/**
 * @author mr.doob / http://mrdoob.com/
 * @author mikael emtinger / http://gomo.se/
 * @author alteredq / http://alteredqualia.com/
 */

THREE.Object3D = function () {

	this.name = '';

	this.id = THREE.Object3DCount ++;

	this.parent = undefined;
	this.children = [];

	this.up = new THREE.Vector3( 0, 1, 0 );

	this.position = new THREE.Vector3();
	this.rotation = new THREE.Vector3();
	this.eulerOrder = 'XYZ';
	this.scale = new THREE.Vector3( 1, 1, 1 );

	this.dynamic = false; // when true it retains arrays so they can be updated with __dirty*

	this.doubleSided = false;
	this.flipSided = false;

	this.renderDepth = null;

	this.rotationAutoUpdate = true;

	this.matrix = new THREE.Matrix4();
	this.matrixWorld = new THREE.Matrix4();
	this.matrixRotationWorld = new THREE.Matrix4();

	this.matrixAutoUpdate = true;
	this.matrixWorldNeedsUpdate = true;

	this.quaternion = new THREE.Quaternion();
	this.useQuaternion = false;

	this.boundRadius = 0.0;
	this.boundRadiusScale = 1.0;

	this.visible = true;

	this.castShadow = false;
	this.receiveShadow = false;

	this.frustumCulled = true;

	this._vector = new THREE.Vector3();

};


THREE.Object3D.prototype = {

	constructor: THREE.Object3D,

	translate: function ( distance, axis ) {

		this.matrix.rotateAxis( axis );
		this.position.addSelf( axis.multiplyScalar( distance ) );

	},

	translateX: function ( distance ) {

		this.translate( distance, this._vector.set( 1, 0, 0 ) );

	},

	translateY: function ( distance ) {

		this.translate( distance, this._vector.set( 0, 1, 0 ) );

	},

	translateZ: function ( distance ) {

		this.translate( distance, this._vector.set( 0, 0, 1 ) );

	},

	lookAt: function ( vector ) {

		// TODO: Add hierarchy support.

		this.matrix.lookAt( vector, this.position, this.up );

		if ( this.rotationAutoUpdate ) {

			this.rotation.setRotationFromMatrix( this.matrix );

		}

	},

	add: function ( object ) {

		if ( this.children.indexOf( object ) === - 1 ) {

			if ( object.parent !== undefined ) {

				object.parent.remove( object );

			}

			object.parent = this;
			this.children.push( object );

			// add to scene

			var scene = this;

			while ( scene.parent !== undefined ) {

				scene = scene.parent;

			}

			if ( scene !== undefined && scene instanceof THREE.Scene )  {

				scene.addObject( object );

			}

		}

	},

	remove: function ( object ) {

		var index = this.children.indexOf( object );

		if ( index !== - 1 ) {

			object.parent = undefined;
			this.children.splice( index, 1 );

			// remove from scene

			var scene = this;

			while ( scene.parent !== undefined ) {

				scene = scene.parent;

			}

			if ( scene !== undefined && scene instanceof THREE.Scene ) {

				scene.removeObject( object );

			}

		}

	},

	getChildByName: function ( name, doRecurse ) {

		var c, cl, child, recurseResult;

		for ( c = 0, cl = this.children.length; c < cl; c ++ ) {

			child = this.children[ c ];

			if ( child.name === name ) {

				return child;

			}

			if ( doRecurse ) {

				recurseResult = child.getChildByName( name, doRecurse );

				if ( recurseResult !== undefined ) {

					return recurseResult;

				}

			}

		}

		return undefined;

	},

	updateMatrix: function () {

		this.matrix.setPosition( this.position );

		if ( this.useQuaternion )  {

			this.matrix.setRotationFromQuaternion( this.quaternion );

		} else {

			this.matrix.setRotationFromEuler( this.rotation, this.eulerOrder );

		}

		if ( this.scale.x !== 1 || this.scale.y !== 1 || this.scale.z !== 1 ) {

			this.matrix.scale( this.scale );
			this.boundRadiusScale = Math.max( this.scale.x, Math.max( this.scale.y, this.scale.z ) );

		}

		this.matrixWorldNeedsUpdate = true;

	},

	updateMatrixWorld: function ( force ) {

		this.matrixAutoUpdate && this.updateMatrix();

		// update matrixWorld

		if ( this.matrixWorldNeedsUpdate || force ) {

			if ( this.parent ) {

				this.matrixWorld.multiply( this.parent.matrixWorld, this.matrix );

			} else {

				this.matrixWorld.copy( this.matrix );

			}

			this.matrixWorldNeedsUpdate = false;

			force = true;

		}

		// update children

		for ( var i = 0, l = this.children.length; i < l; i ++ ) {

			this.children[ i ].updateMatrixWorld( force );

		}

	}

};

THREE.Object3DCount = 0;
