// Type definitions for three.js (Projector.js)
// Project: https://github.com/mrdoob/three.js/blob/master/examples/js/renderers/Projector.js
// Definitions by: Satoru Kimura <https://github.com/gyohk>
// Definitions: https://github.com/DefinitelyTyped/DefinitelyTyped

/// <reference path="./three.d.ts" />

declare namespace THREE {
    // Renderers / Renderables /////////////////////////////////////////////////////////////////////
    export class RenderableObject {
        constructor();

        id: number;
        object: Object;
        z: number;
    }

    export class 
 {
        constructor();

        id: number;
        v1: RenderableVertex;
        v2: RenderableVertex;
        v3: RenderableVertex;
        normalModel: Vector3;
        vertexNormalsModel: Vector3[];
        vertexNormalsLength: number;
        color: Color;
        material: Material;
        uvs: Vector2[][];
        z: number;

    }

    export class RenderableVertex {
        constructor();

        position: Vector3;
        positionWorld: Vector3;
        positionScreen: Vector4;
        visible: boolean;

        copy(vertex: RenderableVertex): void;
    }

    export class RenderableLine {
        constructor();

        id: number;
        v1: RenderableVertex;
        v2: RenderableVertex;
        vertexColors: Color[];
        material: Material;
        z: number;
    }

    export class RenderableSprite {
        constructor();

        id: number;
        object: Object;
        x: number;
        y: number;
        z: number;
        rotation: number;
        scale: Vector2;
        material: Material;
    }

    /**
     * Projects points between spaces.
     */
    export class Projector {
        constructor();

        // deprecated.
        projectVector(vector: Vector3, camera: Camera): Vector3;

        // deprecated.
        unprojectVector(vector: Vector3, camera: Camera): Vector3;

        /**
         * Transforms a 3D scene object into 2D render data that can be rendered in a screen with your renderer of choice, projecting and clipping things out according to the used camera.
         * If the scene were a real scene, this method would be the equivalent of taking a picture with the camera (and developing the film would be the next step, using a Renderer).
         *
         * @param scene scene to project.
         * @param camera camera to use in the projection.
         * @param sort select whether to sort elements using the Painter's algorithm.
         */
        projectScene(scene: Scene, camera: Camera, sortObjects: boolean, sortElements?: boolean): {
            objects: Object3D[];     // Mesh, Line or other object
            sprites: Object3D[];    // Sprite or Particle
            lights: Light[];
            elements: Face3[];    // Line, Particle, Face3 or Face4
        };
    }
}

RenderableFace