use super::{
    super::{vek::*, Animation},
    QuadrupedMediumSkeleton, SkeletonAttr,
};
use common::states::utils::StageSection;
//use std::ops::Rem;
use std::f32::consts::PI;

pub struct DashAnimation;

impl Animation for DashAnimation {
    type Dependency = (f32, f32, Option<StageSection>, f32);
    type Skeleton = QuadrupedMediumSkeleton;

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

    #[cfg_attr(feature = "be-dyn-lib", export_name = "quadruped_medium_dash")]
    fn update_skeleton_inner(
        skeleton: &Self::Skeleton,
        (_velocity, global_time, stage_section, timer): Self::Dependency,
        anim_time: f32,
        _rate: &mut f32,
        _s_a: &SkeletonAttr,
    ) -> Self::Skeleton {
        let mut next = (*skeleton).clone();

        let (movement1base, chargemovementbase, movement2base, movement3, legtell) =
            match stage_section {
                Some(StageSection::Buildup) => (anim_time.sqrt(), 0.0, 0.0, 0.0, anim_time),
                Some(StageSection::Charge) => (1.0, 1.0, 0.0, 0.0, 0.0),
                Some(StageSection::Swing) => (1.0, 1.0, anim_time.powi(4), 0.0, 1.0),
                Some(StageSection::Recover) => (1.0, 1.0, 1.0, anim_time, 1.0),
                _ => (0.0, 0.0, 0.0, 0.0, 0.0),
            };
        let pullback = 1.0 - movement3;
        let subtract = global_time - timer;
        let check = subtract - subtract.trunc();
        let mirror = (check - 0.5).signum();
        let twitch1 = (mirror * movement1base * 9.5).sin();
        let twitch1fast = (mirror * movement1base * 25.0).sin();
        //let twitch3 = (mirror * movement3 * 4.0).sin();
        //let movement1 = mirror * movement1base * pullback;
        //let movement2 = mirror * movement2base * pullback;
        let movement1abs = movement1base * pullback;
        let movement2abs = movement2base * pullback;
        let legtwitch = (legtell * 6.0).sin() * pullback;
        let legswing = legtell * pullback;
        let short = ((1.0 / (0.72 + 0.28 * ((anim_time * 16.0_f32 + PI * 0.25).sin()).powi(2)))
            .sqrt())
            * ((anim_time * 16.0_f32 + PI * 0.25).sin())
            * chargemovementbase
            * pullback;
        let shortalt = (anim_time * 16.0_f32 + PI * 0.25).sin() * chargemovementbase * pullback;

        next.head.orientation = Quaternion::rotation_x(movement1abs * -0.2 + movement2abs * 0.8)
            * Quaternion::rotation_z(short * -0.06 + twitch1 * 0.2);

        next.neck.orientation = Quaternion::rotation_x(movement1abs * -0.2 + movement2abs * 0.5)
            * Quaternion::rotation_z(short * 0.15 + twitch1 * 0.2);

        next.jaw.orientation = Quaternion::rotation_x(
            twitch1fast * 0.2
                + movement1abs * -0.3
                + movement2abs * 1.2
                + chargemovementbase * -0.5,
        );
        next.torso_front.orientation =
            Quaternion::rotation_z(twitch1 * 0.06) * Quaternion::rotation_y(short * 0.06);

        next.tail.orientation = Quaternion::rotation_x(
            0.15 + movement1abs * -0.4 + movement2abs * 0.2 + chargemovementbase * 0.2,
        ) * Quaternion::rotation_z(shortalt * 0.15);
        if legtell > 0.0 {
            if mirror.is_sign_positive() {
                next.leg_fl.orientation = Quaternion::rotation_x(legswing * 1.1);

                next.foot_fl.orientation =
                    Quaternion::rotation_x(legswing * -1.1 + legtwitch * 0.5);
                next.leg_bl.orientation = Quaternion::rotation_x(legswing * 1.1);

                next.foot_bl.orientation =
                    Quaternion::rotation_x(legswing * -1.1 + legtwitch * 0.5);

                next.leg_fr.orientation = Quaternion::rotation_x(0.0);

                next.foot_fr.orientation = Quaternion::rotation_x(0.0);

                next.leg_br.orientation = Quaternion::rotation_x(0.0);

                next.foot_br.orientation = Quaternion::rotation_x(0.0);
            } else {
                next.leg_fl.orientation = Quaternion::rotation_x(0.0);

                next.foot_fl.orientation = Quaternion::rotation_x(0.0);
                next.leg_bl.orientation = Quaternion::rotation_x(0.0);

                next.foot_bl.orientation = Quaternion::rotation_x(0.0);

                next.leg_fr.orientation = Quaternion::rotation_x(legswing * 1.1);

                next.foot_fr.orientation =
                    Quaternion::rotation_x(legswing * -1.1 + legtwitch * 0.5);

                next.leg_br.orientation = Quaternion::rotation_x(legswing * 1.1);

                next.foot_br.orientation =
                    Quaternion::rotation_x(legswing * -1.1 + legtwitch * 0.5);
            }
        };
        next
    }
}
