File: //var/www/aspa/three/addons/utils/LDrawUtils.js
import {
	BufferAttribute,
	BufferGeometry,
	Group,
	LineSegments,
	Matrix3,
	Mesh
} from 'three';
import { mergeGeometries } from './BufferGeometryUtils.js';
class LDrawUtils {
	static mergeObject( object ) {
		// Merges geometries in object by materials and returns new object. Use on not indexed geometries.
		// The object buffers reference the old object ones.
		// Special treatment is done to the conditional lines generated by LDrawLoader.
		function extractGroup( geometry, group, elementSize, isConditionalLine ) {
			// Extracts a group from a geometry as a new geometry (with attribute buffers referencing original buffers)
			const newGeometry = new BufferGeometry();
			const originalPositions = geometry.getAttribute( 'position' ).array;
			const originalNormals = elementSize === 3 ? geometry.getAttribute( 'normal' ).array : null;
			const numVertsGroup = Math.min( group.count, Math.floor( originalPositions.length / 3 ) - group.start );
			const vertStart = group.start * 3;
			const vertEnd = ( group.start + numVertsGroup ) * 3;
			const positions = originalPositions.subarray( vertStart, vertEnd );
			const normals = originalNormals !== null ? originalNormals.subarray( vertStart, vertEnd ) : null;
			newGeometry.setAttribute( 'position', new BufferAttribute( positions, 3 ) );
			if ( normals !== null ) newGeometry.setAttribute( 'normal', new BufferAttribute( normals, 3 ) );
			if ( isConditionalLine ) {
				const controlArray0 = geometry.getAttribute( 'control0' ).array.subarray( vertStart, vertEnd );
				const controlArray1 = geometry.getAttribute( 'control1' ).array.subarray( vertStart, vertEnd );
				const directionArray = geometry.getAttribute( 'direction' ).array.subarray( vertStart, vertEnd );
				newGeometry.setAttribute( 'control0', new BufferAttribute( controlArray0, 3, false ) );
				newGeometry.setAttribute( 'control1', new BufferAttribute( controlArray1, 3, false ) );
				newGeometry.setAttribute( 'direction', new BufferAttribute( directionArray, 3, false ) );
			}
			return newGeometry;
		}
		function addGeometry( mat, geometry, geometries ) {
			const geoms = geometries[ mat.uuid ];
			if ( ! geoms ) {
				geometries[ mat.uuid ] = {
					mat: mat,
					arr: [ geometry ]
				};
			} else {
				geoms.arr.push( geometry );
			}
		}
		function permuteAttribute( attribute, elemSize ) {
			// Permutes first two vertices of each attribute element
			if ( ! attribute ) return;
			const verts = attribute.array;
			const numVerts = Math.floor( verts.length / 3 );
			let offset = 0;
			for ( let i = 0; i < numVerts; i ++ ) {
				const x = verts[ offset ];
				const y = verts[ offset + 1 ];
				const z = verts[ offset + 2 ];
				verts[ offset ] = verts[ offset + 3 ];
				verts[ offset + 1 ] = verts[ offset + 4 ];
				verts[ offset + 2 ] = verts[ offset + 5 ];
				verts[ offset + 3 ] = x;
				verts[ offset + 4 ] = y;
				verts[ offset + 5 ] = z;
				offset += elemSize * 3;
			}
		}
		// Traverse the object hierarchy collecting geometries and transforming them to world space
		const meshGeometries = {};
		const linesGeometries = {};
		const condLinesGeometries = {};
		object.updateMatrixWorld( true );
		const normalMatrix = new Matrix3();
		object.traverse( c => {
			if ( c.isMesh | c.isLineSegments ) {
				const elemSize = c.isMesh ? 3 : 2;
				const geometry = c.geometry.clone();
				const matrixIsInverted = c.matrixWorld.determinant() < 0;
				if ( matrixIsInverted ) {
					permuteAttribute( geometry.attributes.position, elemSize );
					permuteAttribute( geometry.attributes.normal, elemSize );
				}
				geometry.applyMatrix4( c.matrixWorld );
				if ( c.isConditionalLine ) {
					geometry.attributes.control0.applyMatrix4( c.matrixWorld );
					geometry.attributes.control1.applyMatrix4( c.matrixWorld );
					normalMatrix.getNormalMatrix( c.matrixWorld );
					geometry.attributes.direction.applyNormalMatrix( normalMatrix );
				}
				const geometries = c.isMesh ? meshGeometries : ( c.isConditionalLine ? condLinesGeometries : linesGeometries );
				if ( Array.isArray( c.material ) ) {
					for ( const groupIndex in geometry.groups ) {
						const group = geometry.groups[ groupIndex ];
						const mat = c.material[ group.materialIndex ];
						const newGeometry = extractGroup( geometry, group, elemSize, c.isConditionalLine );
						addGeometry( mat, newGeometry, geometries );
					}
				} else {
					addGeometry( c.material, geometry, geometries );
				}
			}
		} );
		// Create object with merged geometries
		const mergedObject = new Group();
		const meshMaterialsIds = Object.keys( meshGeometries );
		for ( const meshMaterialsId of meshMaterialsIds ) {
			const meshGeometry = meshGeometries[ meshMaterialsId ];
			const mergedGeometry = mergeGeometries( meshGeometry.arr );
			mergedObject.add( new Mesh( mergedGeometry, meshGeometry.mat ) );
		}
		const linesMaterialsIds = Object.keys( linesGeometries );
		for ( const linesMaterialsId of linesMaterialsIds ) {
			const lineGeometry = linesGeometries[ linesMaterialsId ];
			const mergedGeometry = mergeGeometries( lineGeometry.arr );
			mergedObject.add( new LineSegments( mergedGeometry, lineGeometry.mat ) );
		}
		const condLinesMaterialsIds = Object.keys( condLinesGeometries );
		for ( const condLinesMaterialsId of condLinesMaterialsIds ) {
			const condLineGeometry = condLinesGeometries[ condLinesMaterialsId ];
			const mergedGeometry = mergeGeometries( condLineGeometry.arr );
			const condLines = new LineSegments( mergedGeometry, condLineGeometry.mat );
			condLines.isConditionalLine = true;
			mergedObject.add( condLines );
		}
		mergedObject.userData.constructionStep = 0;
		mergedObject.userData.numConstructionSteps = 1;
		return mergedObject;
	}
}
export { LDrawUtils };