/**
 * @author mrdoob / http://mrdoob.com/
 * @author supereggbert / http://www.paulbrunt.co.uk/
 * @author julianwa / https://github.com/julianwa
 */
import THREE from 'three';
//var THREE = require("three"); //until it is done via the import syntax everywhere we have to use this


THREE.RenderableObject = function () {

	this.id = 0;

	this.object = null;
	this.z = 0;
};

//

THREE.RenderableFace = function () {

	this.id = 0;

	this.v1 = new THREE.RenderableVertex();
	this.v2 = new THREE.RenderableVertex();
	this.v3 = new THREE.RenderableVertex();

	this.normalModel = new THREE.Vector3();

	this.vertexNormalsModel = [ new THREE.Vector3(), new THREE.Vector3(), new THREE.Vector3() ];
	this.vertexNormalsLength = 0;

	this.color = new THREE.Color();
	this.material = null;
	this.uvs = [ new THREE.Vector2(), new THREE.Vector2(), new THREE.Vector2() ];

	this.z = 0;

};

//

THREE.RenderableVertex = function () {

	this.position = new THREE.Vector3();
	this.positionWorld = new THREE.Vector3();
	this.positionScreen = new THREE.Vector4();

	this.visible = true;

};

THREE.RenderableVertex.prototype.copy = function ( vertex ) {

	this.positionWorld.copy( vertex.positionWorld );
	this.positionScreen.copy( vertex.positionScreen );

};

//

THREE.RenderableLine = function () {

	this.id = 0;

	this.v1 = new THREE.RenderableVertex();
	this.v2 = new THREE.RenderableVertex();

	this.vertexColors = [ new THREE.Color(), new THREE.Color() ];
	this.material = null;

	this.z = 0;

};

//

THREE.RenderableSprite = function () {

	this.id = 0;

	this.object = null;

	this.x = 0;
	this.y = 0;
	this.z = 0;

	this.rotation = 0;
	this.scale = new THREE.Vector2();

	this.material = null;

};

//

THREE.Projector = function () {

	var _object, _objectCount, _objectPool = [], _objectPoolLength = 0,
	_vertex, _vertexCount, _vertexPool = [], _vertexPoolLength = 0,
	_face, _faceCount, _facePool = [], _facePoolLength = 0,
	_line, _lineCount, _linePool = [], _linePoolLength = 0,
	_sprite, _spriteCount, _spritePool = [], _spritePoolLength = 0,

	_renderData = { objects: [], lights: [], elements: [] },

	_vA = new THREE.Vector3(),
	_vB = new THREE.Vector3(),
	_vC = new THREE.Vector3(),

	_vector3 = new THREE.Vector3(),
	_vector4 = new THREE.Vector4(),

	_clipBox = new THREE.Box3( new THREE.Vector3( - 1, - 1, - 1 ), new THREE.Vector3( 1, 1, 1 ) ),
	_boundingBox = new THREE.Box3(),
	_points3 = new Array( 3 ),
	_points4 = new Array( 4 ),

	_viewMatrix = new THREE.Matrix4(),
	_viewProjectionMatrix = new THREE.Matrix4(),

	_modelMatrix,
	_modelViewProjectionMatrix = new THREE.Matrix4(),

	_normalMatrix = new THREE.Matrix3(),

	_frustum = new THREE.Frustum(),

	_clippedVertex1PositionScreen = new THREE.Vector4(),
	_clippedVertex2PositionScreen = new THREE.Vector4();
	
	//

	this.projectVector = function ( vector, camera ) {

		console.warn( 'THREE.Projector: .projectVector() is now vector.project().' );
		vector.project( camera );

	};

	this.unprojectVector = function ( vector, camera ) {

		console.warn( 'THREE.Projector: .unprojectVector() is now vector.unproject().' );
		vector.unproject( camera );

	};

	this.pickingRay = function ( vector, camera ) {

		console.error( 'THREE.Projector: .pickingRay() has been removed.' );

	};
	
	//

	var RenderList = function () {

		var normals = [];
		var uvs = [];

		var object = null;
		var material = null;

		var normalMatrix = new THREE.Matrix3();

		var setObject = function ( value ) {

			object = value;
			material = object.material;

			normalMatrix.getNormalMatrix( object.matrixWorld );

			normals.length = 0;
			uvs.length = 0;

		};

		var projectVertex = function ( vertex ) {

			var position = vertex.position;
			var positionWorld = vertex.positionWorld;
			var positionScreen = vertex.positionScreen;

			positionWorld.copy( position ).applyMatrix4( _modelMatrix );
			positionScreen.copy( positionWorld ).applyMatrix4( _viewProjectionMatrix );

			var invW = 1 / positionScreen.w;

			positionScreen.x *= invW;
			positionScreen.y *= invW;
			positionScreen.z *= invW;

			vertex.visible = positionScreen.x >= - 1 && positionScreen.x <= 1 &&
					 positionScreen.y >= - 1 && positionScreen.y <= 1 &&
					 positionScreen.z >= - 1 && positionScreen.z <= 1;

		};

		var pushVertex = function ( x, y, z ) {

			_vertex = getNextVertexInPool();
			_vertex.position.set( x, y, z );

			projectVertex( _vertex );

		};

		var pushNormal = function ( x, y, z ) {

			normals.push( x, y, z );

		};

		var pushUv = function ( x, y ) {

			uvs.push( x, y );

		};

		var checkTriangleVisibility = function ( v1, v2, v3 ) {

			if ( v1.visible === true || v2.visible === true || v3.visible === true ) return true;

			_points3[ 0 ] = v1.positionScreen;
			_points3[ 1 ] = v2.positionScreen;
			_points3[ 2 ] = v3.positionScreen;

			return _clipBox.isIntersectionBox( _boundingBox.setFromPoints( _points3 ) );

		};

		var checkBackfaceCulling = function ( v1, v2, v3 ) {

			return ( ( v3.positionScreen.x - v1.positionScreen.x ) *
				    ( v2.positionScreen.y - v1.positionScreen.y ) -
				    ( v3.positionScreen.y - v1.positionScreen.y ) *
				    ( v2.positionScreen.x - v1.positionScreen.x ) ) < 0;

		};

		var pushLine = function ( a, b ) {

			var v1 = _vertexPool[ a ];
			var v2 = _vertexPool[ b ];

			_line = getNextLineInPool();

			_line.id = object.id;
			_line.v1.copy( v1 );
			_line.v2.copy( v2 );
			_line.z = ( v1.positionScreen.z + v2.positionScreen.z ) / 2;

			_line.material = object.material;

			_renderData.elements.push( _line );

		};

		var pushTriangle = function ( a, b, c ) {

			var v1 = _vertexPool[ a ];
			var v2 = _vertexPool[ b ];
			var v3 = _vertexPool[ c ];

			if ( checkTriangleVisibility( v1, v2, v3 ) === false ) return;

			if ( material.side === THREE.DoubleSide || checkBackfaceCulling( v1, v2, v3 ) === true ) {

				_face = getNextFaceInPool();

				_face.id = object.id;
				_face.v1.copy( v1 );
				_face.v2.copy( v2 );
				_face.v3.copy( v3 );
				_face.z = ( v1.positionScreen.z + v2.positionScreen.z + v3.positionScreen.z ) / 3;

				for ( var i = 0; i < 3; i ++ ) {

					var offset = arguments[ i ] * 3;
					var normal = _face.vertexNormalsModel[ i ];

					normal.set( normals[ offset ], normals[ offset + 1 ], normals[ offset + 2 ] );
					normal.applyMatrix3( normalMatrix ).normalize();

					var offset2 = arguments[ i ] * 2;

					var uv = _face.uvs[ i ];
					uv.set( uvs[ offset2 ], uvs[ offset2 + 1 ] );

				}

				_face.vertexNormalsLength = 3;

				_face.material = object.material;

				_renderData.elements.push( _face );

			}

		};

		return {
			setObject: setObject,
			projectVertex: projectVertex,
			checkTriangleVisibility: checkTriangleVisibility,
			checkBackfaceCulling: checkBackfaceCulling,
			pushVertex: pushVertex,
			pushNormal: pushNormal,
			pushUv: pushUv,
			pushLine: pushLine,
			pushTriangle: pushTriangle
		}

	};

	var renderList = new RenderList();

	this.projectScene = function ( scene, camera, sortObjects, sortElements ) {

		_faceCount = 0;
		_lineCount = 0;
		_spriteCount = 0;

		_renderData.elements.length = 0;

		if ( scene.autoUpdate === true ) scene.updateMatrixWorld();
		if ( camera.parent === undefined ) camera.updateMatrixWorld();

		_viewMatrix.copy( camera.matrixWorldInverse.getInverse( camera.matrixWorld ) );
		_viewProjectionMatrix.multiplyMatrices( camera.projectionMatrix, _viewMatrix );

		_frustum.setFromMatrix( _viewProjectionMatrix );

		//

		_objectCount = 0;

		_renderData.objects.length = 0;
		_renderData.lights.length = 0;

		scene.traverseVisible( function ( object ) {

			if ( object instanceof THREE.Light ) {

				_renderData.lights.push( object );

			} else if ( object instanceof THREE.Mesh || object instanceof THREE.Line || object instanceof THREE.Sprite ) {

				if ( object.material.visible === false ) return;

				if ( object.frustumCulled === false || _frustum.intersectsObject( object ) === true ) {

					_object = getNextObjectInPool();
					_object.id = object.id;
					_object.object = object;

					if ( object.renderDepth !== null ) {

						_object.z = object.renderDepth;

					} else {

						_vector3.setFromMatrixPosition( object.matrixWorld );
						_vector3.applyProjection( _viewProjectionMatrix );
						_object.z = _vector3.z;

					}

					_renderData.objects.push( _object );

				}

			}

		} );

		if ( sortObjects === true ) {

			_renderData.objects.sort( painterSort );

		}

		//

		for ( var o = 0, ol = _renderData.objects.length; o < ol; o ++ ) {

			var object = _renderData.objects[ o ].object;
			var geometry = object.geometry;

			renderList.setObject( object );

			_modelMatrix = object.matrixWorld;

			_vertexCount = 0;

			if ( object instanceof THREE.Mesh ) {

				if ( geometry instanceof THREE.BufferGeometry ) {

					var attributes = geometry.attributes;
					var offsets = geometry.offsets;

					if ( attributes.position === undefined ) continue;

					var positions = attributes.position.array;

					for ( var i = 0, l = positions.length; i < l; i += 3 ) {

						renderList.pushVertex( positions[ i ], positions[ i + 1 ], positions[ i + 2 ] );

					}

					if ( attributes.normal !== undefined ) {

						var normals = attributes.normal.array;

						for ( var i = 0, l = normals.length; i < l; i += 3 ) {

							renderList.pushNormal( normals[ i ], normals[ i + 1 ], normals[ i + 2 ] );

						}

					}

					if ( attributes.uv !== undefined ) {

						var uvs = attributes.uv.array;

						for ( var i = 0, l = uvs.length; i < l; i += 2 ) {

							renderList.pushUv( uvs[ i ], uvs[ i + 1 ] );

						}

					}

					if ( attributes.index !== undefined ) {

						var indices = attributes.index.array;

						if ( offsets.length > 0 ) {

							for ( var o = 0; o < offsets.length; o ++ ) {

								var offset = offsets[ o ];
								var index = offset.index;

								for ( var i = offset.start, l = offset.start + offset.count; i < l; i += 3 ) {

									renderList.pushTriangle( indices[ i ] + index, indices[ i + 1 ] + index, indices[ i + 2 ] + index );

								}

							}

						} else {

							for ( var i = 0, l = indices.length; i < l; i += 3 ) {

								renderList.pushTriangle( indices[ i ], indices[ i + 1 ], indices[ i + 2 ] );

							}

						}

					} else {

						for ( var i = 0, l = positions.length / 3; i < l; i += 3 ) {

							renderList.pushTriangle( i, i + 1, i + 2 );

						}

					}

				} else if ( geometry instanceof THREE.Geometry ) {

					var vertices = geometry.vertices;
					var faces = geometry.faces;
					var faceVertexUvs = geometry.faceVertexUvs[ 0 ];

					_normalMatrix.getNormalMatrix( _modelMatrix );

					var isFaceMaterial = object.material instanceof THREE.MeshFaceMaterial;
					var objectMaterials = isFaceMaterial === true ? object.material : null;

					for ( var v = 0, vl = vertices.length; v < vl; v ++ ) {

						var vertex = vertices[ v ];
						renderList.pushVertex( vertex.x, vertex.y, vertex.z );

					}

					for ( var f = 0, fl = faces.length; f < fl; f ++ ) {

						var face = faces[ f ];

						var material = isFaceMaterial === true
							 ? objectMaterials.materials[ face.materialIndex ]
							 : object.material;

						if ( material === undefined ) continue;

						var side = material.side;

						var v1 = _vertexPool[ face.a ];
						var v2 = _vertexPool[ face.b ];
						var v3 = _vertexPool[ face.c ];

						if ( material.morphTargets === true ) {

							var morphTargets = geometry.morphTargets;
							var morphInfluences = object.morphTargetInfluences;

							var v1p = v1.position;
							var v2p = v2.position;
							var v3p = v3.position;

							_vA.set( 0, 0, 0 );
							_vB.set( 0, 0, 0 );
							_vC.set( 0, 0, 0 );

							for ( var t = 0, tl = morphTargets.length; t < tl; t ++ ) {

								var influence = morphInfluences[ t ];

								if ( influence === 0 ) continue;

								var targets = morphTargets[ t ].vertices;

								_vA.x += ( targets[ face.a ].x - v1p.x ) * influence;
								_vA.y += ( targets[ face.a ].y - v1p.y ) * influence;
								_vA.z += ( targets[ face.a ].z - v1p.z ) * influence;

								_vB.x += ( targets[ face.b ].x - v2p.x ) * influence;
								_vB.y += ( targets[ face.b ].y - v2p.y ) * influence;
								_vB.z += ( targets[ face.b ].z - v2p.z ) * influence;

								_vC.x += ( targets[ face.c ].x - v3p.x ) * influence;
								_vC.y += ( targets[ face.c ].y - v3p.y ) * influence;
								_vC.z += ( targets[ face.c ].z - v3p.z ) * influence;

							}

							v1.position.add( _vA );
							v2.position.add( _vB );
							v3.position.add( _vC );

							renderList.projectVertex( v1 );
							renderList.projectVertex( v2 );
							renderList.projectVertex( v3 );

						}

						if ( renderList.checkTriangleVisibility( v1, v2, v3 ) === false ) continue;

						var visible = renderList.checkBackfaceCulling( v1, v2, v3 );

						if ( side !== THREE.DoubleSide ) {
							if ( side === THREE.FrontSide && visible === false ) continue;
							if ( side === THREE.BackSide && visible === true ) continue;
						}

						_face = getNextFaceInPool();

						_face.id = object.id;
						_face.v1.copy( v1 );
						_face.v2.copy( v2 );
						_face.v3.copy( v3 );

						_face.normalModel.copy( face.normal );

						if ( visible === false && ( side === THREE.BackSide || side === THREE.DoubleSide ) ) {

							_face.normalModel.negate();

						}

						_face.normalModel.applyMatrix3( _normalMatrix ).normalize();

						var faceVertexNormals = face.vertexNormals;

						for ( var n = 0, nl = Math.min( faceVertexNormals.length, 3 ); n < nl; n ++ ) {

							var normalModel = _face.vertexNormalsModel[ n ];
							normalModel.copy( faceVertexNormals[ n ] );

							if ( visible === false && ( side === THREE.BackSide || side === THREE.DoubleSide ) ) {

								normalModel.negate();

							}

							normalModel.applyMatrix3( _normalMatrix ).normalize();

						}

						_face.vertexNormalsLength = faceVertexNormals.length;

						var vertexUvs = faceVertexUvs[ f ];

						if ( vertexUvs !== undefined ) {

							for ( var u = 0; u < 3; u ++ ) {

								_face.uvs[ u ].copy( vertexUvs[ u ] );

							}

						}

						_face.color = face.color;
						_face.material = material;

						_face.z = ( v1.positionScreen.z + v2.positionScreen.z + v3.positionScreen.z ) / 3;

						_renderData.elements.push( _face );

					}

				}

			} else if ( object instanceof THREE.Line ) {

				if ( geometry instanceof THREE.BufferGeometry ) {

					var attributes = geometry.attributes;

					if ( attributes.position !== undefined ) {

						var positions = attributes.position.array;

						for ( var i = 0, l = positions.length; i < l; i += 3 ) {

							renderList.pushVertex( positions[ i ], positions[ i + 1 ], positions[ i + 2 ] );

						}

						if ( attributes.index !== undefined ) {

							var indices = attributes.index.array;

							for ( var i = 0, l = indices.length; i < l; i += 2 ) {

								renderList.pushLine( indices[ i ], indices[ i + 1 ] );

							}

						} else {

							var step = object.mode === THREE.LinePieces ? 2 : 1;

							for ( var i = 0, l = ( positions.length / 3 ) - 1; i < l; i += step ) {

								renderList.pushLine( i, i + 1 );

							}

						}

					}

				} else if ( geometry instanceof THREE.Geometry ) {

					_modelViewProjectionMatrix.multiplyMatrices( _viewProjectionMatrix, _modelMatrix );

					var vertices = object.geometry.vertices;

					if ( vertices.length === 0 ) continue;

					v1 = getNextVertexInPool();
					v1.positionScreen.copy( vertices[ 0 ] ).applyMatrix4( _modelViewProjectionMatrix );

					// Handle LineStrip and LinePieces
					var step = object.mode === THREE.LinePieces ? 2 : 1;

					for ( var v = 1, vl = vertices.length; v < vl; v ++ ) {

						v1 = getNextVertexInPool();
						v1.positionScreen.copy( vertices[ v ] ).applyMatrix4( _modelViewProjectionMatrix );

						if ( ( v + 1 ) % step > 0 ) continue;

						v2 = _vertexPool[ _vertexCount - 2 ];

						_clippedVertex1PositionScreen.copy( v1.positionScreen );
						_clippedVertex2PositionScreen.copy( v2.positionScreen );

						if ( clipLine( _clippedVertex1PositionScreen, _clippedVertex2PositionScreen ) === true ) {

							// Perform the perspective divide
							_clippedVertex1PositionScreen.multiplyScalar( 1 / _clippedVertex1PositionScreen.w );
							_clippedVertex2PositionScreen.multiplyScalar( 1 / _clippedVertex2PositionScreen.w );

							_line = getNextLineInPool();

							_line.id = object.id;
							_line.v1.positionScreen.copy( _clippedVertex1PositionScreen );
							_line.v2.positionScreen.copy( _clippedVertex2PositionScreen );

							_line.z = Math.max( _clippedVertex1PositionScreen.z, _clippedVertex2PositionScreen.z );

							_line.material = object.material;

							if ( object.material.vertexColors === THREE.VertexColors ) {

								_line.vertexColors[ 0 ].copy( object.geometry.colors[ v ] );
								_line.vertexColors[ 1 ].copy( object.geometry.colors[ v - 1 ] );

							}

							_renderData.elements.push( _line );

						}

					}

				}

			} else if ( object instanceof THREE.Sprite ) {

				_vector4.set( _modelMatrix.elements[ 12 ], _modelMatrix.elements[ 13 ], _modelMatrix.elements[ 14 ], 1 );
				_vector4.applyMatrix4( _viewProjectionMatrix );

				var invW = 1 / _vector4.w;

				_vector4.z *= invW;

				if ( _vector4.z >= - 1 && _vector4.z <= 1 ) {

					_sprite = getNextSpriteInPool();
					_sprite.id = object.id;
					_sprite.x = _vector4.x * invW;
					_sprite.y = _vector4.y * invW;
					_sprite.z = _vector4.z;
					_sprite.object = object;

					_sprite.rotation = object.rotation;

					_sprite.scale.x = object.scale.x * Math.abs( _sprite.x - ( _vector4.x + camera.projectionMatrix.elements[ 0 ] ) / ( _vector4.w + camera.projectionMatrix.elements[ 12 ] ) );
					_sprite.scale.y = object.scale.y * Math.abs( _sprite.y - ( _vector4.y + camera.projectionMatrix.elements[ 5 ] ) / ( _vector4.w + camera.projectionMatrix.elements[ 13 ] ) );

					_sprite.material = object.material;

					_renderData.elements.push( _sprite );

				}

			}

		}

		if ( sortElements === true ) {

			_renderData.elements.sort( painterSort );

		}

		return _renderData;

	};

	// Pools

	function getNextObjectInPool() {

		if ( _objectCount === _objectPoolLength ) {

			var object = new THREE.RenderableObject();
			_objectPool.push( object );
			_objectPoolLength ++;
			_objectCount ++;
			return object;

		}

		return _objectPool[ _objectCount ++ ];

	}

	function getNextVertexInPool() {

		if ( _vertexCount === _vertexPoolLength ) {

			var vertex = new THREE.RenderableVertex();
			_vertexPool.push( vertex );
			_vertexPoolLength ++;
			_vertexCount ++;
			return vertex;

		}

		return _vertexPool[ _vertexCount ++ ];

	}

	function getNextFaceInPool() {

		if ( _faceCount === _facePoolLength ) {

			var face = new THREE.RenderableFace();
			_facePool.push( face );
			_facePoolLength ++;
			_faceCount ++;
			return face;

		}

		return _facePool[ _faceCount ++ ];


	}

	function getNextLineInPool() {

		if ( _lineCount === _linePoolLength ) {

			var line = new THREE.RenderableLine();
			_linePool.push( line );
			_linePoolLength ++;
			_lineCount ++
			return line;

		}

		return _linePool[ _lineCount ++ ];

	}

	function getNextSpriteInPool() {

		if ( _spriteCount === _spritePoolLength ) {

			var sprite = new THREE.RenderableSprite();
			_spritePool.push( sprite );
			_spritePoolLength ++;
			_spriteCount ++
			return sprite;

		}

		return _spritePool[ _spriteCount ++ ];

	}

	//

	function painterSort( a, b ) {

		if ( a.z !== b.z ) {

			return b.z - a.z;

		} else if ( a.id !== b.id ) {

			return a.id - b.id;

		} else {

			return 0;

		}

	}

	function clipLine( s1, s2 ) {

		var alpha1 = 0, alpha2 = 1,

		// Calculate the boundary coordinate of each vertex for the near and far clip planes,
		// Z = -1 and Z = +1, respectively.
		bc1near =  s1.z + s1.w,
		bc2near =  s2.z + s2.w,
		bc1far =  - s1.z + s1.w,
		bc2far =  - s2.z + s2.w;

		if ( bc1near >= 0 && bc2near >= 0 && bc1far >= 0 && bc2far >= 0 ) {

			// Both vertices lie entirely within all clip planes.
			return true;

		} else if ( ( bc1near < 0 && bc2near < 0 ) || ( bc1far < 0 && bc2far < 0 ) ) {

			// Both vertices lie entirely outside one of the clip planes.
			return false;

		} else {

			// The line segment spans at least one clip plane.

			if ( bc1near < 0 ) {

				// v1 lies outside the near plane, v2 inside
				alpha1 = Math.max( alpha1, bc1near / ( bc1near - bc2near ) );

			} else if ( bc2near < 0 ) {

				// v2 lies outside the near plane, v1 inside
				alpha2 = Math.min( alpha2, bc1near / ( bc1near - bc2near ) );

			}

			if ( bc1far < 0 ) {

				// v1 lies outside the far plane, v2 inside
				alpha1 = Math.max( alpha1, bc1far / ( bc1far - bc2far ) );

			} else if ( bc2far < 0 ) {

				// v2 lies outside the far plane, v2 inside
				alpha2 = Math.min( alpha2, bc1far / ( bc1far - bc2far ) );

			}

			if ( alpha2 < alpha1 ) {

				// The line segment spans two boundaries, but is outside both of them.
				// (This can't happen when we're only clipping against just near/far but good
				//  to leave the check here for future usage if other clip planes are added.)
				return false;

			} else {

				// Update the s1 and s2 vertices to match the clipped line segment.
				s1.lerp( s2, alpha1 );
				s2.lerp( s1, 1 - alpha2 );

				return true;

			}

		}

	}

};

//module.exports = THREE.Projector;
export default THREE.Projector;