File: //var/www/aspa/three/addons/renderers/Projector.js
import {
	Box3,
	Color,
	DoubleSide,
	Frustum,
	Matrix3,
	Matrix4,
	Vector2,
	Vector3,
	Vector4
} from 'three';
class RenderableObject {
	constructor() {
		this.id = 0;
		this.object = null;
		this.z = 0;
		this.renderOrder = 0;
	}
}
//
class RenderableFace {
	constructor() {
		this.id = 0;
		this.v1 = new RenderableVertex();
		this.v2 = new RenderableVertex();
		this.v3 = new RenderableVertex();
		this.normalModel = new Vector3();
		this.vertexNormalsModel = [ new Vector3(), new Vector3(), new Vector3() ];
		this.vertexNormalsLength = 0;
		this.color = new Color();
		this.material = null;
		this.uvs = [ new Vector2(), new Vector2(), new Vector2() ];
		this.z = 0;
		this.renderOrder = 0;
	}
}
//
class RenderableVertex {
	constructor() {
		this.position = new Vector3();
		this.positionWorld = new Vector3();
		this.positionScreen = new Vector4();
		this.visible = true;
	}
	copy( vertex ) {
		this.positionWorld.copy( vertex.positionWorld );
		this.positionScreen.copy( vertex.positionScreen );
	}
}
//
class RenderableLine {
	constructor() {
		this.id = 0;
		this.v1 = new RenderableVertex();
		this.v2 = new RenderableVertex();
		this.vertexColors = [ new Color(), new Color() ];
		this.material = null;
		this.z = 0;
		this.renderOrder = 0;
	}
}
//
class RenderableSprite {
	constructor() {
		this.id = 0;
		this.object = null;
		this.x = 0;
		this.y = 0;
		this.z = 0;
		this.rotation = 0;
		this.scale = new Vector2();
		this.material = null;
		this.renderOrder = 0;
	}
}
//
class Projector {
	constructor() {
		let _object, _objectCount, _objectPoolLength = 0,
			_vertex, _vertexCount, _vertexPoolLength = 0,
			_face, _faceCount, _facePoolLength = 0,
			_line, _lineCount, _linePoolLength = 0,
			_sprite, _spriteCount, _spritePoolLength = 0,
			_modelMatrix;
		const
			_renderData = { objects: [], lights: [], elements: [] },
			_vector3 = new Vector3(),
			_vector4 = new Vector4(),
			_clipBox = new Box3( new Vector3( - 1, - 1, - 1 ), new Vector3( 1, 1, 1 ) ),
			_boundingBox = new Box3(),
			_points3 = new Array( 3 ),
			_viewMatrix = new Matrix4(),
			_viewProjectionMatrix = new Matrix4(),
			_modelViewProjectionMatrix = new Matrix4(),
			_frustum = new Frustum(),
			_objectPool = [], _vertexPool = [], _facePool = [], _linePool = [], _spritePool = [];
		//
		function RenderList() {
			const normals = [];
			const colors = [];
			const uvs = [];
			let object = null;
			const normalMatrix = new Matrix3();
			function setObject( value ) {
				object = value;
				normalMatrix.getNormalMatrix( object.matrixWorld );
				normals.length = 0;
				colors.length = 0;
				uvs.length = 0;
			}
			function projectVertex( vertex ) {
				const position = vertex.position;
				const positionWorld = vertex.positionWorld;
				const positionScreen = vertex.positionScreen;
				positionWorld.copy( position ).applyMatrix4( _modelMatrix );
				positionScreen.copy( positionWorld ).applyMatrix4( _viewProjectionMatrix );
				const 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;
			}
			function pushVertex( x, y, z ) {
				_vertex = getNextVertexInPool();
				_vertex.position.set( x, y, z );
				projectVertex( _vertex );
			}
			function pushNormal( x, y, z ) {
				normals.push( x, y, z );
			}
			function pushColor( r, g, b ) {
				colors.push( r, g, b );
			}
			function pushUv( x, y ) {
				uvs.push( x, y );
			}
			function checkTriangleVisibility( 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.intersectsBox( _boundingBox.setFromPoints( _points3 ) );
			}
			function checkBackfaceCulling( 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;
			}
			function pushLine( a, b ) {
				const v1 = _vertexPool[ a ];
				const v2 = _vertexPool[ b ];
				// Clip
				v1.positionScreen.copy( v1.position ).applyMatrix4( _modelViewProjectionMatrix );
				v2.positionScreen.copy( v2.position ).applyMatrix4( _modelViewProjectionMatrix );
				if ( clipLine( v1.positionScreen, v2.positionScreen ) === true ) {
					// Perform the perspective divide
					v1.positionScreen.multiplyScalar( 1 / v1.positionScreen.w );
					v2.positionScreen.multiplyScalar( 1 / v2.positionScreen.w );
					_line = getNextLineInPool();
					_line.id = object.id;
					_line.v1.copy( v1 );
					_line.v2.copy( v2 );
					_line.z = Math.max( v1.positionScreen.z, v2.positionScreen.z );
					_line.renderOrder = object.renderOrder;
					_line.material = object.material;
					if ( object.material.vertexColors ) {
						_line.vertexColors[ 0 ].fromArray( colors, a * 3 );
						_line.vertexColors[ 1 ].fromArray( colors, b * 3 );
					}
					_renderData.elements.push( _line );
				}
			}
			function pushTriangle( a, b, c, material ) {
				const v1 = _vertexPool[ a ];
				const v2 = _vertexPool[ b ];
				const v3 = _vertexPool[ c ];
				if ( checkTriangleVisibility( v1, v2, v3 ) === false ) return;
				if ( material.side === 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;
					_face.renderOrder = object.renderOrder;
					// face normal
					_vector3.subVectors( v3.position, v2.position );
					_vector4.subVectors( v1.position, v2.position );
					_vector3.cross( _vector4 );
					_face.normalModel.copy( _vector3 );
					_face.normalModel.applyMatrix3( normalMatrix ).normalize();
					for ( let i = 0; i < 3; i ++ ) {
						const normal = _face.vertexNormalsModel[ i ];
						normal.fromArray( normals, arguments[ i ] * 3 );
						normal.applyMatrix3( normalMatrix ).normalize();
						const uv = _face.uvs[ i ];
						uv.fromArray( uvs, arguments[ i ] * 2 );
					}
					_face.vertexNormalsLength = 3;
					_face.material = material;
					if ( material.vertexColors ) {
						_face.color.fromArray( colors, a * 3 );
					}
					_renderData.elements.push( _face );
				}
			}
			return {
				setObject: setObject,
				projectVertex: projectVertex,
				checkTriangleVisibility: checkTriangleVisibility,
				checkBackfaceCulling: checkBackfaceCulling,
				pushVertex: pushVertex,
				pushNormal: pushNormal,
				pushColor: pushColor,
				pushUv: pushUv,
				pushLine: pushLine,
				pushTriangle: pushTriangle
			};
		}
		const renderList = new RenderList();
		function projectObject( object ) {
			if ( object.visible === false ) return;
			if ( object.isLight ) {
				_renderData.lights.push( object );
			} else if ( object.isMesh || object.isLine || object.isPoints ) {
				if ( object.material.visible === false ) return;
				if ( object.frustumCulled === true && _frustum.intersectsObject( object ) === false ) return;
				addObject( object );
			} else if ( object.isSprite ) {
				if ( object.material.visible === false ) return;
				if ( object.frustumCulled === true && _frustum.intersectsSprite( object ) === false ) return;
				addObject( object );
			}
			const children = object.children;
			for ( let i = 0, l = children.length; i < l; i ++ ) {
				projectObject( children[ i ] );
			}
		}
		function addObject( object ) {
			_object = getNextObjectInPool();
			_object.id = object.id;
			_object.object = object;
			_vector3.setFromMatrixPosition( object.matrixWorld );
			_vector3.applyMatrix4( _viewProjectionMatrix );
			_object.z = _vector3.z;
			_object.renderOrder = object.renderOrder;
			_renderData.objects.push( _object );
		}
		this.projectScene = function ( scene, camera, sortObjects, sortElements ) {
			_faceCount = 0;
			_lineCount = 0;
			_spriteCount = 0;
			_renderData.elements.length = 0;
			if ( scene.matrixWorldAutoUpdate === true ) scene.updateMatrixWorld();
			if ( camera.parent === null && camera.matrixWorldAutoUpdate === true ) camera.updateMatrixWorld();
			_viewMatrix.copy( camera.matrixWorldInverse );
			_viewProjectionMatrix.multiplyMatrices( camera.projectionMatrix, _viewMatrix );
			_frustum.setFromProjectionMatrix( _viewProjectionMatrix );
			//
			_objectCount = 0;
			_renderData.objects.length = 0;
			_renderData.lights.length = 0;
			projectObject( scene );
			if ( sortObjects === true ) {
				_renderData.objects.sort( painterSort );
			}
			//
			const objects = _renderData.objects;
			for ( let o = 0, ol = objects.length; o < ol; o ++ ) {
				const object = objects[ o ].object;
				const geometry = object.geometry;
				renderList.setObject( object );
				_modelMatrix = object.matrixWorld;
				_vertexCount = 0;
				if ( object.isMesh ) {
					let material = object.material;
					const isMultiMaterial = Array.isArray( material );
					const attributes = geometry.attributes;
					const groups = geometry.groups;
					if ( attributes.position === undefined ) continue;
					const positions = attributes.position.array;
					for ( let i = 0, l = positions.length; i < l; i += 3 ) {
						let x = positions[ i ];
						let y = positions[ i + 1 ];
						let z = positions[ i + 2 ];
						const morphTargets = geometry.morphAttributes.position;
						if ( morphTargets !== undefined ) {
							const morphTargetsRelative = geometry.morphTargetsRelative;
							const morphInfluences = object.morphTargetInfluences;
							for ( let t = 0, tl = morphTargets.length; t < tl; t ++ ) {
								const influence = morphInfluences[ t ];
								if ( influence === 0 ) continue;
								const target = morphTargets[ t ];
								if ( morphTargetsRelative ) {
									x += target.getX( i / 3 ) * influence;
									y += target.getY( i / 3 ) * influence;
									z += target.getZ( i / 3 ) * influence;
								} else {
									x += ( target.getX( i / 3 ) - positions[ i ] ) * influence;
									y += ( target.getY( i / 3 ) - positions[ i + 1 ] ) * influence;
									z += ( target.getZ( i / 3 ) - positions[ i + 2 ] ) * influence;
								}
							}
						}
						renderList.pushVertex( x, y, z );
					}
					if ( attributes.normal !== undefined ) {
						const normals = attributes.normal.array;
						for ( let i = 0, l = normals.length; i < l; i += 3 ) {
							renderList.pushNormal( normals[ i ], normals[ i + 1 ], normals[ i + 2 ] );
						}
					}
					if ( attributes.color !== undefined ) {
						const colors = attributes.color.array;
						for ( let i = 0, l = colors.length; i < l; i += 3 ) {
							renderList.pushColor( colors[ i ], colors[ i + 1 ], colors[ i + 2 ] );
						}
					}
					if ( attributes.uv !== undefined ) {
						const uvs = attributes.uv.array;
						for ( let i = 0, l = uvs.length; i < l; i += 2 ) {
							renderList.pushUv( uvs[ i ], uvs[ i + 1 ] );
						}
					}
					if ( geometry.index !== null ) {
						const indices = geometry.index.array;
						if ( groups.length > 0 ) {
							for ( let g = 0; g < groups.length; g ++ ) {
								const group = groups[ g ];
								material = isMultiMaterial === true
									 ? object.material[ group.materialIndex ]
									 : object.material;
								if ( material === undefined ) continue;
								for ( let i = group.start, l = group.start + group.count; i < l; i += 3 ) {
									renderList.pushTriangle( indices[ i ], indices[ i + 1 ], indices[ i + 2 ], material );
								}
							}
						} else {
							for ( let i = 0, l = indices.length; i < l; i += 3 ) {
								renderList.pushTriangle( indices[ i ], indices[ i + 1 ], indices[ i + 2 ], material );
							}
						}
					} else {
						if ( groups.length > 0 ) {
							for ( let g = 0; g < groups.length; g ++ ) {
								const group = groups[ g ];
								material = isMultiMaterial === true
									 ? object.material[ group.materialIndex ]
									 : object.material;
								if ( material === undefined ) continue;
								for ( let i = group.start, l = group.start + group.count; i < l; i += 3 ) {
									renderList.pushTriangle( i, i + 1, i + 2, material );
								}
							}
						} else {
							for ( let i = 0, l = positions.length / 3; i < l; i += 3 ) {
								renderList.pushTriangle( i, i + 1, i + 2, material );
							}
						}
					}
				} else if ( object.isLine ) {
					_modelViewProjectionMatrix.multiplyMatrices( _viewProjectionMatrix, _modelMatrix );
					const attributes = geometry.attributes;
					if ( attributes.position !== undefined ) {
						const positions = attributes.position.array;
						for ( let i = 0, l = positions.length; i < l; i += 3 ) {
							renderList.pushVertex( positions[ i ], positions[ i + 1 ], positions[ i + 2 ] );
						}
						if ( attributes.color !== undefined ) {
							const colors = attributes.color.array;
							for ( let i = 0, l = colors.length; i < l; i += 3 ) {
								renderList.pushColor( colors[ i ], colors[ i + 1 ], colors[ i + 2 ] );
							}
						}
						if ( geometry.index !== null ) {
							const indices = geometry.index.array;
							for ( let i = 0, l = indices.length; i < l; i += 2 ) {
								renderList.pushLine( indices[ i ], indices[ i + 1 ] );
							}
						} else {
							const step = object.isLineSegments ? 2 : 1;
							for ( let i = 0, l = ( positions.length / 3 ) - 1; i < l; i += step ) {
								renderList.pushLine( i, i + 1 );
							}
						}
					}
				} else if ( object.isPoints ) {
					_modelViewProjectionMatrix.multiplyMatrices( _viewProjectionMatrix, _modelMatrix );
					const attributes = geometry.attributes;
					if ( attributes.position !== undefined ) {
						const positions = attributes.position.array;
						for ( let i = 0, l = positions.length; i < l; i += 3 ) {
							_vector4.set( positions[ i ], positions[ i + 1 ], positions[ i + 2 ], 1 );
							_vector4.applyMatrix4( _modelViewProjectionMatrix );
							pushPoint( _vector4, object, camera );
						}
					}
				} else if ( object.isSprite ) {
					object.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
					_vector4.set( _modelMatrix.elements[ 12 ], _modelMatrix.elements[ 13 ], _modelMatrix.elements[ 14 ], 1 );
					_vector4.applyMatrix4( _viewProjectionMatrix );
					pushPoint( _vector4, object, camera );
				}
			}
			if ( sortElements === true ) {
				_renderData.elements.sort( painterSort );
			}
			return _renderData;
		};
		function pushPoint( _vector4, object, camera ) {
			const 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.renderOrder = object.renderOrder;
				_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 );
			}
		}
		// Pools
		function getNextObjectInPool() {
			if ( _objectCount === _objectPoolLength ) {
				const object = new RenderableObject();
				_objectPool.push( object );
				_objectPoolLength ++;
				_objectCount ++;
				return object;
			}
			return _objectPool[ _objectCount ++ ];
		}
		function getNextVertexInPool() {
			if ( _vertexCount === _vertexPoolLength ) {
				const vertex = new RenderableVertex();
				_vertexPool.push( vertex );
				_vertexPoolLength ++;
				_vertexCount ++;
				return vertex;
			}
			return _vertexPool[ _vertexCount ++ ];
		}
		function getNextFaceInPool() {
			if ( _faceCount === _facePoolLength ) {
				const face = new RenderableFace();
				_facePool.push( face );
				_facePoolLength ++;
				_faceCount ++;
				return face;
			}
			return _facePool[ _faceCount ++ ];
		}
		function getNextLineInPool() {
			if ( _lineCount === _linePoolLength ) {
				const line = new RenderableLine();
				_linePool.push( line );
				_linePoolLength ++;
				_lineCount ++;
				return line;
			}
			return _linePool[ _lineCount ++ ];
		}
		function getNextSpriteInPool() {
			if ( _spriteCount === _spritePoolLength ) {
				const sprite = new RenderableSprite();
				_spritePool.push( sprite );
				_spritePoolLength ++;
				_spriteCount ++;
				return sprite;
			}
			return _spritePool[ _spriteCount ++ ];
		}
		//
		function painterSort( a, b ) {
			if ( a.renderOrder !== b.renderOrder ) {
				return a.renderOrder - b.renderOrder;
			} else 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 ) {
			let alpha1 = 0, alpha2 = 1;
			// Calculate the boundary coordinate of each vertex for the near and far clip planes,
			// Z = -1 and Z = +1, respectively.
			const 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;
				}
			}
		}
	}
}
export { RenderableObject, RenderableFace, RenderableVertex, RenderableLine, RenderableSprite, Projector };