use super::{
    super::{vek::*, Animation},
    GolemSkeleton, SkeletonAttr,
};
use std::{f32::consts::PI, ops::Mul};

pub struct IdleAnimation;

impl Animation for IdleAnimation {
    type Dependency = f32;
    type Skeleton = GolemSkeleton;

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

    #[cfg_attr(feature = "be-dyn-lib", export_name = "golem_idle")]

    fn update_skeleton_inner(
        skeleton: &Self::Skeleton,
        global_time: Self::Dependency,
        anim_time: f32,
        _rate: &mut f32,
        s_a: &SkeletonAttr,
    ) -> Self::Skeleton {
        let mut next = (*skeleton).clone();

        let lab: f32 = 1.0;
        let breathe = (anim_time * lab + 1.5 * PI).sin();

        let look = Vec2::new(
            (global_time / 2.0 + anim_time / 8.0)
                .floor()
                .mul(7331.0)
                .sin()
                * 0.5,
            (global_time / 2.0 + anim_time / 8.0)
                .floor()
                .mul(1337.0)
                .sin()
                * 0.25,
        );
        next.head.scale = Vec3::one() * 1.02;
        next.jaw.scale = Vec3::one() * 1.02;
        next.upper_torso.scale = Vec3::one() * s_a.scaler / 8.0;
        next.hand_l.scale = Vec3::one() * 1.04;
        next.hand_r.scale = Vec3::one() * 1.04;
        next.leg_l.scale = Vec3::one() * 1.02;
        next.leg_r.scale = Vec3::one() * 1.02;

        next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1 + breathe * 0.2) * 1.02;
        next.head.orientation =
            Quaternion::rotation_z(look.x * 0.6) * Quaternion::rotation_x(look.y * 0.6);

        next.jaw.position =
            Vec3::new(0.0, s_a.jaw.0 - breathe * 0.12, s_a.jaw.1 + breathe * 0.2) * 1.02;
        next.jaw.orientation = Quaternion::rotation_x(-0.1 + breathe * 0.1);

        next.upper_torso.position =
            Vec3::new(0.0, s_a.upper_torso.0, s_a.upper_torso.1 + breathe * 0.5) * s_a.scaler / 8.0;

        next.lower_torso.position =
            Vec3::new(0.0, s_a.lower_torso.0, s_a.lower_torso.1 + breathe * -0.2);

        next.shoulder_l.position = Vec3::new(-s_a.shoulder.0, s_a.shoulder.1, s_a.shoulder.2);
        next.shoulder_l.orientation = Quaternion::rotation_x(-0.2);

        next.shoulder_r.position = Vec3::new(s_a.shoulder.0, s_a.shoulder.1, s_a.shoulder.2);
        next.shoulder_r.orientation = Quaternion::rotation_x(-0.2);

        next.hand_l.position = Vec3::new(-s_a.hand.0, s_a.hand.1, s_a.hand.2 + breathe * 0.6);
        next.hand_l.orientation = Quaternion::rotation_x(0.2);

        next.hand_r.position = Vec3::new(s_a.hand.0, s_a.hand.1, s_a.hand.2 + breathe * 0.6);
        next.hand_r.orientation = Quaternion::rotation_x(0.2);

        next.leg_l.position = Vec3::new(-s_a.leg.0, s_a.leg.1, s_a.leg.2 + breathe * -0.2) * 1.02;

        next.leg_r.position = Vec3::new(s_a.leg.0, s_a.leg.1, s_a.leg.2 + breathe * -0.2) * 1.02;

        next.foot_l.position = Vec3::new(-s_a.foot.0, s_a.foot.1, s_a.foot.2 + breathe * -0.2);

        next.foot_r.position = Vec3::new(s_a.foot.0, s_a.foot.1, s_a.foot.2 + breathe * -0.2);

        next.torso.position = Vec3::new(0.0, 0.0, 0.0);
        next
    }
}
