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// @flow

import {vec3, vec4} from 'gl-matrix';
import assert from 'assert';

class Frustum {
    points: Array<Array<number>>;
    planes: Array<Array<number>>;

    constructor(points_: Array<Array<number>>, planes_: Array<Array<number>>) {
        this.points = points_;
        this.planes = planes_;
    }

    static fromInvProjectionMatrix(invProj: Float64Array, worldSize: number, zoom: number): Frustum {
        const clipSpaceCorners = [
            [-1, 1, -1, 1],
            [ 1, 1, -1, 1],
            [ 1, -1, -1, 1],
            [-1, -1, -1, 1],
            [-1, 1, 1, 1],
            [ 1, 1, 1, 1],
            [ 1, -1, 1, 1],
            [-1, -1, 1, 1]
        ];

        const scale = Math.pow(2, zoom);

        // Transform frustum corner points from clip space to tile space
        const frustumCoords = clipSpaceCorners
            .map(v => vec4.transformMat4([], v, invProj))
            .map(v => vec4.scale([], v, 1.0 / v[3] / worldSize * scale));

        const frustumPlanePointIndices = [
            [0, 1, 2],  // near
            [6, 5, 4],  // far
            [0, 3, 7],  // left
            [2, 1, 5],  // right
            [3, 2, 6],  // bottom
            [0, 4, 5]   // top
        ];

        const frustumPlanes = frustumPlanePointIndices.map((p: Array<number>) => {
            const a = vec3.sub([], frustumCoords[p[0]], frustumCoords[p[1]]);
            const b = vec3.sub([], frustumCoords[p[2]], frustumCoords[p[1]]);
            const n = vec3.normalize([], vec3.cross([], a, b));
            const d = -vec3.dot(n, frustumCoords[p[1]]);
            return n.concat(d);
        });

        return new Frustum(frustumCoords, frustumPlanes);
    }
}

class Aabb {
    min: vec3;
    max: vec3;
    center: vec3;

    constructor(min_: vec3, max_: vec3) {
        this.min = min_;
        this.max = max_;
        this.center = vec3.scale([], vec3.add([], this.min, this.max), 0.5);
    }

    quadrant(index: number): Aabb {
        const split = [(index % 2) === 0, index < 2];
        const qMin = vec3.clone(this.min);
        const qMax = vec3.clone(this.max);
        for (let axis = 0; axis < split.length; axis++) {
            qMin[axis] = split[axis] ? this.min[axis] : this.center[axis];
            qMax[axis] = split[axis] ? this.center[axis] : this.max[axis];
        }
        // Elevation is always constant, hence quadrant.max.z = this.max.z
        qMax[2] = this.max[2];
        return new Aabb(qMin, qMax);
    }

    distanceX(point: Array<number>): number {
        const pointOnAabb = Math.max(Math.min(this.max[0], point[0]), this.min[0]);
        return pointOnAabb - point[0];
    }

    distanceY(point: Array<number>): number {
        const pointOnAabb = Math.max(Math.min(this.max[1], point[1]), this.min[1]);
        return pointOnAabb - point[1];
    }

    // Performs a frustum-aabb intersection test. Returns 0 if there's no intersection,
    // 1 if shapes are intersecting and 2 if the aabb if fully inside the frustum.
    intersects(frustum: Frustum): number {
        // Execute separating axis test between two convex objects to find intersections
        // Each frustum plane together with 3 major axes define the separating axes
        // Note: test only 4 points as both min and max points have equal elevation
        assert(this.min[2] === 0 && this.max[2] === 0);

        const aabbPoints = [
            [this.min[0], this.min[1], 0.0, 1],
            [this.max[0], this.min[1], 0.0, 1],
            [this.max[0], this.max[1], 0.0, 1],
            [this.min[0], this.max[1], 0.0, 1]
        ];

        let fullyInside = true;

        for (let p = 0; p < frustum.planes.length; p++) {
            const plane = frustum.planes[p];
            let pointsInside = 0;

            for (let i = 0; i < aabbPoints.length; i++) {
                pointsInside += vec4.dot(plane, aabbPoints[i]) >= 0;
            }

            if (pointsInside === 0)
                return 0;

            if (pointsInside !== aabbPoints.length)
                fullyInside = false;
        }

        if (fullyInside)
            return 2;

        for (let axis = 0; axis < 3; axis++) {
            let projMin = Number.MAX_VALUE;
            let projMax = -Number.MAX_VALUE;

            for (let p = 0; p < frustum.points.length; p++) {
                const projectedPoint = frustum.points[p][axis] - this.min[axis];

                projMin = Math.min(projMin, projectedPoint);
                projMax = Math.max(projMax, projectedPoint);
            }

            if (projMax < 0 || projMin > this.max[axis] - this.min[axis])
                return 0;
        }

        return 1;
    }
}
export {
    Aabb,
    Frustum
};