/* Poly2Tri
 * Copyright (c) 2009-2010, Poly2Tri Contributors
 * http://code.google.com/p/poly2tri/
 *
 * All rights reserved.
 *
 * Redistribution and use in source and binary forms, with or without modification,
 * are permitted provided that the following conditions are met:
 *
 * * Redistributions of source code must retain the above copyright notice,
 *   this list of conditions and the following disclaimer.
 * * Redistributions in binary form must reproduce the above copyright notice,
 *   this list of conditions and the following disclaimer in the documentation
 *   and/or other materials provided with the distribution.
 * * Neither the name of Poly2Tri nor the names of its contributors may be
 *   used to endorse or promote products derived from this software without specific
 *   prior written permission.
 *
 * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
 * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
 * LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
 * A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
 * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
 * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
 * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
 * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
 * LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
 * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 */

/// Changes from the Java version
///   attributification
/// Future possibilities
///   Flattening out the number of indirections
///     Replacing arrays of 3 with fixed-length arrays?
///     Replacing bool[3] with a bit array of some sort?
///     Bundling everything into an AoS mess?
///     Hardcode them all as ABC ?

using System;
using System.Diagnostics;
using System.Collections.Generic;

namespace UnityEngine.ProBuilder.Poly2Tri {
	class DelaunayTriangle {
		public FixedArray3<TriangulationPoint> Points;
		public FixedArray3<DelaunayTriangle  > Neighbors;
		public FixedBitArray3 EdgeIsConstrained, EdgeIsDelaunay;
		public bool IsInterior { get; set; }

		public DelaunayTriangle(TriangulationPoint p1, TriangulationPoint p2, TriangulationPoint p3) {
			Points[0] = p1;
			Points[1] = p2;
			Points[2] = p3;
		}

		public int IndexOf(TriangulationPoint p) {
			int i = Points.IndexOf(p);
			if (i==-1) throw new Exception("Calling index with a point that doesn't exist in triangle");
			return i;
		}

		public int IndexCWFrom (TriangulationPoint p) { return (IndexOf(p)+2)%3; }
		public int IndexCCWFrom(TriangulationPoint p) { return (IndexOf(p)+1)%3; }

		public bool Contains(TriangulationPoint p) { return Points.Contains(p); }

		/// <summary>
		/// Update neighbor pointers
		/// </summary>
		/// <param name="p1">Point 1 of the shared edge</param>
		/// <param name="p2">Point 2 of the shared edge</param>
		/// <param name="t">This triangle's new neighbor</param>
		private void MarkNeighbor( TriangulationPoint p1, TriangulationPoint p2, DelaunayTriangle t ) {
			int i = EdgeIndex(p1,p2);
			if ( i==-1 ) throw new Exception( "Error marking neighbors -- t doesn't contain edge p1-p2!" );
			Neighbors[i] = t;
		}

		/// <summary>
		/// Exhaustive search to update neighbor pointers
		/// </summary>
		public void MarkNeighbor( DelaunayTriangle t ) {
			// Points of this triangle also belonging to t
			bool a = t.Contains(Points[0]);
			bool b = t.Contains(Points[1]);
			bool c = t.Contains(Points[2]);

			if      (b&&c) { Neighbors[0]=t; t.MarkNeighbor(Points[1],Points[2],this); }
			else if (a&&c) { Neighbors[1]=t; t.MarkNeighbor(Points[0],Points[2],this); }
			else if (a&&b) { Neighbors[2]=t; t.MarkNeighbor(Points[0],Points[1],this); }
			else throw new Exception( "Failed to mark neighbor, doesn't share an edge!");
		}

		/// <param name="t">Opposite triangle</param>
		/// <param name="p">The point in t that isn't shared between the triangles</param>
		public TriangulationPoint OppositePoint(DelaunayTriangle t, TriangulationPoint p) {
			System.Diagnostics.Debug.Assert(t != this, "self-pointer error");
			return PointCWFrom(t.PointCWFrom(p));
		}

		public DelaunayTriangle NeighborCWFrom    (TriangulationPoint point) { return Neighbors[(Points.IndexOf(point)+1)%3]; }
		public DelaunayTriangle NeighborCCWFrom   (TriangulationPoint point) { return Neighbors[(Points.IndexOf(point)+2)%3]; }
		public DelaunayTriangle NeighborAcrossFrom(TriangulationPoint point) { return Neighbors[ Points.IndexOf(point)     ]; }

		public TriangulationPoint PointCCWFrom(TriangulationPoint point) { return Points[(IndexOf(point)+1)%3]; }
		public TriangulationPoint PointCWFrom (TriangulationPoint point) { return Points[(IndexOf(point)+2)%3]; }

		private void RotateCW() {
			var t = Points[2];
			Points[2] = Points[1];
			Points[1] = Points[0];
			Points[0] = t;
		}

		/// <summary>
		/// Legalize triangle by rotating clockwise around oPoint
		/// </summary>
		/// <param name="oPoint">The origin point to rotate around</param>
		/// <param name="nPoint">???</param>
		public void Legalize(TriangulationPoint oPoint, TriangulationPoint nPoint) {
			RotateCW();
			Points[IndexCCWFrom(oPoint)] = nPoint;
		}

		public override string ToString() { return Points[0] + "," + Points[1] + "," + Points[2]; }

		/// <summary>
		/// Finalize edge marking
		/// </summary>
		public void MarkNeighborEdges() {
			for (int i = 0; i < 3; i++) if ( EdgeIsConstrained[i] && Neighbors[i] != null ) {
				Neighbors[i].MarkConstrainedEdge(Points[(i+1)%3], Points[(i+2)%3]);
			}
		}

		public void MarkEdge(DelaunayTriangle triangle) {
			for (int i = 0; i < 3; i++) if ( EdgeIsConstrained[i] ) {
				triangle.MarkConstrainedEdge(Points[(i+1)%3], Points[(i+2)%3]);
			}
		}

		public void MarkEdge(List<DelaunayTriangle> tList) {
			foreach ( DelaunayTriangle t in tList )
			for ( int i = 0; i < 3; i++ )
			if ( t.EdgeIsConstrained[i] )
			{
				MarkConstrainedEdge( t.Points[(i+1)%3], t.Points[(i+2)%3] );
			}
		}

		public void MarkConstrainedEdge(int index) {
			EdgeIsConstrained[index] = true;
		}

		public void MarkConstrainedEdge(DTSweepConstraint edge) {
			MarkConstrainedEdge(edge.P, edge.Q);
		}

		/// <summary>
		/// Mark edge as constrained
		/// </summary>
		public void MarkConstrainedEdge(TriangulationPoint p, TriangulationPoint q) {
			int i = EdgeIndex(p,q);
			if ( i != -1 ) EdgeIsConstrained[i] = true;
		}

		public double Area() {
			double b = Points[0].X - Points[1].X;
			double h = Points[2].Y - Points[1].Y;

			return Math.Abs((b * h * 0.5f));
		}

		public TriangulationPoint Centroid() {
			double cx = (Points[0].X + Points[1].X + Points[2].X) / 3f;
			double cy = (Points[0].Y + Points[1].Y + Points[2].Y) / 3f;
			return new TriangulationPoint(cx, cy);
		}

		/// <summary>
		/// Get the index of the neighbor that shares this edge (or -1 if it isn't shared)
		/// </summary>
		/// <returns>index of the shared edge or -1 if edge isn't shared</returns>
		public int EdgeIndex(TriangulationPoint p1, TriangulationPoint p2) {
			int i1 = Points.IndexOf(p1);
			int i2 = Points.IndexOf(p2);

			// Points of this triangle in the edge p1-p2
			bool a = (i1==0 || i2==0);
			bool b = (i1==1 || i2==1);
			bool c = (i1==2 || i2==2);

			if (b&&c) return 0;
			if (a&&c) return 1;
			if (a&&b) return 2;
			return -1;
		}

		public bool GetConstrainedEdgeCCW   ( TriangulationPoint p ) { return EdgeIsConstrained[(IndexOf(p)+2)%3]; }
		public bool GetConstrainedEdgeCW    ( TriangulationPoint p ) { return EdgeIsConstrained[(IndexOf(p)+1)%3]; }
		public bool GetConstrainedEdgeAcross( TriangulationPoint p ) { return EdgeIsConstrained[ IndexOf(p)     ]; }
		public void SetConstrainedEdgeCCW   ( TriangulationPoint p, bool ce ) { EdgeIsConstrained[(IndexOf(p)+2)%3] = ce; }
		public void SetConstrainedEdgeCW    ( TriangulationPoint p, bool ce ) { EdgeIsConstrained[(IndexOf(p)+1)%3] = ce; }
		public void SetConstrainedEdgeAcross( TriangulationPoint p, bool ce ) { EdgeIsConstrained[ IndexOf(p)     ] = ce; }

		public bool GetDelaunayEdgeCCW   ( TriangulationPoint p ) { return EdgeIsDelaunay[(IndexOf(p)+2)%3]; }
		public bool GetDelaunayEdgeCW    ( TriangulationPoint p ) { return EdgeIsDelaunay[(IndexOf(p)+1)%3]; }
		public bool GetDelaunayEdgeAcross( TriangulationPoint p ) { return EdgeIsDelaunay[ IndexOf(p)     ]; }
		public void SetDelaunayEdgeCCW   ( TriangulationPoint p, bool ce ) { EdgeIsDelaunay[(IndexOf(p)+2)%3] = ce; }
		public void SetDelaunayEdgeCW    ( TriangulationPoint p, bool ce ) { EdgeIsDelaunay[(IndexOf(p)+1)%3] = ce; }
		public void SetDelaunayEdgeAcross( TriangulationPoint p, bool ce ) { EdgeIsDelaunay[ IndexOf(p)     ] = ce; }
	}
}
