/* 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.
 */

/*
 * Sweep-line, Constrained Delauney Triangulation (CDT) See: Domiter, V. and
 * Zalik, B.(2008)'Sweep-line algorithm for constrained Delaunay triangulation',
 * International Journal of Geographical Information Science
 *
 * "FlipScan" Constrained Edge Algorithm invented by author of this code.
 *
 * Author: Thomas Åhlén, thahlen@gmail.com
 */

/// Changes from the Java version
///   Turned DTSweep into a static class
///   Lots of deindentation via early bailout
/// Future possibilities
///   Comments!

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

namespace UnityEngine.ProBuilder.Poly2Tri {
	static class DTSweep {
		private const double PI_div2 = Math.PI / 2;
		private const double PI_3div4 = 3 * Math.PI / 4;

		/// <summary>
		/// Triangulate simple polygon with holes
		/// </summary>
		public static void Triangulate( DTSweepContext tcx ) {
			tcx.CreateAdvancingFront();

			Sweep(tcx);

			// TODO: remove temporary
			// Check if the sweep algorithm is legalize robust
			// By doing a legalize on all triangles and see if anything happens
			// we know if the sweep algorithm missed some legalizations
			//        Console.WriteLine("============================");
			//        foreach ( DelaunayTriangle t in tcx.Triangles )
			//        {
			//            if( Legalize( tcx, t ) )
			//            {
			//                tcx.getDebugContext().setPrimaryTriangle( t );
			//                Console.WriteLine("[FIX] Triangle needed legalization after sweep");
			//            }
			//        }

			// Finalize triangulation
			if (tcx.TriangulationMode == TriangulationMode.Polygon) {
				FinalizationPolygon(tcx);
			} else {
				FinalizationConvexHull(tcx);
			}

			tcx.Done();
		}

		/// <summary>
		/// Start sweeping the Y-sorted point set from bottom to top
		/// </summary>
		private static void Sweep( DTSweepContext tcx ) {
			var points = tcx.Points;
			TriangulationPoint point;
			AdvancingFrontNode node;

			for (int i = 1; i < points.Count; i++) {
				point = points[i];

				node = PointEvent(tcx, point);

				if (point.HasEdges) foreach (DTSweepConstraint e in point.Edges) {
					if (tcx.IsDebugEnabled) tcx.DTDebugContext.ActiveConstraint = e;
					EdgeEvent(tcx, e, node);
				}
				tcx.Update(null);
			}
		}

		/// <summary>
		/// If this is a Delaunay Triangulation of a pointset we need to fill so the triangle mesh gets a ConvexHull
		/// </summary>
		private static void FinalizationConvexHull( DTSweepContext tcx ) {
			AdvancingFrontNode n1, n2;
			DelaunayTriangle t1;
			TriangulationPoint first, p1;

			n1 = tcx.Front.Head.Next;
			n2 = n1.Next;
			first = n1.Point;

			TurnAdvancingFrontConvex(tcx, n1, n2);

			n1 = tcx.Front.Tail.Prev;
			if (n1.Triangle.Contains(n1.Next.Point) && n1.Triangle.Contains(n1.Prev.Point)) {
				t1 = n1.Triangle.NeighborAcrossFrom(n1.Point);
				RotateTrianglePair(n1.Triangle, n1.Point, t1, t1.OppositePoint(n1.Triangle, n1.Point));
				tcx.MapTriangleToNodes(n1.Triangle);
				tcx.MapTriangleToNodes(t1);
			}
			n1 = tcx.Front.Head.Next;
			if (n1.Triangle.Contains(n1.Prev.Point) && n1.Triangle.Contains(n1.Next.Point)) {
				t1 = n1.Triangle.NeighborAcrossFrom(n1.Point);
				RotateTrianglePair(n1.Triangle, n1.Point, t1, t1.OppositePoint(n1.Triangle, n1.Point));
				tcx.MapTriangleToNodes(n1.Triangle);
				tcx.MapTriangleToNodes(t1);
			}

			// TODO: implement ConvexHull for lower right and left boundary
			// Lower right boundary
			first = tcx.Front.Head.Point;
			n2 = tcx.Front.Tail.Prev;
			t1 = n2.Triangle;
			p1 = n2.Point;
			do {
				tcx.RemoveFromList(t1);
				p1 = t1.PointCCWFrom(p1);
				if (p1 == first) break;
				t1 = t1.NeighborCCWFrom(p1);
			} while (true);

			// Lower left boundary
			first = tcx.Front.Head.Next.Point;
			p1 = t1.PointCWFrom(tcx.Front.Head.Point);
			t1 = t1.NeighborCWFrom(tcx.Front.Head.Point);
			do {
				tcx.RemoveFromList(t1);
				p1 = t1.PointCCWFrom(p1);
				t1 = t1.NeighborCCWFrom(p1);
			} while (p1 != first);

			tcx.FinalizeTriangulation();
		}

		/// <summary>
		/// We will traverse the entire advancing front and fill it to form a convex hull.
		/// </summary>
		private static void TurnAdvancingFrontConvex( DTSweepContext tcx, AdvancingFrontNode b, AdvancingFrontNode c ) {
			AdvancingFrontNode first = b;
			while (c != tcx.Front.Tail) {
				if (tcx.IsDebugEnabled) tcx.DTDebugContext.ActiveNode = c;

				if (TriangulationUtil.Orient2d(b.Point, c.Point, c.Next.Point) == Orientation.CCW) {
					// [b,c,d] Concave - fill around c
					Fill(tcx, c);
					c = c.Next;
				} else {
					// [b,c,d] Convex
					if (b != first && TriangulationUtil.Orient2d(b.Prev.Point, b.Point, c.Point) == Orientation.CCW) {
						// [a,b,c] Concave - fill around b
						Fill(tcx, b);
						b = b.Prev;
					} else {
						// [a,b,c] Convex - nothing to fill
						b = c;
						c = c.Next;
					}
				}
			}
		}

		private static void FinalizationPolygon( DTSweepContext tcx ) {
			// Get an Internal triangle to start with
			DelaunayTriangle t = tcx.Front.Head.Next.Triangle;
			TriangulationPoint p = tcx.Front.Head.Next.Point;
			while (!t.GetConstrainedEdgeCW(p)) t = t.NeighborCCWFrom(p);

			// Collect interior triangles constrained by edges
			tcx.MeshClean(t);
		}

		/// <summary>
		/// Find closes node to the left of the new point and
		/// create a new triangle. If needed new holes and basins
		/// will be filled to.
		/// </summary>
		private static AdvancingFrontNode PointEvent( DTSweepContext tcx, TriangulationPoint point ) {
			AdvancingFrontNode node, newNode;

			node = tcx.LocateNode(point);
			if (tcx.IsDebugEnabled) tcx.DTDebugContext.ActiveNode = node;
			newNode = NewFrontTriangle(tcx, point, node);

			// Only need to check +epsilon since point never have smaller
			// x value than node due to how we fetch nodes from the front
			if (point.X <= node.Point.X + TriangulationUtil.EPSILON) Fill(tcx, node);

			tcx.AddNode(newNode);

			FillAdvancingFront(tcx, newNode);
			return newNode;
		}

		/// <summary>
		/// Creates a new front triangle and legalize it
		/// </summary>
		private static AdvancingFrontNode NewFrontTriangle( DTSweepContext tcx, TriangulationPoint point, AdvancingFrontNode node ) {
			AdvancingFrontNode newNode;
			DelaunayTriangle triangle;

			triangle = new DelaunayTriangle(point, node.Point, node.Next.Point);
			triangle.MarkNeighbor(node.Triangle);
			tcx.Triangles.Add(triangle);

			newNode = new AdvancingFrontNode(point);
			newNode.Next = node.Next;
			newNode.Prev = node;
			node.Next.Prev = newNode;
			node.Next = newNode;

			tcx.AddNode(newNode); // XXX: BST

			if (tcx.IsDebugEnabled) tcx.DTDebugContext.ActiveNode = newNode;

			if (!Legalize(tcx, triangle)) tcx.MapTriangleToNodes(triangle);

			return newNode;
		}

		private static void EdgeEvent( DTSweepContext tcx, DTSweepConstraint edge, AdvancingFrontNode node ) {
			try
			{
				tcx.EdgeEvent.ConstrainedEdge = edge;
				tcx.EdgeEvent.Right = edge.P.X > edge.Q.X;

				if (tcx.IsDebugEnabled) { tcx.DTDebugContext.PrimaryTriangle = node.Triangle; }

				if (IsEdgeSideOfTriangle(node.Triangle, edge.P, edge.Q))
					return;

				// For now we will do all needed filling
				// TODO: integrate with flip process might give some better performance
				//       but for now this avoid the issue with cases that needs both flips and fills
				FillEdgeEvent(tcx, edge, node);

				EdgeEvent(tcx, edge.P, edge.Q, node.Triangle, edge.Q);
			}
			catch { }
//			catch (PointOnEdgeException e)
//			{
//				//Debug.WriteLine( String.Format( "Warning: Skipping Edge: {0}", e.Message ) );
//				throw;
//			}
		}

		private static void FillEdgeEvent( DTSweepContext tcx, DTSweepConstraint edge, AdvancingFrontNode node ) {
			if (tcx.EdgeEvent.Right) {
				FillRightAboveEdgeEvent(tcx, edge, node);
			} else {
				FillLeftAboveEdgeEvent(tcx, edge, node);
			}
		}

		private static void FillRightConcaveEdgeEvent( DTSweepContext tcx, DTSweepConstraint edge, AdvancingFrontNode node ) {
			Fill(tcx, node.Next);
			if (node.Next.Point != edge.P) {
				// Next above or below edge?
				if (TriangulationUtil.Orient2d(edge.Q, node.Next.Point, edge.P) == Orientation.CCW) {
					// Below
					if (TriangulationUtil.Orient2d(node.Point, node.Next.Point, node.Next.Next.Point) == Orientation.CCW) {
						// Next is concave
						FillRightConcaveEdgeEvent(tcx, edge, node);
					} else {
						// Next is convex
					}
				}
			}
		}

		private static void FillRightConvexEdgeEvent( DTSweepContext tcx, DTSweepConstraint edge, AdvancingFrontNode node ) {
			// Next concave or convex?
			if (TriangulationUtil.Orient2d(node.Next.Point, node.Next.Next.Point, node.Next.Next.Next.Point) == Orientation.CCW) {
				// Concave
				FillRightConcaveEdgeEvent(tcx, edge, node.Next);
			} else {
				// Convex
				// Next above or below edge?
				if (TriangulationUtil.Orient2d(edge.Q, node.Next.Next.Point, edge.P) == Orientation.CCW) {
					// Below
					FillRightConvexEdgeEvent(tcx, edge, node.Next);
				} else {
					// Above
				}
			}
		}

		private static void FillRightBelowEdgeEvent( DTSweepContext tcx, DTSweepConstraint edge, AdvancingFrontNode node ) {
			if (tcx.IsDebugEnabled) tcx.DTDebugContext.ActiveNode = node;

			if (node.Point.X < edge.P.X) { // needed?
				if (TriangulationUtil.Orient2d(node.Point, node.Next.Point, node.Next.Next.Point) == Orientation.CCW) {
					// Concave
					FillRightConcaveEdgeEvent(tcx, edge, node);
				} else {
					// Convex
					FillRightConvexEdgeEvent(tcx, edge, node);
					// Retry this one
					FillRightBelowEdgeEvent(tcx, edge, node);
				}

			}
		}

		private static void FillRightAboveEdgeEvent( DTSweepContext tcx, DTSweepConstraint edge, AdvancingFrontNode node ) {
			while (node.Next.Point.X < edge.P.X) {
				if (tcx.IsDebugEnabled) { tcx.DTDebugContext.ActiveNode = node; }
				// Check if next node is below the edge
				Orientation o1 = TriangulationUtil.Orient2d(edge.Q, node.Next.Point, edge.P);
				if (o1 == Orientation.CCW) {
					FillRightBelowEdgeEvent(tcx, edge, node);
				} else {
					node = node.Next;
				}
			}
		}

		private static void FillLeftConvexEdgeEvent( DTSweepContext tcx, DTSweepConstraint edge, AdvancingFrontNode node ) {
			// Next concave or convex?
			if (TriangulationUtil.Orient2d(node.Prev.Point, node.Prev.Prev.Point, node.Prev.Prev.Prev.Point) == Orientation.CW) {
				// Concave
				FillLeftConcaveEdgeEvent(tcx, edge, node.Prev);
			} else {
				// Convex
				// Next above or below edge?
				if (TriangulationUtil.Orient2d(edge.Q, node.Prev.Prev.Point, edge.P) == Orientation.CW) {
					// Below
					FillLeftConvexEdgeEvent(tcx, edge, node.Prev);
				} else {
					// Above
				}
			}
		}

		private static void FillLeftConcaveEdgeEvent( DTSweepContext tcx, DTSweepConstraint edge, AdvancingFrontNode node ) {
			Fill(tcx, node.Prev);
			if (node.Prev.Point != edge.P) {
				// Next above or below edge?
				if (TriangulationUtil.Orient2d(edge.Q, node.Prev.Point, edge.P) == Orientation.CW) {
					// Below
					if (TriangulationUtil.Orient2d(node.Point, node.Prev.Point, node.Prev.Prev.Point) == Orientation.CW) {
						// Next is concave
						FillLeftConcaveEdgeEvent(tcx, edge, node);
					} else {
						// Next is convex
					}
				}
			}
		}

		private static void FillLeftBelowEdgeEvent( DTSweepContext tcx, DTSweepConstraint edge, AdvancingFrontNode node ) {
			if (tcx.IsDebugEnabled) tcx.DTDebugContext.ActiveNode = node;

			if (node.Point.X > edge.P.X) {
				if (TriangulationUtil.Orient2d(node.Point, node.Prev.Point, node.Prev.Prev.Point) == Orientation.CW) {
					// Concave
					FillLeftConcaveEdgeEvent(tcx, edge, node);
				} else {
					// Convex
					FillLeftConvexEdgeEvent(tcx, edge, node);
					// Retry this one
					FillLeftBelowEdgeEvent(tcx, edge, node);
				}

			}
		}

		private static void FillLeftAboveEdgeEvent( DTSweepContext tcx, DTSweepConstraint edge, AdvancingFrontNode node ) {
			while (node.Prev.Point.X > edge.P.X) {
				if (tcx.IsDebugEnabled) tcx.DTDebugContext.ActiveNode = node;
				// Check if next node is below the edge
				Orientation o1 = TriangulationUtil.Orient2d(edge.Q, node.Prev.Point, edge.P);
				if (o1 == Orientation.CW) {
					FillLeftBelowEdgeEvent(tcx, edge, node);
				} else {
					node = node.Prev;
				}
			}
		}

		private static bool IsEdgeSideOfTriangle( DelaunayTriangle triangle, TriangulationPoint ep, TriangulationPoint eq ) {
			int index = triangle.EdgeIndex(ep, eq);
			if ( index == -1 ) return false;
			triangle.MarkConstrainedEdge(index);
			triangle = triangle.Neighbors[index];
			if (triangle != null) triangle.MarkConstrainedEdge(ep, eq);
			return true;
		}

		private static void EdgeEvent( DTSweepContext tcx, TriangulationPoint ep, TriangulationPoint eq, DelaunayTriangle triangle, TriangulationPoint point ) {
			TriangulationPoint p1, p2;

			if (tcx.IsDebugEnabled) tcx.DTDebugContext.PrimaryTriangle=triangle;

			if (IsEdgeSideOfTriangle(triangle, ep, eq)) return;

			p1 = triangle.PointCCWFrom(point);
			Orientation o1 = TriangulationUtil.Orient2d(eq, p1, ep);
			if (o1 == Orientation.Collinear) {
				// TODO: Split edge in two
				////            splitEdge( ep, eq, p1 );
				//            edgeEvent( tcx, p1, eq, triangle, point );
				//            edgeEvent( tcx, ep, p1, triangle, p1 );
				//            return;
				throw new PointOnEdgeException("EdgeEvent - Point on constrained edge not supported yet",eq,p1,ep);
			}

			p2 = triangle.PointCWFrom(point);
			Orientation o2 = TriangulationUtil.Orient2d(eq, p2, ep);
			if (o2 == Orientation.Collinear) {
				// TODO: Split edge in two
				//            edgeEvent( tcx, p2, eq, triangle, point );
				//            edgeEvent( tcx, ep, p2, triangle, p2 );
				//            return;
				throw new PointOnEdgeException("EdgeEvent - Point on constrained edge not supported yet",eq,p2,ep);
			}

			if (o1 == o2) {
				// Need to decide if we are rotating CW or CCW to get to a triangle
				// that will cross edge
				if (o1 == Orientation.CW) {
					triangle = triangle.NeighborCCWFrom(point);
				} else {
					triangle = triangle.NeighborCWFrom(point);
				}
				EdgeEvent(tcx, ep, eq, triangle, point);
			} else {
				// This triangle crosses constraint so lets flippin start!
				FlipEdgeEvent(tcx, ep, eq, triangle, point);
			}
		}

		/// <summary>
		/// In the case of a pointset with some constraint edges. If a triangle side is collinear
		/// with a part of the constraint we split the constraint into two constraints. This could
		/// happen when the given constraint migth intersect a point in the set.<br>
		/// This can never happen in the case when we are working with a polygon.
		///
		/// Think of two triangles that have non shared sides that are collinear and the constraint
		/// is set from a point in triangle A to a point in triangle B so that the constraint is
		/// the union of both those sides. We then have to split the constraint into two so we get
		/// one constraint for each triangle.
		/// </summary>
		/// <param name="ep"></param>
		/// <param name="eq"></param>
		/// <param name="p">point on the edge between ep->eq</param>
		private static void SplitEdge( TriangulationPoint ep, TriangulationPoint eq, TriangulationPoint p ) {
			DTSweepConstraint edge = eq.Edges.First( e => e.Q==ep || e.P==ep );
			edge.P = p;
			new DTSweepConstraint(ep, p); // Et tu, Brute? --MM

			//        // Redo this edge now that we have split the constraint
			//          newEdgeEvent( tcx, edge, triangle, point );
			//          // Continue with new edge
			//          newEdgeEvent( tcx, edge, triangle, p2 );
		}

		private static void FlipEdgeEvent( DTSweepContext tcx, TriangulationPoint ep, TriangulationPoint eq, DelaunayTriangle t, TriangulationPoint p ) {
			DelaunayTriangle ot = t.NeighborAcrossFrom(p);
			TriangulationPoint op = ot.OppositePoint(t, p);

			if (ot == null) {
				// If we want to integrate the fillEdgeEvent do it here
				// With current implementation we should never get here
				throw new InvalidOperationException("[BUG:FIXME] FLIP failed due to missing triangle");
			}

			if (tcx.IsDebugEnabled) {
				tcx.DTDebugContext.PrimaryTriangle   = t;
				tcx.DTDebugContext.SecondaryTriangle = ot;
			} // TODO: remove

			bool inScanArea = TriangulationUtil.InScanArea(p, t.PointCCWFrom(p), t.PointCWFrom(p), op);
			if (inScanArea) {
				// Lets rotate shared edge one vertex CW
				RotateTrianglePair(t, p, ot, op);
				tcx.MapTriangleToNodes(t);
				tcx.MapTriangleToNodes(ot);

				if (p == eq && op == ep) {
					if (eq == tcx.EdgeEvent.ConstrainedEdge.Q
						&& ep == tcx.EdgeEvent.ConstrainedEdge.P) {
						if (tcx.IsDebugEnabled) Console.WriteLine("[FLIP] - constrained edge done"); // TODO: remove
						t.MarkConstrainedEdge(ep, eq);
						ot.MarkConstrainedEdge(ep, eq);
						Legalize(tcx, t);
						Legalize(tcx, ot);
					} else {
						if (tcx.IsDebugEnabled) Console.WriteLine("[FLIP] - subedge done"); // TODO: remove
						// XXX: I think one of the triangles should be legalized here?
					}
				} else {
					if (tcx.IsDebugEnabled) Console.WriteLine("[FLIP] - flipping and continuing with triangle still crossing edge"); // TODO: remove
					Orientation o = TriangulationUtil.Orient2d(eq, op, ep);
					t = NextFlipTriangle(tcx, o, t, ot, p, op);
					FlipEdgeEvent(tcx, ep, eq, t, p);
				}
			} else {
				TriangulationPoint newP = NextFlipPoint(ep, eq, ot, op);
				FlipScanEdgeEvent(tcx, ep, eq, t, ot, newP);
				EdgeEvent(tcx, ep, eq, t, p);
			}
		}

		/// <summary>
		/// When we need to traverse from one triangle to the next we need
		/// the point in current triangle that is the opposite point to the next
		/// triangle.
		/// </summary>
		private static TriangulationPoint NextFlipPoint( TriangulationPoint ep, TriangulationPoint eq, DelaunayTriangle ot, TriangulationPoint op ) {
			Orientation o2d = TriangulationUtil.Orient2d(eq, op, ep);
			switch ( o2d ) {
			case Orientation.CW: return ot.PointCCWFrom(op);
			case Orientation.CCW: return ot.PointCWFrom(op);
			case Orientation.Collinear:
				// TODO: implement support for point on constraint edge
				throw new PointOnEdgeException("Point on constrained edge not supported yet",eq,op,ep);
			default:
				throw new NotImplementedException("Orientation not handled");
			}
		}

		/// <summary>
		/// After a flip we have two triangles and know that only one will still be
		/// intersecting the edge. So decide which to contiune with and legalize the other
		/// </summary>
		/// <param name="tcx"></param>
		/// <param name="o">should be the result of an TriangulationUtil.orient2d( eq, op, ep )</param>
		/// <param name="t">triangle 1</param>
		/// <param name="ot">triangle 2</param>
		/// <param name="p">a point shared by both triangles</param>
		/// <param name="op">another point shared by both triangles</param>
		/// <returns>returns the triangle still intersecting the edge</returns>
		private static DelaunayTriangle NextFlipTriangle( DTSweepContext tcx, Orientation o, DelaunayTriangle t, DelaunayTriangle ot, TriangulationPoint p, TriangulationPoint op ) {
			int edgeIndex;
			if (o == Orientation.CCW) {
				// ot is not crossing edge after flip
				edgeIndex = ot.EdgeIndex(p, op);
				ot.EdgeIsDelaunay[edgeIndex] = true;
				Legalize(tcx, ot);
				ot.EdgeIsDelaunay.Clear();
				return t;
			}
			// t is not crossing edge after flip
			edgeIndex = t.EdgeIndex(p, op);
			t.EdgeIsDelaunay[edgeIndex] = true;
			Legalize(tcx, t);
			t.EdgeIsDelaunay.Clear();
			return ot;
		}

		/// <summary>
		/// Scan part of the FlipScan algorithm<br>
		/// When a triangle pair isn't flippable we will scan for the next
		/// point that is inside the flip triangle scan area. When found
		/// we generate a new flipEdgeEvent
		/// </summary>
		/// <param name="tcx"></param>
		/// <param name="ep">last point on the edge we are traversing</param>
		/// <param name="eq">first point on the edge we are traversing</param>
		/// <param name="flipTriangle">the current triangle sharing the point eq with edge</param>
		/// <param name="t"></param>
		/// <param name="p"></param>
		private static void FlipScanEdgeEvent( DTSweepContext tcx, TriangulationPoint ep, TriangulationPoint eq, DelaunayTriangle flipTriangle, DelaunayTriangle t, TriangulationPoint p ) {
			DelaunayTriangle ot;
			TriangulationPoint op, newP;
			bool inScanArea;

			ot = t.NeighborAcrossFrom(p);
			op = ot.OppositePoint(t, p);

			if (ot == null) {
				// If we want to integrate the fillEdgeEvent do it here
				// With current implementation we should never get here
				throw new Exception("[BUG:FIXME] FLIP failed due to missing triangle");
			}

			if (tcx.IsDebugEnabled) {
				Console.WriteLine("[FLIP:SCAN] - scan next point"); // TODO: remove
				tcx.DTDebugContext.PrimaryTriangle = t;
				tcx.DTDebugContext.SecondaryTriangle = ot;
			}

			inScanArea = TriangulationUtil.InScanArea(eq, flipTriangle.PointCCWFrom(eq), flipTriangle.PointCWFrom(eq), op);
			if (inScanArea) {
				// flip with new edge op->eq
				FlipEdgeEvent(tcx, eq, op, ot, op);
				// TODO: Actually I just figured out that it should be possible to
				//       improve this by getting the next ot and op before the the above
				//       flip and continue the flipScanEdgeEvent here
				// set new ot and op here and loop back to inScanArea test
				// also need to set a new flipTriangle first
				// Turns out at first glance that this is somewhat complicated
				// so it will have to wait.
			} else {
				newP = NextFlipPoint(ep, eq, ot, op);
				FlipScanEdgeEvent(tcx, ep, eq, flipTriangle, ot, newP);
			}
		}

		/// <summary>
		/// Fills holes in the Advancing Front
		/// </summary>
		private static void FillAdvancingFront( DTSweepContext tcx, AdvancingFrontNode n ) {
			AdvancingFrontNode node;
			double angle;

			// Fill right holes
			node = n.Next;
			while (node.HasNext) {
				angle = HoleAngle(node);
				if (angle > PI_div2 || angle < -PI_div2) break;
				Fill(tcx, node);
				node = node.Next;
			}

			// Fill left holes
			node = n.Prev;
			while (node.HasPrev) {
				angle = HoleAngle(node);
				if (angle > PI_div2 || angle < -PI_div2) break;
				Fill(tcx, node);
				node = node.Prev;
			}

			// Fill right basins
			if (n.HasNext && n.Next.HasNext) {
				angle = BasinAngle(n);
				if (angle < PI_3div4) FillBasin(tcx, n);
			}
		}

		/// <summary>
		/// Fills a basin that has formed on the Advancing Front to the right
		/// of given node.<br>
		/// First we decide a left,bottom and right node that forms the
		/// boundaries of the basin. Then we do a reqursive fill.
		/// </summary>
		/// <param name="tcx"></param>
		/// <param name="node">starting node, this or next node will be left node</param>
		private static void FillBasin( DTSweepContext tcx, AdvancingFrontNode node ) {
			if (TriangulationUtil.Orient2d(node.Point, node.Next.Point, node.Next.Next.Point) == Orientation.CCW) {
				// tcx.basin.leftNode = node.next.next;
				tcx.Basin.leftNode = node;
			} else {
				tcx.Basin.leftNode = node.Next;
			}

			// Find the bottom and right node
			tcx.Basin.bottomNode = tcx.Basin.leftNode;
			while (tcx.Basin.bottomNode.HasNext && tcx.Basin.bottomNode.Point.Y >= tcx.Basin.bottomNode.Next.Point.Y) tcx.Basin.bottomNode = tcx.Basin.bottomNode.Next;

			if (tcx.Basin.bottomNode == tcx.Basin.leftNode) return; // No valid basin

			tcx.Basin.rightNode = tcx.Basin.bottomNode;
			while (tcx.Basin.rightNode.HasNext && tcx.Basin.rightNode.Point.Y < tcx.Basin.rightNode.Next.Point.Y) tcx.Basin.rightNode = tcx.Basin.rightNode.Next;

			if (tcx.Basin.rightNode == tcx.Basin.bottomNode) return; // No valid basins

			tcx.Basin.width = tcx.Basin.rightNode.Point.X - tcx.Basin.leftNode.Point.X;
			tcx.Basin.leftHighest = tcx.Basin.leftNode.Point.Y > tcx.Basin.rightNode.Point.Y;

			FillBasinReq(tcx, tcx.Basin.bottomNode);
		}

		/// <summary>
		/// Recursive algorithm to fill a Basin with triangles
		/// </summary>
		private static void FillBasinReq( DTSweepContext tcx, AdvancingFrontNode node ) {
			if (IsShallow(tcx, node)) return; // if shallow stop filling

			Fill(tcx, node);
			if (node.Prev == tcx.Basin.leftNode && node.Next == tcx.Basin.rightNode) {
				return;
			} else if (node.Prev == tcx.Basin.leftNode) {
				Orientation o = TriangulationUtil.Orient2d(node.Point, node.Next.Point, node.Next.Next.Point);
				if (o == Orientation.CW) return;
				node = node.Next;
			} else if (node.Next == tcx.Basin.rightNode) {
				Orientation o = TriangulationUtil.Orient2d(node.Point, node.Prev.Point, node.Prev.Prev.Point);
				if (o == Orientation.CCW) return;
				node = node.Prev;
			} else {
				// Continue with the neighbor node with lowest Y value
				if (node.Prev.Point.Y < node.Next.Point.Y) {
					node = node.Prev;
				} else {
					node = node.Next;
				}
			}
			FillBasinReq(tcx, node);
		}

		private static bool IsShallow( DTSweepContext tcx, AdvancingFrontNode node ) {
			double height;

			if (tcx.Basin.leftHighest) {
				height = tcx.Basin.leftNode.Point.Y - node.Point.Y;
			} else {
				height = tcx.Basin.rightNode.Point.Y - node.Point.Y;
			}
			if (tcx.Basin.width > height) {
				return true;
			}
			return false;
		}

		/// <summary>
		/// ???
		/// </summary>
		/// <param name="node">middle node</param>
		/// <returns>the angle between 3 front nodes</returns>
		private static double HoleAngle( AdvancingFrontNode node ) {
			// XXX: do we really need a signed angle for holeAngle?
			//      could possible save some cycles here
			/* Complex plane
			 * ab = cosA +i*sinA
			 * ab = (ax + ay*i)(bx + by*i) = (ax*bx + ay*by) + i(ax*by-ay*bx)
			 * atan2(y,x) computes the principal value of the argument function
			 * applied to the complex number x+iy
			 * Where x = ax*bx + ay*by
			 *       y = ax*by - ay*bx
			 */
			double px = node.Point.X;
			double py = node.Point.Y;
			double ax = node.Next.Point.X - px;
			double ay = node.Next.Point.Y - py;
			double bx = node.Prev.Point.X - px;
			double by = node.Prev.Point.Y - py;
			return Math.Atan2(ax * by - ay * bx, ax * bx + ay * by);
		}

		/// <summary>
		/// The basin angle is decided against the horizontal line [1,0]
		/// </summary>
		private static double BasinAngle( AdvancingFrontNode node ) {
			double ax = node.Point.X - node.Next.Next.Point.X;
			double ay = node.Point.Y - node.Next.Next.Point.Y;
			return Math.Atan2(ay, ax);
		}

		/// <summary>
		/// Adds a triangle to the advancing front to fill a hole.
		/// </summary>
		/// <param name="tcx"></param>
		/// <param name="node">middle node, that is the bottom of the hole</param>
		private static void Fill( DTSweepContext tcx, AdvancingFrontNode node ) {
			DelaunayTriangle triangle = new DelaunayTriangle(node.Prev.Point, node.Point, node.Next.Point);
			// TODO: should copy the cEdge value from neighbor triangles
			//       for now cEdge values are copied during the legalize
			triangle.MarkNeighbor(node.Prev.Triangle);
			triangle.MarkNeighbor(node.Triangle);
			tcx.Triangles.Add(triangle);

			// Update the advancing front
			node.Prev.Next = node.Next;
			node.Next.Prev = node.Prev;
			tcx.RemoveNode(node);

			// If it was legalized the triangle has already been mapped
			if (!Legalize(tcx, triangle)) tcx.MapTriangleToNodes(triangle);
		}

		/// <summary>
		/// Returns true if triangle was legalized
		/// </summary>
		private static bool Legalize( DTSweepContext tcx, DelaunayTriangle t ) {
			// To legalize a triangle we start by finding if any of the three edges
			// violate the Delaunay condition
			for (int i = 0; i < 3; i++) {
				// TODO: fix so that cEdge is always valid when creating new triangles then we can check it here
				//       instead of below with ot
				if (t.EdgeIsDelaunay[i]) continue;

				DelaunayTriangle ot = t.Neighbors[i];
				if (ot == null) continue;

				TriangulationPoint p = t.Points[i];
				TriangulationPoint op = ot.OppositePoint(t, p);
				int oi = ot.IndexOf(op);
				// If this is a Constrained Edge or a Delaunay Edge(only during recursive legalization)
				// then we should not try to legalize
				if (ot.EdgeIsConstrained[oi] || ot.EdgeIsDelaunay[oi]) {
					t.EdgeIsConstrained[i] = ot.EdgeIsConstrained[oi]; // XXX: have no good way of setting this property when creating new triangles so lets set it here
					continue;
				}

				if (!TriangulationUtil.SmartIncircle(p,t.PointCCWFrom(p),t.PointCWFrom(p),op)) continue;

				// Lets mark this shared edge as Delaunay
				t.EdgeIsDelaunay[i] = true;
				ot.EdgeIsDelaunay[oi] = true;

				// Lets rotate shared edge one vertex CW to legalize it
				RotateTrianglePair(t, p, ot, op);

				// We now got one valid Delaunay Edge shared by two triangles
				// This gives us 4 new edges to check for Delaunay

				// Make sure that triangle to node mapping is done only one time for a specific triangle
				if (!Legalize(tcx, t)) tcx.MapTriangleToNodes(t);
				if (!Legalize(tcx, ot)) tcx.MapTriangleToNodes(ot);

				// Reset the Delaunay edges, since they only are valid Delaunay edges
				// until we add a new triangle or point.
				// XXX: need to think about this. Can these edges be tried after we
				//      return to previous recursive level?
				t.EdgeIsDelaunay[i] = false;
				ot.EdgeIsDelaunay[oi] = false;

				// If triangle have been legalized no need to check the other edges since
				// the recursive legalization will handles those so we can end here.
				return true;
			}
			return false;
		}

		/// <summary>
		/// Rotates a triangle pair one vertex CW
		///       n2                    n2
		///  P +-----+             P +-----+
		///    | t  /|               |\  t |
		///    |   / |               | \   |
		///  n1|  /  |n3           n1|  \  |n3
		///    | /   |    after CW   |   \ |
		///    |/ oT |               | oT \|
		///    +-----+ oP            +-----+
		///       n4                    n4
		/// </summary>
		private static void RotateTrianglePair( DelaunayTriangle t, TriangulationPoint p, DelaunayTriangle ot, TriangulationPoint op ) {
			DelaunayTriangle n1, n2, n3, n4;
			n1 = t.NeighborCCWFrom(p);
			n2 = t.NeighborCWFrom(p);
			n3 = ot.NeighborCCWFrom(op);
			n4 = ot.NeighborCWFrom(op);

			bool ce1, ce2, ce3, ce4;
			ce1 = t.GetConstrainedEdgeCCW(p);
			ce2 = t.GetConstrainedEdgeCW(p);
			ce3 = ot.GetConstrainedEdgeCCW(op);
			ce4 = ot.GetConstrainedEdgeCW(op);

			bool de1, de2, de3, de4;
			de1 = t.GetDelaunayEdgeCCW(p);
			de2 = t.GetDelaunayEdgeCW(p);
			de3 = ot.GetDelaunayEdgeCCW(op);
			de4 = ot.GetDelaunayEdgeCW(op);

			t.Legalize(p, op);
			ot.Legalize(op, p);

			// Remap dEdge
			ot.SetDelaunayEdgeCCW(p, de1);
			t.SetDelaunayEdgeCW(p, de2);
			t.SetDelaunayEdgeCCW(op, de3);
			ot.SetDelaunayEdgeCW(op, de4);

			// Remap cEdge
			ot.SetConstrainedEdgeCCW(p, ce1);
			t.SetConstrainedEdgeCW(p, ce2);
			t.SetConstrainedEdgeCCW(op, ce3);
			ot.SetConstrainedEdgeCW(op, ce4);

			// Remap neighbors
			// XXX: might optimize the markNeighbor by keeping track of
			//      what side should be assigned to what neighbor after the
			//      rotation. Now mark neighbor does lots of testing to find
			//      the right side.
			t.Neighbors.Clear();
			ot.Neighbors.Clear();
			if (n1 != null) ot.MarkNeighbor(n1);
			if (n2 != null) t.MarkNeighbor(n2);
			if (n3 != null) t.MarkNeighbor(n3);
			if (n4 != null) ot.MarkNeighbor(n4);
			t.MarkNeighbor(ot);
		}
	}
}
