/**
 * @author zz85 / http://www.lab4games.net/zz85/blog
 * Defines a 2d shape plane using paths.
 **/

// STEP 1 Create a path.
// STEP 2 Turn path into shape.
// STEP 3 ExtrudeGeometry takes in Shape/Shapes
// STEP 3a - Extract points from each shape, turn to vertices
// STEP 3b - Triangulate each shape, add faces.

THREE.Shape = function ( ) {

	THREE.Path.apply( this, arguments );
	this.holes = [];

};

THREE.Shape.prototype = new THREE.Path();
THREE.Shape.prototype.constructor = THREE.Path;

// Convenience method to return ExtrudeGeometry

THREE.Shape.prototype.extrude = function ( options ) {

	var extruded = new THREE.ExtrudeGeometry( this, options );
	return extruded;

};

// Get points of holes

THREE.Shape.prototype.getPointsHoles = function ( divisions ) {

	var i, il = this.holes.length, holesPts = [];

	for ( i = 0; i < il; i ++ ) {

		holesPts[ i ] = this.holes[ i ].getTransformedPoints( divisions, this.bends );

	}

	return holesPts;

};

// Get points of holes (spaced by regular distance)

THREE.Shape.prototype.getSpacedPointsHoles = function ( divisions ) {

	var i, il = this.holes.length, holesPts = [];

	for ( i = 0; i < il; i ++ ) {

		holesPts[ i ] = this.holes[ i ].getTransformedSpacedPoints( divisions, this.bends );

	}

	return holesPts;

};


// Get points of shape and holes (keypoints based on segments parameter)

THREE.Shape.prototype.extractAllPoints = function ( divisions ) {

	return {

		shape: this.getTransformedPoints( divisions ),
		holes: this.getPointsHoles( divisions )

	};

};

//
// THREE.Shape.prototype.extractAllPointsWithBend = function ( divisions, bend ) {
//
// 	return {
//
// 		shape: this.transform( bend, divisions ),
// 		holes: this.getPointsHoles( divisions, bend )
//
// 	};
//
// };

// Get points of shape and holes (spaced by regular distance)

THREE.Shape.prototype.extractAllSpacedPoints = function ( divisions ) {

	return {

		shape: this.getTransformedSpacedPoints( divisions ),
		holes: this.getSpacedPointsHoles( divisions )

	};

};

/**************************************************************
 *	Utils
 **************************************************************/

THREE.Shape.Utils = {

	/*
		contour - array of vector2 for contour
		holes   - array of array of vector2
	*/

	removeHoles: function ( contour, holes ) {

		var shape = contour.concat(); // work on this shape
		var allpoints = shape.concat();

		/* For each isolated shape, find the closest points and break to the hole to allow triangulation */


		var prevShapeVert, nextShapeVert,
			prevHoleVert, nextHoleVert,
			holeIndex, shapeIndex,
			shapeId, shapeGroup,
			h, h2,
			hole, shortest, d,
			p, pts1, pts2,
			tmpShape1, tmpShape2,
			tmpHole1, tmpHole2,
			verts = [];

		for ( h = 0; h < holes.length; h ++ ) {

			hole = holes[ h ];

			/*
			shapeholes[ h ].concat(); // preserves original
			holes.push( hole );
			*/

			Array.prototype.push.apply( allpoints, hole );

			shortest = Number.POSITIVE_INFINITY;


			// Find the shortest pair of pts between shape and hole

			// Note: Actually, I'm not sure now if we could optimize this to be faster than O(m*n)
			// Using distanceToSquared() intead of distanceTo() should speed a little
			// since running square roots operations are reduced.

			for ( h2 = 0; h2 < hole.length; h2 ++ ) {

				pts1 = hole[ h2 ];
				var dist = [];

				for ( p = 0; p < shape.length; p++ ) {

					pts2 = shape[ p ];
					d = pts1.distanceToSquared( pts2 );
					dist.push( d );

					if ( d < shortest ) {

						shortest = d;
						holeIndex = h2;
						shapeIndex = p;

					}

				}

			}

			//console.log("shortest", shortest, dist);

			prevShapeVert = ( shapeIndex - 1 ) >= 0 ? shapeIndex - 1 : shape.length - 1;
			prevHoleVert = ( holeIndex - 1 ) >= 0 ? holeIndex - 1 : hole.length - 1;

			var areaapts = [

				hole[ holeIndex ],
				shape[ shapeIndex ],
				shape[ prevShapeVert ]

			];

			var areaa = THREE.FontUtils.Triangulate.area( areaapts );

			var areabpts = [

				hole[ holeIndex ],
				hole[ prevHoleVert ],
				shape[ shapeIndex ]

			];

			var areab = THREE.FontUtils.Triangulate.area( areabpts );

			var shapeOffset = 1;
			var holeOffset = -1;

			var oldShapeIndex = shapeIndex, oldHoleIndex = holeIndex;
			shapeIndex += shapeOffset;
			holeIndex += holeOffset;

			if ( shapeIndex < 0 ) { shapeIndex += shape.length;  }
			shapeIndex %= shape.length;

			if ( holeIndex < 0 ) { holeIndex += hole.length;  }
			holeIndex %= hole.length;

			prevShapeVert = ( shapeIndex - 1 ) >= 0 ? shapeIndex - 1 : shape.length - 1;
			prevHoleVert = ( holeIndex - 1 ) >= 0 ? holeIndex - 1 : hole.length - 1;

			areaapts = [

				hole[ holeIndex ],
				shape[ shapeIndex ],
				shape[ prevShapeVert ]

			];

			var areaa2 = THREE.FontUtils.Triangulate.area( areaapts );

			areabpts = [

				hole[ holeIndex ],
				hole[ prevHoleVert ],
				shape[ shapeIndex ]

			];

			var areab2 = THREE.FontUtils.Triangulate.area( areabpts );
			//console.log(areaa,areab ,areaa2,areab2, ( areaa + areab ),  ( areaa2 + areab2 ));

			if ( ( areaa + areab ) > ( areaa2 + areab2 ) ) {

				// In case areas are not correct.
				//console.log("USE THIS");

				shapeIndex = oldShapeIndex;
				holeIndex = oldHoleIndex ;

				if ( shapeIndex < 0 ) { shapeIndex += shape.length;  }
				shapeIndex %= shape.length;

				if ( holeIndex < 0 ) { holeIndex += hole.length;  }
				holeIndex %= hole.length;

				prevShapeVert = ( shapeIndex - 1 ) >= 0 ? shapeIndex - 1 : shape.length - 1;
				prevHoleVert = ( holeIndex - 1 ) >= 0 ? holeIndex - 1 : hole.length - 1;

			} else {

				//console.log("USE THAT ")

			}

			tmpShape1 = shape.slice( 0, shapeIndex );
			tmpShape2 = shape.slice( shapeIndex );
			tmpHole1 = hole.slice( holeIndex );
			tmpHole2 = hole.slice( 0, holeIndex );

			// Should check orders here again?

			var trianglea = [

				hole[ holeIndex ],
				shape[ shapeIndex ],
				shape[ prevShapeVert ]

			];

			var triangleb = [

				hole[ holeIndex ] ,
				hole[ prevHoleVert ],
				shape[ shapeIndex ]

			];

			verts.push( trianglea );
			verts.push( triangleb );

			shape = tmpShape1.concat( tmpHole1 ).concat( tmpHole2 ).concat( tmpShape2 );

		}

		return {

			shape:shape, 		/* shape with no holes */
			isolatedPts: verts, /* isolated faces */
			allpoints: allpoints

		}


	},

	triangulateShape: function ( contour, holes ) {

		var shapeWithoutHoles = THREE.Shape.Utils.removeHoles( contour, holes );

		var shape = shapeWithoutHoles.shape,
			allpoints = shapeWithoutHoles.allpoints,
			isolatedPts = shapeWithoutHoles.isolatedPts;

		var triangles = THREE.FontUtils.Triangulate( shape, false ); // True returns indices for points of spooled shape

		// To maintain reference to old shape, one must match coordinates, or offset the indices from original arrays. It's probably easier to do the first.

		//console.log( "triangles",triangles, triangles.length );
		//console.log( "allpoints",allpoints, allpoints.length );

		var i, il, f, face,
			key, index,
			allPointsMap = {},
			isolatedPointsMap = {};

		// prepare all points map

		for ( i = 0, il = allpoints.length; i < il; i ++ ) {

			key = allpoints[ i ].x + ":" + allpoints[ i ].y;

			if ( allPointsMap[ key ] !== undefined ) {

				console.log( "Duplicate point", key );

			}

			allPointsMap[ key ] = i;

		}

		// check all face vertices against all points map

		for ( i = 0, il = triangles.length; i < il; i ++ ) {

			face = triangles[ i ];

			for ( f = 0; f < 3; f ++ ) {

				key = face[ f ].x + ":" + face[ f ].y;

				index = allPointsMap[ key ];

				if ( index !== undefined ) {

					face[ f ] = index;

				}

			}

		}

		// check isolated points vertices against all points map

		for ( i = 0, il = isolatedPts.length; i < il; i ++ ) {

			face = isolatedPts[ i ];

			for ( f = 0; f < 3; f ++ ) {

				key = face[ f ].x + ":" + face[ f ].y;

				index = allPointsMap[ key ];

				if ( index !== undefined ) {

					face[ f ] = index;

				}

			}

		}

		return triangles.concat( isolatedPts );

	}, // end triangulate shapes

	/*
	triangulate2 : function( pts, holes ) {

		// For use with Poly2Tri.js

		var allpts = pts.concat();
		var shape = [];
		for (var p in pts) {
			shape.push(new js.poly2tri.Point(pts[p].x, pts[p].y));
		}

		var swctx = new js.poly2tri.SweepContext(shape);

		for (var h in holes) {
			var aHole = holes[h];
			var newHole = []
			for (i in aHole) {
				newHole.push(new js.poly2tri.Point(aHole[i].x, aHole[i].y));
				allpts.push(aHole[i]);
			}
			swctx.AddHole(newHole);
		}

		var find;
		var findIndexForPt = function (pt) {
			find = new THREE.Vector2(pt.x, pt.y);
			var p;
			for (p=0, pl = allpts.length; p<pl; p++) {
				if (allpts[p].equals(find)) return p;
			}
			return -1;
		};

		// triangulate
		js.poly2tri.sweep.Triangulate(swctx);

		var triangles =  swctx.GetTriangles();
		var tr ;
		var facesPts = [];
		for (var t in triangles) {
			tr =  triangles[t];
			facesPts.push([
				findIndexForPt(tr.GetPoint(0)),
				findIndexForPt(tr.GetPoint(1)),
				findIndexForPt(tr.GetPoint(2))
					]);
		}


	//	console.log(facesPts);
	//	console.log("triangles", triangles.length, triangles);

		// Returns array of faces with 3 element each
	return facesPts;
	},
*/

	isClockWise: function ( pts ) {

		return THREE.FontUtils.Triangulate.area( pts ) < 0;

	},

	// Bezier Curves formulas obtained from
	// http://en.wikipedia.org/wiki/B%C3%A9zier_curve

	// Quad Bezier Functions

	b2p0: function ( t, p ) {

		var k = 1 - t;
		return k * k * p;

	},

	b2p1: function ( t, p ) {

		return 2 * ( 1 - t ) * t * p;

	},

	b2p2: function ( t, p ) {

		return t * t * p;

	},

	b2: function ( t, p0, p1, p2 ) {

		return this.b2p0( t, p0 ) + this.b2p1( t, p1 ) + this.b2p2( t, p2 );

	},

	// Cubic Bezier Functions

	b3p0: function ( t, p ) {

		var k = 1 - t;
		return k * k * k * p;

	},

	b3p1: function ( t, p ) {

		var k = 1 - t;
		return 3 * k * k * t * p;

	},

	b3p2: function ( t, p ) {

		var k = 1 - t;
		return 3 * k * t * t * p;

	},

	b3p3: function ( t, p ) {

		return t * t * t * p;

	},

	b3: function ( t, p0, p1, p2, p3 ) {

		return this.b3p0( t, p0 ) + this.b3p1( t, p1 ) + this.b3p2( t, p2 ) +  this.b3p3( t, p3 );

	}

};