//******************************************************************************
///
/// @file core/bounding/boundingsphere.cpp
///
/// Implementations related to bounding spheres (used by blob).
///
/// @copyright
/// @parblock
///
/// Persistence of Vision Ray Tracer ('POV-Ray') version 3.7.
/// Copyright 1991-2016 Persistence of Vision Raytracer Pty. Ltd.
///
/// POV-Ray is free software: you can redistribute it and/or modify
/// it under the terms of the GNU Affero General Public License as
/// published by the Free Software Foundation, either version 3 of the
/// License, or (at your option) any later version.
///
/// POV-Ray 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 Affero General Public License for more details.
///
/// You should have received a copy of the GNU Affero General Public License
/// along with this program.  If not, see <http://www.gnu.org/licenses/>.
///
/// ----------------------------------------------------------------------------
///
/// POV-Ray is based on the popular DKB raytracer version 2.12.
/// DKBTrace was originally written by David K. Buck.
/// DKBTrace Ver 2.0-2.12 were written by David K. Buck & Aaron A. Collins.
///
/// @endparblock
///
//******************************************************************************

// Unit header file must be the first file included within POV-Ray *.cpp files (pulls in config)
#include "core/bounding/boundingsphere.h"

#include <algorithm>

#include "core/coretypes.h"

// this must be the last file included
#include "base/povdebug.h"

namespace pov
{

/*****************************************************************************
* Local preprocessor defines
******************************************************************************/

const int BRANCHING_FACTOR = 4;


/*****************************************************************************
* Static functions
******************************************************************************/

static void merge_spheres (Vector3d& C, DBL *r, const Vector3d& C1, DBL r1, const Vector3d& C2, DBL r2);
static void recompute_bound (BSPHERE_TREE *Node);
static int sort_and_split(BSPHERE_TREE **Root, BSPHERE_TREE ***Elements, int *nElem, int first, int last, int& maxelements);

/*****************************************************************************
*
* FUNCTION
*
*   merge_spheres
*
* INPUT
*
*   C, r           - Center and radius^2 of new sphere
*   C1, r1, C2, r2 - Centers and radii^2 of spheres to merge
*
* OUTPUT
*
*   C, r
*
* RETURNS
*
* AUTHOR
*
*   Dieter Bayer
*
* DESCRIPTION
*
*   Calculate a sphere that encloses two given spheres.
*
* CHANGES
*
*   Jul 1994 : Creation.
*
*   Oct 1994 : Added test for enclosed spheres. Calculate optimal sphere. [DB]
*
******************************************************************************/

static void merge_spheres(Vector3d& C, DBL *r, const Vector3d& C1, DBL r1, const Vector3d& C2, DBL r2)
{
    DBL l, r1r, r2r, k1, k2;
    Vector3d D;

    D = C1 - C2;

    l = D.length();

    /* Check if one sphere encloses the other. */

    r1r = sqrt(r1);
    r2r = sqrt(r2);

    if (l + r1r <= r2r)
    {
        C = C2;

        *r = r2;

        return;
    }

    if (l + r2r <= r1r)
    {
        C = C1;

        *r = r1;

        return;
    }

    k1 = (1.0 + (r1r - r2r) / l) / 2.0;
    k2 = (1.0 + (r2r - r1r) / l) / 2.0;

    C = k1 * C1 + k2 * C2;

    *r = Sqr((l + r1r + r2r) / 2.0);
}



/*****************************************************************************
*
* FUNCTION
*
*   recompute_bound
*
* INPUT
*
*   Node - Pointer to node
*
* OUTPUT
*
*   Node
*
* RETURNS
*
* AUTHOR
*
*   Dieter Bayer
*
* DESCRIPTION
*
*   Recompute the bounding sphere of a given node in the bounding hierarchy,
*   i. e. find the bounding sphere that encloses the bounding spheres
*   of all nodes.
*
*   NOTE: The sphere found is probably not the tightest sphere possible!
*
* CHANGES
*
*   Jul 1994 : Creation.
*
*   Oct 1994 : Improved bounding sphere calculation. [DB]
*
******************************************************************************/

static void recompute_bound(BSPHERE_TREE *Node)
{
    short i;
    DBL r2;
    Vector3d C;

    C = Node->Node[0]->C;

    r2 = Node->Node[0]->r2;

    for (i = 1; i < Node->Entries; i++)
    {
        merge_spheres(C, &r2, C, r2, Node->Node[i]->C, Node->Node[i]->r2);
    }

    Node->C = C;

    Node->r2 = r2;
}



/*****************************************************************************
*
* FUNCTION
*
*   comp_elements
*
* INPUT
*
*   in_a, in_b - elements to compare
*
* OUTPUT
*
* RETURNS
*
*   int - result of comparison
*
* AUTHOR
*
*   Dieter Bayer
*
* DESCRIPTION
*
*   -
*
* CHANGES
*
*   Oct 1994 : Creation. (Derived from the bounding slab creation code)
*
******************************************************************************/

template<int Axis>
int CDECL comp_elements(const void *in_a, const void *in_b)
{
    DBL am, bm;
    typedef const BSPHERE_TREE *CONST_BSPHERE_TREE_PTR;

    am = (*reinterpret_cast<const CONST_BSPHERE_TREE_PTR *>(in_a))->C[Axis];
    bm = (*reinterpret_cast<const CONST_BSPHERE_TREE_PTR *>(in_b))->C[Axis];

    if (am < bm - EPSILON)
        return (-1);
    else
    {
        if (am > bm + EPSILON)
            return (1);
        else
            return (0);
    }
}



/*****************************************************************************
*
* FUNCTION
*
*   find_axis
*
* INPUT
*
* OUTPUT
*
* RETURNS
*
* AUTHOR
*
*   Dieter Bayer
*
* DESCRIPTION
*
*   -
*
* CHANGES
*
*   Oct 1994 : Creation. (Derived from the bounding slab creation code)
*
******************************************************************************/

static int find_axis(BSPHERE_TREE **Elements, int first, int  last)
{
    int which = X;
    int i;
    DBL e, d = - BOUND_HUGE;
    Vector3d C, mins, maxs;

    mins = Vector3d(BOUND_HUGE);
    maxs = Vector3d(-BOUND_HUGE);

    for (i = first; i < last; i++)
    {
        C = Elements[i]->C;

        mins[X] = min(mins[X], C[X]);
        maxs[X] = max(maxs[X], C[X]);

        mins[Y] = min(mins[Y], C[Y]);
        maxs[Y] = max(maxs[Y], C[Y]);

        mins[Z] = min(mins[Z], C[Z]);
        maxs[Z] = max(maxs[Z], C[Z]);
    }

    e = maxs[X] - mins[X];

    if (e > d)
    {
        d = e;  which = X;
    }

    e = maxs[Y] - mins[Y];

    if (e > d)
    {
        d = e;  which = Y;
    }

    e = maxs[Z] - mins[Z];

    if (e > d)
    {
        which = Z;
    }

    return (which);
}



/*****************************************************************************
*
* FUNCTION
*
*   build_area_table
*
* INPUT
*
* OUTPUT
*
* RETURNS
*
* AUTHOR
*
*   Dieter Bayer
*
* DESCRIPTION
*
*   Generates a table of bounding sphere surface areas.
*
* CHANGES
*
*   Oct 1994 : Creation. (Derived from the bounding slab creation code)
*
******************************************************************************/

static void build_area_table(BSPHERE_TREE **Elements, int a, int  b, DBL *areas)
{
    int i, imin, dir;
    DBL r2;
    Vector3d C;

    if (a < b)
    {
        imin = a;  dir = 1;
    }
    else
    {
        imin = b;  dir = -1;
    }

    C = Elements[a]->C;

    r2 = Elements[a]->r2;

    for (i = a; i != (b + dir); i += dir)
    {
        merge_spheres(C, &r2, C, r2, Elements[i]->C, Elements[i]->r2);

        areas[i-imin] = r2;
    }
}



/*****************************************************************************
*
* FUNCTION
*
*   sort_and_split
*
* INPUT
*
* OUTPUT
*
* RETURNS
*
* AUTHOR
*
*   Dieter Bayer
*
* DESCRIPTION
*
*   -
*
* CHANGES
*
*   Oct 1994 : Creation. (Derived from the bounding slab creation code)
*
******************************************************************************/

static int sort_and_split(BSPHERE_TREE **Root, BSPHERE_TREE ***Elements, int *nElem, int first, int last, int& maxelements)
{
    int size, i, best_loc;
    DBL *area_left, *area_right;
    DBL best_index, new_index;
    BSPHERE_TREE *cd;

    int Axis = find_axis(*Elements, first, last);

    size = last - first;

    if (size <= 0)
    {
        return (1);
    }

    /*
     * Actually, we could do this faster in several ways. We could use a
     * logn algorithm to find the median along the given axis, and then a
     * linear algorithm to partition along the axis. Oh well.
     */

    switch(Axis)
    {
        case X:
            QSORT(reinterpret_cast<void *>(*Elements + first), size, sizeof(BSPHERE_TREE *), comp_elements<X>);
            break;
        case Y:
            QSORT(reinterpret_cast<void *>(*Elements + first), size, sizeof(BSPHERE_TREE *), comp_elements<Y>);
            break;
        case Z:
            QSORT(reinterpret_cast<void *>(*Elements + first), size, sizeof(BSPHERE_TREE *), comp_elements<Z>);
            break;
    }

    /*
     * area_left[] and area_right[] hold the surface areas of the bounding
     * boxes to the left and right of any given point. E.g. area_left[i] holds
     * the surface area of the bounding box containing Elements 0 through i and
     * area_right[i] holds the surface area of the box containing Elements
     * i through size-1.
     */

    area_left  = new DBL[size];
    area_right = new DBL[size];

    /* Precalculate the areas for speed. */

    build_area_table(*Elements, first, last - 1, area_left);
    build_area_table(*Elements, last - 1, first, area_right);

    best_index = area_right[0] * (size - 3.0);

    best_loc = - 1;

    /*
     * Find the most effective point to split. The best location will be
     * the one that minimizes the function N1*A1 + N2*A2 where N1 and N2
     * are the number of objects in the two groups and A1 and A2 are the
     * surface areas of the bounding boxes of the two groups.
     */

    for (i = 0; i < size - 1; i++)
    {
        new_index = (i + 1) * area_left[i] + (size - 1 - i) * area_right[i + 1];

        if (new_index < best_index)
        {
            best_index = new_index;
            best_loc = i + first;
        }
    }

    delete[] area_left;
    delete[] area_right;

    /*
     * Stop splitting if the BRANCHING_FACTOR is reached or
     * if splitting stops being effective.
     */

    if ((size <= BRANCHING_FACTOR) || (best_loc < 0))
    {
        cd = reinterpret_cast<BSPHERE_TREE *>(POV_MALLOC(sizeof(BSPHERE_TREE), "blob bounding hierarchy"));

        cd->Entries = (short)size;

        cd->Node = reinterpret_cast<BSPHERE_TREE **>(POV_MALLOC(size*sizeof(BSPHERE_TREE *), "blob bounding hierarchy"));

        for (i = 0; i < size; i++)
        {
            cd->Node[i] = (*Elements)[first+i];
        }

        recompute_bound(cd);

        *Root = cd;

        if (*nElem >= maxelements)
        {
            /* Prim array overrun, increase array by 50%. */

            maxelements = 1.5 * maxelements;

            /* For debugging only. */

// TODO FIXME           Debug_Info("Reallocing elements to %d\n", maxelements);

            *Elements = reinterpret_cast<BSPHERE_TREE **>(POV_REALLOC(*Elements, maxelements * sizeof(BSPHERE_TREE *), "bounding slabs"));
        }

        (*Elements)[*nElem] = cd;

        (*nElem)++;

        return (1);
    }
    else
    {
        sort_and_split(Root, Elements, nElem, first, best_loc + 1, maxelements);

        sort_and_split(Root, Elements, nElem, best_loc + 1, last, maxelements);

        return (0);
    }
}



/*****************************************************************************
*
* FUNCTION
*
*   Build_Bounding_Sphere_Hierarchy
*
* INPUT
*
*   nElem    - number of elements in Elements
*   Elements - array containing nElem elements
*
* OUTPUT
*
*   Root     - root node of the hierarchy
*
* RETURNS
*
* AUTHOR
*
*   Dieter Bayer
*
* DESCRIPTION
*
*   Create the bounding sphere hierarchy for a given set of elements.
*   One element consists of an element number (index into the array
*   of elements; e.g. blob components, triangles) and a bounding
*   sphere enclosing this element (center and squared radius).
*
* CHANGES
*
*   Oct 1994 : Creation. (Derived from the bounding slab creation code)
*
******************************************************************************/

void Build_Bounding_Sphere_Hierarchy(BSPHERE_TREE **Root, int nElem, BSPHERE_TREE ***Elements)
{
    int low, high;

    // This is a resonable guess at the number of elements needed.
    // This array will be reallocated as needed if it isn't.
    int maxelements = 2 * nElem;

    // Do a sort on the elements, with the end result being
    // a tree of objects sorted along the x, y, and z axes.

    if (nElem > 0)
    {
        low  = 0;
        high = nElem;

        while (sort_and_split(Root, Elements, &nElem, low, high, maxelements) == 0)
        {
            low  = high;
            high = nElem;
        }
    }
}



/*****************************************************************************
*
* FUNCTION
*
*   Destroy_Bounding_Sphere_Hierarchy
*
* INPUT
*
*   Node - Pointer to current node
*
* OUTPUT
*
*   Node
*
* RETURNS
*
* AUTHOR
*
*   Dieter Bayer
*
* DESCRIPTION
*
*   Destroy bounding sphere hierarchy.
*
* CHANGES
*
*   Aug 1994 : Creation.
*
*   Dec 1994 : Fixed memory leakage. [DB]
*
******************************************************************************/

void Destroy_Bounding_Sphere_Hierarchy(BSPHERE_TREE *Node)
{
    short i;

    if (Node != NULL)
    {
        if (Node->Entries > 0)
        {
            /* This is a node. Free sub-nodes. */

            for (i = 0; i < Node->Entries; i++)
            {
                Destroy_Bounding_Sphere_Hierarchy(Node->Node[i]);
            }

            POV_FREE(Node->Node);
        }

        POV_FREE(Node);
    }
}

}
