/**
 * 	SEA3D Legacy for Three.JS
 * 	@author Sunag / http://www.sunag.com.br/
 */

'use strict';

//
//	Header
//

THREE.SEA3D.prototype._onHead = THREE.SEA3D.prototype.onHead;
THREE.SEA3D.prototype._updateTransform = THREE.SEA3D.prototype.updateTransform;
THREE.SEA3D.prototype._readVertexAnimation = THREE.SEA3D.prototype.readVertexAnimation;
THREE.SEA3D.prototype._readGeometryBuffer = THREE.SEA3D.prototype.readGeometryBuffer;
THREE.SEA3D.prototype._readLine = THREE.SEA3D.prototype.readLine;
THREE.SEA3D.prototype._getSkeletonAnimation = THREE.SEA3D.prototype.getSkeletonAnimation;
THREE.SEA3D.prototype._applyDefaultAnimation = THREE.SEA3D.prototype.applyDefaultAnimation;

//
//	Utils
//

THREE.SEA3D.prototype.isLegacy = function( sea ) {

	var sea3d = sea.sea3d;

	if ( sea3d.sign == 'S3D' && ! sea._legacy ) {

		sea._legacy = sea3d.typeUnique[ sea.type ] == true;

		return sea3d.config.legacy;

	}

	return false;

};

THREE.SEA3D.prototype.flipZVec3 = function( v ) {

	if ( ! v ) return;

	var i = 2; // z

	while ( i < v.length ) {

		v[ i ] = - v[ i ];

		i += 3;

	}

	return v;

};

THREE.SEA3D.prototype.expandJoints = function( sea ) {

	var numJoints = sea.numVertex * 4;

	var joint = sea.isBig ? new Uint32Array( numJoints ) : new Uint16Array( numJoints );
	var weight = new Float32Array( numJoints );

	var w = 0, jpv = sea.jointPerVertex;

	for ( var i = 0; i < sea.numVertex; i ++ ) {

		var tjsIndex = i * 4;
		var seaIndex = i * jpv;

		joint[ tjsIndex ] = sea.joint[ seaIndex ];
		if ( jpv > 1 ) joint[ tjsIndex + 1 ] = sea.joint[ seaIndex + 1 ];
		if ( jpv > 2 ) joint[ tjsIndex + 2 ] = sea.joint[ seaIndex + 2 ];
		if ( jpv > 3 ) joint[ tjsIndex + 3 ] = sea.joint[ seaIndex + 3 ];

		weight[ tjsIndex ] = sea.weight[ seaIndex ];
		if ( jpv > 1 ) weight[ tjsIndex + 1 ] = sea.weight[ seaIndex + 1 ];
		if ( jpv > 2 ) weight[ tjsIndex + 2 ] = sea.weight[ seaIndex + 2 ];
		if ( jpv > 3 ) weight[ tjsIndex + 3 ] = sea.weight[ seaIndex + 3 ];

		w = weight[ tjsIndex ] + weight[ tjsIndex + 1 ] + weight[ tjsIndex + 2 ] + weight[ tjsIndex + 3 ];

		weight[ tjsIndex ] += 1 - w;

	}

	sea.joint = joint;
	sea.weight = weight;

	sea.jointPerVertex = 4;

};

THREE.SEA3D.prototype.compressJoints = function( sea ) {

	var numJoints = sea.numVertex * 4;

	var joint = sea.isBig ? new Uint32Array( numJoints ) : new Uint16Array( numJoints );
	var weight = new Float32Array( numJoints );

	var w = 0, jpv = sea.jointPerVertex;

	for ( var i = 0; i < sea.numVertex; i ++ ) {

		var tjsIndex = i * 4;
		var seaIndex = i * jpv;

		joint[ tjsIndex ] = sea.joint[ seaIndex ];
		joint[ tjsIndex + 1 ] = sea.joint[ seaIndex + 1 ];
		joint[ tjsIndex + 2 ] = sea.joint[ seaIndex + 2 ];
		joint[ tjsIndex + 3 ] = sea.joint[ seaIndex + 3 ];

		weight[ tjsIndex ] = sea.weight[ seaIndex ];
		weight[ tjsIndex + 1 ] = sea.weight[ seaIndex + 1 ];
		weight[ tjsIndex + 2 ] = sea.weight[ seaIndex + 2 ];
		weight[ tjsIndex + 3 ] = sea.weight[ seaIndex + 3 ];

		w = weight[ tjsIndex ] + weight[ tjsIndex + 1 ] + weight[ tjsIndex + 2 ] + weight[ tjsIndex + 3 ];

		weight[ tjsIndex ] += 1 - w;

	}

	sea.joint = joint;
	sea.weight = weight;

	sea.jointPerVertex = 4;

};

THREE.SEA3D.prototype.flipZIndex = function( v ) {

	var i = 1; // y >-< z

	while ( i < v.length ) {

		var idx = v[ i + 1 ];
		v[ i + 1 ] = v[ i ];
		v[ i ] = idx;

		i += 3;

	}

	return v;

};

THREE.SEA3D.prototype.flipMatrixBone = function( mtx ) {

	var zero = new THREE.Vector3();
	var buf1 = new THREE.Matrix4();

	return function( mtx ) {

		buf1.copy( mtx );

		mtx.setPosition( zero );
		mtx.multiplyMatrices( THREE.SEA3D.MTXBUF.makeRotationZ( THREE.Math.degToRad( 180 ) ), mtx );
		mtx.makeRotationFromQuaternion( THREE.SEA3D.QUABUF.setFromRotationMatrix( mtx ) );

		var pos = THREE.SEA3D.VECBUF.setFromMatrixPosition( buf1 );
		pos.z = - pos.z;
		mtx.setPosition( pos );

		return mtx;

	};

}();

THREE.SEA3D.prototype.flipMatrixScale = function( local, global, parent, parentGlobal ) {

	var pos = new THREE.Vector3();
	var qua = new THREE.Quaternion();
	var slc = new THREE.Vector3();

	return function( local, global, parent, parentGlobal ) {

		if ( parent ) local.multiplyMatrices( parent, local );

		local.decompose( pos, qua, slc );

		slc.z = - slc.z;

		if ( global ) {

			slc.y = - slc.y;
			slc.x = - slc.x;

		}

		local.compose( pos, qua, slc );

		if ( parent ) {

			parent = parent.clone();

			this.flipMatrixScale( parent, parentGlobal );

			local.multiplyMatrices( parent.getInverse( parent ), local );

		}

		return local;

	};

}();

//
//	Legacy
//

THREE.SEA3D.prototype.updateAnimationSet = function( obj3d ) {

	var buf1 = new THREE.Matrix4();
	var buf2 = new THREE.Matrix4();

	var pos = new THREE.Vector3();
	var qua = new THREE.Quaternion();
	var slc = new THREE.Vector3();

	var to_pos = new THREE.Vector3();
	var to_qua = new THREE.Quaternion();
	var to_slc = new THREE.Vector3();

	return function( obj3d ) {

		var anmSet = obj3d.animation.animationSet;
		var relative = obj3d.animation.relative;
		var anms = anmSet.animations;

		if ( anmSet.flip && ! anms.length )
			return;

		var dataList = anms[ 0 ].dataList,
			t_anm = [];

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

			var data = dataList[ i ];
			var raw = dataList[ i ].data;
			var kind = data.kind;
			var numFrames = raw.length / data.blockLength;

			switch ( kind ) {
				case SEA3D.Animation.POSITION:
				case SEA3D.Animation.ROTATION:
				case SEA3D.Animation.SCALE:
					t_anm.push( {
						kind : kind,
						numFrames : numFrames,
						raw : raw
					} );
					break;
			}

		}

		if ( t_anm.length > 0 ) {

			var numFrames = t_anm[ 0 ].numFrames,
				parent = undefined;

			if ( obj3d.animation.relative ) {

				buf1.identity();
				parent = this.flipMatrixScale( buf2.copy( obj3d.matrixWorld ) );

			}
			else {

				if ( obj3d.parent ) {

					parent = this.flipMatrixScale( buf2.copy( obj3d.parent.matrixWorld ) );

				}

				this.flipMatrixScale( buf1.copy( obj3d.matrix ), false, parent );

			}

			buf1.decompose( pos, qua, slc );

			for ( var f = 0, t, c; f < numFrames; f ++ ) {

				for ( t = 0; t < t_anm.length; t ++ ) {

					var raw = t_anm[ t ].raw,
						kind = t_anm[ t ].kind;

					switch ( kind ) {
						case SEA3D.Animation.POSITION:

							c = f * 3;

							pos.set(
								raw[ c ],
								raw[ c + 1 ],
								raw[ c + 2 ]
							);

							break;

						case SEA3D.Animation.ROTATION:

							c = f * 4;

							qua.set(
								raw[ c ],
								raw[ c + 1 ],
								raw[ c + 2 ],
								raw[ c + 3 ]
							);

							break;

						case SEA3D.Animation.SCALE:

							c = f * 4;

							slc.set(
								raw[ c ],
								raw[ c + 1 ],
								raw[ c + 2 ]
							);

							break;

					}

				}

				buf1.compose( pos, qua, slc );

				this.flipMatrixScale( buf1, false, buf2 );

				buf1.decompose( to_pos, to_qua, to_slc );

				for ( t = 0; t < t_anm.length; t ++ ) {

					var raw = t_anm[ t ].raw,
						kind = t_anm[ t ].kind;

					switch ( kind ) {
						case SEA3D.Animation.POSITION:

							c = f * 3;

							raw[ c ] = to_pos.x;
							raw[ c + 1 ] = to_pos.y;
							raw[ c + 2 ] = to_pos.z;

							break;

						case SEA3D.Animation.ROTATION:

							c = f * 4;

							raw[ c ] = to_qua.x;
							raw[ c + 1 ] = to_qua.y;
							raw[ c + 2 ] = to_qua.z;
							raw[ c + 3 ] = to_qua.w;

							break;

						case SEA3D.Animation.SCALE:

							c = f * 3;

							raw[ c ] = to_slc.x;
							raw[ c + 1 ] = to_slc.y;
							raw[ c + 2 ] = to_slc.z;

							break;
					}

				}

			}

		}

		anmSet.flip = true;

	};

}();


THREE.SEA3D.prototype.applyDefaultAnimation = function( sea, animatorClass ) {

	this._applyDefaultAnimation( sea, animatorClass );

	if ( this.isLegacy( sea ) && sea.tag.animation ) {

		this.updateAnimationSet( sea.tag );

	}

};

THREE.SEA3D.prototype.updateTransform = function( obj3d, sea ) {

	var buf1 = new THREE.Matrix4();
	var identity = new THREE.Matrix4();

	return function( obj3d, sea ) {

		if ( this.isLegacy( sea ) ) {

			if ( sea.transform ) buf1.elements.set( sea.transform );
			else buf1.makeTranslation( sea.position.x, sea.position.y, sea.position.z );

			this.flipMatrixScale(
				buf1, false,
				obj3d.parent ? obj3d.parent.matrixWorld : identity,
				obj3d.parent instanceof THREE.Bone
			);

			obj3d.position.setFromMatrixPosition( buf1 );
			obj3d.scale.setFromMatrixScale( buf1 );

			// ignore rotation scale

			buf1.scale( THREE.SEA3D.VECBUF.set( 1 / obj3d.scale.x, 1 / obj3d.scale.y, 1 / obj3d.scale.z ) );
			obj3d.rotation.setFromRotationMatrix( buf1 );

			obj3d.updateMatrixWorld();

		}
		else {

			this._updateTransform( obj3d, sea );

		}

	};

}();

THREE.SEA3D.prototype.readSkeleton = function( sea ) {

	var mtx_tmp_inv = new THREE.Matrix4(),
		mtx_local = new THREE.Matrix4(),
		mtx_parent = new THREE.Matrix4(),
		pos = new THREE.Vector3(),
		qua = new THREE.Quaternion();

	return function( sea ) {

		var bones = [],
			isLegacy = sea.sea3d.config.legacy;

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

			var bone = sea.joint[ i ]

			// get world inverse matrix

			mtx_tmp_inv.elements = bone.inverseBindMatrix;

			// convert to world matrix

			mtx_local.getInverse( mtx_tmp_inv );

			// convert to three.js order

			if ( isLegacy ) this.flipMatrixBone( mtx_local );

			if ( bone.parentIndex > - 1 ) {

				// to world

				mtx_tmp_inv.elements = sea.joint[ bone.parentIndex ].inverseBindMatrix;
				mtx_parent.getInverse( mtx_tmp_inv );

				// convert parent to three.js order

				if ( isLegacy ) this.flipMatrixBone( mtx_parent );

				// to local

				mtx_parent.getInverse( mtx_parent );

				mtx_local.multiplyMatrices( mtx_parent, mtx_local );

			}

			// apply matrix

			pos.setFromMatrixPosition( mtx_local );
			qua.setFromRotationMatrix( mtx_local );

			bones[ i ] = {
				name: bone.name,
				pos: [ pos.x, pos.y, pos.z ],
				rotq: [ qua.x, qua.y, qua.z, qua.w ],
				parent: bone.parentIndex
			};

		}

		return sea.tag = bones;

	};

}();

THREE.SEA3D.prototype.getSkeletonAnimation = function( sea, skl ) {

	if ( this.isLegacy( sea ) ) return this.getSkeletonAnimationLegacy( sea, skl );
	else return this._getSkeletonAnimation( sea, skl );

};

THREE.SEA3D.prototype.getSkeletonAnimationLegacy = function( sea, skl ) {

	var mtx_tmp_inv = new THREE.Matrix4(),
		mtx_local = new THREE.Matrix4(),
		mtx_global = new THREE.Matrix4(),
		mtx_parent = new THREE.Matrix4();

	return function( sea, skl ) {

		if ( sea.tag ) return sea.tag;

		var animations = [],
			delta = ( 1000 / sea.frameRate ) / 1000,
			scale = [ 1, 1, 1 ];

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

			var seq = sea.sequence[ i ];

			var start = seq.start;
			var end = start + seq.count;

			var animation = {
				name: seq.name,
				repeat: seq.repeat,
				fps: sea.frameRate,
				JIT: 0,
				length: delta * seq.count,
				hierarchy: []
			};

			var numJoints = sea.numJoints,
				raw = sea.raw;

			for ( var j = 0; j < numJoints; j ++ ) {

				var bone = skl.joint[ j ],
					node = { parent: bone.parentIndex, keys: [] },
					keys = node.keys,
					time = 0;

				for ( var frame = start; frame < end; frame ++ ) {

					var idx = ( frame * numJoints * 7 ) + ( j * 7 );

					mtx_local.makeRotationFromQuaternion( THREE.SEA3D.QUABUF.set( raw[ idx + 3 ], raw[ idx + 4 ], raw[ idx + 5 ], raw[ idx + 6 ] ) );
					mtx_local.setPosition( THREE.SEA3D.VECBUF.set( raw[ idx ], raw[ idx + 1 ], raw[ idx + 2 ] ) );

					if ( bone.parentIndex > - 1 ) {

						// to global

						mtx_tmp_inv.elements = skl.joint[ bone.parentIndex ].inverseBindMatrix;

						mtx_parent.getInverse( mtx_tmp_inv );

						mtx_global.multiplyMatrices( mtx_parent, mtx_local );

						// convert to three.js matrix

						this.flipMatrixBone( mtx_global );

						// flip parent inverse

						this.flipMatrixBone( mtx_parent );

						// to local

						mtx_parent.getInverse( mtx_parent );

						mtx_local.multiplyMatrices( mtx_parent, mtx_global );

					}
					else {

						this.flipMatrixBone( mtx_local );

					}

					var posQ = THREE.SEA3D.VECBUF.setFromMatrixPosition( mtx_local );
					var newQ = THREE.SEA3D.QUABUF.setFromRotationMatrix( mtx_local );

					keys.push( {
						time: time,
						pos: [ posQ.x, posQ.y, posQ.z ],
						rot: [ newQ.x, newQ.y, newQ.z, newQ.w ],
						scl: scale
					} );

					time += delta;

				}

				animation.hierarchy[ j ] = node;

			}

			var anm = THREE.AnimationClip.parseAnimation( animation, skl.tag );
			anm.loop = seq.repeat;
			anm.timeScale = 1;

			animations.push( anm );

		}

		return sea.tag = animations;

	};

}();

THREE.SEA3D.prototype.readVertexAnimation = function( sea ) {

	if ( this.isLegacy( sea ) ) {

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

			var frame = sea.frame[ i ];

			this.flipZVec3( frame.vertex );
			this.flipZVec3( frame.normal );

		}

	}

	this._readVertexAnimation( sea );

};

THREE.SEA3D.prototype.readGeometryBuffer = function( sea ) {

	if ( this.isLegacy( sea ) ) {

		this.flipZVec3( sea.vertex );
		this.flipZVec3( sea.normal );

		this.flipZIndex( sea.indexes );

		if ( sea.jointPerVertex > 4 ) this.compressJoints( sea );
		else if ( sea.jointPerVertex < 4 ) this.expandJoints( sea );

	}

	this._readGeometryBuffer( sea );

};

THREE.SEA3D.prototype.readLines = function( sea ) {

	if ( this.isLegacy( sea ) ) {

		this.flipZVec3( sea.vertex );

	}

	this._readLines( sea );

};

THREE.SEA3D.prototype.onHead = function( args ) {

	// TODO: Ignore sign

};

THREE.SEA3D.EXTENSIONS_LOADER.push( { setTypeRead: function() {

	// CONFIG

	this.config.legacy = this.config.legacy == undefined ? true : this.config.legacy;

	this.file.typeRead[ SEA3D.Skeleton.prototype.type ] = this.readSkeleton;

} } );
