/**************************************************************************\
 *
 *  This file is part of the Coin 3D visualization library.
 *  Copyright (C) 1998-2006 by Systems in Motion.  All rights reserved.
 *
 *  This library is free software; you can redistribute it and/or
 *  modify it under the terms of the GNU General Public License
 *  ("GPL") version 2 as published by the Free Software Foundation.
 *  See the file LICENSE.GPL at the root directory of this source
 *  distribution for additional information about the GNU GPL.
 *
 *  For using Coin with software that can not be combined with the GNU
 *  GPL, and for taking advantage of the additional benefits of our
 *  support services, please contact Systems in Motion about acquiring
 *  a Coin Professional Edition License.
 *
 *  See http://www.coin3d.org/ for more information.
 *
 *  Systems in Motion, Postboks 1283, Pirsenteret, 7462 Trondheim, NORWAY.
 *  http://www.sim.no/  sales@sim.no  coin-support@coin3d.org
 *
\**************************************************************************/

/*!
  \class SbOctTree SbOctTree.h Inventor/SbOctTree.h
  \brief The SbOctTree class defines a generic oct tree for fast geometry searches.
  \ingroup base

  \COIN_CLASS_EXTENSION
*/

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

#include <assert.h>
#include <float.h>
#include <stddef.h>

#include <Inventor/SbOctTree.h>
#include <Inventor/SbSphere.h>
#include <Inventor/SbPlane.h>
#include <Inventor/errors/SoDebugError.h>

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

/*!
  \struct SbOctTreeFuncs SbOctTree.h Inventor/SbOctTree.h

  The SbOctTreeFuncs struct is used to specify callback functions for
  working with items in an SbOctTree.

  The only function pointer that \e must be set up is \c
  insideboxfunc. The other functions must be set if you intend to use
  the corresponding find methods in SbOctTree.
*/

/*!
  \var SbOctTreeFuncs::bboxfunc

  \c OBSOLETED -- no need to set this function.
 */
/*!
  \var SbOctTreeFuncs::ptinsidefunc
  Should return whether a point is inside item.
*/
/*!
  \var SbOctTreeFuncs::insideboxfunc
  Should return whether item is either fully or partly inside a box.
 */
/*!
  \var SbOctTreeFuncs::insidespherefunc
  Should return whether item is either fully or partly inside a
  sphere.
 */
/*!
  \var SbOctTreeFuncs::insideplanesfunc
  Should return whether item is either fully or partly inside a set of
  planes.
*/

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

//
// got to have unique intersection funcs, therefore the standard
// Inventor intersection functions won't do. E.g. SbBox3f::pointInside()
// will return TRUE for all eight child-boxes if the center point of the
// parent box is tested, which is correct, but not really usable for an
// oct tree.
//

static SbBool
intersect_box_sphere(const SbBox3f & box,
                     const SbSphere & sphere)
{
  const SbVec3f &C = sphere.getCenter();
  const SbVec3f &Bmin = box.getMin();
  const SbVec3f &Bmax = box.getMax();
  float dmin = 0;
  for (int i = 0; i < 3; i++) {
    if (C[i] < Bmin[i]) dmin += SbSqr(C[i] - Bmin[i]);
    else if (C[i] > Bmax[i]) dmin += SbSqr(C[i] - Bmax[i]);
  }
  return (dmin <= SbSqr(sphere.getRadius()));
}

static SbBool
intersect_box_box(const SbBox3f & box1, const SbBox3f & box2)
{
  return ! (box1.getMin()[0] >= box2.getMax()[0] ||
            box1.getMax()[0] < box2.getMin()[0] ||
            box1.getMin()[1] >= box2.getMax()[1] ||
            box1.getMax()[1] < box2.getMin()[1] ||
            box1.getMin()[2] >= box2.getMax()[2] ||
            box1.getMax()[2] < box2.getMin()[2]);
}

static SbBool
point_inside_box(const SbVec3f & pt, const SbBox3f & box)
{
  return ! (pt[0] < box.getMin()[0] ||
            pt[0] >= box.getMax()[0] ||
            pt[1] < box.getMin()[1] ||
            pt[1] >= box.getMax()[1] ||
            pt[2] < box.getMin()[2] ||
            pt[2] >= box.getMax()[2]);
}

static SbBool
box_inside_planes(const SbBox3f & box, const SbPlane * const planes,
                  const int numplanes)
{
  // Uses box "radius" for speed.
  // FIXME: consider just checking all 8 points of the box. pederb, 20000811
  SbVec3f size = (box.getMax() - box.getMin()) * 0.5f;
  float radius = (float)sqrt(size[0]*size[0] + size[1]*size[1] + size[2]*size[2]);

  SbVec3f center = (box.getMin() + box.getMax()) * 0.5f;

  for (int i = 0; i < numplanes; i++) {
    if (planes[i].getDistance(center) < -radius) return FALSE;
  }
  return TRUE;
}

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

class SbOctTreeNode
{
public:
  SbOctTreeNode(const SbBox3f & b);
  ~SbOctTreeNode();

  void addItem(void * const item,
               const SbOctTreeFuncs & itemfuncs,
               const int maxitems);
  void removeItem(void * const item,
                  const SbOctTreeFuncs & itemfuncs);
  void findItems(const SbVec3f &pos,
                 SbList <void*> &destarray,
                 const SbOctTreeFuncs &itemfuncs,
                 const SbBool removeduplicates) const;
  void findItems(const SbBox3f &box,
                 SbList <void*> &destarray,
                 const SbOctTreeFuncs &itemfuncs,
                 const SbBool removeduplicates) const;
  void findItems(const SbSphere &sphere,
                 SbList <void*> &destarray,
                 const SbOctTreeFuncs &itemfuncs,
                 const SbBool removeduplicates) const;
  void findItems(const SbPlane * const planes,
                 const int numPlanes,
                 SbList <void*> &destarray,
                 const SbOctTreeFuncs &itemfuncs,
                 const SbBool removeduplicates) const;

  const SbBox3f & getBBox(void) const { return this->nodesize; }

  void debugTree(FILE *fp, const int indent) const;

private:
  SbBool isLeaf(void) const { return this->children[0] == NULL; }
  SbBool isGroup(void) const { return ! this->isLeaf(); }

  unsigned int totalNumberOfItems(void) const;

  static void split3Way(const SbBox3f & box, SbBox3f * destarray);
  SbBool splitNode(const SbOctTreeFuncs & funcs);

  SbOctTreeNode * children[8];
  SbList <void*> items;
  SbBox3f nodesize;
};

// Returns all items of the node, including all items in child nodes
// if we're not a leaf node.
unsigned int
SbOctTreeNode::totalNumberOfItems(void) const
{
  unsigned int nr = this->items.getLength();

  if (this->isGroup()) {
    for (int i = 0; i < 8; i++) {
      nr += this->children[i]->totalNumberOfItems();
    }
  }
  return nr;
}

void 
SbOctTreeNode::debugTree(FILE *fp, const int indent) const
{
  (void)fprintf(fp, "%02d", indent - 1);

  int i;
  for (i = 0; i < indent; i++) { (void)fprintf(fp, "  "); }

  const SbVec3f & vmin = this->nodesize.getMin();
  const SbVec3f & vmax = this->nodesize.getMax();

  (void)fprintf(fp, "%s, %d items, ",
                this->isLeaf() ? "Leaf" : "Group", this->totalNumberOfItems());
  (void)fprintf(fp, "box==<%.2f, %.2f, %.2f>-<%.2f, %.2f, %.2f>",
                vmin[0], vmin[1], vmin[2], vmax[0], vmax[1], vmax[2]);
  (void)fprintf(fp, "\n");

  if (this->isGroup()) {
    for (i = 0; i < 8; i++) {
      this->children[i]->debugTree(fp, indent+1);
    }
  }
}

static void
add_to_array(SbList<void *> & array, void * ptr)
{
  // FIXME: this is rather awful, resulting in n^2 algorithm time.
  // Should change to using the array as a sorted set. 20050512 mortene.
  if (array.find(ptr) == -1) { array.append(ptr); }
}

SbOctTreeNode::SbOctTreeNode(const SbBox3f & b)
{
  for (int i = 0; i < 8; i++) {
    this->children[i] = NULL;
  }
  this->nodesize = b;
}

SbOctTreeNode::~SbOctTreeNode()
{
  if (this->isGroup()) {
    for (int i = 0; i < 8; i++) delete children[i];
  }
}

void
SbOctTreeNode::addItem(void * const item,
                       const SbOctTreeFuncs & itemfuncs,
                       const int maxitems)
{
  if (this->isGroup()) { // node has been split
    for (int i = 0; i < 8; i++) {
      if (itemfuncs.insideboxfunc(item, this->children[i]->nodesize)) {
        this->children[i]->addItem(item, itemfuncs, maxitems);
      }
    }
  }
  else if (this->items.getLength() >= maxitems) {
    // avoid trying a split too often by using a modulo
    if ((this->items.getLength() % (maxitems+1) == maxitems) &&
        this->splitNode(itemfuncs)) {
      this->addItem(item, itemfuncs, maxitems);
    }
    else {
      this->items.append(item);
    }
  }
  else {
    this->items.append(item);
  }
}

void
SbOctTreeNode::removeItem(void * const item, const SbOctTreeFuncs & itemfuncs)
{
  if (children[0]) {
    for (int i = 0; i < 8; i++) {
      if (itemfuncs.insideboxfunc(item, this->children[i]->nodesize)) {
        this->children[i]->removeItem(item, itemfuncs);
      }
    }
  }
  else {
    int n = this->items.getLength();
    for (int i = 0; i < n; i++) {
      if (this->items[i] == item) {
        this->items.removeFast(i);
        n--;
      }
    }
  }
}

void
SbOctTreeNode::findItems(const SbVec3f & pos,
                         SbList <void*> & destarray,
                         const SbOctTreeFuncs & itemfuncs,
                         const SbBool removeduplicates) const
{
  if (this->isGroup()) {
    for (int i = 0; i < 8; i++) {
      if (point_inside_box(pos, this->children[i]->nodesize)) {
        this->children[i]->findItems(pos, destarray,
                                     itemfuncs, removeduplicates);
      }
    }
  }
  else {
    int n = this->items.getLength();
    for (int i = 0; i < n; i++) {
      void *item = this->items[i];
      if (itemfuncs.ptinsidefunc(item, pos)) {
        if (removeduplicates)
          add_to_array(destarray, item);
        else
          destarray.append(item);
      }
    }
  }
}

void
SbOctTreeNode::findItems(const SbBox3f & box,
                         SbList <void*> & destarray,
                         const SbOctTreeFuncs & itemfuncs,
                         const SbBool removeduplicates) const
{
  if (this->isGroup()) {
    for (int i = 0; i < 8; i++) {
      if (intersect_box_box(box, this->children[i]->nodesize))
        this->children[i]->findItems(box, destarray,
                                     itemfuncs, removeduplicates);
    }
  }
  else {
    int n = this->items.getLength();
    for (int i = 0; i < n; i++) {
      void *item = this->items[i];
      if (itemfuncs.insideboxfunc(item, box)) {
        if (removeduplicates)
          add_to_array(destarray, item);
        else
          destarray.append(item);
      }
    }
  }
}

void
SbOctTreeNode::findItems(const SbSphere & sphere,
                         SbList <void*> & destarray,
                         const SbOctTreeFuncs & itemfuncs,
                         const SbBool removeduplicates) const
{
  if (this->isGroup()) {
    for (int i = 0; i < 8; i++) {
      if (intersect_box_sphere(this->children[i]->nodesize, sphere))
        this->children[i]->findItems(sphere, destarray,
                                     itemfuncs, removeduplicates);
    }
  }
  else {
    int n = this->items.getLength();
    for (int i = 0; i < n; i++) {
      void * item = this->items[i];
      if (itemfuncs.insidespherefunc(item, sphere)) {
        if (removeduplicates)
          add_to_array(destarray, item);
        else
          destarray.append(item);
      }
    }
  }
}

void
SbOctTreeNode::findItems(const SbPlane * const planes,
                         const int numplanes,
                         SbList <void*> & destarray,
                         const SbOctTreeFuncs & itemfuncs,
                         const SbBool removeduplicates) const
{
  if (this->isGroup()) {
    for (int i = 0; i < 8; i++) {
      if (box_inside_planes(this->children[i]->nodesize, planes, numplanes)) {
        this->children[i]->findItems(planes, numplanes,
                                     destarray, itemfuncs, removeduplicates);
      }
    }
  }
  else {
    int n = this->items.getLength();
    for (int i = 0; i < n; i++) {
      void *item = this->items[i];
      if (itemfuncs.insideplanesfunc(item, planes, numplanes)) {
        if (removeduplicates)
          add_to_array(destarray, item);
        else
          destarray.append(item);
      }
    }
  }
}

void
SbOctTreeNode::split3Way(const SbBox3f & box, SbBox3f * dest)
{
  SbVec3f mid = (box.getMin() + box.getMax()) * 0.5f;

  for (int i = 0; i < 8; i++) {
    dest[i].setBounds((i & 4) ? box.getMin()[0] : mid[0],
                      (i & 2) ? box.getMin()[1] : mid[1],
                      (i & 1) ? box.getMin()[2] : mid[2],
                      (i & 4) ? mid[0] : box.getMax()[0],
                      (i & 2) ? mid[1] : box.getMax()[1],
                      (i & 1) ? mid[2] : box.getMax()[2]);
  }
}

SbBool
SbOctTreeNode::splitNode(const SbOctTreeFuncs & itemfuncs)
{
  SbBox3f childbox[8];
  SbOctTreeNode::split3Way(this->nodesize, childbox);
  int i;
  for (i = 0; i < 8; i++) {
    this->children[i] = new SbOctTreeNode(childbox[i]);
  }

  const int n = this->items.getLength();
  for (i = 0; i < n; i++) {
    void *item = this->items[i];
    for (int j = 0; j < 8; j++) {
      if (itemfuncs.insideboxfunc(item, childbox[j])) {
        this->children[j]->items.append(item);
      }
    }
  }

  // Check to see if one or more of the new nodes contains *all* items
  // from the parent node (i.e. this node). If so, the split won't
  // gain us any in processing time (it will likely be hurtful), so
  // decide against splitting.

  for (i = 0; i < 8; i++) {
    if (this->children[i]->items.getLength() == n) {
      for (int j = 0; j < 8; j++) {
        delete this->children[j];
        this->children[j] = NULL;
      }
      return FALSE;
    }
  }

  // Box was indeed split, we're now a group node, so truncate our
  // list of items and carry on with new tree structure.

  this->items.truncate(0, TRUE);
  return TRUE;
}

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

/*!
  Constructor.
*/
SbOctTree::SbOctTree(const SbBox3f & bbox,
                     const SbOctTreeFuncs & itemfuncs,
                     const int maxitems)
  : topnode(new SbOctTreeNode(bbox)),
    itemfuncs(itemfuncs),
    maxitemspernode(maxitems)
{
}

/*!
  Destructor.
*/
SbOctTree::~SbOctTree()
{
  delete this->topnode;
}

/*!
  Restores this oct tree to an empty oct tree. The bounding
  box will still be the same though.
*/
void
SbOctTree::clear(void)
{
  SbBox3f bbox = this->topnode->getBBox();
  delete this->topnode;
  this->topnode = new SbOctTreeNode(bbox);
}

/*!
  Adds an item to this oct tree.
*/
void
SbOctTree::addItem(void * const item)
{
  // Note that the assert() below can hit due to floating point
  // inaccuracies.
  //
  // When that happens, an easy and fairly decent fix is usually to
  // add a bit of slack on the caller side to the input bbox argument
  // to SbOctTree::SbOctTree().

  // FIXME: a better solution would be to not force an static bbox
  // upon the SbOctTree through its constructor, but let it
  // dynamically expand / re-structure itself as items are added.
  //
  // An easy, but a bit inefficient, way to do that would be to simply
  // store a copy of all items in the octtree structure, destruct it,
  // restore a new top-level node, and then re-add all items to let a
  // new octtree structure build itself.
  //
  // 20050512 mortene.
#if COIN_DEBUG && 0 // debug
  const SbBox3f & b = this->topnode->getBBox();
  if (!this->itemfuncs.insideboxfunc(item, b)) {
    const SbVec3f & bmin = b.getMin();
    const SbVec3f & bmax = b.getMax();
    SoDebugError::post("SbOctTree::addItem",
                       "tree bbox==<%f, %f, %f>, <%f, %f, %f>",
                       bmin[0], bmin[1], bmin[2], bmax[0], bmax[1], bmax[2]);
  }
#endif // debug
  assert(this->itemfuncs.insideboxfunc(item, this->topnode->getBBox()) &&
         "bbox of item outside the octtree top-level bbox");

  this->topnode->addItem(item, this->itemfuncs, this->maxitemspernode);
}

/*!
  Removes the item from the octtree. The octtree will not be
  modified/simplified even when all items are removed.
*/
void
SbOctTree::removeItem(void * const item)
{
  this->topnode->removeItem(item, this->itemfuncs);
}

/*!
  Finds all items which contains the point \a pos. Items are
  returned in \a destarray.

  If \a removeduplicates is TRUE (the default), \a destarray will not
  contain duplicate items. This is not an optimized process, so if
  you're looking for speed you should set this to FALSE and do
  your own postprocessing of the array of returned items.

  \DANGEROUS_ALLOC_RETURN
*/
void
SbOctTree::findItems(const SbVec3f & pos,
                     SbList <void*> & destarray,
                     const SbBool removeduplicates) const
{
  // FIXME: passing in an SbList is dangerous under MS Windows, as
  // allocation and deallocation can then happen on different
  // C-library's heaps. The other findItems() functions below have the
  // same problem. 20050512 mortene.

  // FIXME: should be straightforward to drop the removeduplicates
  // argument -- it's a hack. We just need to optimize the
  // add_to_array() function above to keep a _sorted_ array.
  //
  // This also goes for the other findItems() functions below, of
  // course.
  //
  // 20050512 mortene.

  assert(this->itemfuncs.ptinsidefunc);
  topnode->findItems(pos, destarray, this->itemfuncs, removeduplicates);
}

/*!
  Finds all items inside \a box. Items are returned in \a destarray.

  If \a removeduplicates is TRUE (the default), \a destarray will not
  contain duplicate items. This is not an optimized process, so if
  you're looking for speed you should set this to FALSE and do
  your own postprocessing of the array of returned items.

  \DANGEROUS_ALLOC_RETURN
*/
void
SbOctTree::findItems(const SbBox3f & box, SbList <void*> & destarray,
                     const SbBool removeduplicates) const
{
  assert(this->itemfuncs.insideboxfunc);
  this->topnode->findItems(box, destarray, this->itemfuncs, removeduplicates);
}

/*!
  Finds all items inside \a sphere. Items are returned in \a destarray.

  If \a removeduplicates is TRUE (the default), \a destarray will not
  contain duplicate items. This is not an optimized process, so if
  you're looking for speed you should set this to FALSE and do
  your own postprocessing of the array of returned items.

  \DANGEROUS_ALLOC_RETURN
*/
void
SbOctTree::findItems(const SbSphere & sphere,
                     SbList <void*> & destarray,
                     const SbBool removeduplicates) const
{
  assert(this->itemfuncs.insidespherefunc);
  this->topnode->findItems(sphere, destarray, this->itemfuncs, removeduplicates);
}

/*!
  Finds all items inside \a planes. The method
  SbPlane::isInHalfSpace() should be used, and only items which are
  (partly) inside \e all planes are returned. Items are returned in \a
  destarray.

  If \a removeduplicates is TRUE (the default), \a destarray will not
  contain duplicate items. This is not an optimized process, so if
  you're looking for speed you should set this to FALSE and do
  your own postprocessing of the array of returned items.

  \DANGEROUS_ALLOC_RETURN
*/
void
SbOctTree::findItems(const SbPlane * const planes,
                     const int numplanes,
                     SbList <void*> & destarray,
                     const SbBool removeduplicates) const
{
  assert(this->itemfuncs.insideplanesfunc);
  this->topnode->findItems(planes, numplanes, destarray, this->itemfuncs,
                           removeduplicates);
}

/*!
  Returns a bounding box enclosing all the elements in the tree.
  This is just the same bounding box which was supplied to the
  constructor.
*/
const SbBox3f &
SbOctTree::getBoundingBox(void) const
{
  return this->topnode->getBBox();
}

void 
SbOctTree::debugTree(FILE * fp)
{
  fprintf(fp, "Oct Tree:\n");
  if (this->topnode) { this->topnode->debugTree(fp, 1); }
}
