/*
    Copyright (C) 1998,2001 by Jorrit Tyberghein

    This library is free software; you can redistribute it and/or
    modify it under the terms of the GNU Library General Public
    License as published by the Free Software Foundation; either
    version 2 of the License, or (at your option) any later version.

    This library 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
    Library General Public License for more details.

    You should have received a copy of the GNU Library General Public
    License along with this library; if not, write to the Free
    Software Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
*/

#ifndef __CS_TRIMESHLOD_H__
#define __CS_TRIMESHLOD_H__

#include "csextern.h"

#include "csgeom/trimesh.h"
#include "csutil/list.h"

/**\file
 * Triangle mesh collapsing.
 */
/**\addtogroup geom_utils
 * @{ */

class csTriangleVerticesCost;

/**
 * The representation of a vertex in a triangle mesh.
 * This is basically used as a temporary structure to be able to
 * calculate the cost of collapsing this vertex more quickly.
 */
class CS_CRYSTALSPACE_EXPORT csTriangleVertexCost : public csTriangleVertex
{
public:
  /// True if already deleted.
  bool deleted;

  /// Precalculated minimal cost of collapsing this vertex to some other.
  float cost;
  /// Vertex to collapse to with minimal cost.
  int to_vertex;

  ///
  csTriangleVertexCost () : deleted (false) { }
  ///
  ~csTriangleVertexCost () { }
  ///
  bool DelVertex (int idx);
  ///
  void ReplaceVertex (int old, int replace);
};

/**
 * Algorithm class that calculates the cost of a vertex.
 */
class CS_CRYSTALSPACE_EXPORT csTriangleLODAlgo
{
public:
  virtual ~csTriangleLODAlgo () { }

  /**
   * Calculate the minimal cost of collapsing this vertex to some other.
   * Also remember which other vertex was selected for collapsing to.
   */
  virtual void CalculateCost (csTriangleVerticesCost* vertices,
  	csTriangleVertexCost* vertex) = 0;
};

/**
 * This subclass of csTriangleLODAlgo uses a very simple
 * cost metric to calculate the vertex cost. It will basically
 * just consider the length of the edge.
 */
class CS_CRYSTALSPACE_EXPORT csTriangleLODAlgoEdge : public csTriangleLODAlgo
{
public:
  virtual ~csTriangleLODAlgoEdge () { }
  virtual void CalculateCost (csTriangleVerticesCost* vertices,
  	csTriangleVertexCost* vertex);
};

/**
 * This class works closely with csTriangleVerticesCost
 * and maintains a sorted (on cost) view of the vertices.
 */
class CS_CRYSTALSPACE_EXPORT csTriangleVerticesSorted
{
private:
  int num_vertices;
  csTriangleVerticesCost* vertices;
  csTriangleVertexCost* verts;

  csList<int> sorted_list;
  csList<int>::Iterator* entry_per_vertex;

public:
  csTriangleVerticesSorted (csTriangleVerticesCost* vertices);
  ~csTriangleVerticesSorted ();

  /**
   * Get the lowest cost vertex that is still in the sorted list.
   * It will be 'removed' so that next time you call this function
   * you will get the next lowest cost vertex. Returns -1 if there
   * are no more vertices.
   */
  int GetLowestCostVertex ();

  /**
   * Change the cost of a vertex. This function assumes the
   * vertex cost has already been updated in the vertices table.
   */
  void ChangeCostVertex (int vtidx);
};

/**
 * A class which holds vertices and connectivity information for a triangle
 * mesh. This is a general vertices structure but it is mostly useful
 * for LOD generation since every vertex contains information which
 * helps selecting the best vertices for collapsing.
 */
class CS_CRYSTALSPACE_EXPORT csTriangleVerticesCost
{
private:
  csTriangleVertexCost* vertices;
  int num_vertices;

public:
  /**
   * Build vertex table for a triangle mesh.
   * \param mesh is the triangle mesh from which to calculate
   * connectivity information.
   * \param verts is an array of vertices that will be used to
   * fill the cost vertex table.
   * \param num_verts is the size of that table.
   */
  csTriangleVerticesCost (csTriangleMesh* mesh, csVector3* verts,
  	int num_verts);
  ///
  ~csTriangleVerticesCost ();
  /**
   * Update vertex table for a given set of vertices (with the same number as
   * at init).
   */
  void UpdateVertices (csVector3* verts);

  ///
  int GetVertexCount () const { return num_vertices; }
  ///
  csTriangleVertexCost* GetVertices () const { return vertices; }
  ///
  csTriangleVertexCost& GetVertex (int idx) { return vertices[idx]; }

  /// Calculate the cost of all vertices.
  void CalculateCost (csTriangleLODAlgo* lodalgo);

  /// Return the vertex id with minimal cost.
  int GetMinimalCostVertex (float& min_cost);

  /**
   * Sort all vertices so that the lowest cost vertex is first.
   */
  csTriangleVerticesSorted* SortVertices ();

  /// Dump connectivity information@@@ TEMPORARY
  void Dump ();
};

/**
 * A static class which performs the calculation of the best order to do the 
 * collapsing of a triangle mesh.
 */
class CS_CRYSTALSPACE_EXPORT csTriangleMeshLOD
{
public:
  /**
   * For the given mesh and a set of vertices calculate the best
   * order in which to perform LOD reduction. This fills two arrays
   * (which should have the same size as the number of vertices in 'verts').
   * 'translate' contains a mapping from the old order of vertices to
   * the new one. The new ordering of vertices is done in a way so that
   * the first vertex is the one which is always present in the model
   * and with increasing detail; vertices are added in ascending vertex order.
   * 'emerge_from' indicates (for a given index in the new order) from
   * which each vertex arises (or seen the other way around: to what this
   * vertex had collapsed).
   * \param mesh the source triangle mesh.
   * \param verts the vertex costs.
   * \param translate contains a mapping from the old order of vertices to
   * the new one.
   * \param emerge_from indicates from which each vertex arises.
   * \param lodalgo is the lod algorithm.
   * \remarks Note: The given 'mesh' and 'verts' objects are no longer valid
   * after calling this function. Don't expect any useful information here.
   */
  static void CalculateLOD (csTriangleMesh* mesh,
        csTriangleVerticesCost* verts,
  	int* translate, int* emerge_from, csTriangleLODAlgo* lodalgo);

  /**
   * Calculate a simplified set of triangles so that all vertices with
   * cost lower then the maximum cost are removed. The resulting simplified
   * triangle mesh is returned (and number of triangles is set to
   * num_triangles). You must delete[] the returned list of triangles
   * if you don't want to use it anymore.
   * \param mesh the source triangle mesh.
   * \param verts the vertex costs.
   * \param max_cost the cost which sets the limit for the simplification.
   * \param num_triangles receives the number of triangles in the simplified
   * set.
   * \param lodalgo is the Lod algorithm.
   * \remarks Note: The given 'mesh' and 'verts' objects are no longer valid
   * after calling this function. Don't expect any useful information here.
   */
  static csTriangle* CalculateLOD (csTriangleMesh* mesh,
  	csTriangleVerticesCost* verts, float max_cost, int& num_triangles,
	csTriangleLODAlgo* lodalgo);

  /**
   * This is a faster version of CalculateLOD() which doesn't recalculate
   * the cost of a vertex after edge collapse. It is less accurate in
   * cases where the cost of a vertex can change after edge collapse but it
   * calculates a LOT faster. You must delete[] the returned list of triangles
   * if you don't want to use it anymore.
   * \param mesh the source triangle mesh.
   * \param verts the vertex costs.
   * \param max_cost the cost which sets the limit for the simplification.
   * \param num_triangles receives the number of triangles in the simplified
   * set.
   * \param lodalgo is the lod algorithm.
   * \remarks Note: The given 'mesh' and 'verts' objects are no longer valid
   * after calling this function. Don't expect any useful information here.
   */
  static csTriangle* CalculateLODFast (csTriangleMesh* mesh,
  	csTriangleVerticesCost* verts, float max_cost, int& num_triangles,
	csTriangleLODAlgo* lodalgo);
};

/** @} */

#endif // __CS_TRIMESHLOD_H__
