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/** @file Implementation of the helper class to quickly find vertices close to a given position */

#include <assimp/SpatialSort.h>
#include <assimp/ai_assert.h>

using namespace Assimp;

// CHAR_BIT seems to be defined under MVSC, but not under GCC. Pray that the correct value is 8.
#ifndef CHAR_BIT
#define CHAR_BIT 8
#endif

const aiVector3D PlaneInit(0.8523f, 0.34321f, 0.5736f);

// ------------------------------------------------------------------------------------------------
// Constructs a spatially sorted representation from the given position array.
// define the reference plane. We choose some arbitrary vector away from all basic axes
// in the hope that no model spreads all its vertices along this plane.
SpatialSort::SpatialSort(const aiVector3D *pPositions, unsigned int pNumPositions, unsigned int pElementOffset) :
        mPlaneNormal(PlaneInit),
        mFinalized(false) {
    mPlaneNormal.Normalize();
    Fill(pPositions, pNumPositions, pElementOffset);
}

// ------------------------------------------------------------------------------------------------
SpatialSort::SpatialSort() :
        mPlaneNormal(PlaneInit),
        mFinalized(false) {
    mPlaneNormal.Normalize();
}

// ------------------------------------------------------------------------------------------------
// Destructor
SpatialSort::~SpatialSort() = default;

// ------------------------------------------------------------------------------------------------
void SpatialSort::Fill(const aiVector3D *pPositions, unsigned int pNumPositions,
        unsigned int pElementOffset,
        bool pFinalize /*= true */) {
    mPositions.clear();
    mFinalized = false;
    Append(pPositions, pNumPositions, pElementOffset, pFinalize);
    mFinalized = pFinalize;
}

// ------------------------------------------------------------------------------------------------
ai_real SpatialSort::CalculateDistance(const aiVector3D &pPosition) const {
    return (pPosition - mCentroid) * mPlaneNormal;
}

// ------------------------------------------------------------------------------------------------
void SpatialSort::Finalize() {
    const ai_real scale = 1.0f / mPositions.size();
    for (unsigned int i = 0; i < mPositions.size(); i++) {
        mCentroid += scale * mPositions[i].mPosition; 
    }
    for (unsigned int i = 0; i < mPositions.size(); i++) {
        mPositions[i].mDistance = CalculateDistance(mPositions[i].mPosition);
    }
    std::sort(mPositions.begin(), mPositions.end());
    mFinalized = true;
}

// ------------------------------------------------------------------------------------------------
void SpatialSort::Append(const aiVector3D *pPositions, unsigned int pNumPositions,
        unsigned int pElementOffset,
        bool pFinalize /*= true */) {
    ai_assert(!mFinalized && "You cannot add positions to the SpatialSort object after it has been finalized.");
    // store references to all given positions along with their distance to the reference plane
    const size_t initial = mPositions.size();
    mPositions.reserve(initial + pNumPositions);
    for (unsigned int a = 0; a < pNumPositions; a++) {
        const char *tempPointer = reinterpret_cast<const char *>(pPositions);
        const aiVector3D *vec = reinterpret_cast<const aiVector3D *>(tempPointer + a * pElementOffset);
        mPositions.emplace_back(static_cast<unsigned int>(a + initial), *vec);
    }

    if (pFinalize) {
        // now sort the array ascending by distance.
        Finalize();
    }
}

// ------------------------------------------------------------------------------------------------
// Returns an iterator for all positions close to the given position.
void SpatialSort::FindPositions(const aiVector3D &pPosition,
        ai_real pRadius, std::vector<unsigned int> &poResults) const {
    ai_assert(mFinalized && "The SpatialSort object must be finalized before FindPositions can be called.");
    const ai_real dist = CalculateDistance(pPosition);
    const ai_real minDist = dist - pRadius, maxDist = dist + pRadius;

    // clear the array
    poResults.clear();

    // quick check for positions outside the range
    if (mPositions.size() == 0)
        return;
    if (maxDist < mPositions.front().mDistance)
        return;
    if (minDist > mPositions.back().mDistance)
        return;

    // do a binary search for the minimal distance to start the iteration there
    unsigned int index = (unsigned int)mPositions.size() / 2;
    unsigned int binaryStepSize = (unsigned int)mPositions.size() / 4;
    while (binaryStepSize > 1) {
        if (mPositions[index].mDistance < minDist)
            index += binaryStepSize;
        else
            index -= binaryStepSize;

        binaryStepSize /= 2;
    }

    // depending on the direction of the last step we need to single step a bit back or forth
    // to find the actual beginning element of the range
    while (index > 0 && mPositions[index].mDistance > minDist)
        index--;
    while (index < (mPositions.size() - 1) && mPositions[index].mDistance < minDist)
        index++;

    // Mow start iterating from there until the first position lays outside of the distance range.
    // Add all positions inside the distance range within the given radius to the result array
    std::vector<Entry>::const_iterator it = mPositions.begin() + index;
    const ai_real pSquared = pRadius * pRadius;
    while (it->mDistance < maxDist) {
        if ((it->mPosition - pPosition).SquareLength() < pSquared)
            poResults.push_back(it->mIndex);
        ++it;
        if (it == mPositions.end())
            break;
    }

    // that's it
}

namespace {

// Binary, signed-integer representation of a single-precision floating-point value.
// IEEE 754 says: "If two floating-point numbers in the same format are ordered then they are
//  ordered the same way when their bits are reinterpreted as sign-magnitude integers."
// This allows us to convert all floating-point numbers to signed integers of arbitrary size
//  and then use them to work with ULPs (Units in the Last Place, for high-precision
//  computations) or to compare them (integer comparisons are faster than floating-point
//  comparisons on many platforms).
typedef ai_int BinFloat;

// --------------------------------------------------------------------------------------------
// Converts the bit pattern of a floating-point number to its signed integer representation.
BinFloat ToBinary(const ai_real &pValue) {

    // If this assertion fails, signed int is not big enough to store a float on your platform.
    //  Please correct the declaration of BinFloat a few lines above - but do it in a portable,
    //  #ifdef'd manner!
    static_assert(sizeof(BinFloat) >= sizeof(ai_real), "sizeof(BinFloat) >= sizeof(ai_real)");

#if defined(_MSC_VER)
    // If this assertion fails, Visual C++ has finally moved to ILP64. This means that this
    //  code has just become legacy code! Find out the current value of _MSC_VER and modify
    //  the #if above so it evaluates false on the current and all upcoming VC versions (or
    //  on the current platform, if LP64 or LLP64 are still used on other platforms).
    static_assert(sizeof(BinFloat) == sizeof(ai_real), "sizeof(BinFloat) == sizeof(ai_real)");

    // This works best on Visual C++, but other compilers have their problems with it.
    const BinFloat binValue = reinterpret_cast<BinFloat const &>(pValue);
    //::memcpy(&binValue, &pValue, sizeof(pValue));
    //return binValue;
#else
    // On many compilers, reinterpreting a float address as an integer causes aliasing
    // problems. This is an ugly but more or less safe way of doing it.
    union {
        ai_real asFloat;
        BinFloat asBin;
    } conversion;
    conversion.asBin = 0; // zero empty space in case sizeof(BinFloat) > sizeof(float)
    conversion.asFloat = pValue;
    const BinFloat binValue = conversion.asBin;
#endif

    // floating-point numbers are of sign-magnitude format, so find out what signed number
    //  representation we must convert negative values to.
    // See http://en.wikipedia.org/wiki/Signed_number_representations.
    const BinFloat mask = BinFloat(1) << (CHAR_BIT * sizeof(BinFloat) - 1);

    // Two's complement?
    const bool DefaultValue = ((-42 == (~42 + 1)) && (binValue & mask));
    const bool OneComplement = ((-42 == ~42) && (binValue & mask));

    if (DefaultValue)
        return mask - binValue;
    // One's complement?
    else if (OneComplement)
        return BinFloat(-0) - binValue;
    // Sign-magnitude? -0 = 1000... binary
    return binValue;
}

} // namespace

// ------------------------------------------------------------------------------------------------
// Fills an array with indices of all positions identical to the given position. In opposite to
// FindPositions(), not an epsilon is used but a (very low) tolerance of four floating-point units.
void SpatialSort::FindIdenticalPositions(const aiVector3D &pPosition, std::vector<unsigned int> &poResults) const {
    ai_assert(mFinalized && "The SpatialSort object must be finalized before FindIdenticalPositions can be called.");
    // Epsilons have a huge disadvantage: they are of constant precision, while floating-point
    //  values are of log2 precision. If you apply e=0.01 to 100, the epsilon is rather small, but
    //  if you apply it to 0.001, it is enormous.

    // The best way to overcome this is the unit in the last place (ULP). A precision of 2 ULPs
    //  tells us that a float does not differ more than 2 bits from the "real" value. ULPs are of
    //  logarithmic precision - around 1, they are 1*(2^24) and around 10000, they are 0.00125.

    // For standard C math, we can assume a precision of 0.5 ULPs according to IEEE 754. The
    //  incoming vertex positions might have already been transformed, probably using rather
    //  inaccurate SSE instructions, so we assume a tolerance of 4 ULPs to safely identify
    //  identical vertex positions.
    static const int toleranceInULPs = 4;
    // An interesting point is that the inaccuracy grows linear with the number of operations:
    //  multiplying to numbers, each inaccurate to four ULPs, results in an inaccuracy of four ULPs
    //  plus 0.5 ULPs for the multiplication.
    // To compute the distance to the plane, a dot product is needed - that is a multiplication and
    //  an addition on each number.
    static const int distanceToleranceInULPs = toleranceInULPs + 1;
    // The squared distance between two 3D vectors is computed the same way, but with an additional
    //  subtraction.
    static const int distance3DToleranceInULPs = distanceToleranceInULPs + 1;

    // Convert the plane distance to its signed integer representation so the ULPs tolerance can be
    //  applied. For some reason, VC won't optimize two calls of the bit pattern conversion.
    const BinFloat minDistBinary = ToBinary(CalculateDistance(pPosition)) - distanceToleranceInULPs;
    const BinFloat maxDistBinary = minDistBinary + 2 * distanceToleranceInULPs;

    // clear the array in this strange fashion because a simple clear() would also deallocate
    // the array which we want to avoid
    poResults.resize(0);

    // do a binary search for the minimal distance to start the iteration there
    unsigned int index = (unsigned int)mPositions.size() / 2;
    unsigned int binaryStepSize = (unsigned int)mPositions.size() / 4;
    while (binaryStepSize > 1) {
        // Ugly, but conditional jumps are faster with integers than with floats
        if (minDistBinary > ToBinary(mPositions[index].mDistance))
            index += binaryStepSize;
        else
            index -= binaryStepSize;

        binaryStepSize /= 2;
    }

    // depending on the direction of the last step we need to single step a bit back or forth
    // to find the actual beginning element of the range
    while (index > 0 && minDistBinary < ToBinary(mPositions[index].mDistance))
        index--;
    while (index < (mPositions.size() - 1) && minDistBinary > ToBinary(mPositions[index].mDistance))
        index++;

    // Now start iterating from there until the first position lays outside of the distance range.
    // Add all positions inside the distance range within the tolerance to the result array
    std::vector<Entry>::const_iterator it = mPositions.begin() + index;
    while (ToBinary(it->mDistance) < maxDistBinary) {
        if (distance3DToleranceInULPs >= ToBinary((it->mPosition - pPosition).SquareLength()))
            poResults.push_back(it->mIndex);
        ++it;
        if (it == mPositions.end())
            break;
    }

    // that's it
}

// ------------------------------------------------------------------------------------------------
unsigned int SpatialSort::GenerateMappingTable(std::vector<unsigned int> &fill, ai_real pRadius) const {
    ai_assert(mFinalized && "The SpatialSort object must be finalized before GenerateMappingTable can be called.");
    fill.resize(mPositions.size(), UINT_MAX);
    ai_real dist, maxDist;

    unsigned int t = 0;
    const ai_real pSquared = pRadius * pRadius;
    for (size_t i = 0; i < mPositions.size();) {
        dist = (mPositions[i].mPosition - mCentroid) * mPlaneNormal;
        maxDist = dist + pRadius;

        fill[mPositions[i].mIndex] = t;
        const aiVector3D &oldpos = mPositions[i].mPosition;
        for (++i; i < fill.size() && mPositions[i].mDistance < maxDist && (mPositions[i].mPosition - oldpos).SquareLength() < pSquared; ++i) {
            fill[mPositions[i].mIndex] = t;
        }
        ++t;
    }

#ifdef ASSIMP_BUILD_DEBUG

    // debug invariant: mPositions[i].mIndex values must range from 0 to mPositions.size()-1
    for (size_t i = 0; i < fill.size(); ++i) {
        ai_assert(fill[i] < mPositions.size());
    }

#endif
    return t;
}
