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import * as MathUtils from '../../math/MathUtils.js';
import { Vector2 } from '../../math/Vector2.js';
import { Vector3 } from '../../math/Vector3.js';
import { Matrix4 } from '../../math/Matrix4.js';

/**
 * Extensible curve object.
 *
 * Some common of curve methods:
 * .getPoint( t, optionalTarget ), .getTangent( t, optionalTarget )
 * .getPointAt( u, optionalTarget ), .getTangentAt( u, optionalTarget )
 * .getPoints(), .getSpacedPoints()
 * .getLength()
 * .updateArcLengths()
 *
 * This following curves inherit from THREE.Curve:
 *
 * -- 2D curves --
 * THREE.ArcCurve
 * THREE.CubicBezierCurve
 * THREE.EllipseCurve
 * THREE.LineCurve
 * THREE.QuadraticBezierCurve
 * THREE.SplineCurve
 *
 * -- 3D curves --
 * THREE.CatmullRomCurve3
 * THREE.CubicBezierCurve3
 * THREE.LineCurve3
 * THREE.QuadraticBezierCurve3
 *
 * A series of curves can be represented as a THREE.CurvePath.
 *
 **/

class Curve {
	constructor() {
		this.type = 'Curve';

		this.arcLengthDivisions = 200;
	}

	// Virtual base class method to overwrite and implement in subclasses
	//	- t [0 .. 1]

	getPoint(/* t, optionalTarget */) {
		console.warn('THREE.Curve: .getPoint() not implemented.');
		return null;
	}

	// Get point at relative position in curve according to arc length
	// - u [0 .. 1]

	getPointAt(u, optionalTarget) {
		const t = this.getUtoTmapping(u);
		return this.getPoint(t, optionalTarget);
	}

	// Get sequence of points using getPoint( t )

	getPoints(divisions = 5) {
		const points = [];

		for (let d = 0; d <= divisions; d++) {
			points.push(this.getPoint(d / divisions));
		}

		return points;
	}

	// Get sequence of points using getPointAt( u )

	getSpacedPoints(divisions = 5) {
		const points = [];

		for (let d = 0; d <= divisions; d++) {
			points.push(this.getPointAt(d / divisions));
		}

		return points;
	}

	// Get total curve arc length

	getLength() {
		const lengths = this.getLengths();
		return lengths[lengths.length - 1];
	}

	// Get list of cumulative segment lengths

	getLengths(divisions = this.arcLengthDivisions) {
		if (this.cacheArcLengths && this.cacheArcLengths.length === divisions + 1 && !this.needsUpdate) {
			return this.cacheArcLengths;
		}

		this.needsUpdate = false;

		const cache = [];
		let current,
			last = this.getPoint(0);
		let sum = 0;

		cache.push(0);

		for (let p = 1; p <= divisions; p++) {
			current = this.getPoint(p / divisions);
			sum += current.distanceTo(last);
			cache.push(sum);
			last = current;
		}

		this.cacheArcLengths = cache;

		return cache; // { sums: cache, sum: sum }; Sum is in the last element.
	}

	updateArcLengths() {
		this.needsUpdate = true;
		this.getLengths();
	}

	// Given u ( 0 .. 1 ), get a t to find p. This gives you points which are equidistant

	getUtoTmapping(u, distance) {
		const arcLengths = this.getLengths();

		let i = 0;
		const il = arcLengths.length;

		let targetArcLength; // The targeted u distance value to get

		if (distance) {
			targetArcLength = distance;
		} else {
			targetArcLength = u * arcLengths[il - 1];
		}

		// binary search for the index with largest value smaller than target u distance

		let low = 0,
			high = il - 1,
			comparison;

		while (low <= high) {
			i = Math.floor(low + (high - low) / 2); // less likely to overflow, though probably not issue here, JS doesn't really have integers, all numbers are floats

			comparison = arcLengths[i] - targetArcLength;

			if (comparison < 0) {
				low = i + 1;
			} else if (comparison > 0) {
				high = i - 1;
			} else {
				high = i;
				break;

				// DONE
			}
		}

		i = high;

		if (arcLengths[i] === targetArcLength) {
			return i / (il - 1);
		}

		// we could get finer grain at lengths, or use simple interpolation between two points

		const lengthBefore = arcLengths[i];
		const lengthAfter = arcLengths[i + 1];

		const segmentLength = lengthAfter - lengthBefore;

		// determine where we are between the 'before' and 'after' points

		const segmentFraction = (targetArcLength - lengthBefore) / segmentLength;

		// add that fractional amount to t

		const t = (i + segmentFraction) / (il - 1);

		return t;
	}

	// Returns a unit vector tangent at t
	// In case any sub curve does not implement its tangent derivation,
	// 2 points a small delta apart will be used to find its gradient
	// which seems to give a reasonable approximation

	getTangent(t, optionalTarget) {
		const delta = 0.0001;
		let t1 = t - delta;
		let t2 = t + delta;

		// Capping in case of danger

		if (t1 < 0) t1 = 0;
		if (t2 > 1) t2 = 1;

		const pt1 = this.getPoint(t1);
		const pt2 = this.getPoint(t2);

		const tangent = optionalTarget || (pt1.isVector2 ? new Vector2() : new Vector3());

		tangent.copy(pt2).sub(pt1).normalize();

		return tangent;
	}

	getTangentAt(u, optionalTarget) {
		const t = this.getUtoTmapping(u);
		return this.getTangent(t, optionalTarget);
	}

	computeFrenetFrames(segments, closed) {
		// see http://www.cs.indiana.edu/pub/techreports/TR425.pdf

		const normal = new Vector3();

		const tangents = [];
		const normals = [];
		const binormals = [];

		const vec = new Vector3();
		const mat = new Matrix4();

		// compute the tangent vectors for each segment on the curve

		for (let i = 0; i <= segments; i++) {
			const u = i / segments;

			tangents[i] = this.getTangentAt(u, new Vector3());
		}

		// select an initial normal vector perpendicular to the first tangent vector,
		// and in the direction of the minimum tangent xyz component

		normals[0] = new Vector3();
		binormals[0] = new Vector3();
		let min = Number.MAX_VALUE;
		const tx = Math.abs(tangents[0].x);
		const ty = Math.abs(tangents[0].y);
		const tz = Math.abs(tangents[0].z);

		if (tx <= min) {
			min = tx;
			normal.set(1, 0, 0);
		}

		if (ty <= min) {
			min = ty;
			normal.set(0, 1, 0);
		}

		if (tz <= min) {
			normal.set(0, 0, 1);
		}

		vec.crossVectors(tangents[0], normal).normalize();

		normals[0].crossVectors(tangents[0], vec);
		binormals[0].crossVectors(tangents[0], normals[0]);

		// compute the slowly-varying normal and binormal vectors for each segment on the curve

		for (let i = 1; i <= segments; i++) {
			normals[i] = normals[i - 1].clone();

			binormals[i] = binormals[i - 1].clone();

			vec.crossVectors(tangents[i - 1], tangents[i]);

			if (vec.length() > Number.EPSILON) {
				vec.normalize();

				const theta = Math.acos(MathUtils.clamp(tangents[i - 1].dot(tangents[i]), -1, 1)); // clamp for floating pt errors

				normals[i].applyMatrix4(mat.makeRotationAxis(vec, theta));
			}

			binormals[i].crossVectors(tangents[i], normals[i]);
		}

		// if the curve is closed, postprocess the vectors so the first and last normal vectors are the same

		if (closed === true) {
			let theta = Math.acos(MathUtils.clamp(normals[0].dot(normals[segments]), -1, 1));
			theta /= segments;

			if (tangents[0].dot(vec.crossVectors(normals[0], normals[segments])) > 0) {
				theta = -theta;
			}

			for (let i = 1; i <= segments; i++) {
				// twist a little...
				normals[i].applyMatrix4(mat.makeRotationAxis(tangents[i], theta * i));
				binormals[i].crossVectors(tangents[i], normals[i]);
			}
		}

		return {
			tangents: tangents,
			normals: normals,
			binormals: binormals,
		};
	}

	clone() {
		return new this.constructor().copy(this);
	}

	copy(source) {
		this.arcLengthDivisions = source.arcLengthDivisions;

		return this;
	}

	toJSON() {
		const data = {
			metadata: {
				version: 4.5,
				type: 'Curve',
				generator: 'Curve.toJSON',
			},
		};

		data.arcLengthDivisions = this.arcLengthDivisions;
		data.type = this.type;

		return data;
	}

	fromJSON(json) {
		this.arcLengthDivisions = json.arcLengthDivisions;

		return this;
	}
}

export { Curve };