/******************************************************************************
 * Spine Runtimes Software License
 * Version 2.5
 *
 * Copyright (c) 2013-2016, Esoteric Software
 * All rights reserved.
 *
 * You are granted a perpetual, non-exclusive, non-sublicensable, and
 * non-transferable license to use, install, execute, and perform the Spine
 * Runtimes software and derivative works solely for personal or internal
 * use. Without the written permission of Esoteric Software (see Section 2 of
 * the Spine Software License Agreement), you may not (a) modify, translate,
 * adapt, or develop new applications using the Spine Runtimes or otherwise
 * create derivative works or improvements of the Spine Runtimes or (b) remove,
 * delete, alter, or obscure any trademarks or any copyright, trademark, patent,
 * or other intellectual property or proprietary rights notices on or in the
 * Software, including any copy thereof. Redistributions in binary or source
 * form must include this license and terms.
 *
 * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR
 * IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
 * MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
 * EVENT SHALL ESOTERIC SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
 * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
 * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS INTERRUPTION, OR LOSS OF
 * USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER
 * IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
 * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
 * POSSIBILITY OF SUCH DAMAGE.
 *****************************************************************************/

namespace pixi_spine.core {
    export abstract class Attachment {
        name: string;

        constructor(name: string) {
            if (name == null) throw new Error("name cannot be null.");
            this.name = name;
        }
    }

    export abstract class VertexAttachment extends Attachment {
        bones: Array<number>;
        vertices: ArrayLike<number>;
        worldVerticesLength = 0;

        constructor(name: string) {
            super(name);
        }

        computeWorldVertices(slot: Slot, worldVertices: ArrayLike<number>) {
            this.computeWorldVerticesWith(slot, 0, this.worldVerticesLength, worldVertices, 0);
        }

        /** Transforms local vertices to world coordinates.
         * @param start The index of the first local vertex value to transform. Each vertex has 2 values, x and y.
         * @param count The number of world vertex values to output. Must be <= {@link #getWorldVerticesLength()} - start.
         * @param worldVertices The output world vertices. Must have a length >= offset + count.
         * @param offset The worldVertices index to begin writing values. */
        computeWorldVerticesWith(slot: Slot, start: number, count: number, worldVertices: ArrayLike<number>, offset: number) {
            count += offset;
            let skeleton = slot.bone.skeleton;
            let deformArray = slot.attachmentVertices;
            let vertices = this.vertices;
            let bones = this.bones;
            if (bones == null) {
                if (deformArray.length > 0) vertices = deformArray;
                let bone = slot.bone;
                let m = bone.matrix;
                let x = m.tx;
                let y = m.ty;
                let a = m.a, b = m.c, c = m.b, d = m.d;
                for (let v = start, w = offset; w < count; v += 2, w += 2) {
                    let vx = vertices[v], vy = vertices[v + 1];
                    worldVertices[w] = vx * a + vy * b + x;
                    worldVertices[w + 1] = vx * c + vy * d + y;
                }
                return;
            }
            let v = 0, skip = 0;
            for (let i = 0; i < start; i += 2) {
                let n = bones[v];
                v += n + 1;
                skip += n;
            }
            let skeletonBones = skeleton.bones;
            if (deformArray.length == 0) {
                for (let w = offset, b = skip * 3; w < count; w += 2) {
                    let wx = 0, wy = 0;
                    let n = bones[v++];
                    n += v;
                    for (; v < n; v++, b += 3) {
                        let bone = skeletonBones[bones[v]];
                        let m = bone.matrix;
                        let vx = vertices[b], vy = vertices[b + 1], weight = vertices[b + 2];
                        wx += (vx * m.a + vy * m.c + m.tx) * weight;
                        wy += (vx * m.b + vy * m.d + m.ty) * weight;
                    }
                    worldVertices[w] = wx;
                    worldVertices[w + 1] = wy;
                }
            } else {
                let deform = deformArray;
                for (let w = offset, b = skip * 3, f = skip << 1; w < count; w += 2) {
                    let wx = 0, wy = 0;
                    let n = bones[v++];
                    n += v;
                    for (; v < n; v++, b += 3, f += 2) {
                        let bone = skeletonBones[bones[v]];
                        let m = bone.matrix;
                        let vx = vertices[b] + deform[f], vy = vertices[b + 1] + deform[f + 1], weight = vertices[b + 2];
                        wx += (vx * m.a + vy * m.c + m.tx) * weight;
                        wy += (vx * m.b + vy * m.d + m.ty) * weight;
                    }
                    worldVertices[w] = wx;
                    worldVertices[w + 1] = wy;
                }
            }
        }

        /** Returns true if a deform originally applied to the specified attachment should be applied to this attachment. */
        applyDeform(sourceAttachment: VertexAttachment) {
            return this == sourceAttachment;
        }
    }
}