/**
 * Loads a Wavefront .mtl file specifying materials
 *
 * @author angelxuanchang
 */

THREE.MTLLoader = function( baseUrl, options, crossOrigin ) {

	this.baseUrl = baseUrl;
	this.options = options;
	this.crossOrigin = crossOrigin;

};

THREE.MTLLoader.prototype = {

	constructor: THREE.MTLLoader,

	load: function ( url, onLoad, onProgress, onError ) {

		var scope = this;

		var loader = new THREE.XHRLoader();
		loader.setCrossOrigin( this.crossOrigin );
		loader.load( url, function ( text ) {

			onLoad( scope.parse( text ) );

		}, onProgress, onError );

	},

	/**
	 * Parses loaded MTL file
	 * @param text - Content of MTL file
	 * @return {THREE.MTLLoader.MaterialCreator}
	 */
	parse: function ( text ) {

		var lines = text.split( "\n" );
		var info = {};
		var delimiter_pattern = /\s+/;
		var materialsInfo = {};

		for ( var i = 0; i < lines.length; i ++ ) {

			var line = lines[ i ];
			line = line.trim();

			if ( line.length === 0 || line.charAt( 0 ) === '#' ) {

				// Blank line or comment ignore
				continue;

			}

			var pos = line.indexOf( ' ' );

			var key = ( pos >= 0 ) ? line.substring( 0, pos ) : line;
			key = key.toLowerCase();

			var value = ( pos >= 0 ) ? line.substring( pos + 1 ) : "";
			value = value.trim();

			if ( key === "newmtl" ) {

				// New material

				info = { name: value };
				materialsInfo[ value ] = info;

			} else if ( info ) {

				if ( key === "ka" || key === "kd" || key === "ks" ) {

					var ss = value.split( delimiter_pattern, 3 );
					info[ key ] = [ parseFloat( ss[0] ), parseFloat( ss[1] ), parseFloat( ss[2] ) ];

				} else {

					info[ key ] = value;

				}

			}

		}

		var materialCreator = new THREE.MTLLoader.MaterialCreator( this.baseUrl, this.options );
		materialCreator.crossOrigin = this.crossOrigin
		materialCreator.setMaterials( materialsInfo );
		return materialCreator;

	}

};

/**
 * Create a new THREE-MTLLoader.MaterialCreator
 * @param baseUrl - Url relative to which textures are loaded
 * @param options - Set of options on how to construct the materials
 *                  side: Which side to apply the material
 *                        THREE.FrontSide (default), THREE.BackSide, THREE.DoubleSide
 *                  wrap: What type of wrapping to apply for textures
 *                        THREE.RepeatWrapping (default), THREE.ClampToEdgeWrapping, THREE.MirroredRepeatWrapping
 *                  normalizeRGB: RGBs need to be normalized to 0-1 from 0-255
 *                                Default: false, assumed to be already normalized
 *                  ignoreZeroRGBs: Ignore values of RGBs (Ka,Kd,Ks) that are all 0's
 *                                  Default: false
 *                  invertTransparency: If transparency need to be inverted (inversion is needed if d = 0 is fully opaque)
 *                                      Default: false (d = 1 is fully opaque)
 * @constructor
 */

THREE.MTLLoader.MaterialCreator = function( baseUrl, options ) {

	this.baseUrl = baseUrl;
	this.options = options;
	this.materialsInfo = {};
	this.materials = {};
	this.materialsArray = [];
	this.nameLookup = {};

	this.side = ( this.options && this.options.side ) ? this.options.side : THREE.FrontSide;
	this.wrap = ( this.options && this.options.wrap ) ? this.options.wrap : THREE.RepeatWrapping;

};

THREE.MTLLoader.MaterialCreator.prototype = {

	constructor: THREE.MTLLoader.MaterialCreator,

	setMaterials: function( materialsInfo ) {

		this.materialsInfo = this.convert( materialsInfo );
		this.materials = {};
		this.materialsArray = [];
		this.nameLookup = {};

	},

	convert: function( materialsInfo ) {

		if ( !this.options ) return materialsInfo;

		var converted = {};

		for ( var mn in materialsInfo ) {

			// Convert materials info into normalized form based on options

			var mat = materialsInfo[ mn ];

			var covmat = {};

			converted[ mn ] = covmat;

			for ( var prop in mat ) {

				var save = true;
				var value = mat[ prop ];
				var lprop = prop.toLowerCase();

				switch ( lprop ) {

					case 'kd':
					case 'ka':
					case 'ks':

						// Diffuse color (color under white light) using RGB values

						if ( this.options && this.options.normalizeRGB ) {

							value = [ value[ 0 ] / 255, value[ 1 ] / 255, value[ 2 ] / 255 ];

						}

						if ( this.options && this.options.ignoreZeroRGBs ) {

							if ( value[ 0 ] === 0 && value[ 1 ] === 0 && value[ 1 ] === 0 ) {

								// ignore

								save = false;

							}
						}

						break;

					case 'd':

						// According to MTL format (http://paulbourke.net/dataformats/mtl/):
						//   d is dissolve for current material
						//   factor of 1.0 is fully opaque, a factor of 0 is fully dissolved (completely transparent)

						if ( this.options && this.options.invertTransparency ) {

							value = 1 - value;

						}

						break;

					default:

						break;
				}

				if ( save ) {

					covmat[ lprop ] = value;

				}

			}

		}

		return converted;

	},

	preload: function () {

		for ( var mn in this.materialsInfo ) {

			this.create( mn );

		}

	},

	getIndex: function( materialName ) {

		return this.nameLookup[ materialName ];

	},

	getAsArray: function() {

		var index = 0;

		for ( var mn in this.materialsInfo ) {

			this.materialsArray[ index ] = this.create( mn );
			this.nameLookup[ mn ] = index;
			index ++;

		}

		return this.materialsArray;

	},

	create: function ( materialName ) {

		if ( this.materials[ materialName ] === undefined ) {

			this.createMaterial_( materialName );

		}

		return this.materials[ materialName ];

	},

	createMaterial_: function ( materialName ) {

		// Create material

		var mat = this.materialsInfo[ materialName ];
		var params = {

			name: materialName,
			side: this.side

		};

		for ( var prop in mat ) {

			var value = mat[ prop ];

			switch ( prop.toLowerCase() ) {

				// Ns is material specular exponent

				case 'kd':

					// Diffuse color (color under white light) using RGB values

					params[ 'diffuse' ] = new THREE.Color().fromArray( value );

					break;

				case 'ka':

					// Ambient color (color under shadow) using RGB values

					break;

				case 'ks':

					// Specular color (color when light is reflected from shiny surface) using RGB values
					params[ 'specular' ] = new THREE.Color().fromArray( value );

					break;

				case 'map_kd':

					// Diffuse texture map

					params[ 'map' ] = this.loadTexture( this.baseUrl + value );
					params[ 'map' ].wrapS = this.wrap;
					params[ 'map' ].wrapT = this.wrap;

					break;

				case 'ns':

					// The specular exponent (defines the focus of the specular highlight)
					// A high exponent results in a tight, concentrated highlight. Ns values normally range from 0 to 1000.

					params['shininess'] = value;

					break;

				case 'd':

					// According to MTL format (http://paulbourke.net/dataformats/mtl/):
					//   d is dissolve for current material
					//   factor of 1.0 is fully opaque, a factor of 0 is fully dissolved (completely transparent)

					if ( value < 1 ) {

						params['transparent'] = true;
						params['opacity'] = value;

					}

					break;

				case 'map_bump':
				case 'bump':

					// Bump texture map

					if ( params[ 'bumpMap' ] ) break; // Avoid loading twice.

					params[ 'bumpMap' ] = this.loadTexture( this.baseUrl + value );
					params[ 'bumpMap' ].wrapS = this.wrap;
					params[ 'bumpMap' ].wrapT = this.wrap;

					break;

				default:
					break;

			}

		}

		if ( params[ 'diffuse' ] ) {

			params[ 'color' ] = params[ 'diffuse' ];

		}

		this.materials[ materialName ] = new THREE.MeshPhongMaterial( params );
		return this.materials[ materialName ];

	},


	loadTexture: function ( url, mapping, onLoad, onError ) {

		var texture;
		var loader = THREE.Loader.Handlers.get( url );

		if ( loader !== null ) {

			texture = loader.load( url, onLoad );

		} else {

			texture = new THREE.Texture();

			loader = new THREE.ImageLoader();
			loader.crossOrigin = this.crossOrigin;
			loader.load( url, function ( image ) {

				texture.image = THREE.MTLLoader.ensurePowerOfTwo_( image );
				texture.needsUpdate = true;

				if ( onLoad ) onLoad( texture );

			} );

		}

		if ( mapping !== undefined ) texture.mapping = mapping;

		return texture;

	}

};

THREE.MTLLoader.ensurePowerOfTwo_ = function ( image ) {

	if ( ! THREE.Math.isPowerOfTwo( image.width ) || ! THREE.Math.isPowerOfTwo( image.height ) ) {

		var canvas = document.createElement( "canvas" );
		canvas.width = THREE.MTLLoader.nextHighestPowerOfTwo_( image.width );
		canvas.height = THREE.MTLLoader.nextHighestPowerOfTwo_( image.height );

		var ctx = canvas.getContext("2d");
		ctx.drawImage( image, 0, 0, image.width, image.height, 0, 0, canvas.width, canvas.height );
		return canvas;

	}

	return image;

};

THREE.MTLLoader.nextHighestPowerOfTwo_ = function( x ) {

	-- x;

	for ( var i = 1; i < 32; i <<= 1 ) {

		x = x | x >> i;

	}

	return x + 1;

};

THREE.EventDispatcher.prototype.apply( THREE.MTLLoader.prototype );
