import { K as PATH, Z as QUADS, $ as QUAD_STRIP, T as TRIANGLE_STRIP, c as TRIANGLES, ad as IMAGE, Y as LINES, _ as TRIANGLE_FAN } from '../constants-BxjhKpTv.js';
import { Geometry } from './p5.Geometry.js';
import libtess from 'libtess';
import { Vector } from '../math/p5.Vector.js';
import { RenderBuffer } from './p5.RenderBuffer.js';
import './p5.DataArray.js';
import '../io/utilities.js';

const INITIAL_BUFFER_STRIDES = {
  vertices: 1,
  vertexNormals: 1,
  vertexColors: 4,
  vertexStrokeColors: 4,
  uvs: 2
};

// The total number of properties per vertex, before additional
// user attributes are added.
const INITIAL_VERTEX_SIZE =
  Object.values(INITIAL_BUFFER_STRIDES).reduce((acc, next) => acc + next);

class ShapeBuilder {
  constructor(renderer) {
    this.renderer = renderer;
    this.shapeMode = PATH;
    this.geometry = new Geometry(
      undefined,
      undefined,
      undefined,
      this.renderer
    );
    this.geometry.gid = '__IMMEDIATE_MODE_GEOMETRY__';

    this.contourIndices = [];
    this._useUserVertexProperties = undefined;

    this._bezierVertex = [];
    this._quadraticVertex = [];
    this._curveVertex = [];

    // Used to distinguish between user calls to vertex() and internal calls
    this.isProcessingVertices = false;

    // Used for converting shape outlines into triangles for rendering
    this._tessy = this._initTessy();
    this.tessyVertexSize = INITIAL_VERTEX_SIZE;
    this.bufferStrides = { ...INITIAL_BUFFER_STRIDES };
  }

  constructFromContours(shape, contours) {
    if (this._useUserVertexProperties){
      this._resetUserVertexProperties();
    }
    this.geometry.reset();
    this.contourIndices = [];
    // TODO: handle just some contours having non-PATH mode
    this.shapeMode = shape.contours[0].kind;
    const shouldProcessEdges = !!this.renderer.states.strokeColor;

    const userVertexPropertyHelpers = {};
    if (shape.userVertexProperties) {
      this._useUserVertexProperties = true;
      for (const key in shape.userVertexProperties) {
        const name = shape.vertexPropertyName(key);
        const prop = this.geometry._userVertexPropertyHelper(
          name,
          [],
          shape.userVertexProperties[key]
        );
        userVertexPropertyHelpers[key] = prop;
        this.tessyVertexSize += prop.getDataSize();
        this.bufferStrides[prop.getSrcName()] = prop.getDataSize();
        this.renderer.buffers.user.push(
          new RenderBuffer(
            prop.getDataSize(),
            prop.getSrcName(),
            prop.getDstName(),
            name,
            this.renderer
          )
        );
      }
    } else {
      this._useUserVertexProperties = false;
    }

    for (const contour of contours) {
      this.contourIndices.push(this.geometry.vertices.length);
      for (const vertex of contour) {
        // WebGL doesn't support QUADS or QUAD_STRIP, so we duplicate data to turn
        // QUADS into TRIANGLES and QUAD_STRIP into TRIANGLE_STRIP. (There is no extra
        // work to convert QUAD_STRIP here, since the only difference is in how edges
        // are rendered.)
        if (this.shapeMode === QUADS) {
          // A finished quad turned into triangles should leave 6 vertices in the
          // buffer:
          // 0--3     0   3--5
          // |  | --> | \  \ |
          // 1--2     1--2   4
          // When vertex index 3 is being added, add the necessary duplicates.
          if (this.geometry.vertices.length % 6 === 3) {
            for (const key in this.bufferStrides) {
              const stride = this.bufferStrides[key];
              const buffer = this.geometry[key];
              buffer.push(
                ...buffer.slice(
                  buffer.length - 3 * stride,
                  buffer.length - 2 * stride
                ),
                ...buffer.slice(buffer.length - stride, buffer.length)
              );
            }
          }
        }

        this.geometry.vertices.push(vertex.position);
        this.geometry.vertexNormals.push(vertex.normal || new Vector(0, 0, 0));
        this.geometry.uvs.push(
          vertex.textureCoordinates.x,
          vertex.textureCoordinates.y
        );
        if (this.renderer.states.fillColor) {
          this.geometry.vertexColors.push(...vertex.fill.array());
        } else {
          this.geometry.vertexColors.push(0, 0, 0, 0);
        }
        if (this.renderer.states.strokeColor) {
          this.geometry.vertexStrokeColors.push(...vertex.stroke.array());
        } else {
          this.geometry.vertexStrokeColors.push(0, 0, 0, 0);
        }
        for (const key in userVertexPropertyHelpers) {
          const prop = userVertexPropertyHelpers[key];
          if (key in vertex) {
            prop.setCurrentData(vertex[key]);
          }
          prop.pushCurrentData();
        }
      }
    }

    if (shouldProcessEdges) {
      this.geometry.edges = this._calculateEdges(
        this.shapeMode,
        this.geometry.vertices
      );
    }
    if (shouldProcessEdges && !this.renderer.geometryBuilder) {
      this.geometry._edgesToVertices();
    }

    if (this.shapeMode === PATH) {
      this.isProcessingVertices = true;
      this._tesselateShape();
      this.isProcessingVertices = false;
    } else if (this.shapeMode === QUAD_STRIP) {
      // The only difference between these two modes is which edges are
      // displayed, so after we've updated the edges, we switch the mode
      // to one that native WebGL knows how to render.
      this.shapeMode = TRIANGLE_STRIP;
    } else if (this.shapeMode === QUADS) {
      // We translate QUADS to TRIANGLES when vertices are being added,
      // since QUADS is just a p5 mode, whereas TRIANGLES is also a mode
      // that native WebGL knows how to render. Once we've processed edges,
      // everything should be set up for TRIANGLES mode.
      this.shapeMode = TRIANGLES;
    }

    if (
      this.renderer.states.textureMode === IMAGE &&
      this.renderer.states._tex !== null &&
      this.renderer.states._tex.width > 0 &&
      this.renderer.states._tex.height > 0
    ) {
      this.geometry.uvs = this.geometry.uvs.map((val, i) => {
        if (i % 2 === 0) {
          return val / this.renderer.states._tex.width;
        } else {
          return val / this.renderer.states._tex.height;
        }
      });
    }
  }

  _resetUserVertexProperties() {
    const properties = this.geometry.userVertexProperties;
    for (const propName in properties){
      const prop = properties[propName];
      delete this.bufferStrides[propName];
      prop.delete();
    }
    this._useUserVertexProperties = false;
    this.tessyVertexSize = INITIAL_VERTEX_SIZE;
    this.geometry.userVertexProperties = {};
  }

  /**
   * Called from _processVertices(). This function calculates the stroke vertices for custom shapes and
   * tesselates shapes when applicable.
   * @private
   * @returns  {Number[]} indices for custom shape vertices indicating edges.
   */
  _calculateEdges(
    shapeMode,
    verts
  ) {
    const res = [];
    let i = 0;
    const contourIndices = this.contourIndices.slice();
    let contourStart = -1;
    switch (shapeMode) {
      case TRIANGLE_STRIP:
        for (i = 0; i < verts.length - 2; i++) {
          res.push([i, i + 1]);
          res.push([i, i + 2]);
        }
        res.push([i, i + 1]);
        break;
      case TRIANGLE_FAN:
        for (i = 1; i < verts.length - 1; i++) {
          res.push([0, i]);
          res.push([i, i + 1]);
        }
        res.push([0, verts.length - 1]);
        break;
      case TRIANGLES:
        for (i = 0; i < verts.length - 2; i = i + 3) {
          res.push([i, i + 1]);
          res.push([i + 1, i + 2]);
          res.push([i + 2, i]);
        }
        break;
      case LINES:
        for (i = 0; i < verts.length - 1; i = i + 2) {
          res.push([i, i + 1]);
        }
        break;
      case QUADS:
        // Quads have been broken up into two triangles by `vertex()`:
        // 0   3--5
        // | \  \ |
        // 1--2   4
        for (i = 0; i < verts.length - 5; i += 6) {
          res.push([i, i + 1]);
          res.push([i + 1, i + 2]);
          res.push([i + 2, i + 5]);
          res.push([i + 5, i]);
        }
        break;
      case QUAD_STRIP:
        // 0---2---4
        // |   |   |
        // 1---3---5
        for (i = 0; i < verts.length - 2; i += 2) {
          res.push([i, i + 1]);
          res.push([i + 1, i + 3]);
          res.push([i, i + 2]);
        }
        res.push([i, i + 1]);
        break;
      default:
        // TODO: handle contours in other modes too
        for (i = 0; i < verts.length; i++) {
          if (i === contourIndices[0]) {
            contourStart = contourIndices.shift();
          } else if (
            verts[contourStart] &&
            verts[i].equals(verts[contourStart])
          ) {
            res.push([i - 1, contourStart]);
          } else {
            res.push([i - 1, i]);
          }
        }
        break;
    }
    return res;
  }

  /**
   * Called from _processVertices() when applicable. This function tesselates immediateMode.geometry.
   * @private
   */
  _tesselateShape() {
    // const contours = [[]];
    const contours = [];
    for (let i = 0; i < this.geometry.vertices.length; i++) {
      if (
        this.contourIndices.length > 0 &&
        this.contourIndices[0] === i
      ) {
        this.contourIndices.shift();
        contours.push([]);
      }
      contours[contours.length-1].push(
        this.geometry.vertices[i].x,
        this.geometry.vertices[i].y,
        this.geometry.vertices[i].z,
        this.geometry.uvs[i * 2],
        this.geometry.uvs[i * 2 + 1],
        this.geometry.vertexColors[i * 4],
        this.geometry.vertexColors[i * 4 + 1],
        this.geometry.vertexColors[i * 4 + 2],
        this.geometry.vertexColors[i * 4 + 3],
        this.geometry.vertexNormals[i].x,
        this.geometry.vertexNormals[i].y,
        this.geometry.vertexNormals[i].z
      );
      for (const propName in this.geometry.userVertexProperties) {
        const prop = this.geometry.userVertexProperties[propName];
        const start = i * prop.getDataSize();
        const end = start + prop.getDataSize();
        const vals = prop.getSrcArray().slice(start, end);
        contours[contours.length-1].push(...vals);
      }
    }

    // Normalize nearly identical consecutive vertices to prevent tessellation artifacts
    // This addresses numerical precision issues in libtess when consecutive vertices
    // have coordinates that are almost (but not exactly) equal (e.g., differing by ~1e-8)
    const epsilon = 1e-6;
    for (const contour of contours) {
      const stride = this.tessyVertexSize;
      for (let i = stride; i < contour.length; i += stride) {
        const prevX = contour[i - stride];
        const prevY = contour[i - stride + 1];
        const currX = contour[i];
        const currY = contour[i + 1];

        if (Math.abs(currX - prevX) < epsilon) {
          contour[i] = prevX;
        }
        if (Math.abs(currY - prevY) < epsilon) {
          contour[i + 1] = prevY;
        }
      }
    }

    const polyTriangles = this._triangulate(contours);

    // If there were no valid faces, we still want to use the original vertices
    // for strokes, so we'll stop here.
    if (polyTriangles.length === 0) {
      return;
    }

    // TODO: handle non-PATH shape modes that have contours
    this.shapeMode = TRIANGLES;
    const originalVertices = this.geometry.vertices;
    this.geometry.vertices = [];
    this.geometry.vertexNormals = [];
    this.geometry.uvs = [];
    for (const propName in this.geometry.userVertexProperties){
      const prop = this.geometry.userVertexProperties[propName];
      prop.resetSrcArray();
    }
    const colors = [];
    for (
      let j = 0, polyTriLength = polyTriangles.length;
      j < polyTriLength;
      j = j + this.tessyVertexSize
    ) {
      colors.push(...polyTriangles.slice(j + 5, j + 9));
      this.geometry.vertexNormals.push(
        new Vector(...polyTriangles.slice(j + 9, j + 12))
      );
      {
        let offset = 12;
        for (const propName in this.geometry.userVertexProperties){
          const prop = this.geometry.userVertexProperties[propName];
          const size = prop.getDataSize();
          const start = j + offset;
          const end = start + size;
          prop.setCurrentData(polyTriangles.slice(start, end));
          prop.pushCurrentData();
          offset += size;
        }
      }
      this.geometry.vertices.push(new Vector(...polyTriangles.slice(j, j + 3)));
      this.geometry.uvs.push(...polyTriangles.slice(j + 3, j + 5));
    }
    if (this.renderer.geometryBuilder) {
      // Tesselating the face causes the indices of edge vertices to stop being
      // correct. When rendering, this is not a problem, since _edgesToVertices
      // will have been called before this, and edge vertex indices are no longer
      // needed. However, the geometry builder still needs this information, so
      // when one is active, we need to update the indices.
      //
      // We record index mappings in a Map so that once we have found a
      // corresponding vertex, we don't need to loop to find it again.
      const newIndex = new Map();
      this.geometry.edges =
        this.geometry.edges.map(edge => edge.map(origIdx => {
          if (!newIndex.has(origIdx)) {
            const orig = originalVertices[origIdx];
            let newVertIndex = this.geometry.vertices.findIndex(
              v =>
                orig.x === v.x &&
                orig.y === v.y &&
                orig.z === v.z
            );
            if (newVertIndex === -1) {
              // The tesselation process didn't output a vertex with the exact
              // coordinate as before, potentially due to numerical issues. This
              // doesn't happen often, but in this case, pick the closest point
              let closestDist = Infinity;
              let closestIndex = 0;
              for (
                let i = 0;
                i < this.geometry.vertices.length;
                i++
              ) {
                const vert = this.geometry.vertices[i];
                const dX = orig.x - vert.x;
                const dY = orig.y - vert.y;
                const dZ = orig.z - vert.z;
                const dist = dX*dX + dY*dY + dZ*dZ;
                if (dist < closestDist) {
                  closestDist = dist;
                  closestIndex = i;
                }
              }
              newVertIndex = closestIndex;
            }
            newIndex.set(origIdx, newVertIndex);
          }
          return newIndex.get(origIdx);
        }));
    }
    this.geometry.vertexColors = colors;
  }

  _initTessy() {
    // function called for each vertex of tesselator output
    function vertexCallback(data, polyVertArray) {
      for (const element of data) {
        polyVertArray.push(element);
      }
    }

    function begincallback(type) {
      if (type !== libtess.primitiveType.GL_TRIANGLES) {
        console.log(`expected TRIANGLES but got type: ${type}`);
      }
    }

    function errorcallback(errno) {
      console.log('error callback');
      console.log(`error number: ${errno}`);
    }

    // callback for when segments intersect and must be split
    const combinecallback = (coords, data, weight) => {
      const result = new Array(this.tessyVertexSize).fill(0);
      for (let i = 0; i < weight.length; i++) {
        for (let j = 0; j < result.length; j++) {
          if (weight[i] === 0 || !data[i]) continue;
          result[j] += data[i][j] * weight[i];
        }
      }
      return result;
    };

    function edgeCallback(flag) {
      // don't really care about the flag, but need no-strip/no-fan behavior
    }

    const tessy = new libtess.GluTesselator();
    tessy.gluTessCallback(libtess.gluEnum.GLU_TESS_VERTEX_DATA, vertexCallback);
    tessy.gluTessCallback(libtess.gluEnum.GLU_TESS_BEGIN, begincallback);
    tessy.gluTessCallback(libtess.gluEnum.GLU_TESS_ERROR, errorcallback);
    tessy.gluTessCallback(libtess.gluEnum.GLU_TESS_COMBINE, combinecallback);
    tessy.gluTessCallback(libtess.gluEnum.GLU_TESS_EDGE_FLAG, edgeCallback);
    tessy.gluTessProperty(
      libtess.gluEnum.GLU_TESS_WINDING_RULE,
      libtess.windingRule.GLU_TESS_WINDING_NONZERO
    );

    return tessy;
  }

  /**
   * Runs vertices through libtess to convert them into triangles
   * @private
   */
  _triangulate(contours) {
    // libtess will take 3d verts and flatten to a plane for tesselation.
    // libtess is capable of calculating a plane to tesselate on, but
    // if all of the vertices have the same z values, we'll just
    // assume the face is facing the camera, letting us skip any performance
    // issues or bugs in libtess's automatic calculation.
    const z = contours[0] ? contours[0][2] : undefined;
    let allSameZ = true;
    for (const contour of contours) {
      for (
        let j = 0;
        j < contour.length;
        j += this.tessyVertexSize
      ) {
        if (contour[j + 2] !== z) {
          allSameZ = false;
          break;
        }
      }
    }
    if (allSameZ) {
      this._tessy.gluTessNormal(0, 0, 1);
    } else {
      // Let libtess pick a plane for us
      this._tessy.gluTessNormal(0, 0, 0);
    }

    const triangleVerts = [];
    this._tessy.gluTessBeginPolygon(triangleVerts);

    for (const contour of contours) {
      this._tessy.gluTessBeginContour();
      for (
        let j = 0;
        j < contour.length;
        j += this.tessyVertexSize
      ) {
        const coords = contour.slice(
          j,
          j + this.tessyVertexSize
        );
        this._tessy.gluTessVertex(coords, coords);
      }
      this._tessy.gluTessEndContour();
    }

    // finish polygon
    this._tessy.gluTessEndPolygon();

    return triangleVerts;
  }
}

export { ShapeBuilder };
