import {
	BufferGeometry,
	Float32BufferAttribute,
	LineSegments,
	LineBasicMaterial,
	Vector3
} from 'three';

const _v1 = new Vector3();
const _v2 = new Vector3();

class VertexTangentsHelper extends LineSegments {

	constructor( object, size = 1, color = 0x00ffff ) {

		const objGeometry = object.geometry;

		if ( ! ( objGeometry && objGeometry.isBufferGeometry ) ) {

			console.error( 'THREE.VertexTangentsHelper: geometry not an instance of THREE.BufferGeometry.', objGeometry );
			return;

		}

		const nTangents = objGeometry.attributes.tangent.count;

		//

		const geometry = new BufferGeometry();

		const positions = new Float32BufferAttribute( nTangents * 2 * 3, 3 );

		geometry.setAttribute( 'position', positions );

		super( geometry, new LineBasicMaterial( { color, toneMapped: false } ) );

		this.object = object;
		this.size = size;
		this.type = 'VertexTangentsHelper';

		//

		this.matrixAutoUpdate = false;

		this.update();

	}

	update() {

		this.object.updateMatrixWorld( true );

		const matrixWorld = this.object.matrixWorld;

		const position = this.geometry.attributes.position;

		//

		const objGeometry = this.object.geometry;

		const objPos = objGeometry.attributes.position;

		const objTan = objGeometry.attributes.tangent;

		let idx = 0;

		// for simplicity, ignore index and drawcalls, and render every tangent

		for ( let j = 0, jl = objPos.count; j < jl; j ++ ) {

			_v1.set( objPos.getX( j ), objPos.getY( j ), objPos.getZ( j ) ).applyMatrix4( matrixWorld );

			_v2.set( objTan.getX( j ), objTan.getY( j ), objTan.getZ( j ) );

			_v2.transformDirection( matrixWorld ).multiplyScalar( this.size ).add( _v1 );

			position.setXYZ( idx, _v1.x, _v1.y, _v1.z );

			idx = idx + 1;

			position.setXYZ( idx, _v2.x, _v2.y, _v2.z );

			idx = idx + 1;

		}

		position.needsUpdate = true;

	}

}

export { VertexTangentsHelper };
