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 * Licensed to the Apache Software Foundation (ASF) under one
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 * regarding copyright ownership.  The ASF licenses this file
 * to you under the Apache License, Version 2.0 (the
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 * with the License.  You may obtain a copy of the License at
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 *   http://www.apache.org/licenses/LICENSE-2.0
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// MARKER(update_precomp.py): autogen include statement, do not remove
#include "precompiled_drawinglayer.hxx"

#include <drawinglayer/primitive3d/sdrextrudeprimitive3d.hxx>
#include <basegfx/matrix/b2dhommatrix.hxx>
#include <basegfx/polygon/b2dpolygontools.hxx>
#include <basegfx/polygon/b3dpolypolygontools.hxx>
#include <drawinglayer/primitive3d/sdrdecompositiontools3d.hxx>
#include <basegfx/tools/canvastools.hxx>
#include <drawinglayer/primitive3d/drawinglayer_primitivetypes3d.hxx>
#include <drawinglayer/geometry/viewinformation3d.hxx>
#include <drawinglayer/attribute/sdrfillattribute.hxx>
#include <drawinglayer/attribute/sdrlineattribute.hxx>
#include <drawinglayer/attribute/sdrshadowattribute.hxx>

//////////////////////////////////////////////////////////////////////////////

using namespace com::sun::star;

//////////////////////////////////////////////////////////////////////////////

namespace drawinglayer
{
	namespace primitive3d
	{
		Primitive3DSequence SdrExtrudePrimitive3D::create3DDecomposition(const geometry::ViewInformation3D& rViewInformation) const
		{
			Primitive3DSequence aRetval;

			// get slices
			const Slice3DVector& rSliceVector = getSlices();

			if(rSliceVector.size())
			{
				sal_uInt32 a;

				// decide what to create
				const ::com::sun::star::drawing::NormalsKind eNormalsKind(getSdr3DObjectAttribute().getNormalsKind());
				const bool bCreateNormals(::com::sun::star::drawing::NormalsKind_SPECIFIC == eNormalsKind);
				const bool bCreateTextureCoordiantesX(::com::sun::star::drawing::TextureProjectionMode_OBJECTSPECIFIC == getSdr3DObjectAttribute().getTextureProjectionX());
				const bool bCreateTextureCoordiantesY(::com::sun::star::drawing::TextureProjectionMode_OBJECTSPECIFIC == getSdr3DObjectAttribute().getTextureProjectionY());
				double fRelativeTextureWidth(1.0);
				basegfx::B2DHomMatrix aTexTransform;

				if(!getSdrLFSAttribute().getFill().isDefault() && (bCreateTextureCoordiantesX || bCreateTextureCoordiantesY))
				{
					const basegfx::B2DPolygon aFirstPolygon(maCorrectedPolyPolygon.getB2DPolygon(0L));
					const double fFrontLength(basegfx::tools::getLength(aFirstPolygon));
					const double fFrontArea(basegfx::tools::getArea(aFirstPolygon));
					const double fSqrtFrontArea(sqrt(fFrontArea));
					fRelativeTextureWidth = basegfx::fTools::equalZero(fSqrtFrontArea) ? 1.0 : fFrontLength / fSqrtFrontArea;
					fRelativeTextureWidth = (double)((sal_uInt32)(fRelativeTextureWidth - 0.5));

					if(fRelativeTextureWidth < 1.0)
					{
						fRelativeTextureWidth = 1.0;
					}

					aTexTransform.translate(-0.5, -0.5);
					aTexTransform.scale(-1.0, -1.0);
					aTexTransform.translate(0.5, 0.5);
					aTexTransform.scale(fRelativeTextureWidth, 1.0);
				}

				// create geometry
				::std::vector< basegfx::B3DPolyPolygon > aFill;
				extractPlanesFromSlice(aFill, rSliceVector, 
					bCreateNormals, getSmoothHorizontalNormals(), getSmoothNormals(), getSmoothLids(), false,
					0.5, 0.6, bCreateTextureCoordiantesX || bCreateTextureCoordiantesY, aTexTransform);

				// get full range
				const basegfx::B3DRange aRange(getRangeFrom3DGeometry(aFill));

				// normal creation
				if(!getSdrLFSAttribute().getFill().isDefault())
				{
					if(::com::sun::star::drawing::NormalsKind_SPHERE == eNormalsKind)
					{
						applyNormalsKindSphereTo3DGeometry(aFill, aRange);
					}
					else if(::com::sun::star::drawing::NormalsKind_FLAT == eNormalsKind)
					{
						applyNormalsKindFlatTo3DGeometry(aFill);
					}

					if(getSdr3DObjectAttribute().getNormalsInvert())
					{
						applyNormalsInvertTo3DGeometry(aFill);
					}
				}

				// texture coordinates
				if(!getSdrLFSAttribute().getFill().isDefault())
				{
					applyTextureTo3DGeometry(
						getSdr3DObjectAttribute().getTextureProjectionX(),
						getSdr3DObjectAttribute().getTextureProjectionY(),
						aFill,
						aRange,
						getTextureSize());
				}

				if(!getSdrLFSAttribute().getFill().isDefault())
				{
					// add fill
					aRetval = create3DPolyPolygonFillPrimitives(
						aFill, 
						getTransform(), 
						getTextureSize(), 
						getSdr3DObjectAttribute(), 
						getSdrLFSAttribute().getFill(), 
						getSdrLFSAttribute().getFillFloatTransGradient());
				}
				else
				{
					// create simplified 3d hit test geometry
                    aRetval = createHiddenGeometryPrimitives3D(
				        aFill, 
				        getTransform(), 
				        getTextureSize(), 
				        getSdr3DObjectAttribute());
				}

				// add line
				if(!getSdrLFSAttribute().getLine().isDefault())
				{
					if(getSdr3DObjectAttribute().getReducedLineGeometry())
                    {
						// create geometric outlines with reduced line geometry for chart.
						const basegfx::B3DPolyPolygon aVerLine(extractVerticalLinesFromSlice(rSliceVector));
						const sal_uInt32 nCount(aVerLine.count());
						basegfx::B3DPolyPolygon aReducedLoops;
						basegfx::B3DPolyPolygon aNewLineGeometry;
						
						// sort out doubles (front and back planes when no edge rounding is done). Since
						// this is a line geometry merged from PolyPolygons, loop over all Polygons
						for(a = 0; a < nCount; a++)
						{
							const sal_uInt32 nReducedCount(aReducedLoops.count());
							const basegfx::B3DPolygon aCandidate(aVerLine.getB3DPolygon(a));
							bool bAdd(true);
							
							if(nReducedCount)
							{
								for(sal_uInt32 b(0); bAdd && b < nReducedCount; b++)
								{
									if(aCandidate == aReducedLoops.getB3DPolygon(b))
									{
										bAdd = false;
									}
								}
							}
							
							if(bAdd)
							{
								aReducedLoops.append(aCandidate);
							}
						}

						// from here work with reduced loops and reduced count without changing them
						const sal_uInt32 nReducedCount(aReducedLoops.count());

						if(nReducedCount > 1)
						{
							for(sal_uInt32 b(1); b < nReducedCount; b++)
							{
								// get loop pair
								const basegfx::B3DPolygon aCandA(aReducedLoops.getB3DPolygon(b - 1));
								const basegfx::B3DPolygon aCandB(aReducedLoops.getB3DPolygon(b));
								
								// for each loop pair create the connection edges
								createReducedOutlines(
									rViewInformation, 
									getTransform(), 
									aCandA,
									aCandB, 
									aNewLineGeometry);
							}
						}

						// add reduced loops themselves
						aNewLineGeometry.append(aReducedLoops);

						// to create vertical edges at non-C1/C2 steady loops, use maCorrectedPolyPolygon 
						// directly since the 3D Polygons do not suport this.
						//
						// Unfortunately there is no bezier polygon provided by the chart module; one reason is
						// that the API for extrude wants a 3D polygon geometry (for historical reasons, i guess)
						// and those have no beziers. Another reason is that he chart module uses self-created
						// stuff to create the 2D geometry (in ShapeFactory::createPieSegment), but this geometry
						// does not contain bezier infos, either. The only way which is possible for now is to 'detect'
						// candidates for vertical edges of pie segments by looking for the angles in the polygon.
						//
						// This is all not very well designed ATM. Ideally, the ReducedLineGeometry is responsible
						// for creating the outer geometry edges (createReducedOutlines), but for special edges
						// like the vertical ones for pie center and both start/end, the incarnation with the
						// knowledge about that it needs to create those and IS a pie segment -> in this case, 
						// the chart itself.
						const sal_uInt32 nPolyCount(maCorrectedPolyPolygon.count());

						for(sal_uInt32 c(0); c < nPolyCount; c++)
						{
							const basegfx::B2DPolygon aCandidate(maCorrectedPolyPolygon.getB2DPolygon(c));
							const sal_uInt32 nPointCount(aCandidate.count());

							if(nPointCount > 2)
							{
								sal_uInt32 nIndexA(nPointCount);
								sal_uInt32 nIndexB(nPointCount);
								sal_uInt32 nIndexC(nPointCount);
								
								for(sal_uInt32 d(0); d < nPointCount; d++)
								{
									const sal_uInt32 nPrevInd((d + nPointCount - 1) % nPointCount);
									const sal_uInt32 nNextInd((d + 1) % nPointCount);
									const basegfx::B2DPoint aPoint(aCandidate.getB2DPoint(d));
									const basegfx::B2DVector aPrev(aCandidate.getB2DPoint(nPrevInd) - aPoint);
									const basegfx::B2DVector aNext(aCandidate.getB2DPoint(nNextInd) - aPoint);
									const double fAngle(aPrev.angle(aNext));

									// take each angle which deviates more than 10% from going straight as
									// special edge. This will detect the two outer edges of pie segments,
									// but not always the center one (think about a near 180 degree pie)
									if(F_PI - fabs(fAngle) > F_PI * 0.1)
									{
										if(nPointCount == nIndexA)
										{
											nIndexA = d;
										}
										else if(nPointCount == nIndexB)
										{
											nIndexB = d;
										}
										else if(nPointCount == nIndexC)
										{
											nIndexC = d;
											d = nPointCount;
										}
									}
								}

								const bool bIndexAUsed(nIndexA != nPointCount);
								const bool bIndexBUsed(nIndexB != nPointCount);
								bool bIndexCUsed(nIndexC != nPointCount);

								if(bIndexCUsed)
								{
									// already three special edges found, so the center one was already detected
									// and does not need to be searched
								}
								else if(bIndexAUsed && bIndexBUsed)
								{
									// outer edges detected (they are approx. 90 degrees), but center one not. 
									// Look with the knowledge that it's in-between the two found ones
									if(((nIndexA + 2) % nPointCount) == nIndexB)
									{
										nIndexC = (nIndexA + 1) % nPointCount;
									}
									else if(((nIndexA + nPointCount - 2) % nPointCount) == nIndexB)
									{
										nIndexC = (nIndexA + nPointCount - 1) % nPointCount;
									}

									bIndexCUsed = (nIndexC != nPointCount);
								}

								if(bIndexAUsed)
								{
									const basegfx::B2DPoint aPoint(aCandidate.getB2DPoint(nIndexA));
									const basegfx::B3DPoint aStart(aPoint.getX(), aPoint.getY(), 0.0);
									const basegfx::B3DPoint aEnd(aPoint.getX(), aPoint.getY(), getDepth());
									basegfx::B3DPolygon aToBeAdded;

									aToBeAdded.append(aStart);
									aToBeAdded.append(aEnd);
									aNewLineGeometry.append(aToBeAdded);
								}
								
								if(bIndexBUsed)
								{
									const basegfx::B2DPoint aPoint(aCandidate.getB2DPoint(nIndexB));
									const basegfx::B3DPoint aStart(aPoint.getX(), aPoint.getY(), 0.0);
									const basegfx::B3DPoint aEnd(aPoint.getX(), aPoint.getY(), getDepth());
									basegfx::B3DPolygon aToBeAdded;

									aToBeAdded.append(aStart);
									aToBeAdded.append(aEnd);
									aNewLineGeometry.append(aToBeAdded);
								}

								if(bIndexCUsed)
								{
									const basegfx::B2DPoint aPoint(aCandidate.getB2DPoint(nIndexC));
									const basegfx::B3DPoint aStart(aPoint.getX(), aPoint.getY(), 0.0);
									const basegfx::B3DPoint aEnd(aPoint.getX(), aPoint.getY(), getDepth());
									basegfx::B3DPolygon aToBeAdded;

									aToBeAdded.append(aStart);
									aToBeAdded.append(aEnd);
									aNewLineGeometry.append(aToBeAdded);
								}
							}
						}

						// append loops themselves
						aNewLineGeometry.append(aReducedLoops);
						
						if(aNewLineGeometry.count())
						{
							const Primitive3DSequence aLines(create3DPolyPolygonLinePrimitives(
                                aNewLineGeometry, getTransform(), getSdrLFSAttribute().getLine()));
							appendPrimitive3DSequenceToPrimitive3DSequence(aRetval, aLines);
						}
					}
					else
					{
						// extract line geometry from slices
						const basegfx::B3DPolyPolygon aHorLine(extractHorizontalLinesFromSlice(rSliceVector, false));
						const basegfx::B3DPolyPolygon aVerLine(extractVerticalLinesFromSlice(rSliceVector));

						// add horizontal lines
						const Primitive3DSequence aHorLines(create3DPolyPolygonLinePrimitives(
                            aHorLine, getTransform(), getSdrLFSAttribute().getLine()));
						appendPrimitive3DSequenceToPrimitive3DSequence(aRetval, aHorLines);

						// add vertical lines
						const Primitive3DSequence aVerLines(create3DPolyPolygonLinePrimitives(
                            aVerLine, getTransform(), getSdrLFSAttribute().getLine()));
						appendPrimitive3DSequenceToPrimitive3DSequence(aRetval, aVerLines);
					}
				}

				// add shadow
				if(!getSdrLFSAttribute().getShadow().isDefault() && aRetval.hasElements())
				{
					const Primitive3DSequence aShadow(createShadowPrimitive3D(
                        aRetval, getSdrLFSAttribute().getShadow(), getSdr3DObjectAttribute().getShadow3D()));
					appendPrimitive3DSequenceToPrimitive3DSequence(aRetval, aShadow);
				}
			}

			return aRetval;
		}

		void SdrExtrudePrimitive3D::impCreateSlices()
		{
			// prepare the polygon. No double points, correct orientations and a correct
			// outmost polygon are needed
            // Also important: subdivide here to ensure equal point count for all slices (!)
			maCorrectedPolyPolygon = basegfx::tools::adaptiveSubdivideByAngle(getPolyPolygon());
			maCorrectedPolyPolygon.removeDoublePoints();
			maCorrectedPolyPolygon = basegfx::tools::correctOrientations(maCorrectedPolyPolygon);
			maCorrectedPolyPolygon = basegfx::tools::correctOutmostPolygon(maCorrectedPolyPolygon);

			// prepare slices as geometry
			createExtrudeSlices(maSlices, maCorrectedPolyPolygon, getBackScale(), getDiagonal(), getDepth(), getCharacterMode(), getCloseFront(), getCloseBack());
		}

		const Slice3DVector& SdrExtrudePrimitive3D::getSlices() const
		{
			// This can be made dependent of  getSdrLFSAttribute().getFill() and getSdrLFSAttribute().getLine()
			// again when no longer geometry is needed for non-visible 3D objects as it is now for chart
			if(getPolyPolygon().count() && !maSlices.size())
			{
			    ::osl::Mutex m_mutex;
				const_cast< SdrExtrudePrimitive3D& >(*this).impCreateSlices();
			}

			return maSlices;
		}

		SdrExtrudePrimitive3D::SdrExtrudePrimitive3D(
			const basegfx::B3DHomMatrix& rTransform, 
			const basegfx::B2DVector& rTextureSize,
			const attribute::SdrLineFillShadowAttribute3D& rSdrLFSAttribute,
			const attribute::Sdr3DObjectAttribute& rSdr3DObjectAttribute,
			const basegfx::B2DPolyPolygon& rPolyPolygon,
			double fDepth, 
			double fDiagonal, 
			double fBackScale,
			bool bSmoothNormals, 
			bool bSmoothHorizontalNormals,
			bool bSmoothLids, 
			bool bCharacterMode, 
			bool bCloseFront, 
			bool bCloseBack)
		:	SdrPrimitive3D(rTransform, rTextureSize, rSdrLFSAttribute, rSdr3DObjectAttribute),
            maCorrectedPolyPolygon(),
            maSlices(),
			maPolyPolygon(rPolyPolygon),
			mfDepth(fDepth),
			mfDiagonal(fDiagonal),
			mfBackScale(fBackScale),
            mpLastRLGViewInformation(0),
			mbSmoothNormals(bSmoothNormals),
			mbSmoothHorizontalNormals(bSmoothHorizontalNormals),
			mbSmoothLids(bSmoothLids),
			mbCharacterMode(bCharacterMode),
			mbCloseFront(bCloseFront),
			mbCloseBack(bCloseBack)
		{
			// make sure depth is positive
			if(basegfx::fTools::lessOrEqual(getDepth(), 0.0))
			{
				mfDepth = 0.0;
			}

			// make sure the percentage value getDiagonal() is between 0.0 and 1.0
			if(basegfx::fTools::lessOrEqual(getDiagonal(), 0.0))
			{
				mfDiagonal = 0.0;
			}
			else if(basegfx::fTools::moreOrEqual(getDiagonal(), 1.0))
			{
				mfDiagonal = 1.0;
			}

			// no close front/back when polygon is not closed
			if(getPolyPolygon().count() && !getPolyPolygon().getB2DPolygon(0L).isClosed())
			{
				mbCloseFront = mbCloseBack = false;
			}

			// no edge rounding when not closing
			if(!getCloseFront() && !getCloseBack())
			{
				mfDiagonal = 0.0;
			}
		}

        SdrExtrudePrimitive3D::~SdrExtrudePrimitive3D()
        {
            if(mpLastRLGViewInformation)
            {
                delete mpLastRLGViewInformation;
            }
        }

        bool SdrExtrudePrimitive3D::operator==(const BasePrimitive3D& rPrimitive) const
		{
			if(SdrPrimitive3D::operator==(rPrimitive))
			{
				const SdrExtrudePrimitive3D& rCompare = static_cast< const SdrExtrudePrimitive3D& >(rPrimitive);
				
				return (getPolyPolygon() == rCompare.getPolyPolygon()
					&& getDepth() == rCompare.getDepth()
					&& getDiagonal() == rCompare.getDiagonal()
					&& getBackScale() == rCompare.getBackScale()
					&& getSmoothNormals() == rCompare.getSmoothNormals()
					&& getSmoothHorizontalNormals() == rCompare.getSmoothHorizontalNormals()
					&& getSmoothLids() == rCompare.getSmoothLids()
					&& getCharacterMode() == rCompare.getCharacterMode()
					&& getCloseFront() == rCompare.getCloseFront()
					&& getCloseBack() == rCompare.getCloseBack());
			}

			return false;
		}

		basegfx::B3DRange SdrExtrudePrimitive3D::getB3DRange(const geometry::ViewInformation3D& /*rViewInformation*/) const
		{
			// use defaut from sdrPrimitive3D which uses transformation expanded by line width/2
			// The parent implementation which uses the ranges of the decomposition would be more
			// corrcet, but for historical reasons it is necessary to do the old method: To get
			// the range of the non-transformed geometry and transform it then. This leads to different
			// ranges where the new method is more correct, but the need to keep the old behaviour
			// has priority here.
			return get3DRangeFromSlices(getSlices());
		}

        Primitive3DSequence SdrExtrudePrimitive3D::get3DDecomposition(const geometry::ViewInformation3D& rViewInformation) const
        {
            if(getSdr3DObjectAttribute().getReducedLineGeometry())
            {
                if(!mpLastRLGViewInformation ||
                    (getBuffered3DDecomposition().hasElements()
                        && *mpLastRLGViewInformation != rViewInformation))
                {
					// conditions of last local decomposition with reduced lines have changed. Remember
                    // new one and clear current decompositiopn
    			    ::osl::Mutex m_mutex;
					SdrExtrudePrimitive3D* pThat = const_cast< SdrExtrudePrimitive3D* >(this);
                    pThat->setBuffered3DDecomposition(Primitive3DSequence());
    				delete pThat->mpLastRLGViewInformation;
                    pThat->mpLastRLGViewInformation = new geometry::ViewInformation3D(rViewInformation);
                }
            }

            // no test for buffering needed, call parent
            return SdrPrimitive3D::get3DDecomposition(rViewInformation);
        }

		// provide unique ID
		ImplPrimitrive3DIDBlock(SdrExtrudePrimitive3D, PRIMITIVE3D_ID_SDREXTRUDEPRIMITIVE3D)

	} // end of namespace primitive3d
} // end of namespace drawinglayer

//////////////////////////////////////////////////////////////////////////////
// eof