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import {
  Points,
  Mesh, MeshBasicMaterial, MeshStandardMaterial,
  VertexColors, TrianglesDrawMode, DoubleSide
} from 'three'

import { scene } from '../renderer'

import DRACOLoader from '../../util/vendor/DRACOLoader'
import GeometryHelper from '../../util/vendor/geometryHelper'

import { getBboxScaleAndCentroid } from './util'

import { FACE_SCALE } from '../constants'

DRACOLoader.setDecoderPath('/assets/js/vendor/draco/')

const dracoLoader = new DRACOLoader()
DRACOLoader.getDecoderModule()
dracoLoader.setVerbosity(0)
dracoLoader.setDrawMode(TrianglesDrawMode)

export function load(name) {
  dracoLoader.setSkipDequantization('position', true)
  return new Promise((resolve, reject) => {
    const loaded = geometry => resolve(geometry)
    const progress = () => {}
    const error = () => reject()
    dracoLoader.load('/assets/data/faces/' + name + '.drc', loaded, progress, error)
  })
}

export function update(name) {
  load(name)
}

export function createFaceMeshes(geometry, offset) {
  return {
    blank: createBlankFace(geometry, offset),
    wireframe: createWireframeFace(geometry, offset),
    solid: createSolidFace(geometry, offset),
  }
}
export function remove() {
  removeMesh('blank')
  removeMesh('wireframe')
  removeMesh('solid')
}

export function removeMesh(name) {
  const selectedObject = scene.getObjectByName(name)
  scene.remove(selectedObject)
}

function createBlankFace(geometry, offset) {
  const material = new MeshStandardMaterial({
    color: 0xFFFFFF,
    metalness: 0.2,
    roughness: 0.5,
    alphaTest: 0.01,
  })
  material.wireframe = false
  material.transparent = true
  material.opacity = 0
  material.side = DoubleSide
  return appendFace('blank', geometry, material, offset)
}

function createWireframeFace(geometry, offset) {
  const material = new MeshBasicMaterial({
    vertexColors: VertexColors,
    alphaTest: 0.01,
  })
  material.wireframe = true
  material.transparent = true
  material.opacity = 0
  return appendFace('wireframe', geometry, material, offset)
}

function createSolidFace(geometry, offset) {
  const material = new MeshBasicMaterial({ vertexColors: VertexColors })
  material.transparent = true
  material.opacity = 0
  material.side = DoubleSide
  return appendFace('solid', geometry, material, offset)
}

function appendFace(name, bufferGeometry, material, offset) {
  // If the position attribute is quantized, modify the material to perform
  // dequantization on the GPU.
  if (bufferGeometry.attributes.position.isQuantized) {
    setDequantizationForMaterial(material, bufferGeometry)
  }

  let geometry
  // Point cloud does not have face indices.
  if (bufferGeometry.index === null) {
    geometry = new Points(bufferGeometry, material)
  } else {
    if (bufferGeometry.attributes.normal === undefined) {
      const geometryHelper = new GeometryHelper()
      geometryHelper.computeVertexNormals(bufferGeometry)
    }
    geometry = new Mesh(bufferGeometry, material)
    geometry.drawMode = dracoLoader.drawMode
  }

  // Compute range of the geometry coordinates for proper rendering.
  bufferGeometry.computeBoundingBox()
  const bbox = bufferGeometry.boundingBox
  const { scale, midX, midY, midZ } = getBboxScaleAndCentroid(bbox, bufferGeometry.attributes.position)
  geometry.scale.multiplyScalar(scale * FACE_SCALE)
  geometry.position.x = -midX * scale + offset.x
  geometry.position.y = -midY * scale + offset.y
  geometry.position.z = -midZ * scale + offset.z
  geometry.frustumCulled = false
  // geometry.castShadow = true
  // geometry.receiveShadow = true

  geometry.scale.setX(geometry.scale.x + offset.scale)
  geometry.scale.setY(geometry.scale.y + offset.scale)
  geometry.scale.setZ(geometry.scale.z + offset.scale)

  const selectedObject = scene.getObjectByName(name)
  scene.remove(selectedObject)
  geometry.name = name
  scene.add(geometry)
  return geometry
}

function setDequantizationForMaterial(material, bufferGeometry) {
  material.onBeforeCompile = (shader) => {
    // Add uniform variables needed for dequantization.
    const posAttribute = bufferGeometry.attributes.position
    shader.uniforms.normConstant = { value: posAttribute.maxRange / (1 << posAttribute.numQuantizationBits) }
    shader.uniforms.minPos = { value: posAttribute.minValues }

    shader.vertexShader = 'uniform float maxRange;\n' +
                          'uniform float normConstant;\n' +
                          'uniform vec3 minPos;\n' +
                          shader.vertexShader
    shader.vertexShader = shader.vertexShader.replace(
      '#include <begin_vertex>',
      'vec3 transformed = minPos + position * normConstant;'
    )
  }
}