/*=========================================================================

  Program:   Visualization Toolkit
  Module:    $RCSfile: vtkDelaunay3D.h,v $
  Language:  C++
  Date:      $Date: 2001/10/11 13:36:57 $
  Version:   $Revision: 1.43 $


Copyright (c) 1993-2001 Ken Martin, Will Schroeder, Bill Lorensen 
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=========================================================================*/
// .NAME vtkDelaunay3D - create 3D Delaunay triangulation of input points
// .SECTION Description
// vtkDelaunay3D is a filter that constructs a 3D 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 an unstructured grid dataset. Usually the
// output is a tetrahedral mesh, but if a non-zero alpha distance
// value is specified (called the "alpha" value), then only tetrahedra,
// triangles, edges, and vertices lying within the alpha radius are 
// output. In other words, non-zero alpha values may result in arbitrary
// combinations of tetrahedra, triangles, lines, and vertices. (The notion 
// of alpha value is derived from Edelsbrunner's work on "alpha shapes".)
// 
// The 3D Delaunay triangulation is defined as the triangulation that
// satisfies the Delaunay criterion for n-dimensional simplexes (in
// this case n=3 and the simplexes are tetrahedra). This criterion
// states that a circumsphere of each simplex in a triangulation
// contains only the n+1 defining points of the simplex. (See text for
// more information.) While in two dimensions this translates into an
// "optimal" triangulation, this is not true in 3D, since a measurement 
// for optimality in 3D is not agreed on.
//
// 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. (If you wish to create 2D 
// triangulations see vtkDelaunay2D.) The output is an unstructured grid.
// 
// The Delaunay triangulation can be numerically sensitive. 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.

// .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 four
// points will form a tetrahedron; other degenerate points (relative to this
// initial tetrahedron) will not break it.
//
// 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;
// and the more likely you are to see numerical problems.
//
// The implementation of this algorithm varies from the 2D Delaunay
// algorithm (i.e., vtkDelaunay2D) in an important way. When points are
// injected into the triangulation, the search for the enclosing tetrahedron
// is quite different. In the 3D case, the closest previously inserted point
// point is found, and then the connected tetrahedra are searched to find
// the containing one. (In 2D, a "walk" towards the enclosing triangle is
// performed.) If the triangulation is Delaunay, then an 

// .SECTION See Also
// vtkDelaunay2D vtkGaussianSplatter vtkUnstructuredGrid

#ifndef __vtkDelaunay3D_h
#define __vtkDelaunay3D_h

#include "vtkUnstructuredGridSource.h"

class vtkTetraArray;

class VTK_GRAPHICS_EXPORT vtkDelaunay3D : public vtkUnstructuredGridSource
{
public:
  vtkTypeMacro(vtkDelaunay3D,vtkUnstructuredGridSource);
  void PrintSelf(ostream& os, vtkIndent indent);

  // Description:
  // Construct object with Alpha = 0.0; Tolerance = 0.001; Offset = 2.5;
  // BoundingTriangulation turned off.
  static vtkDelaunay3D *New();

  // Description:
  // Specify alpha (or distance) value to control output of this filter.
  // For a non-zero alpha value, only edges, faces, or tetra contained 
  // within the circumsphere (of radius alpha) will be output. Otherwise,
  // only tetrahedra will be output.
  vtkSetClampMacro(Alpha,float,0.0,VTK_LARGE_FLOAT);
  vtkGetMacro(Alpha,float);

  // 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,float,0.0,1.0);
  vtkGetMacro(Tolerance,float);

  // Description:
  // Specify a multiplier to control the size of the initial, bounding
  // Delaunay triangulation.
  vtkSetClampMacro(Offset,float,2.5,VTK_LARGE_FLOAT);
  vtkGetMacro(Offset,float);

  // 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 a spatial locator for merging points. By default, 
  // an instance of vtkPointLocator is used.
  void SetLocator(vtkPointLocator *locator);
  vtkGetObjectMacro(Locator,vtkPointLocator);

  // Description:
  // Create default locator. Used to create one when none is specified. The 
  // locator is used to eliminate "coincident" points.
  void CreateDefaultLocator();

  // Description:
  // This is a helper method used with InsertPoint() to create 
  // tetrahedronalizations of points. Its purpose is construct an initial
  // Delaunay triangulation into which to inject other points. You must
  // specify the center of a cubical bounding box and its length, as well
  // as the number of points to insert. The method returns a pointer to
  // an unstructured grid. Use this pointer to manipulate the mesh as
  // necessary. You must delete (with Delete()) the mesh when done.
  // Note: This initialization method places points forming bounding octahedron
  // at the end of the Mesh's point list. That is, InsertPoint() assumes that
  // you will be inserting points between (0,numPtsToInsert-1).
  vtkUnstructuredGrid *InitPointInsertion(float center[3], float length, 
                                          vtkIdType numPts, vtkPoints* &pts);

  // Description:
  // This is a helper method used with InitPointInsertion() to create
  // tetrahedronalizations of points. Its purpose is to inject point at
  // coordinates specified into tetrahedronalization. The point id is an index
  // into the list of points in the mesh structure.  (See
  // vtkDelaunay3D::InitPointInsertion() for more information.)  When you have
  // completed inserting points, traverse the mesh structure to extract desired
  // tetrahedra (or tetra faces and edges).The holeTetras id list lists all the
  // tetrahedra that are deleted (invalid) in the mesh structure.
  void InsertPoint(vtkUnstructuredGrid *Mesh, vtkPoints *points,
                   vtkIdType id, float x[3], vtkIdList *holeTetras);

  // Description:
  // Invoke this method after all points have been inserted. The purpose of
  // the method is to clean up internal data structures. Note that the 
  // (vtkUnstructuredGrid *)Mesh returned from InitPointInsertion() is NOT
  // deleted, you still are responsible for cleaning that up.
  void EndPointInsertion();

  // Description:
  // Return the MTime also considering the locator.
  unsigned long GetMTime();

  // Description:
  // Set / get the input data or filter.
  virtual void SetInput(vtkPointSet *input);
  vtkPointSet *GetInput();

protected:
  vtkDelaunay3D();
  ~vtkDelaunay3D();

  void Execute();

  float Alpha;
  float Tolerance;
  int BoundingTriangulation;
  float Offset;

  vtkPointLocator *Locator;  //help locate points faster
  
  vtkTetraArray *TetraArray; //used to keep track of circumspheres/neighbors
  int FindTetra(vtkUnstructuredGrid *Mesh, double x[3], vtkIdType tetId,
                int depth);
  int InSphere(double x[3], vtkIdType tetraId);
  void InsertTetra(vtkUnstructuredGrid *Mesh, vtkPoints *pts,
                   vtkIdType tetraId);

  int NumberOfDuplicatePoints; //keep track of bad data
  int NumberOfDegeneracies;

  // Keep track of number of references to points to avoid new/delete calls
  int *References;

  vtkIdType FindEnclosingFaces(float x[3], vtkUnstructuredGrid *Mesh,
                               vtkIdList *tetras, vtkIdList *faces, 
                               vtkPointLocator *Locator);
  
private: //members added for performance
  vtkIdList *Tetras; //used in InsertPoint
  vtkIdList *Faces;  //used in InsertPoint
  vtkIdList *BoundaryPts; //used by InsertPoint
  vtkIdList *CheckedTetras; //used by InsertPoint
  vtkIdList *NeiTetras; //used by InsertPoint

private:
  vtkDelaunay3D(const vtkDelaunay3D&);  // Not implemented.
  void operator=(const vtkDelaunay3D&);  // Not implemented.
};

#endif


