// Created on: 2002-10-18
// Created by: Michael SAZONOV
// Copyright (c) 2002-2014 OPEN CASCADE SAS
//
// This file is part of Open CASCADE Technology software library.
//
// This library is free software; you can redistribute it and/or modify it under
// the terms of the GNU Lesser General Public License version 2.1 as published
// by the Free Software Foundation, with special exception defined in the file
// OCCT_LGPL_EXCEPTION.txt. Consult the file LICENSE_LGPL_21.txt included in OCCT
// distribution for complete text of the license and disclaimer of any warranty.
//
// Alternatively, this file may be used under the terms of Open CASCADE
// commercial license or contractual agreement.

#ifndef NCollection_UBTreeFiller_HeaderFile
#define NCollection_UBTreeFiller_HeaderFile

#include <NCollection_UBTree.hxx>
#include <NCollection_DynamicArray.hxx>

#include <random>

/**
 * This class is used to fill an UBTree in a random order.
 * The quality of a tree is much better (from the point of view of
 * the search time) if objects are added to it in a random order to
 * avoid adding a chain of neerby objects one following each other.
 *
 * This class collects objects to be added, and then add them to the tree
 * in a random order.
 */
template <class TheObjType, class TheBndType>
class NCollection_UBTreeFiller
{
public:
  // ---------- PUBLIC TYPES ----------

  //! Structure of pair (object, bnd box)
  struct ObjBnd
  {
    TheObjType myObj;
    TheBndType myBnd;

    ObjBnd(const TheObjType& theObj, const TheBndType& theBnd)
        : myObj(theObj),
          myBnd(theBnd)
    {
    }

    ObjBnd()
        : myObj(TheObjType()),
          myBnd(TheBndType())
    {
    }
  };

  //! UBTree algorithm
  typedef NCollection_UBTree<TheObjType, TheBndType> UBTree;
  typedef typename UBTree::TreeNode                  UBTreeNode;

  // ---------- PUBLIC METHODS ----------

  /**
   * Constructor.
   * @param theTree
   *   Tree instance that is to be filled.
   * @param theAlloc
   *   Allocator for the Filler data.
   * @param isFullRandom
   *   Takes effect when the number of items is large (order of 50,000). When
   *   it is True, the code uses the maximal randomization allowing a better
   *   balanced tree. If False, the randomization/tree balance are worse but
   *   the tree filling is faster due to better utilisation of CPU L1/L2 cache.
   */
  NCollection_UBTreeFiller (UBTree& theTree,
                            const occ::handle<NCollection_BaseAllocator>& theAlloc=nullptr,
                            const bool isFullRandom = true)
    : myTree(theTree), mySeqPtr(256, theAlloc),
      myRandGen (5489u /* == std::mt19937::default_seed, not defined in older environments, e.g, on Debian 6.0 with GCC 4.4.5 */),
      myIsFullRandom (isFullRandom)
  {
  }

  //! Adds a pair (theObj, theBnd) to my sequence
  void Add(const TheObjType& theObj, const TheBndType& theBnd)
  {
    mySeqPtr.Append(ObjBnd(theObj, theBnd));
  }

  /**
   * Fills the tree with the objects from my sequence. This method clears
   * the internal buffer of added items making sure that no item would be added
   * twice.
   * @return
   *   the number of objects added to the tree.
   */
  int Fill();

  /**
   * Remove all data from Filler, partculary if the Tree no more needed
   * so the destructor of this Filler should not populate the useless Tree.
   */
  void Reset() { mySeqPtr.Clear(); }

  /**
   * Check the filled tree for the total number of items and the balance
   * outputting these results to std::ostream.
   * @return
   *   the tree size (the same value is returned by method Fill()).
   */
  int CheckTree(Standard_OStream& theStream);

  /**
   * Destructor. Fills the tree with accumulated items if they have not been
   * passed by a previous call of method Fill().
   */
  ~NCollection_UBTreeFiller()
  {
    if (mySeqPtr.Length() > 0)
#ifdef OCCT_DEBUG_UBTREE
      std::cout << "~NCollection_UBTreeFiller: " << Fill() << " objects added to the tree"
                << std::endl;
#else
      Fill();
#endif
  }

private:
  // Explicitly delete assignment operator
  NCollection_UBTreeFiller& operator=(const NCollection_UBTreeFiller&) = delete;

  static double checkNode(const UBTreeNode& theNode, const int theLength, int& theNumber);

private:
  // ---------- PRIVATE FIELDS ----------

  UBTree&                          myTree;
  NCollection_DynamicArray<ObjBnd> mySeqPtr;
  std::mt19937                     myRandGen; //!< random number generator
  bool                             myIsFullRandom;
};

//=================================================================================================

template <class TheObjType, class TheBndType>
int NCollection_UBTreeFiller<TheObjType, TheBndType>::Fill()
{
  int i, nbAdd = mySeqPtr.Length();
  // Fisher-Yates randomization
  if (myIsFullRandom)
  {
    for (i = nbAdd; i > 0; i--)
    {
      const int     ind     = static_cast<int>(static_cast<unsigned int>(myRandGen()) % i);
      const ObjBnd& aObjBnd = mySeqPtr(ind);
      myTree.Add(aObjBnd.myObj, aObjBnd.myBnd);
      mySeqPtr(ind) = mySeqPtr(i - 1);
    }
  }
  else
  {
    for (i = nbAdd; i > 0; i--)
    {
      const int     ind     = i - static_cast<int>(static_cast<unsigned int>(myRandGen()) % i) - 1;
      const ObjBnd& aObjBnd = mySeqPtr(ind);
      myTree.Add(aObjBnd.myObj, aObjBnd.myBnd);
      mySeqPtr(ind) = mySeqPtr(i - 1);
    }
  }
  mySeqPtr.Clear();
  return nbAdd;
}

//=================================================================================================

template <class TheObjType, class TheBndType>
int NCollection_UBTreeFiller<TheObjType, TheBndType>::CheckTree(Standard_OStream& theStream)
{
  int          aNumber(0);
  const double aLen  = checkNode(myTree.Root(), 0, aNumber);
  const double num   = (double)aNumber;
  const double aLen1 = sqrt(aLen / num);
  const double aLen0 = log(num) / log(2.);
  char         buf[128];
  Sprintf(buf, "Checking UBTree:%8d leaves, balance =%7.2f", aNumber, aLen1 / aLen0);
  theStream << buf << std::endl;
  return aNumber;
}

//=================================================================================================

template <class TheObjType, class TheBndType>
double NCollection_UBTreeFiller<TheObjType, TheBndType>::checkNode(
  const typename NCollection_UBTree<TheObjType, TheBndType>::TreeNode& theNode,
  const int                                                            theLength,
  int&                                                                 theNumber)
{
  double aLength;
  if (!theNode.IsLeaf())
    aLength = (checkNode(theNode.Child(0), theLength + 1, theNumber)
               + checkNode(theNode.Child(1), theLength + 1, theNumber));
  else
  {
    theNumber++;
    aLength = theLength * theLength;
  }
  return aLength;
}

#endif
