#ifndef _RangeConvex_h
#define _RangeConvex_h

//#     Filename:       RangeConvex.h
//#
//#     Classes defined here: RangeConvex
//#
//#
//#     Author:         Peter Z. Kunszt, based on A. Szalay's code
//#     
//#     Date:           October 16, 1998
//#
//#		Copyright (C) 2000  Peter Z. Kunszt, Alex S. Szalay, Aniruddha R. Thakar
//#                     The Johns Hopkins University
//#
//#     Modification History:
//#
//#     Oct 18, 2001 : Dennis C. Dinge -- Replaced ValVec with std::vector
//#

class RangeConvex;
class SpatialConstraint;
class SpatialSign;

#include "SpatialConstraint.h"
#include "SpatialIndex.h"
#include "SpatialSign.h"

#include <HtmRange.h>

typedef std::vector<uint64> ValueVectorUint64;
 
/** Enumerator. Define the return values of an intersection */

enum SpatialMarkup {
  /// Uncertain
  dONTKNOW,
  /// Triangle partially intersected
  pARTIAL,
  /// All of the triangle is inside queried area
  fULL,
  /// Triangle is outside the queried area
  rEJECT
};


//########################################################################
//#
//# Spatial Convex class
//#
/**
   A spatial convex is composed of spatial constraints. It does not
   necessarily define a continuous area on the sphere since it is a
   3D-convex of planar intersections which may intrersect with the
   unit sphere at disjoint locations. Especially 'negative'
   constraints tend to tear 'holes' into the convex area.
*/

class LINKAGE RangeConvex : public SpatialSign {
public:
  /// Default Constructor
  RangeConvex();

  /// Constructor from a triangle
  RangeConvex(const SpatialVector * v1,
		const SpatialVector * v2,
		const SpatialVector * v3);

  /// Constructor from a rectangle
  RangeConvex(const SpatialVector * v1,
		const SpatialVector * v2,
		const SpatialVector * v3,
		const SpatialVector * v4);

  /// Copy constructor
  RangeConvex(const RangeConvex &);

  /// Assignment
  RangeConvex& operator =(const RangeConvex &);

  /// Add a constraint
  void add(SpatialConstraint &);

  /// Simplify the convex, remove redundancies
  void simplify();

  /** 
      Intersect with index.
      result is given in a list of nodes.
  */
  void intersect(const SpatialIndex * index, HtmRange *hr, bool varlen);

  /** 
      Intersect with index.
      Now only a single list of IDs is returned. The IDs need not be
      level.
  */
  void intersect(const SpatialIndex * index,
		 ValueVectorUint64 * idList);

  /// Return the number of constraints
  size_t numConstraints();

  /// [] operator: give back constraint
  SpatialConstraint & operator [](size_t i);

  void setOlevel(int level){olevel = level;};
  int getOlevel(void){return olevel;};
 protected:
  HtmRange *hr;
  int olevel;

  // Do the intersection (common function for overloaded intersect())
  // Simplification routine for zERO convexes. This is called by
  // simplify() in case we have all zERO constraints.
  void simplify0();

  // saveTrixel: saves the given htmid for later output
  void saveTrixel(uint64 htmid);

  // testTrixel: Test the nodes of the index if the convex hits it
  // the argument gives the index of the nodes_ array to specify the QuadNode
  SpatialMarkup testTrixel(uint64 nodeIndex);

  // test each quadnode for intersections. Calls testTriangle after having
  // tested the vertices using testVertex.
  SpatialMarkup testNode(uint64 id);
  // SpatialMarkup testNode(const struct SpatialIndex::QuadNode *indexNode);

  SpatialMarkup testNode(const SpatialVector & v0, 
			 const SpatialVector & v1, 
			 const SpatialVector & v2);

  // testTriangle: tests a triangle given by 3 vertices if
  // it intersects the convex. Here the whole logic of deciding
  // whether it is partial, full, swallowed or unknown is handled.
  SpatialMarkup testTriangle(const SpatialVector & v0, 
			     const SpatialVector & v1, 
			     const SpatialVector & v2,
			     int vsum);

  // fillChildren: Mark the child nodes as markup.
  // [ed:gyuri: typo? should say full instead of markup.
  // Markup is a typedef enum, no?
  // void XXfillChildren(uint64 nodeIndex);



  // test a triangle's subtriangles whether they are partial.
  // If level is nonzero, recurse: subdivide the
  // triangle according to our rules and test each subdivision.
  // (our rules are: each subdivided triangle has to be given
  // ordered counter-clockwise, 0th index starts off new 0-node,
  // 1st index starts off new 1-node, 2nd index starts off new 2-node
  // middle triangle gives new 3-node.)
  // if we are at the bottom, set this id's leafindex in partial bitlist.
  void testPartial(size_t level, uint64 id,
		   const SpatialVector & v0, 
		   const SpatialVector & v1, 
		   const SpatialVector & v2, int previousPartials);

  // Test for constraint relative position; intersect, one in the
  // other, disjoint.
  int testConstraints(size_t i, size_t j);

  // Test if vertices are inside the convex for a node.
  int testVertex(const SpatialVector & v);
  int testVertex(const SpatialVector *v);

  // testHole : look for 'holes', i.e. negative constraints that have their
  // centers inside the node with the three corners v0,v1,v2.
  bool testHole(const SpatialVector & v0, 
		const SpatialVector & v1, 
		const SpatialVector & v2);

  // testEdge0: test the edges of the triangle against the edges of the
  // zERO convex. The convex is stored in corners_ so that the convex
  // is always on the left-hand-side of an edge corners_(i) - corners_(i+1).
  // (just like the triangles). This makes testing for intersections with
  // the edges easy.
  bool testEdge0(const SpatialVector & v0, 
		 const SpatialVector & v1, 
		 const SpatialVector & v2);

  // testEdge: look whether one of the constraints intersects with one of
  // the edges of node with the corners v0,v1,v2.
  bool testEdge(const SpatialVector & v0, 
		const SpatialVector & v1, 
		const SpatialVector & v2);

  // eSolve: solve the quadratic equation for the edge v1,v2 of
  // constraint[cIndex]
  bool eSolve(const SpatialVector & v1, 
	      const SpatialVector & v2, size_t cIndex);

  // Test if bounding circle intersects with a constraint
  bool testBoundingCircle(const SpatialVector & v0, 
			  const SpatialVector & v1, 
			  const SpatialVector & v2);

  // Test if a constraint intersects the edges
  bool testEdgeConstraint(const SpatialVector & v0, 
			  const SpatialVector & v1, 
			  const SpatialVector & v2, 
			  size_t cIndex);

  // Look for any positive constraint that does not intersect the edges
  size_t testOtherPosNone(const SpatialVector & v0, 
			  const SpatialVector & v1, 
			  const SpatialVector & v2);

  // Test for a constraint lying inside or outside of triangle
  bool testConstraintInside(const SpatialVector & v0, 
			    const SpatialVector & v1, 
			    const SpatialVector & v2, 
			    size_t cIndex);

  // Test for a vector lying inside or outside of triangle
  bool testVectorInside(const SpatialVector & v0, 
			const SpatialVector & v1, 
			const SpatialVector & v2, 
			SpatialVector & v);

  typedef std::vector <SpatialConstraint> ValueVectorSpvecCon;
  ValueVectorSpvecCon constraints_; // The vector of constraints
  bool varlen_;
  const SpatialIndex * index_;	// A pointer to the index
  typedef std::vector<SpatialVector> ValueVectorSpvec;
  ValueVectorSpvec corners_; 
  SpatialConstraint boundingCircle_; // For zERO convexes, the bc.
  size_t addlevel_;		// additional levels to calculate
  ValueVectorUint64 * plist_;	// list of partial node ids


  friend class SpatialDomain;
  friend class sxSpatialDomain;
  friend class SpatialLookup;
  friend class Htmio;
  friend class SpatialConstraint;
};

#include "RangeConvex.hxx"

#endif
