/*=========================================================================

  Program:   Visualization Toolkit
  Module:    $RCSfile: vtkDelaunay2D.h,v $
  Language:  C++
  Date:      $Date: 2001/12/13 20:46:39 $
  Version:   $Revision: 1.34.2.1 $


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=========================================================================*/
// .NAME vtkDelaunay2D - create 2D Delaunay triangulation of input points
// .SECTION Description

// vtkDelaunay2D is a filter that constructs a 2D Delaunay triangulation from
// a list of input points. These points may be represented by any dataset of
// type vtkPointSet and subclasses. The output of the filter is a polygonal
// dataset. Usually the output is a triangle mesh, but if a non-zero alpha
// distance value is specified (called the "alpha" value), then only
// triangles, edges, and vertices lying within the alpha radius are
// output. In other words, non-zero alpha values may result in arbitrary
// combinations of triangles, lines, and vertices. (The notion of alpha value
// is derived from Edelsbrunner's work on "alpha shapes".) Also, it is
// possible to generate "constrained triangulations" using this filter.
// A constrained triangulation is one where edges and loops (i.e., polygons)
// can be defined and the triangulation will preserve them (read on for 
// more information).
//
// The 2D Delaunay triangulation is defined as the triangulation that 
// satisfies the Delaunay criterion for n-dimensional simplexes (in this case
// n=2 and the simplexes are triangles). This criterion states that a 
// circumsphere of each simplex in a triangulation contains only the n+1 
// defining points of the simplex. (See "The Visualization Toolkit" text 
// for more information.) In two dimensions, this translates into an optimal 
// triangulation. That is, the maximum interior angle of any triangle is less 
// than or equal to that of any possible triangulation.
// 
// Delaunay triangulations are used to build topological structures
// from unorganized (or unstructured) points. The input to this filter
// is a list of points specified in 3D, even though the triangulation
// is 2D. Thus the triangulation is constructed in the x-y plane, and
// the z coordinate is ignored (although carried through to the
// output). If you desire to triangulate in a different plane, you
// can use the vtkTransformFilter to transform the points into and
// out of the x-y plane or you can specify a transform to the Delaunay2D
// directly.  In the latter case, the input points are transformed, the
// transformed points are triangulated, and the output will use the
// triangulated topology for the original (non-transformed) points.  This
// avoids transforming the data back as would be required when using the
// vtkTransformFilter method.  Specifying a transform directly also allows
// any transform to be used: rigid, non-rigid, non-invertible, etc.
//
// If an input transform is used, then alpha values are applied (for the
// most part) in the original data space.  The exception is when
// BoundingTriangulation is on.  In this case, alpha values are applied in
// the original data space unless a cell uses a bounding vertex.  
// 
// The Delaunay triangulation can be numerically sensitive in some cases. To
// prevent problems, try to avoid injecting points that will result in
// triangles with bad aspect ratios (1000:1 or greater). In practice this
// means inserting points that are "widely dispersed", and enables smooth
// transition of triangle sizes throughout the mesh. (You may even want to
// add extra points to create a better point distribution.) If numerical
// problems are present, you will see a warning message to this effect at
// the end of the triangulation process.

//
// To create constrained meshes, you must define an additional
// input. This input is an instance of vtkPolyData which contains
// lines, polylines, and/or polygons that define constrained edges and
// loops. Only the topology of (lines and polygones) from this second
// input are used.  The topology is assumed to reference points in the
// input point set (the one to be triangulated). In other words, the
// lines and polygons use point ids from the first input point
// set. Lines and polylines found in the input will be mesh edges in
// the output. Polygons define a loop with inside and outside
// regions. The inside of the polygon is determined by using the
// right-hand-rule, i.e., looking down the z-axis a polygon should be
// ordered counter-clockwise. Holes in a polygon should be ordered
// clockwise. If you choose to create a constrained triangulation, the
// final mesh may not satisfy the Delaunay criterion. (Noted: the
// lines/polygon edges must not intersect when projected onto the 2D
// plane.  It may not be possible to recover all edges due to not
// enough points in the triangulation, or poorly defined edges
// (coincident or excessively long).  The form of the lines or
// polygons is a list of point ids that correspond to the input point
// ids used to generate the triangulation.)
//
// If an input transform is used, constraints are defined in the
// "transformed" space.  So when the right hand rule is used for a
// polygon constraint, that operation is applied using the transformed
// points.  Since the input transform can be any transformation (rigid
// or non-rigid), care must be taken in constructing constraints when
// an input transform is used.

// .SECTION Caveats
// Points arranged on a regular lattice (termed degenerate cases) can be 
// triangulated in more than one way (at least according to the Delaunay 
// criterion). The choice of triangulation (as implemented by 
// this algorithm) depends on the order of the input points. The first three
// points will form a triangle; other degenerate points will not break
// this triangle.
//
// Points that are coincident (or nearly so) may be discarded by the algorithm.
// This is because the Delaunay triangulation requires unique input points.
// You can control the definition of coincidence with the "Tolerance" instance
// variable.
//
// The output of the Delaunay triangulation is supposedly a convex hull. In 
// certain cases this implementation may not generate the convex hull. This
// behavior can be controlled by the Offset instance variable. Offset is a
// multiplier used to control the size of the initial triangulation. The 
// larger the offset value, the more likely you will generate a convex hull;
// but the more likely you are to see numerical problems.
 
// .SECTION See Also
// vtkDelaunay3D vtkTransformFilter vtkGaussianSplatter

#ifndef __vtkDelaunay2D_h
#define __vtkDelaunay2D_h

#include "vtkPointSet.h"
#include "vtkPolyDataSource.h"
#include "vtkAbstractTransform.h"

class VTK_GRAPHICS_EXPORT vtkDelaunay2D : public vtkPolyDataSource
{
public:
  vtkTypeMacro(vtkDelaunay2D,vtkPolyDataSource);
  void PrintSelf(ostream& os, vtkIndent indent);

  // Description:
  // Construct object with Alpha = 0.0; Tolerance = 0.001; Offset = 1.25;
  // BoundingTriangulation turned off.
  static vtkDelaunay2D *New();

  // Description:
  // Specify the source object used to specify constrained edges and loops.
  // (This is optional.) If set, and lines/polygons are defined, a constrained
  // triangulation is created. The lines/polygons are assumed to reference
  // points in the input point set (i.e. point ids are identical in the
  // input and source).
  void SetSource(vtkPolyData *);
  vtkPolyData *GetSource();
  
  // Description:
  // Specify alpha (or distance) value to control output of this filter.
  // For a non-zero alpha value, only edges or triangles contained within
  // a sphere centered at mesh vertices will be output. Otherwise, only
  // triangles will be output.
  vtkSetClampMacro(Alpha,double,0.0,VTK_LARGE_FLOAT);
  vtkGetMacro(Alpha,double);

  // Description:
  // Specify a tolerance to control discarding of closely spaced points.
  // This tolerance is specified as a fraction of the diagonal length of
  // the bounding box of the points.
  vtkSetClampMacro(Tolerance,double,0.0,1.0);
  vtkGetMacro(Tolerance,double);

  // Description:
  // Specify a multiplier to control the size of the initial, bounding
  // Delaunay triangulation.
  vtkSetClampMacro(Offset,double,0.75,VTK_LARGE_FLOAT);
  vtkGetMacro(Offset,double);

  // Description:
  // Boolean controls whether bounding triangulation points (and associated
  // triangles) are included in the output. (These are introduced as an
  // initial triangulation to begin the triangulation process. This feature
  // is nice for debugging output.)
  vtkSetMacro(BoundingTriangulation,int);
  vtkGetMacro(BoundingTriangulation,int);
  vtkBooleanMacro(BoundingTriangulation,int);

  // Description:
  // Set / get the input data or filter.
  virtual void SetInput(vtkPointSet *input);
  vtkPointSet *GetInput();

  // Description:
  // Set / get the transform which is applied to points to generate a
  // 2D problem.  This maps a 3D dataset into a 2D dataset where
  // triangulation can be done on the XY plane.  The points are
  // transformed and triangulated.  The topology of triangulated
  // points is used as the output topology.  The output points are the
  // original (untransformed) points.  The transform can be any
  // subclass of vtkAbstractTransform (thus it does not need to be a
  // linear or invertible transform).
  vtkSetObjectMacro(Transform, vtkAbstractTransform);
  vtkGetObjectMacro(Transform, vtkAbstractTransform);

protected:
  vtkDelaunay2D();
  ~vtkDelaunay2D();

  void Execute();

  double Alpha;
  double Tolerance;
  int BoundingTriangulation;
  double Offset;

  vtkAbstractTransform *Transform;

private:
  vtkPolyData *Mesh; //the created mesh
  double *Points;    //the raw points in double precision
  void SetPoint(vtkIdType id, double *x)
    {vtkIdType idx=3*id; 
    this->Points[idx] = x[0];
    this->Points[idx+1] = x[1];
    this->Points[idx+2] = x[2];
    }
      
  void GetPoint(vtkIdType id, double x[3])
    {double *ptr = this->Points + 3*id;
    x[0] = *ptr++;
    x[1] = *ptr++;
    x[2] = *ptr;
    }

  int NumberOfDuplicatePoints;
  int NumberOfDegeneracies;

  int *RecoverBoundary();
  int RecoverEdge(vtkIdType p1, vtkIdType p2);
  void FillPolygons(vtkCellArray *polys, int *triUse);

  int InCircle (double x[3], double x1[3], double x2[3], double x3[3]);
  vtkIdType FindTriangle(double x[3], vtkIdType ptIds[3], vtkIdType tri,
                         double tol, vtkIdType nei[3], vtkIdList *neighbors);
  void CheckEdge(vtkIdType ptId, double x[3], vtkIdType p1, vtkIdType p2,
                 vtkIdType tri);

private:
  vtkDelaunay2D(const vtkDelaunay2D&);  // Not implemented.
  void operator=(const vtkDelaunay2D&);  // Not implemented.
};

#endif


