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

pub struct AlphaAnimation;

type AlphaAnimationDependency = (
    Option<ToolKind>,
    Vec3<f32>,
    Vec3<f32>,
    Vec3<f32>,
    f32,
    Vec3<f32>,
    f32,
    Option<StageSection>,
    f32,
);

impl Animation for AlphaAnimation {
    type Dependency = AlphaAnimationDependency;
    type Skeleton = BipedSmallSkeleton;

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

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

    fn update_skeleton_inner(
        skeleton: &Self::Skeleton,
        (
            active_tool_kind,
            velocity,
            _orientation,
            _last_ori,
            global_time,
            _avg_vel,
            _acc_vel,
            stage_section,
            timer,
        ): Self::Dependency,
        anim_time: f32,
        _rate: &mut f32,
        s_a: &SkeletonAttr,
    ) -> Self::Skeleton {
        let mut next = (*skeleton).clone();
        let speed = Vec2::<f32>::from(velocity).magnitude();

        let fast = (anim_time * 10.0).sin();
        let fastalt = (anim_time * 10.0 + PI / 2.0).sin();

        let speednorm = speed / 9.4;
        let speednormcancel = 1.0 - speednorm;
        let anim_time = anim_time.min(1.0);
        let (move1base, move2base, move3) = match stage_section {
            Some(StageSection::Buildup) => (anim_time.sqrt(), 0.0, 0.0),
            Some(StageSection::Swing) => (1.0, anim_time.powi(4), 0.0),
            Some(StageSection::Recover) => (1.0, 1.0, anim_time),
            _ => (0.0, 0.0, 0.0),
        };
        let pullback = 1.0 - move3;
        let subtract = global_time - timer;
        let check = subtract - subtract.trunc();
        let mirror = (check - 0.5).signum();
        let move1 = move1base * pullback * mirror;
        let move2 = move2base * pullback * mirror;
        let move1abs = move1base * pullback;
        let move2abs = move2base * pullback;
        match active_tool_kind {
            Some(ToolKind::Spear) => {
                next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1);
                next.head.orientation = Quaternion::rotation_x(move1abs * 0.2 + move2abs * 0.3)
                    * Quaternion::rotation_z(move1abs * -0.2 + move2abs * 0.6)
                    * Quaternion::rotation_y(move1abs * 0.3 + move2abs * -0.5);
                next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1) / 11.0;
                next.chest.orientation = Quaternion::rotation_x(move1abs * -0.2 + move2abs * 0.3)
                    * Quaternion::rotation_z(move1abs * 0.5 + move2abs * -0.6);

                next.pants.position = Vec3::new(0.0, s_a.pants.0, s_a.pants.1);
                next.pants.orientation = Quaternion::rotation_x(move1abs * 0.2 + move2abs * -0.3)
                    * Quaternion::rotation_z(move1abs * -0.2 + move2abs * 0.2);

                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(s_a.grip.0 * 4.0, 0.0, s_a.grip.2);
                next.hand_r.position = Vec3::new(-s_a.grip.0 * 4.0, 0.0, s_a.grip.2);

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

                next.control_l.position = Vec3::new(1.0 - s_a.grip.0 * 2.0, 2.0, -2.0);
                next.control_r.position = Vec3::new(-1.0 + s_a.grip.0 * 2.0, 2.0, 2.0);

                next.control.position = Vec3::new(
                    -3.0 + move1abs * -3.0 + move2abs * 5.0,
                    s_a.grip.2 + move1abs * -12.0 + move2abs * 17.0,
                    -s_a.grip.2 / 2.5 + s_a.grip.0 * -2.0 + move2abs * 5.0,
                );

                next.control_l.orientation =
                    Quaternion::rotation_x(PI / 1.5 + move1abs * -1.5 + move2abs * 2.5)
                        * Quaternion::rotation_y(-0.3);
                next.control_r.orientation = Quaternion::rotation_x(
                    PI / 1.5 + s_a.grip.0 * 0.2 + move1abs * -1.5 + move2abs * 2.5,
                ) * Quaternion::rotation_y(0.5 + s_a.grip.0 * 0.2);

                next.control.orientation =
                    Quaternion::rotation_x(-1.35 + move1abs * -0.3 + move2abs * 0.5)
                        * Quaternion::rotation_z(move1abs * 1.0 + move2abs * -1.0)
                        * Quaternion::rotation_y(move2abs * 0.0);

                next.tail.position = Vec3::new(0.0, s_a.tail.0, s_a.tail.1);
                next.tail.orientation = Quaternion::rotation_x(0.05 * fastalt * speednormcancel)
                    * Quaternion::rotation_z(fast * 0.15 * speednormcancel);
            },
            Some(ToolKind::Unique(UniqueKind::Husk)) => {
                next.hand_l.position = Vec3::new(
                    -s_a.hand.0,
                    s_a.hand.1 + move1abs * 3.0 + move2abs * 3.0,
                    s_a.hand.2 + move1abs * 1.5,
                );
                next.hand_r.position = Vec3::new(
                    s_a.hand.0,
                    s_a.hand.1 + move1abs * 3.0 + move2abs * 3.0,
                    s_a.hand.2 + move1abs * 1.5,
                );

                next.hand_l.orientation = Quaternion::rotation_x(1.7 + move1 * 1.3 + move2 * -2.4)
                    * Quaternion::rotation_y(-0.3 + move1abs * -0.35 + move2abs * 0.6);
                next.hand_r.orientation = Quaternion::rotation_x(1.7 - move1 * 1.3 + move2 * 2.4)
                    * Quaternion::rotation_y(0.3 + move1abs * -0.35 + move2abs * 0.6);
                next.head.orientation = Quaternion::rotation_x(move1abs * 0.1 + move2abs * -0.2)
                    * Quaternion::rotation_y(move1 * 0.3 + move2 * -0.4);
            },
            _ => {},
        }
        next
    }
}
