/**
 * @author alteredq / http://alteredqualia.com/
 */

THREE.BinaryLoader = function ( manager ) {

	if ( typeof manager === 'boolean' ) {

		console.warn( 'THREE.BinaryLoader: showStatus parameter has been removed from constructor.' );
		manager = undefined;

	}

	this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;

};

THREE.BinaryLoader.prototype = {

	constructor: THREE.BinaryLoader,

	// Load models generated by slim OBJ converter with BINARY option (converter_obj_three_slim.py -t binary)
	//  - binary models consist of two files: JS and BIN
	//  - parameters
	//		- url (required)
	//		- callback (required)
	//		- texturePath (optional: if not specified, textures will be assumed to be in the same folder as JS model file)
	//		- binaryPath (optional: if not specified, binary file will be assumed to be in the same folder as JS model file)
	load: function ( url, onLoad, onProgress, onError ) {

		// todo: unify load API to for easier SceneLoader use

		var texturePath = this.texturePath || THREE.Loader.prototype.extractUrlBase( url );
		var binaryPath  = this.binaryPath || THREE.Loader.prototype.extractUrlBase( url );

		// #1 load JS part via web worker

		var scope = this;

		var jsonloader = new THREE.XHRLoader( this.manager );
		jsonloader.load( url, function ( data ) {

			var json = JSON.parse( data );

			var bufferUrl = binaryPath + json.buffers;

			var bufferLoader = new THREE.XHRLoader( scope.manager );
			bufferLoader.setResponseType( 'arraybuffer' );
			bufferLoader.load( bufferUrl, function ( bufData ) {

				// IEWEBGL needs this ???
				//buffer = ( new Uint8Array( xhr.responseBody ) ).buffer;

				//// iOS and other XMLHttpRequest level 1 ???

				scope.parse( bufData, onLoad, texturePath, json.materials );

			}, onProgress, onError );

		}, onProgress, onError );

	},

	setBinaryPath: function ( value ) {

		this.binaryPath = value;

	},

	setCrossOrigin: function ( value ) {

		this.crossOrigin = value;

	},

	setTexturePath: function ( value ) {

		this.texturePath = value;

	},

	parse: function ( data, callback, texturePath, jsonMaterials ) {

		var Model = function ( texturePath ) {

			var scope = this,
				currentOffset = 0,
				md,
				normals = [],
				uvs = [],
				start_tri_flat, start_tri_smooth, start_tri_flat_uv, start_tri_smooth_uv,
				start_quad_flat, start_quad_smooth, start_quad_flat_uv, start_quad_smooth_uv,
				tri_size, quad_size,
				len_tri_flat, len_tri_smooth, len_tri_flat_uv, len_tri_smooth_uv,
				len_quad_flat, len_quad_smooth, len_quad_flat_uv, len_quad_smooth_uv;


			THREE.Geometry.call( this );

			md = parseMetaData( data, currentOffset );

			currentOffset += md.header_bytes;
			/*
					md.vertex_index_bytes = Uint32Array.BYTES_PER_ELEMENT;
					md.material_index_bytes = Uint16Array.BYTES_PER_ELEMENT;
					md.normal_index_bytes = Uint32Array.BYTES_PER_ELEMENT;
					md.uv_index_bytes = Uint32Array.BYTES_PER_ELEMENT;
			*/
			// buffers sizes

			tri_size =  md.vertex_index_bytes * 3 + md.material_index_bytes;
			quad_size = md.vertex_index_bytes * 4 + md.material_index_bytes;

			len_tri_flat      = md.ntri_flat      * ( tri_size );
			len_tri_smooth    = md.ntri_smooth    * ( tri_size + md.normal_index_bytes * 3 );
			len_tri_flat_uv   = md.ntri_flat_uv   * ( tri_size + md.uv_index_bytes * 3 );
			len_tri_smooth_uv = md.ntri_smooth_uv * ( tri_size + md.normal_index_bytes * 3 + md.uv_index_bytes * 3 );

			len_quad_flat      = md.nquad_flat      * ( quad_size );
			len_quad_smooth    = md.nquad_smooth    * ( quad_size + md.normal_index_bytes * 4 );
			len_quad_flat_uv   = md.nquad_flat_uv   * ( quad_size + md.uv_index_bytes * 4 );
			len_quad_smooth_uv = md.nquad_smooth_uv * ( quad_size + md.normal_index_bytes * 4 + md.uv_index_bytes * 4 );

			// read buffers

			currentOffset += init_vertices( currentOffset );

			currentOffset += init_normals( currentOffset );
			currentOffset += handlePadding( md.nnormals * 3 );

			currentOffset += init_uvs( currentOffset );

			start_tri_flat 		= currentOffset;
			start_tri_smooth    = start_tri_flat    + len_tri_flat    + handlePadding( md.ntri_flat * 2 );
			start_tri_flat_uv   = start_tri_smooth  + len_tri_smooth  + handlePadding( md.ntri_smooth * 2 );
			start_tri_smooth_uv = start_tri_flat_uv + len_tri_flat_uv + handlePadding( md.ntri_flat_uv * 2 );

			start_quad_flat     = start_tri_smooth_uv + len_tri_smooth_uv  + handlePadding( md.ntri_smooth_uv * 2 );
			start_quad_smooth   = start_quad_flat     + len_quad_flat	   + handlePadding( md.nquad_flat * 2 );
			start_quad_flat_uv  = start_quad_smooth   + len_quad_smooth    + handlePadding( md.nquad_smooth * 2 );
			start_quad_smooth_uv = start_quad_flat_uv  + len_quad_flat_uv   + handlePadding( md.nquad_flat_uv * 2 );

			// have to first process faces with uvs
			// so that face and uv indices match

			init_triangles_flat_uv( start_tri_flat_uv );
			init_triangles_smooth_uv( start_tri_smooth_uv );

			init_quads_flat_uv( start_quad_flat_uv );
			init_quads_smooth_uv( start_quad_smooth_uv );

			// now we can process untextured faces

			init_triangles_flat( start_tri_flat );
			init_triangles_smooth( start_tri_smooth );

			init_quads_flat( start_quad_flat );
			init_quads_smooth( start_quad_smooth );

			this.computeFaceNormals();

			function handlePadding( n ) {

				return ( n % 4 ) ? ( 4 - n % 4 ) : 0;

			}

			function parseMetaData( data, offset ) {

				var metaData = {

					'signature'               : parseString( data, offset,  12 ),
					'header_bytes'            : parseUChar8( data, offset + 12 ),

					'vertex_coordinate_bytes' : parseUChar8( data, offset + 13 ),
					'normal_coordinate_bytes' : parseUChar8( data, offset + 14 ),
					'uv_coordinate_bytes'     : parseUChar8( data, offset + 15 ),

					'vertex_index_bytes'      : parseUChar8( data, offset + 16 ),
					'normal_index_bytes'      : parseUChar8( data, offset + 17 ),
					'uv_index_bytes'          : parseUChar8( data, offset + 18 ),
					'material_index_bytes'    : parseUChar8( data, offset + 19 ),

					'nvertices'    : parseUInt32( data, offset + 20 ),
					'nnormals'     : parseUInt32( data, offset + 20 + 4 * 1 ),
					'nuvs'         : parseUInt32( data, offset + 20 + 4 * 2 ),

					'ntri_flat'      : parseUInt32( data, offset + 20 + 4 * 3 ),
					'ntri_smooth'    : parseUInt32( data, offset + 20 + 4 * 4 ),
					'ntri_flat_uv'   : parseUInt32( data, offset + 20 + 4 * 5 ),
					'ntri_smooth_uv' : parseUInt32( data, offset + 20 + 4 * 6 ),

					'nquad_flat'      : parseUInt32( data, offset + 20 + 4 * 7 ),
					'nquad_smooth'    : parseUInt32( data, offset + 20 + 4 * 8 ),
					'nquad_flat_uv'   : parseUInt32( data, offset + 20 + 4 * 9 ),
					'nquad_smooth_uv' : parseUInt32( data, offset + 20 + 4 * 10 )

				};
				/*
							console.log( "signature: " + metaData.signature );

							console.log( "header_bytes: " + metaData.header_bytes );
							console.log( "vertex_coordinate_bytes: " + metaData.vertex_coordinate_bytes );
							console.log( "normal_coordinate_bytes: " + metaData.normal_coordinate_bytes );
							console.log( "uv_coordinate_bytes: " + metaData.uv_coordinate_bytes );

							console.log( "vertex_index_bytes: " + metaData.vertex_index_bytes );
							console.log( "normal_index_bytes: " + metaData.normal_index_bytes );
							console.log( "uv_index_bytes: " + metaData.uv_index_bytes );
							console.log( "material_index_bytes: " + metaData.material_index_bytes );

							console.log( "nvertices: " + metaData.nvertices );
							console.log( "nnormals: " + metaData.nnormals );
							console.log( "nuvs: " + metaData.nuvs );

							console.log( "ntri_flat: " + metaData.ntri_flat );
							console.log( "ntri_smooth: " + metaData.ntri_smooth );
							console.log( "ntri_flat_uv: " + metaData.ntri_flat_uv );
							console.log( "ntri_smooth_uv: " + metaData.ntri_smooth_uv );

							console.log( "nquad_flat: " + metaData.nquad_flat );
							console.log( "nquad_smooth: " + metaData.nquad_smooth );
							console.log( "nquad_flat_uv: " + metaData.nquad_flat_uv );
							console.log( "nquad_smooth_uv: " + metaData.nquad_smooth_uv );

							var total = metaData.header_bytes
									  + metaData.nvertices * metaData.vertex_coordinate_bytes * 3
									  + metaData.nnormals * metaData.normal_coordinate_bytes * 3
									  + metaData.nuvs * metaData.uv_coordinate_bytes * 2
									  + metaData.ntri_flat * ( metaData.vertex_index_bytes*3 + metaData.material_index_bytes )
									  + metaData.ntri_smooth * ( metaData.vertex_index_bytes*3 + metaData.material_index_bytes + metaData.normal_index_bytes*3 )
									  + metaData.ntri_flat_uv * ( metaData.vertex_index_bytes*3 + metaData.material_index_bytes + metaData.uv_index_bytes*3 )
									  + metaData.ntri_smooth_uv * ( metaData.vertex_index_bytes*3 + metaData.material_index_bytes + metaData.normal_index_bytes*3 + metaData.uv_index_bytes*3 )
									  + metaData.nquad_flat * ( metaData.vertex_index_bytes*4 + metaData.material_index_bytes )
									  + metaData.nquad_smooth * ( metaData.vertex_index_bytes*4 + metaData.material_index_bytes + metaData.normal_index_bytes*4 )
									  + metaData.nquad_flat_uv * ( metaData.vertex_index_bytes*4 + metaData.material_index_bytes + metaData.uv_index_bytes*4 )
									  + metaData.nquad_smooth_uv * ( metaData.vertex_index_bytes*4 + metaData.material_index_bytes + metaData.normal_index_bytes*4 + metaData.uv_index_bytes*4 );
							console.log( "total bytes: " + total );
				*/

				return metaData;

			}

			function parseString( data, offset, length ) {

				var charArray = new Uint8Array( data, offset, length );

				var text = "";

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

					text += String.fromCharCode( charArray[ offset + i ] );

				}

				return text;

			}

			function parseUChar8( data, offset ) {

				var charArray = new Uint8Array( data, offset, 1 );

				return charArray[ 0 ];

			}

			function parseUInt32( data, offset ) {

				var intArray = new Uint32Array( data, offset, 1 );

				return intArray[ 0 ];

			}

			function init_vertices( start ) {

				var nElements = md.nvertices;

				var coordArray = new Float32Array( data, start, nElements * 3 );

				var i, x, y, z;

				for ( i = 0; i < nElements; i ++ ) {

					x = coordArray[ i * 3 ];
					y = coordArray[ i * 3 + 1 ];
					z = coordArray[ i * 3 + 2 ];

					scope.vertices.push( new THREE.Vector3( x, y, z ) );

				}

				return nElements * 3 * Float32Array.BYTES_PER_ELEMENT;

			}

			function init_normals( start ) {

				var nElements = md.nnormals;

				if ( nElements ) {

					var normalArray = new Int8Array( data, start, nElements * 3 );

					var i, x, y, z;

					for ( i = 0; i < nElements; i ++ ) {

						x = normalArray[ i * 3 ];
						y = normalArray[ i * 3 + 1 ];
						z = normalArray[ i * 3 + 2 ];

						normals.push( x / 127, y / 127, z / 127 );

					}

				}

				return nElements * 3 * Int8Array.BYTES_PER_ELEMENT;

			}

			function init_uvs( start ) {

				var nElements = md.nuvs;

				if ( nElements ) {

					var uvArray = new Float32Array( data, start, nElements * 2 );

					var i, u, v;

					for ( i = 0; i < nElements; i ++ ) {

						u = uvArray[ i * 2 ];
						v = uvArray[ i * 2 + 1 ];

						uvs.push( u, v );

					}

				}

				return nElements * 2 * Float32Array.BYTES_PER_ELEMENT;

			}

			function init_uvs3( nElements, offset ) {

				var i, uva, uvb, uvc, u1, u2, u3, v1, v2, v3;

				var uvIndexBuffer = new Uint32Array( data, offset, 3 * nElements );

				for ( i = 0; i < nElements; i ++ ) {

					uva = uvIndexBuffer[ i * 3 ];
					uvb = uvIndexBuffer[ i * 3 + 1 ];
					uvc = uvIndexBuffer[ i * 3 + 2 ];

					u1 = uvs[ uva * 2 ];
					v1 = uvs[ uva * 2 + 1 ];

					u2 = uvs[ uvb * 2 ];
					v2 = uvs[ uvb * 2 + 1 ];

					u3 = uvs[ uvc * 2 ];
					v3 = uvs[ uvc * 2 + 1 ];

					scope.faceVertexUvs[ 0 ].push( [
						new THREE.Vector2( u1, v1 ),
						new THREE.Vector2( u2, v2 ),
						new THREE.Vector2( u3, v3 )
					] );

				}

			}

			function init_uvs4( nElements, offset ) {

				var i, uva, uvb, uvc, uvd, u1, u2, u3, u4, v1, v2, v3, v4;

				var uvIndexBuffer = new Uint32Array( data, offset, 4 * nElements );

				for ( i = 0; i < nElements; i ++ ) {

					uva = uvIndexBuffer[ i * 4 ];
					uvb = uvIndexBuffer[ i * 4 + 1 ];
					uvc = uvIndexBuffer[ i * 4 + 2 ];
					uvd = uvIndexBuffer[ i * 4 + 3 ];

					u1 = uvs[ uva * 2 ];
					v1 = uvs[ uva * 2 + 1 ];

					u2 = uvs[ uvb * 2 ];
					v2 = uvs[ uvb * 2 + 1 ];

					u3 = uvs[ uvc * 2 ];
					v3 = uvs[ uvc * 2 + 1 ];

					u4 = uvs[ uvd * 2 ];
					v4 = uvs[ uvd * 2 + 1 ];

					scope.faceVertexUvs[ 0 ].push( [
						new THREE.Vector2( u1, v1 ),
						new THREE.Vector2( u2, v2 ),
						new THREE.Vector2( u4, v4 )
					] );

					scope.faceVertexUvs[ 0 ].push( [
						new THREE.Vector2( u2, v2 ),
						new THREE.Vector2( u3, v3 ),
						new THREE.Vector2( u4, v4 )
					] );

				}

			}

			function init_faces3_flat( nElements, offsetVertices, offsetMaterials ) {

				var i, a, b, c, m;

				var vertexIndexBuffer = new Uint32Array( data, offsetVertices, 3 * nElements );
				var materialIndexBuffer = new Uint16Array( data, offsetMaterials, nElements );

				for ( i = 0; i < nElements; i ++ ) {

					a = vertexIndexBuffer[ i * 3 ];
					b = vertexIndexBuffer[ i * 3 + 1 ];
					c = vertexIndexBuffer[ i * 3 + 2 ];

					m = materialIndexBuffer[ i ];

					scope.faces.push( new THREE.Face3( a, b, c, null, null, m ) );

				}

			}

			function init_faces4_flat( nElements, offsetVertices, offsetMaterials ) {

				var i, a, b, c, d, m;

				var vertexIndexBuffer = new Uint32Array( data, offsetVertices, 4 * nElements );
				var materialIndexBuffer = new Uint16Array( data, offsetMaterials, nElements );

				for ( i = 0; i < nElements; i ++ ) {

					a = vertexIndexBuffer[ i * 4 ];
					b = vertexIndexBuffer[ i * 4 + 1 ];
					c = vertexIndexBuffer[ i * 4 + 2 ];
					d = vertexIndexBuffer[ i * 4 + 3 ];

					m = materialIndexBuffer[ i ];

					scope.faces.push( new THREE.Face3( a, b, d, null, null, m ) );
					scope.faces.push( new THREE.Face3( b, c, d, null, null, m ) );

				}

			}

			function init_faces3_smooth( nElements, offsetVertices, offsetNormals, offsetMaterials ) {

				var i, a, b, c, m;
				var na, nb, nc;

				var vertexIndexBuffer = new Uint32Array( data, offsetVertices, 3 * nElements );
				var normalIndexBuffer = new Uint32Array( data, offsetNormals, 3 * nElements );
				var materialIndexBuffer = new Uint16Array( data, offsetMaterials, nElements );

				for ( i = 0; i < nElements; i ++ ) {

					a = vertexIndexBuffer[ i * 3 ];
					b = vertexIndexBuffer[ i * 3 + 1 ];
					c = vertexIndexBuffer[ i * 3 + 2 ];

					na = normalIndexBuffer[ i * 3 ];
					nb = normalIndexBuffer[ i * 3 + 1 ];
					nc = normalIndexBuffer[ i * 3 + 2 ];

					m = materialIndexBuffer[ i ];

					var nax = normals[ na * 3 ],
						nay = normals[ na * 3 + 1 ],
						naz = normals[ na * 3 + 2 ],

						nbx = normals[ nb * 3 ],
						nby = normals[ nb * 3 + 1 ],
						nbz = normals[ nb * 3 + 2 ],

						ncx = normals[ nc * 3 ],
						ncy = normals[ nc * 3 + 1 ],
						ncz = normals[ nc * 3 + 2 ];

					scope.faces.push( new THREE.Face3( a, b, c, [
						new THREE.Vector3( nax, nay, naz ),
						new THREE.Vector3( nbx, nby, nbz ),
						new THREE.Vector3( ncx, ncy, ncz )
					], null, m ) );

				}

			}

			function init_faces4_smooth( nElements, offsetVertices, offsetNormals, offsetMaterials ) {

				var i, a, b, c, d, m;
				var na, nb, nc, nd;

				var vertexIndexBuffer = new Uint32Array( data, offsetVertices, 4 * nElements );
				var normalIndexBuffer = new Uint32Array( data, offsetNormals, 4 * nElements );
				var materialIndexBuffer = new Uint16Array( data, offsetMaterials, nElements );

				for ( i = 0; i < nElements; i ++ ) {

					a = vertexIndexBuffer[ i * 4 ];
					b = vertexIndexBuffer[ i * 4 + 1 ];
					c = vertexIndexBuffer[ i * 4 + 2 ];
					d = vertexIndexBuffer[ i * 4 + 3 ];

					na = normalIndexBuffer[ i * 4 ];
					nb = normalIndexBuffer[ i * 4 + 1 ];
					nc = normalIndexBuffer[ i * 4 + 2 ];
					nd = normalIndexBuffer[ i * 4 + 3 ];

					m = materialIndexBuffer[ i ];

					var nax = normals[ na * 3 ],
						nay = normals[ na * 3 + 1 ],
						naz = normals[ na * 3 + 2 ],

						nbx = normals[ nb * 3 ],
						nby = normals[ nb * 3 + 1 ],
						nbz = normals[ nb * 3 + 2 ],

						ncx = normals[ nc * 3 ],
						ncy = normals[ nc * 3 + 1 ],
						ncz = normals[ nc * 3 + 2 ],

						ndx = normals[ nd * 3 ],
						ndy = normals[ nd * 3 + 1 ],
						ndz = normals[ nd * 3 + 2 ];

					scope.faces.push( new THREE.Face3( a, b, d, [
						new THREE.Vector3( nax, nay, naz ),
						new THREE.Vector3( nbx, nby, nbz ),
						new THREE.Vector3( ndx, ndy, ndz )
					], null, m ) );

					scope.faces.push( new THREE.Face3( b, c, d, [
						new THREE.Vector3( nbx, nby, nbz ),
						new THREE.Vector3( ncx, ncy, ncz ),
						new THREE.Vector3( ndx, ndy, ndz )
					], null, m ) );

				}

			}

			function init_triangles_flat( start ) {

				var nElements = md.ntri_flat;

				if ( nElements ) {

					var offsetMaterials = start + nElements * Uint32Array.BYTES_PER_ELEMENT * 3;
					init_faces3_flat( nElements, start, offsetMaterials );

				}

			}

			function init_triangles_flat_uv( start ) {

				var nElements = md.ntri_flat_uv;

				if ( nElements ) {

					var offsetUvs = start + nElements * Uint32Array.BYTES_PER_ELEMENT * 3;
					var offsetMaterials = offsetUvs + nElements * Uint32Array.BYTES_PER_ELEMENT * 3;

					init_faces3_flat( nElements, start, offsetMaterials );
					init_uvs3( nElements, offsetUvs );

				}

			}

			function init_triangles_smooth( start ) {

				var nElements = md.ntri_smooth;

				if ( nElements ) {

					var offsetNormals = start + nElements * Uint32Array.BYTES_PER_ELEMENT * 3;
					var offsetMaterials = offsetNormals + nElements * Uint32Array.BYTES_PER_ELEMENT * 3;

					init_faces3_smooth( nElements, start, offsetNormals, offsetMaterials );

				}

			}

			function init_triangles_smooth_uv( start ) {

				var nElements = md.ntri_smooth_uv;

				if ( nElements ) {

					var offsetNormals = start + nElements * Uint32Array.BYTES_PER_ELEMENT * 3;
					var offsetUvs = offsetNormals + nElements * Uint32Array.BYTES_PER_ELEMENT * 3;
					var offsetMaterials = offsetUvs + nElements * Uint32Array.BYTES_PER_ELEMENT * 3;

					init_faces3_smooth( nElements, start, offsetNormals, offsetMaterials );
					init_uvs3( nElements, offsetUvs );

				}

			}

			function init_quads_flat( start ) {

				var nElements = md.nquad_flat;

				if ( nElements ) {

					var offsetMaterials = start + nElements * Uint32Array.BYTES_PER_ELEMENT * 4;
					init_faces4_flat( nElements, start, offsetMaterials );

				}

			}

			function init_quads_flat_uv( start ) {

				var nElements = md.nquad_flat_uv;

				if ( nElements ) {

					var offsetUvs = start + nElements * Uint32Array.BYTES_PER_ELEMENT * 4;
					var offsetMaterials = offsetUvs + nElements * Uint32Array.BYTES_PER_ELEMENT * 4;

					init_faces4_flat( nElements, start, offsetMaterials );
					init_uvs4( nElements, offsetUvs );

				}

			}

			function init_quads_smooth( start ) {

				var nElements = md.nquad_smooth;

				if ( nElements ) {

					var offsetNormals = start + nElements * Uint32Array.BYTES_PER_ELEMENT * 4;
					var offsetMaterials = offsetNormals + nElements * Uint32Array.BYTES_PER_ELEMENT * 4;

					init_faces4_smooth( nElements, start, offsetNormals, offsetMaterials );

				}

			}

			function init_quads_smooth_uv( start ) {

				var nElements = md.nquad_smooth_uv;

				if ( nElements ) {

					var offsetNormals = start + nElements * Uint32Array.BYTES_PER_ELEMENT * 4;
					var offsetUvs = offsetNormals + nElements * Uint32Array.BYTES_PER_ELEMENT * 4;
					var offsetMaterials = offsetUvs + nElements * Uint32Array.BYTES_PER_ELEMENT * 4;

					init_faces4_smooth( nElements, start, offsetNormals, offsetMaterials );
					init_uvs4( nElements, offsetUvs );

				}

			}

		};

		Model.prototype = Object.create( THREE.Geometry.prototype );
		Model.prototype.constructor = Model;

		var geometry = new Model( texturePath );
		var materials = THREE.Loader.prototype.initMaterials( jsonMaterials, texturePath, this.crossOrigin );

		callback( geometry, materials );

	}

};
