/*---------------------------------------------------------------------------*\
  =========                 |
  \\      /  F ield         | OpenFOAM: The Open Source CFD Toolbox
   \\    /   O peration     |
    \\  /    A nd           | Copyright (C) 1991-2010 OpenCFD Ltd.
     \\/     M anipulation  |
-------------------------------------------------------------------------------
License
    This file is part of OpenFOAM.

    OpenFOAM 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 3 of the License, or
    (at your option) any later version.

    OpenFOAM 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 OpenFOAM.  If not, see <http://www.gnu.org/licenses/>.

Description
    Contains fix for PrimitivePatch addressing (which doesn't work if surface
    is non-manifold). Should be moved into PrimitivePatch.

\*---------------------------------------------------------------------------*/

#include "triSurface.H"
#include <OpenFOAM/HashTable.H>
#include <OpenFOAM/SortableList.H>
#include <OpenFOAM/transform.H>

// * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * //

namespace Foam
{

// * * * * * * * * * * * * * Private Member Functions  * * * * * * * * * * * //

void triSurface::calcSortedEdgeFaces() const
{
    if (sortedEdgeFacesPtr_)
    {
        FatalErrorIn("triSurface::calcSortedEdgeFaces()")
            << "sortedEdgeFacesPtr_ already set"
            << abort(FatalError);
    }

    const labelListList& eFaces = edgeFaces();

    // create the lists for the various results. (resized on completion)
    sortedEdgeFacesPtr_ = new labelListList(eFaces.size());
    labelListList& sortedEdgeFaces = *sortedEdgeFacesPtr_;

    forAll(eFaces, edgeI)
    {
        const labelList& myFaceNbs = eFaces[edgeI];

        if (myFaceNbs.size() > 2)
        {
            // Get point on edge and normalized direction of edge (= e2 base
            // of our coordinate system)
            const edge& e = edges()[edgeI];

            const point& edgePt = localPoints()[e.start()];

            vector e2 = e.vec(localPoints());
            e2 /= mag(e2) + VSMALL;


            // Get opposite vertex for 0th face
            const labelledTri& f = localFaces()[myFaceNbs[0]];
            label fp0 = findIndex(f, e[0]);
            label fp1 = f.fcIndex(fp0);
            label vertI = (f[fp1] != e[1] ? f[fp1] : f.fcIndex(fp1));

            // Get vector normal both to e2 and to edge from opposite vertex
            // to edge (will be x-axis of our coordinate system)
            vector e0 = e2 ^ (localPoints()[vertI] - edgePt);
            e0 /= mag(e0) + VSMALL;

            // Get y-axis of coordinate system
            vector e1 = e2 ^ e0;


            SortableList<scalar> faceAngles(myFaceNbs.size());

            // e0 is reference so angle is 0
            faceAngles[0] = 0;

            for(label nbI = 1; nbI < myFaceNbs.size(); nbI++)
            {
                // Get opposite vertex
                const labelledTri& f = localFaces()[myFaceNbs[nbI]];
                label fp0 = findIndex(f, e[0]);
                label fp1 = f.fcIndex(fp0);
                label vertI = (f[fp1] != e[1] ? f[fp1] : f.fcIndex(fp1));

                vector vec = e2 ^ (localPoints()[vertI] - edgePt);
                vec /= mag(vec) + VSMALL;

                faceAngles[nbI] = pseudoAngle
                (
                    e0,
                    e1,
                    vec
                );
            }

            faceAngles.sort();

            sortedEdgeFaces[edgeI] = UIndirectList<label>
            (
                myFaceNbs,
                faceAngles.indices()
            );
        }
        else
        {
            // No need to sort. Just copy.
            sortedEdgeFaces[edgeI] = myFaceNbs;
        }
    }
}


void triSurface::calcEdgeOwner() const
{
    if (edgeOwnerPtr_)
    {
        FatalErrorIn("triSurface::calcEdgeOwner()")
            << "edgeOwnerPtr_ already set"
            << abort(FatalError);
    }

    // create the owner list
    edgeOwnerPtr_ = new labelList(nEdges());
    labelList& edgeOwner = *edgeOwnerPtr_;

    forAll(edges(), edgeI)
    {
        const edge& e = edges()[edgeI];

        const labelList& myFaces = edgeFaces()[edgeI];

        if (myFaces.size() == 1)
        {
            edgeOwner[edgeI] = myFaces[0];
        }
        else
        {
            // Find the first face whose vertices are aligned with the edge.
            // (in case of multiply connected edge the best we can do)
            edgeOwner[edgeI] = -1;

            forAll(myFaces, i)
            {
                const labelledTri& f = localFaces()[myFaces[i]];

                if
                (
                    ((f[0] == e.start()) && (f[1] == e.end()))
                 || ((f[1] == e.start()) && (f[2] == e.end()))
                 || ((f[2] == e.start()) && (f[0] == e.end()))
                )
                {
                    edgeOwner[edgeI] = myFaces[i];

                    break;
                }
            }

            if (edgeOwner[edgeI] == -1)
            {
                FatalErrorIn("triSurface::calcEdgeOwner()")
                    << "Edge " << edgeI << " vertices:" << e
                    << " is used by faces " << myFaces
                    << " vertices:"
                    << UIndirectList<labelledTri>(localFaces(), myFaces)()
                    << " none of which use the edge vertices in the same order"
                    << nl << "I give up" << abort(FatalError);
            }
        }
    }
}


// * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * //

} // End namespace Foam

// ************************ vim: set sw=4 sts=4 et: ************************ //
