use super::{
    super::{vek::*, Animation},
    BipedLargeSkeleton, SkeletonAttr,
};
use common::{
    comp::item::{ToolKind, UniqueKind},
    states::utils::StageSection,
};
use std::f32::consts::PI;

pub struct BetaAnimation;

impl Animation for BetaAnimation {
    type Dependency = (
        Option<ToolKind>,
        Option<ToolKind>,
        Vec3<f32>,
        f32,
        Option<StageSection>,
        f32,
    );
    type Skeleton = BipedLargeSkeleton;

    #[cfg(feature = "use-dyn-lib")]
    const UPDATE_FN: &'static [u8] = b"biped_large_beta\0";

    #[cfg_attr(feature = "be-dyn-lib", export_name = "biped_large_beta")]
    fn update_skeleton_inner(
        skeleton: &Self::Skeleton,
        (active_tool_kind, _second_tool_kind, velocity, _global_time, stage_section, acc_vel): Self::Dependency,
        anim_time: f32,
        rate: &mut f32,
        s_a: &SkeletonAttr,
    ) -> Self::Skeleton {
        *rate = 1.0;
        let mut next = (*skeleton).clone();
        let speed = Vec2::<f32>::from(velocity).magnitude();

        let lab: f32 = 0.65 * s_a.tempo;
        let speednorm = (speed / 12.0).powf(0.4);
        let foothoril = (acc_vel * lab + PI * 1.45).sin() * speednorm;
        let foothorir = (acc_vel * lab + PI * (0.45)).sin() * speednorm;
        let footrotl = ((1.0 / (0.5 + (0.5) * ((acc_vel * lab + PI * 1.4).sin()).powi(2))).sqrt())
            * ((acc_vel * lab + PI * 1.4).sin());

        let footrotr = ((1.0 / (0.5 + (0.5) * ((acc_vel * lab + PI * 0.4).sin()).powi(2))).sqrt())
            * ((acc_vel * lab + PI * 0.4).sin());
        let (move1base, move2base, move3) = match stage_section {
            Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0, 0.0),
            Some(StageSection::Swing) => (1.0, anim_time, 0.0),
            Some(StageSection::Recover) => (1.0, 1.0, anim_time.powi(6)),
            _ => (0.0, 0.0, 0.0),
        };
        let pullback = 1.0 - move3;
        let move1 = move1base * pullback;
        let move2 = move2base * pullback;

        next.shoulder_l.position = Vec3::new(
            -s_a.shoulder.0,
            s_a.shoulder.1,
            s_a.shoulder.2 - foothorir * 1.0,
        );
        next.shoulder_l.orientation =
            Quaternion::rotation_x(move1 * 0.8 + 0.6 * speednorm + (footrotr * -0.2) * speednorm);

        next.shoulder_r.position = Vec3::new(
            s_a.shoulder.0,
            s_a.shoulder.1,
            s_a.shoulder.2 - foothoril * 1.0,
        );
        next.shoulder_r.orientation =
            Quaternion::rotation_x(move1 * 0.8 + 0.6 * speednorm + (footrotl * -0.2) * speednorm);
        next.torso.orientation = Quaternion::rotation_z(0.0);

        next.main.position = Vec3::new(0.0, 0.0, 0.0);
        next.main.orientation = Quaternion::rotation_x(0.0);

        next.hand_l.position = Vec3::new(0.0, 0.0, s_a.grip.0);
        next.hand_r.position = Vec3::new(0.0, 0.0, s_a.grip.0);

        next.hand_l.orientation = Quaternion::rotation_x(0.0);
        next.hand_r.orientation = Quaternion::rotation_x(0.0);

        match active_tool_kind {
            Some(ToolKind::SwordSimple) => {
                next.control_l.position = Vec3::new(-1.0, 1.0, 1.0);
                next.control_r.position = Vec3::new(0.0, 2.0, -3.0);
                next.head.orientation = Quaternion::rotation_x(move1 * -0.25)
                    * Quaternion::rotation_z(move1 * -0.2 + move2 * 0.6);
                next.control.position = Vec3::new(
                    -3.0 + move1 * -4.0 + move2 * 5.0,
                    5.0 + s_a.grip.0 / 1.2 + move1 * -4.0 + move2 * 8.0,
                    -4.0 + -s_a.grip.0 / 2.0 + move2 * -5.0,
                );
                next.upper_torso.orientation =
                    Quaternion::rotation_z(move1base * 0.5 + move2 * -0.7);
                next.lower_torso.orientation =
                    Quaternion::rotation_z(move1base * -0.5 + move2 * 0.7);
                next.control_l.orientation =
                    Quaternion::rotation_x(PI / 2.0 + move1 * -0.5 + move2 * 1.5)
                        * Quaternion::rotation_y(-0.2);
                next.control_r.orientation =
                    Quaternion::rotation_x(PI / 2.2 + move1 * -0.5 + move2 * 1.5)
                        * Quaternion::rotation_y(0.2)
                        * Quaternion::rotation_z(0.0);

                next.control.orientation =
                    Quaternion::rotation_x(-0.2 + move1 * 0.5 + move2 * -1.5)
                        * Quaternion::rotation_y(-0.1 + move1 * -0.5 + move2 * 1.0);
            },
            Some(ToolKind::HammerSimple) => {
                next.control_l.position = Vec3::new(-1.0, 2.0, 12.0 + move2 * -10.0);
                next.control_r.position = Vec3::new(1.0, 2.0, -2.0);

                next.control.position = Vec3::new(
                    4.0 + move1 * -12.0 + move2 * 20.0,
                    (s_a.grip.0 / 1.0) + move1 * -3.0 + move2 * 5.0,
                    (-s_a.grip.0 / 0.8) + move1 * 6.0 + move2 * 8.0,
                );
                next.head.orientation = Quaternion::rotation_x(move1 * -0.25)
                    * Quaternion::rotation_z(move1 * -0.2 + move2 * 0.6);
                next.upper_torso.orientation = Quaternion::rotation_z(move1 * 0.6 + move2 * -1.5);
                next.lower_torso.orientation = Quaternion::rotation_z(move1 * -0.6 + move2 * 1.5);

                next.control_l.orientation =
                    Quaternion::rotation_x(PI / 2.0 + move2 * 0.8) * Quaternion::rotation_y(-0.0);
                next.control_r.orientation = Quaternion::rotation_x(PI / 2.0 + 0.2 + move2 * 0.8)
                    * Quaternion::rotation_y(0.0)
                    * Quaternion::rotation_z(0.0);

                next.control.orientation =
                    Quaternion::rotation_x(-1.0 + move1 * -1.5 + move2 * -0.3)
                        * Quaternion::rotation_y(-1.8 + move1 * -0.8 + move2 * 3.0)
                        * Quaternion::rotation_z(move1 * -0.8 + move2 * -0.8);
            },
            Some(ToolKind::AxeSimple) => {
                next.control_l.position = Vec3::new(-1.0, 2.0, 12.0 + move2 * -10.0);
                next.control_r.position = Vec3::new(1.0, 2.0, -2.0);

                next.control.position = Vec3::new(
                    4.0 + move1 * -18.0 + move2 * 20.0,
                    (s_a.grip.0 / 1.0) + move1 * -3.0 + move2 * 12.0,
                    (-s_a.grip.0 / 0.8) + move1 * -2.0 + move2 * 4.0,
                );
                next.head.orientation = Quaternion::rotation_x(move1 * -0.25)
                    * Quaternion::rotation_z(move1 * -0.9 + move2 * 0.6);
                next.upper_torso.orientation = Quaternion::rotation_z(move1 * 1.2 + move2 * -1.0);
                next.lower_torso.orientation = Quaternion::rotation_z(move1 * -1.2 + move2 * 1.0);

                next.control_l.orientation =
                    Quaternion::rotation_x(PI / 2.0 + move2 * 0.8) * Quaternion::rotation_y(-0.0);
                next.control_r.orientation = Quaternion::rotation_x(PI / 2.0 + 0.2 + move2 * 0.8)
                    * Quaternion::rotation_y(0.0)
                    * Quaternion::rotation_z(0.0);

                next.control.orientation =
                    Quaternion::rotation_x(-1.0 + move1 * 0.0 + move2 * -0.8)
                        * Quaternion::rotation_y(-1.8 + move1 * 3.0 + move2 * -0.9)
                        * Quaternion::rotation_z(move1 * -0.2 + move2 * -1.5);
            },
            Some(ToolKind::Unique(UniqueKind::WendigoMagic)) => {
                next.torso.position = Vec3::new(0.0, 0.0, move1 * -0.3);
                next.upper_torso.orientation = Quaternion::rotation_x(move1 * -0.5 + move2 * -0.4);
                next.lower_torso.orientation = Quaternion::rotation_x(move1 * 0.5 + move2 * 0.4);

                next.control_l.position =
                    Vec3::new(-9.0 + move2 * 6.0, 19.0 + move1 * 6.0, -13.0 + move1 * 10.5);
                next.control_r.position =
                    Vec3::new(9.0 + move2 * -6.0, 19.0 + move1 * 6.0, -13.0 + move1 * 14.5);

                next.control_l.orientation = Quaternion::rotation_x(PI / 3.0 + move1 * 0.5)
                    * Quaternion::rotation_y(-0.15)
                    * Quaternion::rotation_z(move1 * 0.5 + move2 * -0.6);
                next.control_r.orientation = Quaternion::rotation_x(PI / 3.0 + move1 * 0.5)
                    * Quaternion::rotation_y(0.15)
                    * Quaternion::rotation_z(move1 * -0.5 + move2 * 0.6);
                next.head.orientation = Quaternion::rotation_x(move1 * 0.3);
            },
            Some(ToolKind::Unique(UniqueKind::TidalClaws)) => {
                next.torso.position = Vec3::new(0.0, 0.0, move1 * -0.3);
                next.upper_torso.orientation = Quaternion::rotation_x(move1 * -0.5 + move2 * -0.4);
                next.lower_torso.orientation = Quaternion::rotation_x(move1 * 0.5 + move2 * 0.4);

                next.shoulder_l.orientation = Quaternion::rotation_x(
                    move1 * 0.4 + 0.4 * speednorm + (footrotl * -0.2) * speednorm,
                );
                next.shoulder_r.orientation = Quaternion::rotation_x(
                    move1 * 0.4 + 0.4 * speednorm + (footrotl * -0.2) * speednorm,
                );

                next.control_l.position =
                    Vec3::new(-14.0 + move2 * 9.0, 12.0 + move1 * 6.0, -12.0 + move1 * 9.0);
                next.control_r.position =
                    Vec3::new(14.0 + move2 * -9.0, 12.0 + move1 * 6.0, -12.0 + move1 * 9.0);

                next.control_l.orientation = Quaternion::rotation_x(PI / 3.0 + move1 * 0.5)
                    * Quaternion::rotation_y(-0.15)
                    * Quaternion::rotation_z(move1 * 0.5 + move2 * -0.6);
                next.control_r.orientation = Quaternion::rotation_x(PI / 3.0 + move1 * 0.5)
                    * Quaternion::rotation_y(0.15)
                    * Quaternion::rotation_z(move1 * -0.5 + move2 * 0.6);
                next.head.orientation = Quaternion::rotation_x(move1 * 0.3);
            },
            _ => {},
        }
        next
    }
}
