);  // put input data into our data structures
        AddFaces(tri);
        ComputeAllEdgeCollapseCosts(); // cache all edge collapse costs
        permutation.SetSize(vertices.num);  // allocate space
        map.SetSize(vertices.num);          // allocate space
        // reduce the object down to nothing:
        while(vertices.num > 0) {
                // get the next vertex to collapse
                Vertex *mn = MinimumCostEdge();
                // keep track of this vertex, i.e. the collapse ordering
                permutation[mn->id]=vertices.num-1;
                // keep track of vertex to which we collapse to
                map[vertices.num-1] = (mn->collapse)?mn->collapse->id:-1;
                // Collapse this edge
                Collapse(mn,mn->collapse);
        }
        // reorder the map list based on the collapse ordering
        for(int i=0;i<map.num;i++) {
                map[i] = (map[i]==-1)?0:permutation[map[i]];
        }
        // The caller of this function should reorder their vertices
        // according to the returned "permutation".
}
