import { Quaternion } from '../math/Quaternion';
import { Vector3 } from '../math/Vector3';
import { Matrix4 } from '../math/Matrix4';
import { EventDispatcher } from './EventDispatcher';
import { Euler } from '../math/Euler';
import { Layers } from './Layers';
import { Matrix3 } from '../math/Matrix3';
import { _Math } from '../math/Math';

/**
 * @author mrdoob / http://mrdoob.com/
 * @author mikael emtinger / http://gomo.se/
 * @author alteredq / http://alteredqualia.com/
 * @author WestLangley / http://github.com/WestLangley
 * @author elephantatwork / www.elephantatwork.ch
 */

function Object3D() {

	Object.defineProperty( this, 'id', { value: Object3DIdCount() } );

	this.uuid = _Math.generateUUID();

	this.name = '';
	this.type = 'Object3D';

	this.parent = null;
	this.children = [];

	this.up = Object3D.DefaultUp.clone();

	var position = new Vector3();
	var rotation = new Euler();
	var quaternion = new Quaternion();
	var scale = new Vector3( 1, 1, 1 );

	function onRotationChange() {

		quaternion.setFromEuler( rotation, false );

	}

	function onQuaternionChange() {

		rotation.setFromQuaternion( quaternion, undefined, false );

	}

	rotation.onChange( onRotationChange );
	quaternion.onChange( onQuaternionChange );

	Object.defineProperties( this, {
		position: {
			enumerable: true,
			value: position
		},
		rotation: {
			enumerable: true,
			value: rotation
		},
		quaternion: {
			enumerable: true,
			value: quaternion
		},
		scale: {
			enumerable: true,
			value: scale
		},
		modelViewMatrix: {
			value: new Matrix4()
		},
		normalMatrix: {
			value: new Matrix3()
		}
	} );

	this.matrix = new Matrix4();
	this.matrixWorld = new Matrix4();

	this.matrixAutoUpdate = Object3D.DefaultMatrixAutoUpdate;
	this.matrixWorldNeedsUpdate = false;

	this.layers = new Layers();
	this.visible = true;

	this.castShadow = false;
	this.receiveShadow = false;

	this.frustumCulled = true;
	this.renderOrder = 0;

	this.userData = {};

}

Object3D.DefaultUp = new Vector3( 0, 1, 0 );
Object3D.DefaultMatrixAutoUpdate = true;

Object.assign( Object3D.prototype, EventDispatcher.prototype, {

	isObject3D: true,

	applyMatrix: function ( matrix ) {

		this.matrix.multiplyMatrices( matrix, this.matrix );

		this.matrix.decompose( this.position, this.quaternion, this.scale );

	},

	setRotationFromAxisAngle: function ( axis, angle ) {

		// assumes axis is normalized

		this.quaternion.setFromAxisAngle( axis, angle );

	},

	setRotationFromEuler: function ( euler ) {

		this.quaternion.setFromEuler( euler, true );

	},

	setRotationFromMatrix: function ( m ) {

		// assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)

		this.quaternion.setFromRotationMatrix( m );

	},

	setRotationFromQuaternion: function ( q ) {

		// assumes q is normalized

		this.quaternion.copy( q );

	},

	rotateOnAxis: function () {

		// rotate object on axis in object space
		// axis is assumed to be normalized

		var q1 = new Quaternion();

		return function rotateOnAxis( axis, angle ) {

			q1.setFromAxisAngle( axis, angle );

			this.quaternion.multiply( q1 );

			return this;

		};

	}(),

	rotateX: function () {

		var v1 = new Vector3( 1, 0, 0 );

		return function rotateX( angle ) {

			return this.rotateOnAxis( v1, angle );

		};

	}(),

	rotateY: function () {

		var v1 = new Vector3( 0, 1, 0 );

		return function rotateY( angle ) {

			return this.rotateOnAxis( v1, angle );

		};

	}(),

	rotateZ: function () {

		var v1 = new Vector3( 0, 0, 1 );

		return function rotateZ( angle ) {

			return this.rotateOnAxis( v1, angle );

		};

	}(),

	translateOnAxis: function () {

		// translate object by distance along axis in object space
		// axis is assumed to be normalized

		var v1 = new Vector3();

		return function translateOnAxis( axis, distance ) {

			v1.copy( axis ).applyQuaternion( this.quaternion );

			this.position.add( v1.multiplyScalar( distance ) );

			return this;

		};

	}(),

	translateX: function () {

		var v1 = new Vector3( 1, 0, 0 );

		return function translateX( distance ) {

			return this.translateOnAxis( v1, distance );

		};

	}(),

	translateY: function () {

		var v1 = new Vector3( 0, 1, 0 );

		return function translateY( distance ) {

			return this.translateOnAxis( v1, distance );

		};

	}(),

	translateZ: function () {

		var v1 = new Vector3( 0, 0, 1 );

		return function translateZ( distance ) {

			return this.translateOnAxis( v1, distance );

		};

	}(),

	localToWorld: function ( vector ) {

		return vector.applyMatrix4( this.matrixWorld );

	},

	worldToLocal: function () {

		var m1 = new Matrix4();

		return function worldToLocal( vector ) {

			return vector.applyMatrix4( m1.getInverse( this.matrixWorld ) );

		};

	}(),

	lookAt: function () {

		// This routine does not support objects with rotated and/or translated parent(s)

		var m1 = new Matrix4();

		return function lookAt( vector ) {

			m1.lookAt( vector, this.position, this.up );

			this.quaternion.setFromRotationMatrix( m1 );

		};

	}(),

	add: function ( object ) {

		if ( arguments.length > 1 ) {

			for ( var i = 0; i < arguments.length; i ++ ) {

				this.add( arguments[ i ] );

			}

			return this;

		}

		if ( object === this ) {

			console.error( "THREE.Object3D.add: object can't be added as a child of itself.", object );
			return this;

		}

		if ( (object && object.isObject3D) ) {

			if ( object.parent !== null ) {

				object.parent.remove( object );

			}

			object.parent = this;
			object.dispatchEvent( { type: 'added' } );

			this.children.push( object );

		} else {

			console.error( "THREE.Object3D.add: object not an instance of THREE.Object3D.", object );

		}

		return this;

	},

	remove: function ( object ) {

		if ( arguments.length > 1 ) {

			for ( var i = 0; i < arguments.length; i ++ ) {

				this.remove( arguments[ i ] );

			}

		}

		var index = this.children.indexOf( object );

		if ( index !== - 1 ) {

			object.parent = null;

			object.dispatchEvent( { type: 'removed' } );

			this.children.splice( index, 1 );

		}

	},

	getObjectById: function ( id ) {

		return this.getObjectByProperty( 'id', id );

	},

	getObjectByName: function ( name ) {

		return this.getObjectByProperty( 'name', name );

	},

	getObjectByProperty: function ( name, value ) {

		if ( this[ name ] === value ) return this;

		for ( var i = 0, l = this.children.length; i < l; i ++ ) {

			var child = this.children[ i ];
			var object = child.getObjectByProperty( name, value );

			if ( object !== undefined ) {

				return object;

			}

		}

		return undefined;

	},

	getWorldPosition: function ( optionalTarget ) {

		var result = optionalTarget || new Vector3();

		this.updateMatrixWorld( true );

		return result.setFromMatrixPosition( this.matrixWorld );

	},

	getWorldQuaternion: function () {

		var position = new Vector3();
		var scale = new Vector3();

		return function getWorldQuaternion( optionalTarget ) {

			var result = optionalTarget || new Quaternion();

			this.updateMatrixWorld( true );

			this.matrixWorld.decompose( position, result, scale );

			return result;

		};

	}(),

	getWorldRotation: function () {

		var quaternion = new Quaternion();

		return function getWorldRotation( optionalTarget ) {

			var result = optionalTarget || new Euler();

			this.getWorldQuaternion( quaternion );

			return result.setFromQuaternion( quaternion, this.rotation.order, false );

		};

	}(),

	getWorldScale: function () {

		var position = new Vector3();
		var quaternion = new Quaternion();

		return function getWorldScale( optionalTarget ) {

			var result = optionalTarget || new Vector3();

			this.updateMatrixWorld( true );

			this.matrixWorld.decompose( position, quaternion, result );

			return result;

		};

	}(),

	getWorldDirection: function () {

		var quaternion = new Quaternion();

		return function getWorldDirection( optionalTarget ) {

			var result = optionalTarget || new Vector3();

			this.getWorldQuaternion( quaternion );

			return result.set( 0, 0, 1 ).applyQuaternion( quaternion );

		};

	}(),

	raycast: function () {},

	traverse: function ( callback ) {

		callback( this );

		var children = this.children;

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

			children[ i ].traverse( callback );

		}

	},

	traverseVisible: function ( callback ) {

		if ( this.visible === false ) return;

		callback( this );

		var children = this.children;

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

			children[ i ].traverseVisible( callback );

		}

	},

	traverseAncestors: function ( callback ) {

		var parent = this.parent;

		if ( parent !== null ) {

			callback( parent );

			parent.traverseAncestors( callback );

		}

	},

	updateMatrix: function () {

		this.matrix.compose( this.position, this.quaternion, this.scale );

		this.matrixWorldNeedsUpdate = true;

	},

	updateMatrixWorld: function ( force ) {

		if ( this.matrixAutoUpdate === true ) this.updateMatrix();

		if ( this.matrixWorldNeedsUpdate === true || force === true ) {

			if ( this.parent === null ) {

				this.matrixWorld.copy( this.matrix );

			} else {

				this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );

			}

			this.matrixWorldNeedsUpdate = false;

			force = true;

		}

		// update children

		var children = this.children;

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

			children[ i ].updateMatrixWorld( force );

		}

	},

	toJSON: function ( meta ) {

		// meta is '' when called from JSON.stringify
		var isRootObject = ( meta === undefined || meta === '' );

		var output = {};

		// meta is a hash used to collect geometries, materials.
		// not providing it implies that this is the root object
		// being serialized.
		if ( isRootObject ) {

			// initialize meta obj
			meta = {
				geometries: {},
				materials: {},
				textures: {},
				images: {}
			};

			output.metadata = {
				version: 4.4,
				type: 'Object',
				generator: 'Object3D.toJSON'
			};

		}

		// standard Object3D serialization

		var object = {};

		object.uuid = this.uuid;
		object.type = this.type;

		if ( this.name !== '' ) object.name = this.name;
		if ( JSON.stringify( this.userData ) !== '{}' ) object.userData = this.userData;
		if ( this.castShadow === true ) object.castShadow = true;
		if ( this.receiveShadow === true ) object.receiveShadow = true;
		if ( this.visible === false ) object.visible = false;

		object.matrix = this.matrix.toArray();

		//

		if ( this.geometry !== undefined ) {

			if ( meta.geometries[ this.geometry.uuid ] === undefined ) {

				meta.geometries[ this.geometry.uuid ] = this.geometry.toJSON( meta );

			}

			object.geometry = this.geometry.uuid;

		}

		if ( this.material !== undefined ) {

			if ( meta.materials[ this.material.uuid ] === undefined ) {

				meta.materials[ this.material.uuid ] = this.material.toJSON( meta );

			}

			object.material = this.material.uuid;

		}

		//

		if ( this.children.length > 0 ) {

			object.children = [];

			for ( var i = 0; i < this.children.length; i ++ ) {

				object.children.push( this.children[ i ].toJSON( meta ).object );

			}

		}

		if ( isRootObject ) {

			var geometries = extractFromCache( meta.geometries );
			var materials = extractFromCache( meta.materials );
			var textures = extractFromCache( meta.textures );
			var images = extractFromCache( meta.images );

			if ( geometries.length > 0 ) output.geometries = geometries;
			if ( materials.length > 0 ) output.materials = materials;
			if ( textures.length > 0 ) output.textures = textures;
			if ( images.length > 0 ) output.images = images;

		}

		output.object = object;

		return output;

		// extract data from the cache hash
		// remove metadata on each item
		// and return as array
		function extractFromCache( cache ) {

			var values = [];
			for ( var key in cache ) {

				var data = cache[ key ];
				delete data.metadata;
				values.push( data );

			}
			return values;

		}

	},

	clone: function ( recursive ) {

		return new this.constructor().copy( this, recursive );

	},

	copy: function ( source, recursive ) {

		if ( recursive === undefined ) recursive = true;

		this.name = source.name;

		this.up.copy( source.up );

		this.position.copy( source.position );
		this.quaternion.copy( source.quaternion );
		this.scale.copy( source.scale );

		this.matrix.copy( source.matrix );
		this.matrixWorld.copy( source.matrixWorld );

		this.matrixAutoUpdate = source.matrixAutoUpdate;
		this.matrixWorldNeedsUpdate = source.matrixWorldNeedsUpdate;

		this.visible = source.visible;

		this.castShadow = source.castShadow;
		this.receiveShadow = source.receiveShadow;

		this.frustumCulled = source.frustumCulled;
		this.renderOrder = source.renderOrder;

		this.userData = JSON.parse( JSON.stringify( source.userData ) );

		if ( recursive === true ) {

			for ( var i = 0; i < source.children.length; i ++ ) {

				var child = source.children[ i ];
				this.add( child.clone() );

			}

		}

		return this;

	}

} );

var count = 0;
function Object3DIdCount() { return count++; };


export { Object3DIdCount, Object3D };
