;(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() {
    THREE.BufferGeometry.call(this)
    this.type = 'MeshLine'

    this.positions = []

    this.previous = []
    this.next = []
    this.side = []
    this.width = []
    this.indices_array = []
    this.uvs = []
    this.counters = []
    this._points = []
    this._geom = null

    this.widthCallback = null

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

    Object.defineProperties(this, {
      // this is now a bufferGeometry
      // add getter to support previous api
      geometry: {
        enumerable: true,
        get: function() {
          return this
        },
      },
      geom: {
        enumerable: true,
        get: function() {
          return this._geom
        },
        set: function(value) {
          this.setGeometry(value, this.widthCallback)
        },
      },
      // for declaritive architectures
      // to return the same value that sets the points
      // eg. this.points = points
      // console.log(this.points) -> points
      points: {
        enumerable: true,
        get: function() {
          return this._points
        },
        set: function(value) {
          this.setPoints(value, this.widthCallback)
        },
      },
    })
  }

  MeshLine.prototype = Object.create(THREE.BufferGeometry.prototype)
  MeshLine.prototype.constructor = MeshLine
  MeshLine.prototype.isMeshLine = true

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

  // setting via a geometry is rather superfluous
  // as you're creating a unecessary geometry just to throw away
  // but exists to support previous api
  MeshLine.prototype.setGeometry = function(g, c) {
		// as the input geometry are mutated we store them
		// for later retreival when necessary (declaritive architectures)
		this._geometry = g;
		if (g instanceof THREE.Geometry) {
			this.setPoints(g.vertices, c);
		} else if (g instanceof THREE.BufferGeometry) {
			this.setPoints(g.getAttribute("position").array, c);
		} else {
			this.setPoints(g, c);
		}
  }

  MeshLine.prototype.setPoints = function(points, wcb) {
		if (!(points instanceof Float32Array) && !(points instanceof Array)) {
			console.error(
				"ERROR: The BufferArray of points is not instancied correctly."
			);
			return;
		}
		// as the points are mutated we store them
		// for later retreival when necessary (declaritive architectures)
		this._points = points;
		this.widthCallback = wcb;
		this.positions = [];
		this.counters = [];
		if (window.Q3D !== undefined) {			// @minorua
			var cumLengths = [0], length = 0;
			var i, j, dx, dy, dz, c;

			for (i = 3; i < points.length; i += 3) {
				dx = points[i] - points[i - 3];
				dy = points[i + 1] - points[i - 2];
				dz = points[i + 2] - points[i - 1];
				length += Math.sqrt(dx * dx + dy * dy + dz * dz);
				cumLengths.push(length);
			}
			for (i = 0, j = 0; j < points.length; i++, j += 3) {
				c = cumLengths[i] / length;
				this.positions.push(points[j], points[j + 1], points[j + 2]);
				this.positions.push(points[j], points[j + 1], points[j + 2]);
				this.counters.push(c);
				this.counters.push(c);
			}
		} else if (points.length && points[0] instanceof THREE.Vector3) {
			// could transform Vector3 array into the array used below
			// but this approach will only loop through the array once
			// and is more performant
			for (var j = 0; j < points.length; j++) {
				var p = points[j];
				var c = j / points.length;
				this.positions.push(p.x, p.y, p.z);
				this.positions.push(p.x, p.y, p.z);
				this.counters.push(c);
				this.counters.push(c);
			}
		} else {
			for (var j = 0; j < points.length; j += 3) {
				var c = j / points.length;
				this.positions.push(points[j], points[j + 1], points[j + 2]);
				this.positions.push(points[j], points[j + 1], points[j + 2]);
				this.counters.push(c);
				this.counters.push(c);
			}
		}
		this.process();
  }

  function MeshLineRaycast(raycaster, intersects) {
    var inverseMatrix = new THREE.Matrix4()
    var ray = new THREE.Ray()
    var sphere = new THREE.Sphere()
    var interRay = new THREE.Vector3()
    var geometry = this.geometry
    // 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
    var index = geometry.index
    var attributes = geometry.attributes

    if (index !== null) {
      var indices = index.array
      var positions = attributes.position.array
      var widths = attributes.width.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 width = widths[Math.floor(i / 3)] != undefined ? widths[Math.floor(i / 3)] : 1
        var precision = raycaster.params.Line.threshold + (this.material.lineWidth * width) / 2
        var precisionSq = precision * precision

        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,
        })
        // make event only fire once
        i = l
      }
    }
  }
  MeshLine.prototype.raycast = MeshLineRaycast
  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 = []

    var w

    var v
    // initial previous points
    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; j++) {
      // sides
      this.side.push(1)
      this.side.push(-1)

      // widths
      if (this.widthCallback) w = this.widthCallback(j / (l - 1))
      else w = 1
      this.width.push(w)
      this.width.push(w)

      // uvs
      this.uvs.push(j / (l - 1), 0)
      this.uvs.push(j / (l - 1), 1)

      if (j < l - 1) {
        // points previous to poisitions
        v = this.copyV3(j)
        this.previous.push(v[0], v[1], v[2])
        this.previous.push(v[0], v[1], v[2])

        // indices
        var n = j * 2
        this.indices_array.push(n, n + 1, n + 2)
        this.indices_array.push(n + 2, n + 1, n + 3)
      }
      if (j > 0) {
        // points after poisitions
        v = this.copyV3(j)
        this.next.push(v[0], v[1], v[2])
        this.next.push(v[0], v[1], v[2])
      }
    }

    // last next point
    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])

    // redefining the attribute seems to prevent range errors
    // if the user sets a differing number of vertices
    if (!this._attributes || this._attributes.position.count !== this.positions.length) {
      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.setAttribute('position', this._attributes.position)
    this.setAttribute('previous', this._attributes.previous)
    this.setAttribute('next', this._attributes.next)
    this.setAttribute('side', this._attributes.side)
    this.setAttribute('width', this._attributes.width)
    this.setAttribute('uv', this._attributes.uv)
    this.setAttribute('counters', this._attributes.counters)

    this.setIndex(this._attributes.index)

    this.computeBoundingSphere()
    this.computeBoundingBox()
  }

  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 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;',
    '',
    '    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 w = 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;',
    '    vec4 normal = vec4( -dir.y, dir.x, 0., 1. );',
    '    normal.xy *= .5 * w;',
    '    normal *= projectionMatrix;',
    '    if( sizeAttenuation == 0. ) {',
    '        normal.xy *= finalPosition.w;',
    '        normal.xy /= ( vec4( resolution, 0., 1. ) * projectionMatrix ).xy;',
    '    }',
    '',
    '    finalPosition.xy += normal.xy * side;',
    '',
    '    gl_Position = finalPosition;',
    '',
    THREE.ShaderChunk.logdepthbuf_vertex,
    THREE.ShaderChunk.fog_vertex && '    vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );',
    THREE.ShaderChunk.fog_vertex,
    '}',
  ].join('\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('\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 },
        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
        },
      },
      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.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,
        MeshLineRaycast: MeshLineRaycast,
      }
    }
    exports.MeshLine = MeshLine
    exports.MeshLineMaterial = MeshLineMaterial
    exports.MeshLineRaycast = MeshLineRaycast
  } else {
    root.MeshLine = MeshLine
    root.MeshLineMaterial = MeshLineMaterial
    root.MeshLineRaycast = MeshLineRaycast
  }
}.call(this))
