text: import { MinimapWorldLayer } from "./MinimapWorldLayer.js";
  import { Mesh, PlaneBufferGeometry } from "three";
  import { buildScreenSpaceFogOfWarShader } from "../../../model/level/fow/shader/screenSpaceFogOfWarShader.js";
  import { FogOfWar } from "../../../model/level/fow/FogOfWar.js";
  import { computeUvTransformFromFogOfWar } from "../../../model/level/fow/shader/FogOfWarRenderer.js";
  import AABB2 from "../../../model/core/geom/AABB2.js";
  import { SignalBinding } from "../../../model/core/events/signal/SignalBinding.js";
  
  
  /**
   *
   * @param {number} viewportWidth
   * @param {number} viewportHeight
   * @param {AABB2} aabb2
   */
  function enforceAspectRatio(viewportWidth, viewportHeight, aabb2) {
      const viewportAspectRatio = viewportHeight / viewportWidth;
  
      const aabbHeight = aabb2.getHeight();
      const aabbWidth = aabb2.getWidth();
  
      if (aabbWidth !== 0) {
          const aabbAspectRatio = aabbHeight / aabbWidth;
  
          const aspectRatioDelta = viewportAspectRatio - aabbAspectRatio;
  
          if (aspectRatioDelta > 0) {
              const d = aabbWidth * aspectRatioDelta;
              aabb2.y0 -= d / 2;
              aabb2.y1 += d / 2;
          } else {
              const d = -aabbWidth * aspectRatioDelta;
              aabb2.x0 -= d / 2;
              aabb2.x1 += d / 2;
          }
      }
  
  }
  
  export class MinimapFogOfWar extends MinimapWorldLayer {
      /**
       *
       * @param {EntityComponentDataset} ecd
       * @param {Rectangle} focusArea
       */
      constructor(ecd, focusArea) {
          super();
  
  
          /**
           *
           * @type {EntityComponentDataset}
           */
          this.dataset = ecd;
  
          /**
           *
           * @type {FogOfWar|null}
           */
          this.fow = null;
  
          this.material = buildScreenSpaceFogOfWarShader();
  
          const geom = new PlaneBufferGeometry(1, 1, 1, 1);
  
          this.object = new Mesh(geom, this.material);
          this.object.frustumCulled = false;
  
          /**
           *
           * @type {Rectangle}
           */
          this.focusArea = focusArea;
  
          this.controlFocusArea = true;
          this.focusAreaNeedsUpdate = true;
  
          this.signalBindings = [];
      }
  
      updateFocusArea() {
          const bounds = new AABB2();
  
          if (this.fow === null) {
              //no Fog of War
              return;
          }
  
          this.fow.computeRevealedGridBoundingRectangle(bounds);
  
          const PADDING = 2;
  
          bounds.grow(PADDING);
  
          bounds.move(-0.5, +0.5);
  
          const scale = this.fow.scale.getValue();
  
          const fowSizeX = this.fow.size.x;
          const fowSizeY = this.fow.size.y;
  
          const scaleX = scale * (fowSizeX - 1) / fowSizeX;
          const scaleY = scale * (fowSizeY - 1) / fowSizeY;
  
          bounds.x0 *= scaleX;
          bounds.x1 *= scaleX;
  
          bounds.y0 *= scaleY;
          bounds.y1 *= scaleY;
  
          //we need to square the bounds
          enforceAspectRatio(this.viewportSize.x, this.viewportSize.y, bounds);
  
          this.focusArea.set(bounds.x0, bounds.y0, bounds.getWidth(), bounds.getHeight());
  
          this.focusAreaNeedsUpdate = false;
      }
  
      startup() {
          const self = this;
  
          /**
           *
           * @param {FogOfWar} fow
           */
          function visitFoW(fow) {
              self.fow = fow;
              return false;
          }
  
          this.dataset.traverseComponents(FogOfWar, visitFoW);
  
  
          const fow = this.fow;
  
          if (fow !== null) {
              this.signalBindings.push(new SignalBinding(fow.on.textureChanged, () => {
                  this.material.uniforms.tFog.value = fow.texture;
                  this.material.uniforms.uResolution.value.set(fow.size.x, fow.size.y);
                  this.needsRender = true;
                  this.focusAreaNeedsUpdate = true;
              }));
          }
  
          this.signalBindings.forEach(b => b.link());
  
          this.needsRender = true;
      }
  
      shutdown() {
          this.fow = null;
  
          this.signalBindings.forEach(b => b.unlink());
  
          this.signalBindings = [];
      }
  
      /**
       *
       * @param {OrthographicCamera} camera
       */
      update(camera) {
          if (this.fow === null) {
              //no Fog of War
              return;
          }
  
          if (this.controlFocusArea && this.focusAreaNeedsUpdate) {
              this.updateFocusArea();
          }
  
          const material = this.material;
  
          const fow = this.fow;
          if (fow !== null) {
              const uniforms = material.uniforms;
  
              uniforms.tFog.value = fow.texture;
              uniforms.uResolution.value.set(fow.size.x, fow.size.y);
              uniforms.uProjectionInverse.value.copy(camera.projectionMatrixInverse);
              uniforms.uViewInverse.value.copy(camera.matrixWorld);
              uniforms.uColor.value.copy(fow.color);
  
              computeUvTransformFromFogOfWar(fow, function (offsetX, offsetY, scaleX, scaleY) {
                  uniforms.uFogUvTransform.value.set(offsetX, offsetY, scaleX, scaleY);
              });
          }
      }
  }
  