/*---------------------------------------------------------------------------*\
  =========                 |
  \\      /  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/>.

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

#include "wedgeMatcher.H"
#include <OpenFOAM/primitiveMesh.H>


// * * * * * * * * * * * * * * Static Data Members * * * * * * * * * * * * * //

const Foam::label Foam::wedgeMatcher::vertPerCell = 7;
const Foam::label Foam::wedgeMatcher::facePerCell = 6;
const Foam::label Foam::wedgeMatcher::maxVertPerFace = 4;


// * * * * * * * * * * * * * * * * Constructors  * * * * * * * * * * * * * * //

// Construct null
Foam::wedgeMatcher::wedgeMatcher()
:
    cellMatcher
    (
        vertPerCell,
        facePerCell,
        maxVertPerFace,
        "wedge"
    )
{}


// * * * * * * * * * * * * * * * * Destructor  * * * * * * * * * * * * * * * //

Foam::wedgeMatcher::~wedgeMatcher()
{}


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

bool Foam::wedgeMatcher::matchShape
(
    const bool checkOnly,
    const faceList& faces,
    const labelList& owner,
    const label cellI,
    const labelList& myFaces
)
{
    if (!faceSizeMatch(faces, myFaces))
    {
        return false;
    }

    // Calculate localFaces_ and mapping pointMap_, faceMap_
    label numVert = calcLocalFaces(faces, myFaces);

    if (numVert != vertPerCell)
    {
        return false;
    }

    // Set up 'edge' to face mapping.
    calcEdgeAddressing(numVert);

    // Set up point on face to index-in-face mapping
    calcPointFaceIndex();

    // Storage for maps -vertex to mesh and -face to mesh
    vertLabels_.setSize(vertPerCell);
    faceLabels_.setSize(facePerCell);

    //
    // Try first triangular face. Rotate in all directions.
    // Walk path to other triangular face.
    //

    label face0I = -1;
    forAll(faceSize_, faceI)
    {
        if (faceSize_[faceI] == 3)
        {
            face0I = faceI;
            break;
        }
    }

    const face& face0 = localFaces_[face0I];

    // Try all rotations of this face
    for(label face0vert0 = 0; face0vert0 < faceSize_[face0I]; face0vert0++)
    {
        //
        // Try to follow prespecified path on faces of cell,
        // starting at face0vert0
        //

        vertLabels_[0] = pointMap_[face0[face0vert0]];
        faceLabels_[0] = faceMap_[face0I];
        //Info<< endl << "Wedge vertex 0: vertex " <<  face0[face0vert0]
        //    << " at position " << face0vert0 << " in face " << face0
        //    << endl;

        // Walk face 0 from vertex 0 to 1
        label face0vert1 =
            nextVert
            (
                face0vert0,
                faceSize_[face0I],
                !(owner[faceMap_[face0I]] == cellI)
            );
        vertLabels_[1] = pointMap_[face0[face0vert1]];
        //Info<< "Wedge vertex 1: vertex " <<  face0[face0vert1]
        //    << " at position " << face0vert1 << " in face " << face0
        //    << endl;

        // Jump edge from face0 to face4
        label face4I =
            otherFace
            (
                numVert,
                face0[face0vert0],
                face0[face0vert1],
                face0I
            );
        const face& face4 = localFaces_[face4I];
        //Info<< "Stepped to wedge face 4 " << face4
        //    << " across edge " << face0[face0vert0] << " "
        //    << face0[face0vert1]
        //    << endl;

        if (faceSize_[face4I] != 4)
        {
            //Info<< "Cannot be Wedge Face 4 since size="
            //    << faceSize_[face4I] << endl;
            continue;
        }

        // Is wedge for sure now
        if (checkOnly)
        {
            return true;
        }

        faceLabels_[4] = faceMap_[face4I];

        // Get index of vertex 0 in face4
        label face4vert0 = pointFaceIndex_[face0[face0vert0]][face4I];

        //Info<< "Wedge vertex 0 also: vertex " <<  face4[face4vert0]
        //    << " at position " << face4vert0 << " in face " << face4
        //    << endl;

        // Walk face 4 from vertex 4 to 3
        label face4vert3 =
            nextVert
            (
                face4vert0,
                faceSize_[face4I],
                !(owner[faceMap_[face4I]] == cellI)
            );
        vertLabels_[3] = pointMap_[face4[face4vert3]];
        //Info<< "Wedge vertex 3: vertex " <<  face4[face4vert3]
        //    << " at position " << face4vert3 << " in face " << face4
        //    << endl;


        // Jump edge from face4 to face2
        label face2I =
            otherFace
            (
                numVert,
                face4[face4vert0],
                face4[face4vert3],
                face4I
            );
        const face& face2 = localFaces_[face2I];
        //Info<< "Stepped to wedge face 2 " << face2
        //    << " across edge " << face4[face4vert0] << " "
        //    << face4[face4vert3]
        //    << endl;

        if (faceSize_[face2I] != 3)
        {
            //Info<< "Cannot be Wedge Face 2 since size="
            //    << faceSize_[face2I] << endl;
            continue;
        }
        faceLabels_[2] = faceMap_[face2I];

        // Is wedge for sure now
        //Info<< "** WEDGE **" << endl;


        //
        // Walk to other faces and vertices and assign mapping.
        //

        // Vertex 6
        label face2vert3 = pointFaceIndex_[face4[face4vert3]][face2I];

        // Walk face 2 from vertex 3 to 6
        label face2vert6 =
            nextVert
            (
                face2vert3,
                faceSize_[face2I],
                (owner[faceMap_[face2I]] == cellI)
            );
        vertLabels_[6] = pointMap_[face2[face2vert6]];

        // Jump edge from face2 to face1
        label face1I =
            otherFace
            (
                numVert,
                face2[face2vert3],
                face2[face2vert6],
                face2I
            );
        faceLabels_[1] = faceMap_[face1I];
        const face& face1 = localFaces_[face1I];
        //Info<< "Stepped to wedge face 1 " << face1
        //    << " across edge " << face2[face2vert3] << " "
        //    << face2[face2vert6]
        //    << endl;

        label face1vert6 = pointFaceIndex_[face2[face2vert6]][face1I];

        // Walk face 1 from vertex 6 to 5
        label face1vert5 =
            nextVert
            (
                face1vert6,
                faceSize_[face1I],
                !(owner[faceMap_[face1I]] == cellI)
            );
        vertLabels_[5] = pointMap_[face1[face1vert5]];

        // Walk face 1 from vertex 5 to 4
        label face1vert4 =
            nextVert
            (
                face1vert5,
                faceSize_[face1I],
                !(owner[faceMap_[face1I]] == cellI)
            );
        vertLabels_[4] = pointMap_[face1[face1vert4]];

        // Walk face 0 from vertex 1 to 2
        label face0vert2 =
            nextVert
            (
                face0vert1,
                faceSize_[face0I],
                !(owner[faceMap_[face0I]] == cellI)
            );
        vertLabels_[2] = pointMap_[face0[face0vert2]];
        //Info<< "Wedge vertex 2: vertex " <<  face0[face0vert2]
        //    << " at position " << face0vert2 << " in face " << face0
        //    << endl;

        // Jump edge from face0 to face3
        label face3I =
            otherFace
            (
                numVert,
                face0[face0vert1],
                face0[face0vert2],
                face0I
            );
        faceLabels_[3] = faceMap_[face3I];
        //const face& face3 = localFaces_[face3I];
        //Info<< "Stepped to wedge face 3 " << face3
        //    << " across edge " << face0[face0vert1] << " "
        //    << face0[face0vert2]
        //    << endl;


        // Jump edge from face0 to face5
        label face5I =
            otherFace
            (
                numVert,
                face0[face0vert2],
                face0[face0vert0],
                face0I
            );
        faceLabels_[5] = faceMap_[face5I];
        //const face& face5 = localFaces_[face5I];
        //Info<< "Stepped to wedge face 5 " << face5
        //    << " across edge " << face0[face0vert2] << " "
        //    << face0[face0vert0]
        //    << endl;

        return true;
    }

    // Tried all triangular faces, in all rotations but no match found
    return false;
}


Foam::label Foam::wedgeMatcher::faceHashValue() const
{
    return 2*3 + 4*4;
}


bool Foam::wedgeMatcher::faceSizeMatch
(
    const faceList& faces,
    const labelList& myFaces
) const
{
    if (myFaces.size() != 6)
    {
        return false;
    }

    label nTris = 0;
    label nQuads = 0;
    
    forAll(myFaces, myFaceI)
    {
        label size = faces[myFaces[myFaceI]].size();

        if (size == 3)
        {
            nTris++;
        }
        else if (size == 4)
        {
            nQuads++;
        }
        else
        {
            return false;
        }
    }
    if ((nTris == 2) && (nQuads == 4))
    {
        return true;
    }
    else
    {
        return false;
    }
}


bool Foam::wedgeMatcher::isA(const primitiveMesh& mesh, const label cellI)
{
    return matchShape
    (
        true,
        mesh.faces(),
        mesh.faceOwner(),
        cellI,
        mesh.cells()[cellI]
    );
}


bool Foam::wedgeMatcher::isA(const faceList& faces)
{
    // Do as if mesh with one cell only
    return matchShape
    (
        true,
        faces,                      // all faces in mesh
        labelList(faces.size(), 0), // cell 0 is owner of all faces
        0,                          // cell label
        makeIdentity(faces.size())  // faces of cell 0
    );
}


bool Foam::wedgeMatcher::matches
(
    const primitiveMesh& mesh,
    const label cellI,
    cellShape& shape
)
{
    if
    (
        matchShape
        (
            false,
            mesh.faces(),
            mesh.faceOwner(),
            cellI,
            mesh.cells()[cellI]
        )
    )
    {
        shape = cellShape(model(), vertLabels());

        return true;
    }
    else
    {
        return false;
    }
}


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