/*
 * file: vrml_layer.h
 *
 * This program source code file is part of KiCad, a free EDA CAD application.
 *
 * Copyright (C) 2013-2017 Cirilo Bernardo
 * Copyright (C) 2021 KiCad Developers, see AUTHORS.txt for contributors.
 *
 * This program is free software; you can redistribute it and/or
 * modify it under the terms of the GNU General Public License
 * as published by the Free Software Foundation; either version 2
 * of the License, or (at your option) any later version.
 *
 * This program is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 * GNU General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License
 * along with this program; if not, you may find one here:
 * http://www.gnu.org/licenses/old-licenses/gpl-2.0.html
 * or you may search the http://www.gnu.org website for the version 2 license,
 * or you may write to the Free Software Foundation, Inc.,
 * 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA
 */

/**
 *  @file vrml_layer.h
 */

/*
 * Classes and structures to support the tesselation of a PCB for VRML output.
 */

#ifndef VRML_LAYER_H
#define VRML_LAYER_H

// Apple, in their infinite wisdom, has decided to mark OpenGL as deprecated.
// Luckily we can silence warnings about its deprecation.
#ifdef __APPLE__
#define GL_SILENCE_DEPRECATION 1
#endif

#include <wx/glcanvas.h>    // CALLBACK definition, needed on Windows
                            // also needed on OSX to define __DARWIN__

#ifdef __WXMAC__
#  ifdef __DARWIN__
#    include <OpenGL/glu.h>
#  else
#    include <glu.h>
#  endif
#else
#  include <GL/glu.h>
#endif

#include <iostream>
#include <vector>
#include <list>
#include <utility>

#ifndef M_PI2
#define M_PI2 ( M_PI / 2.0 )
#endif

#ifndef M_PI4
#define M_PI4 ( M_PI / 4.0 )
#endif


struct VERTEX_3D
{
    double  x;
    double  y;
    int i;          // vertex index
    int o;          // vertex order
    bool pth;       // true for plate-through hole
};

struct TRIPLET_3D
{
    int i1, i2, i3;

    TRIPLET_3D( int p1, int p2, int p3 )
    {
        i1  = p1;
        i2  = p2;
        i3  = p3;
    }
};


class VRML_LAYER
{
public:
    VRML_LAYER();
    virtual ~VRML_LAYER();

    /**
     * Retrieve the parameters used in calculating the number of vertices in an arc.
     *
     * @param aMaxSeg is the maximum number of segments for an arc with cords of length aMinLength.
     * @param aMinLength is the minimum length of cords in an arc.
     * @param aMaxLength is the maximum length of cords in an arc.
     */
    void GetArcParams( int& aMaxSeg, double& aMinLength, double& aMaxLength );

    /**
     * Set the parameters used in calculating the number of vertices in an arc.
     *
     * The default settings are reasonable for rendering for unit lengths of 1mm.
     *
     * @param aMaxSeg is the maximum number of segments for an arc with cords of length aMinLength.
     * @param aMinLength is the minimum length of cords in an arc.
     * @param aMaxLength is the maximum length of cords in an arc.
     * @return true if the parameters were accepted.
     */
    bool SetArcParams( int aMaxSeg, double aMinLength, double aMaxLength );

    /**
     * Reset the parameters used in calculating the number of vertices in an arc to default values.
     */
    void ResetArcParams();

    /**
     * Erase all data except for arc parameters.
     */
    void Clear( void );

    /**
     * @return the total number of vertices indexed.
     */
    int GetSize( void );

    /**
     * @return the number of stored contours.
     */
    int GetNContours( void )
    {
        return contours.size();
    }

    /**
     * Create a new list of vertices and returns an index to the list.
     *
     * @param aPlatedHole is true if the new contour will represent a plated hole.
     * @return index to the list or -1 if the operation failed.
     */
    int NewContour( bool aPlatedHole = false );

    /**
     * Add a point to the requested contour.
     *
     * @param aContour is an index previously returned by a call to NewContour().
     * @param aXpos is the X coordinate of the vertex.
     * @param aYpos is the Y coordinate of the vertex.
     * @return true if the vertex was added.
     */
    bool AddVertex( int aContourID, double aXpos, double aYpos );

    /**
     * Check the winding of a contour and ensures that it is a hole or a solid depending on the
     * value of @param hole.
     *
     * @param aContour is an index to a contour as returned by NewContour().
     * @param aHoleFlag determines if the contour must be a hole.
     * @return true if the operation succeeded.
     */
    bool EnsureWinding( int aContourID, bool aHoleFlag );

    /**
     * Add a circular contour to the specified (empty) contour.
     *
     * @param aXpos is the X coordinate of the hole center.
     * @param aYpos is the Y coordinate of the hole center.
     * @param aRadius is the radius of the hole.
     * @param aContourID is the contour index.
     * @param aHoleFlag determines if the contour to be created is a cutout.
     * @return true if the new contour was successfully created.
     */
    bool AppendCircle( double aXpos, double aYpos, double aRadius, int aContourID,
                       bool aHoleFlag = false );

    /**
     * Create a circular contour and adds it to the internal list.
     *
     * @param aXpos is the X coordinate of the hole center.
     * @param aYpos is the Y coordinate of the hole center.
     * @param aRadius is the radius of the hole.
     * @param aHoleFlag determines if the contour to be created is a cutout.
     * @param aPlatedHole is true if this is a plated hole.
     * @return true if the new contour was successfully created.
     */
    bool AddCircle( double aXpos, double aYpos, double aRadius, bool aHoleFlag = false,
                    bool aPlatedHole = false );

    /**
     * Create and add a slot feature to the list of contours.
     *
     * @param aCenterX is the X coordinate of the slot's center.
     * @param aCenterY is the Y coordinate of the slot's center.
     * @param aSlotLength is the length of the slot along the major axis.
     * @param aSlotWidth is the width of the slot along the minor axis.
     * @param aAngle (degrees) is the orientation of the slot.
     * @param aHoleFlag determines whether the slot is a hole or a solid.
     * @param aPlatedHole is true if this is a plated slot.
     * @return true if the slot was successfully created.
     */
    bool AddSlot( double aCenterX, double aCenterY, double aSlotLength, double aSlotWidth,
                  double aAngle, bool aHoleFlag = false, bool aPlatedHole = false );

    /**
     * Add an arc to the specified contour.
     *
     * @param aCenterX is the X coordinate of the arc's center.
     * @param aCenterY is the Y coordinate of the arc's center.
     * @param aRadius is the radius of the arc.
     * @param aStartAngle (degrees) is the starting angle of the arc.
     * @param aAngle (degrees) is the measure of the arc.
     * @param aContourID is the contour's index.
     * @return true if the slot was successfully created.
     */
    bool AppendArc( double aCenterX, double aCenterY, double aRadius, double aStartAngle,
                    double aAngle, int aContourID );

    /**
     * Create a slotted arc and adds it to the internal list of contours.
     *
     * @param aCenterX is the X coordinate of the arc's center.
     * @param aCenterY is the Y coordinate of the arc's center.
     * @param aStartX is the X coordinate of the starting point.
     * @param aStartY is the Y coordinate of the starting point.
     * @param aArcWidth is the width of the arc.
     * @param aAngle is the included angle (degrees).
     * @param aHoleFlag determines whether the arc is to be a hole or a solid.
     * @param aPlatedHole is true if this is a plated slotted arc.
     * @return true if the feature was successfully created.
     */
    bool AddArc( double aCenterX, double aCenterY, double aStartX, double aStartY,
                 double aArcWidth, double aAngle, bool aHoleFlag = false,
                 bool aPlatedHole = false );

    /**
     * Create an arbitrary polygon and adds it to the list of contours.
     *
     * @param aPolySet is the set of polygon points.
     * @param aCenterX is the X coordinate of the polygon's center.
     * @param aCenterY is the Y coordinate of the polygon's center.
     * @param aAngle is the rotation angle (degrees) of the pad.
     */
    bool AddPolygon( const std::vector< wxRealPoint >& aPolySet, double aCenterX, double aCenterY,
                     double aAngle );

    /**
     * Create a list of outline vertices as well as the vertex sets required to render the surface.
     *
     * @param holes is an optional pointer to cutouts to be imposed on the surface.
     * @param aHolesOnly is true if the outline contains only holes.
     * @return true if the operation succeeded.
     */
    bool Tesselate( VRML_LAYER* holes = NULL, bool aHolesOnly = false );

    /**
     * Write out the list of vertices required to render a planar surface.
     *
     * @param aZcoord is the Z coordinate of the plane.
     * @param aOutFile is the file to write to.
     * @param aPrecision is the precision of the output coordinates.
     * @return true if the operation succeeded.
     */
    bool WriteVertices( double aZcoord, std::ostream& aOutFile, int aPrecision );

    /**
     * Write out the list of vertices required to render an extruded solid.
     *
     * @param aTopZ is the Z coordinate of the top plane.
     * @param aBottomZ is the Z coordinate of the bottom plane.
     * @param aOutFile is the file to write to.
     * @param aPrecision is the precision of the output coordinates.
     * @return true if the operation succeeded.
     */
    bool Write3DVertices( double aTopZ, double aBottomZ, std::ostream& aOutFile, int aPrecision );

    /**
     * Write out the vertex sets required to render a planar surface.
     *
     * @param aTopFlag is true if the surface is to be visible from above; if false the surface
     *                 will be visible from below.
     * @param aOutFile is the file to write to.
     * @return true if the operation succeeded.
     */
    bool WriteIndices( bool aTopFlag, std::ostream& aOutFile );

    /**
     * Write out the vertex sets required to render an extruded solid.
     *
     * @param aOutFile is the file to write to.
     * @param aIncludePlatedHoles is true if holes marked as plated should be rendered. Default
     *                            is false since the user will usually render these holes in a
     *                            different color.
     * @return true if the operation succeeded.
     */
    bool Write3DIndices( std::ostream& aOutFile, bool aIncludePlatedHoles = false );

    /**
     * Add an extra vertex as required by the GLU tesselator.
     *
     * @param aXpos is the X coordinate of the newly created point.
     * @param aYpos is the Y coordinate of the newly created point.
     * @param aPlatedHole is true if this point is part of a plated hole.
     * @return is the new vertex or NULL if a vertex could not be created.
     */
    VERTEX_3D* AddExtraVertex( double aXpos, double aYpos, bool aPlatedHole );

    /**
     * Invoked by the GLU tesselator callback to notify this object of the type of GL command
     * which is applicable to the upcoming vertex list.
     *
     * @param cmd is the GL command.
     */
    void glStart( GLenum cmd );

    /**
     * Invoked by the GLU tesselator callback; the supplied vertex is added to the internal list
     * of vertices awaiting processing upon execution of glEnd()
     *
     * @param vertex is a vertex forming part of the GL command as previously set by glStart.
     */
    void glPushVertex( VERTEX_3D* vertex );

    /**
     * Invoked by the GLU tesselator callback to notify this object that the vertex list is
     * complete and ready for processing.
     */
    void glEnd( void );

    /**
     * Set the error message according to the specified OpenGL error.
     */
    void SetGLError( GLenum error_id );

    /**
     * Inserts all contours into the given tesselator.
     *
     * This results in the renumbering of all vertices from \a start.  Take care when using
     * this call since tesselators cannot work on the internal data concurrently.
     *
     * @param start is the starting number for vertex indices.
     * @param tess is a pointer to a GLU Tesselator object.
     * @return the number of vertices exported.
     */
    int Import( int start, GLUtesselator* aTesselator );

    /**
     * Return a pointer to the requested vertex or NULL if no such vertex exists.
     *
     * @param aPointIndex is a vertex index.
     * @return the requested vertex or NULL
     */
    VERTEX_3D* GetVertexByIndex( int aPointIndex );

    /**
     * @return the error message related to the last failed operation.
     */
    const std::string& GetError( void );

    void SetVertexOffsets( double aXoffset, double aYoffset );

    /**
     * Allocate and populate the 3D vertex and index lists with triangular vertices which may
     * be used for rendering a volume.
     *
     * @param aVertexList will store the vertices.
     * @param aIndexPlane will store the indices for the top + bottom planes.
     * @param aIndexSide will store the indices for the vertical wall.
     * @param aTopZ is the top plane of the model.
     * @param aBotZ is the bottom plane of the model.
     */
    bool Get3DTriangles( std::vector< double >& aVertexList, std::vector< int >& aIndexPlane,
                         std::vector< int >& aIndexSide, double aTopZ, double aBotZ );

    /**
     * Allocate and populate the 3D vertex and index lists with triangular vertices which may
     * be used for rendering a plane.
     *
     * @param aVertexList will store the vertices.
     * @param aIndexPlane will store the indices for the plane.
     * @param aHeight is the plane of the model.
     * @param aTopPlane is true if the plane is a top plane (false = reverse indices).
     */
    bool Get2DTriangles( std::vector< double >& aVertexList, std::vector< int > &aIndexPlane,
                         double aHeight, bool aTopPlane );


private:
    void clearTmp( void );               // clear ephemeral data used by the tesselation routine

    // add a triangular facet (triplet) to the output index list
    bool addTriplet( VERTEX_3D* p0, VERTEX_3D* p1, VERTEX_3D* p2 );

    // retrieve a vertex given its index; the vertex may be contained in the
    // vertices vector, extra_verts vector, or foreign VRML_LAYER object
    VERTEX_3D* getVertexByIndex( int aPointIndex, VRML_LAYER* holes );

    void processFan( void );                 // process a GL_TRIANGLE_FAN list
    void processStrip( void );               // process a GL_TRIANGLE_STRIP list
    void processTri( void );                 // process a GL_TRIANGLES list

    void pushVertices( bool holes );            // push the internal vertices
    bool pushOutline( VRML_LAYER* holes );      // push the outline vertices

    // calculate number of sides on an arc (angle is in radians)
    int calcNSides( double aRadius, double aAngle );

    // returns the number of solid or hole contours
    int checkNContours( bool holes );

public:
    /// set to true when a fault is encountered during tesselation
    bool Fault;

private:
    // Arc parameters
    int    maxArcSeg;                       // maximum number of arc segments in a small circle
    double minSegLength;                    // min. segment length
    double maxSegLength;                    // max. segment length

    // Vertex offsets to work around a suspected GLU tesselator bug
    double offsetX;
    double offsetY;

    bool    fix;                            // when true, no more vertices may be added by the user
    int     idx;                            // vertex index (number of contained vertices)
    int     ord;                            // vertex order (number of ordered vertices)
    std::vector<VERTEX_3D*> vertices;       // vertices of all contours
    std::vector<std::list<int>*> contours;  // lists of vertices for each contour
    std::vector<bool>pth;                   // indicates whether a 'contour' is a PTH or not
    std::vector<bool>solid;                 // indicates whether a 'contour' is a solid or a hole
    std::vector< double > areas;            // area of the contours (positive if winding is CCW)
    std::list<TRIPLET_3D> triplets;         // output facet triplet list (triplet of ORDER values)
    std::list<std::list<int>*> outline;     // indices for outline outputs (index by ORDER values)
    std::vector<int> ordmap;                // mapping of ORDER to INDEX

    std::string error;                      // error message

    int hidx;                               // number of vertices in the holes
    int eidx;                               // index for extra vertices
    std::vector<VERTEX_3D*> extra_verts;    // extra vertices added for outlines and facets
    std::vector<VERTEX_3D*> vlist;          // vertex list for the GL command in progress
    VRML_LAYER* pholes;                     // pointer to another layer object used for tesselation;
                                            // this object is normally expected to hold only holes

    GLUtesselator* tess;            // local instance of the GLU tesselator
    GLenum glcmd;                   // current GL command type ( fan, triangle, tri-strip, loop )
};

#endif    // VRML_LAYER_H