import { TempNode } from '../core/TempNode.js';
import { FunctionNode } from '../core/FunctionNode.js';
import { FunctionCallNode } from '../core/FunctionCallNode.js';
import { FloatNode } from '../inputs/FloatNode.js';
import { PositionNode } from '../accessors/PositionNode.js';
import { Noise2DNode } from './Noise2DNode.js';

const NOISE3D_SRC = `
float noise3d( vec3 P, float amplitude, float pivot ) {

	vec3 Pi0 = floor(P); // Integer part for indexing
	vec3 Pi1 = Pi0 + vec3(1.0); // Integer part + 1
	Pi0 = mod289(Pi0);
	Pi1 = mod289(Pi1);
	vec3 Pf0 = fract(P); // Fractional part for interpolation
	vec3 Pf1 = Pf0 - vec3(1.0); // Fractional part - 1.0
	vec4 ix = vec4(Pi0.x, Pi1.x, Pi0.x, Pi1.x);
	vec4 iy = vec4(Pi0.yy, Pi1.yy);
	vec4 iz0 = Pi0.zzzz;
	vec4 iz1 = Pi1.zzzz;

	vec4 ixy = permute(permute(ix) + iy);
	vec4 ixy0 = permute(ixy + iz0);
	vec4 ixy1 = permute(ixy + iz1);

	vec4 gx0 = ixy0 * (1.0 / 7.0);
	vec4 gy0 = fract(floor(gx0) * (1.0 / 7.0)) - 0.5;
	gx0 = fract(gx0);
	vec4 gz0 = vec4(0.5) - abs(gx0) - abs(gy0);
	vec4 sz0 = step(gz0, vec4(0.0));
	gx0 -= sz0 * (step(0.0, gx0) - 0.5);
	gy0 -= sz0 * (step(0.0, gy0) - 0.5);

	vec4 gx1 = ixy1 * (1.0 / 7.0);
	vec4 gy1 = fract(floor(gx1) * (1.0 / 7.0)) - 0.5;
	gx1 = fract(gx1);
	vec4 gz1 = vec4(0.5) - abs(gx1) - abs(gy1);
	vec4 sz1 = step(gz1, vec4(0.0));
	gx1 -= sz1 * (step(0.0, gx1) - 0.5);
	gy1 -= sz1 * (step(0.0, gy1) - 0.5);

	vec3 g000 = vec3(gx0.x,gy0.x,gz0.x);
	vec3 g100 = vec3(gx0.y,gy0.y,gz0.y);
	vec3 g010 = vec3(gx0.z,gy0.z,gz0.z);
	vec3 g110 = vec3(gx0.w,gy0.w,gz0.w);
	vec3 g001 = vec3(gx1.x,gy1.x,gz1.x);
	vec3 g101 = vec3(gx1.y,gy1.y,gz1.y);
	vec3 g011 = vec3(gx1.z,gy1.z,gz1.z);
	vec3 g111 = vec3(gx1.w,gy1.w,gz1.w);

	vec4 norm0 = taylorInvSqrt(vec4(dot(g000, g000), dot(g010, g010), dot(g100, g100), dot(g110, g110)));
	g000 *= norm0.x;
	g010 *= norm0.y;
	g100 *= norm0.z;
	g110 *= norm0.w;
	vec4 norm1 = taylorInvSqrt(vec4(dot(g001, g001), dot(g011, g011), dot(g101, g101), dot(g111, g111)));
	g001 *= norm1.x;
	g011 *= norm1.y;
	g101 *= norm1.z;
	g111 *= norm1.w;

	float n000 = dot(g000, Pf0);
	float n100 = dot(g100, vec3(Pf1.x, Pf0.yz));
	float n010 = dot(g010, vec3(Pf0.x, Pf1.y, Pf0.z));
	float n110 = dot(g110, vec3(Pf1.xy, Pf0.z));
	float n001 = dot(g001, vec3(Pf0.xy, Pf1.z));
	float n101 = dot(g101, vec3(Pf1.x, Pf0.y, Pf1.z));
	float n011 = dot(g011, vec3(Pf0.x, Pf1.yz));
	float n111 = dot(g111, Pf1);

	vec3 fade_xyz = fade(Pf0);
	vec4 n_z = mix(vec4(n000, n100, n010, n110), vec4(n001, n101, n011, n111), fade_xyz.z);
	vec2 n_yz = mix(n_z.xy, n_z.zw, fade_xyz.y);
	float n_xyz = mix(n_yz.x, n_yz.y, fade_xyz.x);
	return 2.2 * n_xyz * amplitude + pivot;

}
`.trim();

class Noise3DNode extends TempNode {

	constructor( position = new PositionNode(), amplitude = new FloatNode( 1.0 ), pivot = new FloatNode( 0.0 ) ) {

		super( 'f' );

		this.position = position;
		this.amplitude = amplitude;
		this.pivot = pivot;

	}

	generate( builder, output ) {

		const noise3d = new FunctionCallNode( Noise3DNode.Nodes.noise3d, [ this.position, this.amplitude, this.pivot ] );
		return builder.format( noise3d.generate( builder, output ), this.getType( builder ), output );

	}

	copy( source ) {

		super.copy( source );

		this.position = source.position;
		this.amplitude = source.amplitude;
		this.pivot = source.pivot;

	}

	toJSON( meta ) {

		let data = this.getJSONNode( meta );

		if ( ! data ) {

			data = this.createJSONNode( meta );

			data.position = this.position.toJSON( meta ).uuid;
			data.amplitude = this.amplitude.toJSON( meta ).uuid;
			data.pivot = this.pivot.toJSON( meta ).uuid;

		}

		return data;

	}

}

Noise3DNode.prototype.nodeType = 'Noise3D';

Noise3DNode.Nodes = ( function () {

	const noise3d = new FunctionNode( NOISE3D_SRC );

	noise3d.includes = [ Noise2DNode.Nodes.noiseCommon ];

	return { noise3d };

} )();

export { Noise3DNode };