package Slic3r::Perimeter;
use Moo;

use Math::Clipper ':all';
use Slic3r::Geometry qw(X Y PI shortest_path scale unscale);
use Slic3r::Geometry::Clipper qw(diff_ex);
use XXX;

sub make_perimeter {
    my $self = shift;
    my ($layer) = @_;
    Slic3r::debugf "Making perimeters for layer %d\n", $layer->id;
    
    # this array will hold one arrayref per original surface (island);
    # each item of this arrayref is an arrayref representing a depth (from outer
    # perimeters to inner); each item of this arrayref is an ExPolygon:
    # @perimeters = (
    #    [ # first island
    #        [ Slic3r::ExPolygon, Slic3r::ExPolygon... ],  #depth 0: outer loop
    #        [ Slic3r::ExPolygon, Slic3r::ExPolygon... ],  #depth 1: inner loop
    #    ],
    #    [ # second island
    #        ...
    #    ]
    # )
    my @perimeters = ();  # one item per depth; each item
    
    # organize islands using a shortest path search
    my @surfaces = @{shortest_path([
        map [ $_->contour->[0], $_ ], @{$layer->slices},
    ])};
    
    # for each island:
    foreach my $surface (@surfaces) {
        my @last_offsets = ($surface->expolygon);
        my $distance = 0;
        
        # experimental hole compensation (see ArcCompensation in the RepRap wiki)
        foreach my $hole ($last_offsets[0]->holes) {
            my $area = abs($hole->area);last;
            next unless $area <= $Slic3r::small_perimeter_area;
            my $radius = sqrt($area / PI);
            my $new_radius = (scale($Slic3r::flow_width) + sqrt((scale($Slic3r::flow_width)**2) + (4*($radius**2)))) / 2;
            @$hole = map Slic3r::Point->new($_), @{ +($hole->offset(+ ($new_radius - $radius)))[0] };
        }
        
        # create other offsets
        push @perimeters, [];
        for (my $loop = 0; $loop < $Slic3r::perimeters; $loop++) {
            # offsetting a polygon can result in one or many offset polygons
            @last_offsets = map $_->offset_ex(-$distance), @last_offsets if $distance;
            last if !@last_offsets;
            push @{ $perimeters[-1] }, [@last_offsets];
            
            # offset distance for inner loops
            $distance = scale $Slic3r::flow_spacing;
        }
        
        # create one more offset to be used as boundary for fill
        {
            my @fill_boundaries = map $_->offset_ex(-$distance), @last_offsets;
            push @{ $layer->fill_boundaries }, @fill_boundaries;
            
            # detect the small gaps that we need to treat like thin polygons,
            # thus generating the skeleton and using it to fill them
            my $small_gaps = diff_ex(
                [ map @$_, map $_->offset_ex(-$distance/2), map @$_, @{$perimeters[-1]} ],
                [ map @$_, map $_->offset_ex(+$distance/2), @fill_boundaries ],
            );
            push @{ $layer->thin_fills },
                grep $_,
                map $_->medial_axis(scale $Slic3r::flow_width),
                @$small_gaps if 0;
        }
    }
    
    # process one island (original surface) at time
    foreach my $island (@perimeters) {
        # do holes starting from innermost one
        my @holes = ();
        my @hole_depths = map [ map $_->holes, @$_ ], @$island;
        
        # organize the outermost hole loops using a shortest path search
        @{$hole_depths[0]} = @{shortest_path([
            map [ $_->[0], $_ ], @{$hole_depths[0]},
        ])};
        
        CYCLE: while (map @$_, @hole_depths) {
            shift @hole_depths while !@{$hole_depths[0]};
            
            # take first available hole
            push @holes, shift @{$hole_depths[0]};
            
            my $current_depth = 0;
            while (1) {
                $current_depth++;
                
                # look for the hole containing this one if any
                next CYCLE if !$hole_depths[$current_depth];
                my $parent_hole;
                for (@{$hole_depths[$current_depth]}) {
                    if ($_->encloses_point($holes[-1]->[0])) {
                        $parent_hole = $_;
                        last;
                    }
                }
                next CYCLE if !$parent_hole;
                
                # look for other holes contained in such parent
                for (@{$hole_depths[$current_depth-1]}) {
                    if ($parent_hole->encloses_point($_->[0])) {
                        # we have a sibling, so let's move onto next iteration
                        next CYCLE;
                    }
                }
                
                push @holes, $parent_hole;
                @{$hole_depths[$current_depth]} = grep $_ ne $parent_hole, @{$hole_depths[$current_depth]};
            }
        }
        
        foreach my $hole (@holes) {
            push @{ $layer->perimeters }, Slic3r::ExtrusionLoop->new(polygon => $hole, role => 'perimeter');
        }
        
        # do contours starting from innermost one
        foreach my $contour (map $_->contour, map @$_, reverse @$island) {
            push @{ $layer->perimeters }, Slic3r::ExtrusionLoop->new(polygon => $contour, role => 'perimeter');
        }
    }
    
    # detect small perimeters by checking their area
    for (@{ $layer->perimeters }) {
        $_->role('small-perimeter') if abs($_->polygon->area) < $Slic3r::small_perimeter_area;
    }
    
    # add thin walls as perimeters
    for (@{ $layer->thin_walls }) {
        if ($_->isa('Slic3r::Polygon')) {
            push @{ $layer->perimeters }, Slic3r::ExtrusionLoop->new(polygon => $_, role => 'perimeter');
        } else {
            push @{ $layer->perimeters }, Slic3r::ExtrusionPath->new(polyline => $_, role => 'perimeter');
        }
    }
}

1;