;(function() {

"use strict";

var root = this

var has_require = typeof require !== 'undefined'

var THREE = root.THREE || has_require && require('three')
if( !THREE )
	throw new Error( 'MeshLine requires three.js' )

function MeshLine() {

	this.positions = [];

	this.previous = [];
	this.next = [];
	this.side = [];
	this.width = [];
	this.indices_array = [];
	this.uvs = [];
	this.counters = [];
	this.geometry = new THREE.BufferGeometry();

	this.widthCallback = null;

	// Used to raycast
	this.matrixWorld = new THREE.Matrix4();
}

MeshLine.prototype.setMatrixWorld = function(matrixWorld) {
	this.matrixWorld = matrixWorld;
}


MeshLine.prototype.setGeometry = function( g, c ) {
	
	this.widthCallback = c;

	this.positions = [];
	this.counters = [];
	// g.computeBoundingBox();
	// g.computeBoundingSphere();

	// set the normals
	// g.computeVertexNormals();
	if( g instanceof THREE.Geometry ) {
		for( var j = 0; j < g.vertices.length; j++ ) {
			var v = g.vertices[ j ];
			var c = j/g.vertices.length;
			this.positions.push( v.x, v.y, v.z );
			this.positions.push( v.x, v.y, v.z );
			this.counters.push(c);
			this.counters.push(c);
		}
	}

	if( g instanceof THREE.BufferGeometry ) {
		// read attribute positions ?
	}

	if( g instanceof Float32Array || g instanceof Array ) {
		for( var j = 0; j < g.length; j += 3 ) {
			var c = j/g.length;
			this.positions.push( g[ j ], g[ j + 1 ], g[ j + 2 ] );
			this.positions.push( g[ j ], g[ j + 1 ], g[ j + 2 ] );
			this.counters.push(c);
			this.counters.push(c);
		}
	}

	this.process();

}

MeshLine.prototype.raycast = ( function () {

	var inverseMatrix = new THREE.Matrix4();
	var ray = new THREE.Ray();
	var sphere = new THREE.Sphere();

	return function raycast( raycaster, intersects ) {

		var precision = raycaster.linePrecision;
		var precisionSq = precision * precision;
		var interRay = new THREE.Vector3();

		var geometry = this.geometry;

		if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();

		// Checking boundingSphere distance to ray

		sphere.copy( geometry.boundingSphere );
		sphere.applyMatrix4( this.matrixWorld );

		if ( raycaster.ray.intersectSphere( sphere, interRay ) === false ) {

			return;

		}

		inverseMatrix.getInverse( this.matrixWorld );
		ray.copy( raycaster.ray ).applyMatrix4( inverseMatrix );

		var vStart = new THREE.Vector3();
		var vEnd = new THREE.Vector3();
		var interSegment = new THREE.Vector3();
		var step = this instanceof THREE.LineSegments ? 2 : 1;

		if ( geometry instanceof THREE.BufferGeometry ) {

			var index = geometry.index;
			var attributes = geometry.attributes;

			if ( index !== null ) {

				var indices = index.array;
				var positions = attributes.position.array;

				for ( var i = 0, l = indices.length - 1; i < l; i += step ) {

					var a = indices[ i ];
					var b = indices[ i + 1 ];

					vStart.fromArray( positions, a * 3 );
					vEnd.fromArray( positions, b * 3 );

					var distSq = ray.distanceSqToSegment( vStart, vEnd, interRay, interSegment );

					if ( distSq > precisionSq ) continue;

					interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation

					var distance = raycaster.ray.origin.distanceTo( interRay );

					if ( distance < raycaster.near || distance > raycaster.far ) continue;

					intersects.push( {

						distance: distance,
						// What do we want? intersection point on the ray or on the segment??
						// point: raycaster.ray.at( distance ),
						point: interSegment.clone().applyMatrix4( this.matrixWorld ),
						index: i,
						face: null,
						faceIndex: null,
						object: this

					} );

				}

			} else {

				var positions = attributes.position.array;

				for ( var i = 0, l = positions.length / 3 - 1; i < l; i += step ) {

					vStart.fromArray( positions, 3 * i );
					vEnd.fromArray( positions, 3 * i + 3 );

					var distSq = ray.distanceSqToSegment( vStart, vEnd, interRay, interSegment );

					if ( distSq > precisionSq ) continue;

					interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation

					var distance = raycaster.ray.origin.distanceTo( interRay );

					if ( distance < raycaster.near || distance > raycaster.far ) continue;

					intersects.push( {

						distance: distance,
						// What do we want? intersection point on the ray or on the segment??
						// point: raycaster.ray.at( distance ),
						point: interSegment.clone().applyMatrix4( this.matrixWorld ),
						index: i,
						face: null,
						faceIndex: null,
						object: this

					} );

				}

			}

		} else if ( geometry instanceof THREE.Geometry ) {

			var vertices = geometry.vertices;
			var nbVertices = vertices.length;

			for ( var i = 0; i < nbVertices - 1; i += step ) {

				var distSq = ray.distanceSqToSegment( vertices[ i ], vertices[ i + 1 ], interRay, interSegment );

				if ( distSq > precisionSq ) continue;

				interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation

				var distance = raycaster.ray.origin.distanceTo( interRay );

				if ( distance < raycaster.near || distance > raycaster.far ) continue;

				intersects.push( {

					distance: distance,
					// What do we want? intersection point on the ray or on the segment??
					// point: raycaster.ray.at( distance ),
					point: interSegment.clone().applyMatrix4( this.matrixWorld ),
					index: i,
					face: null,
					faceIndex: null,
					object: this

				} );

			}

		}

	};

}() );


MeshLine.prototype.compareV3 = function( a, b ) {

	var aa = a * 6;
	var ab = b * 6;
	return ( this.positions[ aa ] === this.positions[ ab ] ) && ( this.positions[ aa + 1 ] === this.positions[ ab + 1 ] ) && ( this.positions[ aa + 2 ] === this.positions[ ab + 2 ] );

}

MeshLine.prototype.copyV3 = function( a ) {

	var aa = a * 6;
	return [ this.positions[ aa ], this.positions[ aa + 1 ], this.positions[ aa + 2 ] ];

}

MeshLine.prototype.process = function() {

	var l = this.positions.length / 6;

	this.previous = [];
	this.next = [];
	this.side = [];
	this.width = [];
	this.indices_array = [];
	this.uvs = [];

	for( var j = 0; j < l; j++ ) {
		this.side.push( 1 );
		this.side.push( -1 );
	}

	var w;
	for( var j = 0; j < l; j++ ) {
		if( this.widthCallback ) w = this.widthCallback( j / ( l -1 ) );
		else w = 1;
		this.width.push( w );
		this.width.push( w );
	}

	for( var j = 0; j < l; j++ ) {
		this.uvs.push( j / ( l - 1 ), 0 );
		this.uvs.push( j / ( l - 1 ), 1 );
	}

	var v;

	if( this.compareV3( 0, l - 1 ) ){
		v = this.copyV3( l - 2 );
	} else {
		v = this.copyV3( 0 );
	}
	this.previous.push( v[ 0 ], v[ 1 ], v[ 2 ] );
	this.previous.push( v[ 0 ], v[ 1 ], v[ 2 ] );
	for( var j = 0; j < l - 1; j++ ) {
		v = this.copyV3( j );
		this.previous.push( v[ 0 ], v[ 1 ], v[ 2 ] );
		this.previous.push( v[ 0 ], v[ 1 ], v[ 2 ] );
	}

	for( var j = 1; j < l; j++ ) {
		v = this.copyV3( j );
		this.next.push( v[ 0 ], v[ 1 ], v[ 2 ] );
		this.next.push( v[ 0 ], v[ 1 ], v[ 2 ] );
	}

	if( this.compareV3( l - 1, 0 ) ){
		v = this.copyV3( 1 );
	} else {
		v = this.copyV3( l - 1 );
	}
	this.next.push( v[ 0 ], v[ 1 ], v[ 2 ] );
	this.next.push( v[ 0 ], v[ 1 ], v[ 2 ] );

	for( var j = 0; j < l - 1; j++ ) {
		var n = j * 2;
		this.indices_array.push( n, n + 1, n + 2 );
		this.indices_array.push( n + 2, n + 1, n + 3 );
	}

	if (!this.attributes) {
		this.attributes = {
			position: new THREE.BufferAttribute( new Float32Array( this.positions ), 3 ),
			previous: new THREE.BufferAttribute( new Float32Array( this.previous ), 3 ),
			next: new THREE.BufferAttribute( new Float32Array( this.next ), 3 ),
			side: new THREE.BufferAttribute( new Float32Array( this.side ), 1 ),
			width: new THREE.BufferAttribute( new Float32Array( this.width ), 1 ),
			uv: new THREE.BufferAttribute( new Float32Array( this.uvs ), 2 ),
			index: new THREE.BufferAttribute( new Uint16Array( this.indices_array ), 1 ),
			counters: new THREE.BufferAttribute( new Float32Array( this.counters ), 1 )
		}
	} else {
		this.attributes.position.copyArray(new Float32Array(this.positions));
		this.attributes.position.needsUpdate = true;
		this.attributes.previous.copyArray(new Float32Array(this.previous));
		this.attributes.previous.needsUpdate = true;
		this.attributes.next.copyArray(new Float32Array(this.next));
		this.attributes.next.needsUpdate = true;
		this.attributes.side.copyArray(new Float32Array(this.side));
		this.attributes.side.needsUpdate = true;
		this.attributes.width.copyArray(new Float32Array(this.width));
		this.attributes.width.needsUpdate = true;
		this.attributes.uv.copyArray(new Float32Array(this.uvs));
		this.attributes.uv.needsUpdate = true;
		this.attributes.index.copyArray(new Uint16Array(this.indices_array));
		this.attributes.index.needsUpdate = true;
	}

	this.geometry.setAttribute( 'position', this.attributes.position );
	this.geometry.setAttribute( 'previous', this.attributes.previous );
	this.geometry.setAttribute( 'next', this.attributes.next );
	this.geometry.setAttribute( 'side', this.attributes.side );
	this.geometry.setAttribute( 'width', this.attributes.width );
	this.geometry.setAttribute( 'uv', this.attributes.uv );
	this.geometry.setAttribute( 'counters', this.attributes.counters );

	this.geometry.setIndex( this.attributes.index );

}

function memcpy (src, srcOffset, dst, dstOffset, length) {
	var i

	src = src.subarray || src.slice ? src : src.buffer
	dst = dst.subarray || dst.slice ? dst : dst.buffer

	src = srcOffset ? src.subarray ?
	src.subarray(srcOffset, length && srcOffset + length) :
	src.slice(srcOffset, length && srcOffset + length) : src

	if (dst.set) {
		dst.set(src, dstOffset)
	} else {
		for (i=0; i<src.length; i++) {
			dst[i + dstOffset] = src[i]
		}
	}

	return dst
}

/**
 * Fast method to advance the line by one position.  The oldest position is removed.
 * @param position
 */
MeshLine.prototype.advance = function(position) {

	var positions = this.attributes.position.array;
	var previous = this.attributes.previous.array;
	var next = this.attributes.next.array;
	var l = positions.length;

	// PREVIOUS
	memcpy( positions, 0, previous, 0, l );

	// POSITIONS
	memcpy( positions, 6, positions, 0, l - 6 );

	positions[l - 6] = position.x;
	positions[l - 5] = position.y;
	positions[l - 4] = position.z;
	positions[l - 3] = position.x;
	positions[l - 2] = position.y;
	positions[l - 1] = position.z;

	// NEXT
	memcpy( positions, 6, next, 0, l - 6 );

	next[l - 6]  = position.x;
	next[l - 5]  = position.y;
	next[l - 4]  = position.z;
	next[l - 3]  = position.x;
	next[l - 2]  = position.y;
	next[l - 1]  = position.z;

	this.attributes.position.needsUpdate = true;
	this.attributes.previous.needsUpdate = true;
	this.attributes.next.needsUpdate = true;

};

THREE.ShaderChunk[ 'meshline_vert' ] = [
	'',
	THREE.ShaderChunk.logdepthbuf_pars_vertex,
	THREE.ShaderChunk.fog_pars_vertex,
	'',
	'attribute vec3 previous;',
	'attribute vec3 next;',
	'attribute float side;',
	'attribute float width;',
	'attribute float counters;',
	'',
	'uniform vec2 resolution;',
	'uniform float lineWidth;',
	'uniform vec3 color;',
	'uniform float opacity;',
	'uniform float near;',
	'uniform float far;',
	'uniform float sizeAttenuation;',
	'',
	'varying vec2 vUV;',
	'varying vec4 vColor;',
	'varying float vCounters;',
	'',
	'vec2 fix( vec4 i, float aspect ) {',
	'',
	'    vec2 res = i.xy / i.w;',
	'    res.x *= aspect;',
	'	 vCounters = counters;',
	'    return res;',
	'',
	'}',
	'',
	'void main() {',
	'',
	'    float aspect = resolution.x / resolution.y;',
	'    float pixelWidthRatio = 1. / (resolution.x * projectionMatrix[0][0]);',
	'',
	'    vColor = vec4( color, opacity );',
	'    vUV = uv;',
	'',
	'    mat4 m = projectionMatrix * modelViewMatrix;',
	'    vec4 finalPosition = m * vec4( position, 1.0 );',
	'    vec4 prevPos = m * vec4( previous, 1.0 );',
	'    vec4 nextPos = m * vec4( next, 1.0 );',
	'',
	'    vec2 currentP = fix( finalPosition, aspect );',
	'    vec2 prevP = fix( prevPos, aspect );',
	'    vec2 nextP = fix( nextPos, aspect );',
	'',
	'    float pixelWidth = finalPosition.w * pixelWidthRatio;',
	'    float w = 1.8 * pixelWidth * lineWidth * width;',
	'',
	'    if( sizeAttenuation == 1. ) {',
	'        w = 1.8 * lineWidth * width;',
	'    }',
	'',
	'    vec2 dir;',
	'    if( nextP == currentP ) dir = normalize( currentP - prevP );',
	'    else if( prevP == currentP ) dir = normalize( nextP - currentP );',
	'    else {',
	'        vec2 dir1 = normalize( currentP - prevP );',
	'        vec2 dir2 = normalize( nextP - currentP );',
	'        dir = normalize( dir1 + dir2 );',
	'',
	'        vec2 perp = vec2( -dir1.y, dir1.x );',
	'        vec2 miter = vec2( -dir.y, dir.x );',
	'        //w = clamp( w / dot( miter, perp ), 0., 4. * lineWidth * width );',
	'',
	'    }',
	'',
	'    //vec2 normal = ( cross( vec3( dir, 0. ), vec3( 0., 0., 1. ) ) ).xy;',
	'    vec2 normal = vec2( -dir.y, dir.x );',
	'    normal.x /= aspect;',
	'    normal *= .5 * w;',
	'',
	'    vec4 offset = vec4( normal * side, 0.0, 1.0 );',
	'    finalPosition.xy += offset.xy;',
	'',
	'    gl_Position = finalPosition;',
	'',
	THREE.ShaderChunk.logdepthbuf_vertex,
  THREE.ShaderChunk.fog_vertex && '    vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );',
  THREE.ShaderChunk.fog_vertex,
	'}'
].join( '\r\n' );

THREE.ShaderChunk[ 'meshline_frag' ] = [
	'',
	THREE.ShaderChunk.fog_pars_fragment,
	THREE.ShaderChunk.logdepthbuf_pars_fragment,
	'',
	'uniform sampler2D map;',
	'uniform sampler2D alphaMap;',
	'uniform float useMap;',
	'uniform float useAlphaMap;',
	'uniform float useDash;',
	'uniform float dashArray;',
	'uniform float dashOffset;',
	'uniform float dashRatio;',
	'uniform float visibility;',
	'uniform float alphaTest;',
	'uniform vec2 repeat;',
	'',
	'varying vec2 vUV;',
	'varying vec4 vColor;',
	'varying float vCounters;',
	'',
	'void main() {',
	'',
	THREE.ShaderChunk.logdepthbuf_fragment,
	'',
	'    vec4 c = vColor;',
	'    if( useMap == 1. ) c *= texture2D( map, vUV * repeat );',
	'    if( useAlphaMap == 1. ) c.a *= texture2D( alphaMap, vUV * repeat ).a;',
	'    if( c.a < alphaTest ) discard;',
	'    if( useDash == 1. ){',
	'        c.a *= ceil(mod(vCounters + dashOffset, dashArray) - (dashArray * dashRatio));',
	'    }',
	'    gl_FragColor = c;',
	'    gl_FragColor.a *= step(vCounters, visibility);',
	'',
	THREE.ShaderChunk.fog_fragment,
	'}'
].join( '\r\n' );

function MeshLineMaterial( parameters ) {

	THREE.ShaderMaterial.call( this, {
		uniforms: Object.assign({},
			THREE.UniformsLib.fog,
			{
				lineWidth: { value: 1 },
				map: { value: null },
				useMap: { value: 0 },
				alphaMap: { value: null },
				useAlphaMap: { value: 0 },
				color: { value: new THREE.Color( 0xffffff ) },
				opacity: { value: 1 },
				resolution: { value: new THREE.Vector2( 1, 1 ) },
				sizeAttenuation: { value: 1 },
				near: { value: 1 },
				far: { value: 1 },
				dashArray: { value: 0 },
				dashOffset: { value: 0 },
				dashRatio: { value: 0.5 },
				useDash: { value: 0 },
				visibility: {value: 1 },
				alphaTest: {value: 0 },
				repeat: { value: new THREE.Vector2( 1, 1 ) },
			}
		),

		vertexShader: THREE.ShaderChunk.meshline_vert,

		fragmentShader: THREE.ShaderChunk.meshline_frag,

	} );

	this.type = 'MeshLineMaterial';

	Object.defineProperties( this, {
		lineWidth: {
			enumerable: true,
			get: function () {
				return this.uniforms.lineWidth.value;
			},
			set: function ( value ) {
				this.uniforms.lineWidth.value = value;
			}
		},
		map: {
			enumerable: true,
			get: function () {
				return this.uniforms.map.value;
			},
			set: function ( value ) {
				this.uniforms.map.value = value;
			}
		},
		useMap: {
			enumerable: true,
			get: function () {
				return this.uniforms.useMap.value;
			},
			set: function ( value ) {
				this.uniforms.useMap.value = value;
			}
		},
		alphaMap: {
			enumerable: true,
			get: function () {
				return this.uniforms.alphaMap.value;
			},
			set: function ( value ) {
				this.uniforms.alphaMap.value = value;
			}
		},
		useAlphaMap: {
			enumerable: true,
			get: function () {
				return this.uniforms.useAlphaMap.value;
			},
			set: function ( value ) {
				this.uniforms.useAlphaMap.value = value;
			}
		},
		color: {
			enumerable: true,
			get: function () {
				return this.uniforms.color.value;
			},
			set: function ( value ) {
				this.uniforms.color.value = value;
			}
		},
		opacity: {
			enumerable: true,
			get: function () {
				return this.uniforms.opacity.value;
			},
			set: function ( value ) {
				this.uniforms.opacity.value = value;
			}
		},
		resolution: {
			enumerable: true,
			get: function () {
				return this.uniforms.resolution.value;
			},
			set: function ( value ) {
				this.uniforms.resolution.value.copy( value );
			}
		},
		sizeAttenuation: {
			enumerable: true,
			get: function () {
				return this.uniforms.sizeAttenuation.value;
			},
			set: function ( value ) {
				this.uniforms.sizeAttenuation.value = value;
			}
		},
		near: {
			enumerable: true,
			get: function () {
				return this.uniforms.near.value;
			},
			set: function ( value ) {
				this.uniforms.near.value = value;
			}
		},
		far: {
			enumerable: true,
			get: function () {
				return this.uniforms.far.value;
			},
			set: function ( value ) {
				this.uniforms.far.value = value;
			}
		},
		dashArray: {
			enumerable: true,
			get: function () {
				return this.uniforms.dashArray.value;
			},
			set: function ( value ) {
				this.uniforms.dashArray.value = value;
				this.useDash = ( value !== 0 ) ? 1 : 0
			}
		},
		dashOffset: {
			enumerable: true,
			get: function () {
				return this.uniforms.dashOffset.value;
			},
			set: function ( value ) {
				this.uniforms.dashOffset.value = value;
			}
		},
		dashRatio: {
			enumerable: true,
			get: function () {
				return this.uniforms.dashRatio.value;
			},
			set: function ( value ) {
				this.uniforms.dashRatio.value = value;
			}
		},
		useDash: {
			enumerable: true,
			get: function () {
				return this.uniforms.useDash.value;
			},
			set: function ( value ) {
				this.uniforms.useDash.value = value;
			}
		},
		visibility: {
			enumerable: true,
			get: function () {
				return this.uniforms.visibility.value;
			},
			set: function ( value ) {
				this.uniforms.visibility.value = value;
			}
		},
		alphaTest: {
			enumerable: true,
			get: function () {
				return this.uniforms.alphaTest.value;
			},
			set: function ( value ) {
				this.uniforms.alphaTest.value = value;
			}
		},
		repeat: {
			enumerable: true,
			get: function () {
				return this.uniforms.repeat.value;
			},
			set: function ( value ) {
				this.uniforms.repeat.value.copy( value );
			}
		},
	});

	this.setValues( parameters );
}

MeshLineMaterial.prototype = Object.create( THREE.ShaderMaterial.prototype );
MeshLineMaterial.prototype.constructor = MeshLineMaterial;
MeshLineMaterial.prototype.isMeshLineMaterial = true;

MeshLineMaterial.prototype.copy = function ( source ) {

	THREE.ShaderMaterial.prototype.copy.call( this, source );

	this.lineWidth = source.lineWidth;
	this.map = source.map;
	this.useMap = source.useMap;
	this.alphaMap = source.alphaMap;
	this.useAlphaMap = source.useAlphaMap;
	this.color.copy( source.color );
	this.opacity = source.opacity;
	this.resolution.copy( source.resolution );
	this.sizeAttenuation = source.sizeAttenuation;
	this.near = source.near;
	this.far = source.far;
	this.dashArray.copy( source.dashArray );
	this.dashOffset.copy( source.dashOffset );
	this.dashRatio.copy( source.dashRatio );
	this.useDash = source.useDash;
	this.visibility = source.visibility;
	this.alphaTest = source.alphaTest;
	this.repeat.copy( source.repeat );

	return this;

};

if( typeof exports !== 'undefined' ) {
	if( typeof module !== 'undefined' && module.exports ) {
		exports = module.exports = { MeshLine: MeshLine, MeshLineMaterial: MeshLineMaterial };
	}
	exports.MeshLine = MeshLine;
	exports.MeshLineMaterial = MeshLineMaterial;
}
else {
	root.MeshLine = MeshLine;
	root.MeshLineMaterial = MeshLineMaterial;
}

}).call(this);
