use super::{
    super::{vek::*, Animation},
    QuadrupedSmallSkeleton, SkeletonAttr,
};

pub struct JumpAnimation;

impl Animation for JumpAnimation {
    type Dependency = (f32, f32);
    type Skeleton = QuadrupedSmallSkeleton;

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

    #[cfg_attr(feature = "be-dyn-lib", export_name = "quadruped_small_jump")]
    fn update_skeleton_inner(
        skeleton: &Self::Skeleton,
        (_velocity, _global_time): Self::Dependency,
        _anim_time: f32,
        _rate: &mut f32,
        s_a: &SkeletonAttr,
    ) -> Self::Skeleton {
        let mut next = (*skeleton).clone();

        next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1);

        next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1) * s_a.scaler / 11.0;
        next.chest.orientation = Quaternion::rotation_y(0.0);
        next.chest.scale = Vec3::one() * s_a.scaler / 11.0;

        next.leg_fl.position = Vec3::new(-s_a.feet_f.0, s_a.feet_f.1, s_a.feet_f.2);
        next.leg_fl.orientation = Quaternion::rotation_x(0.0);

        next.leg_fr.position = Vec3::new(s_a.feet_f.0, s_a.feet_f.1, s_a.feet_f.2);
        next.leg_fr.orientation = Quaternion::rotation_x(0.0);

        next.leg_bl.position = Vec3::new(-s_a.feet_b.0, s_a.feet_b.1, s_a.feet_b.2);
        next.leg_bl.orientation = Quaternion::rotation_x(0.0);

        next.leg_br.position = Vec3::new(s_a.feet_b.0, s_a.feet_b.1, s_a.feet_b.2);
        next.leg_br.orientation = Quaternion::rotation_x(0.0);

        next.tail.position = Vec3::new(0.0, s_a.tail.0, s_a.tail.1);
        next
    }
}
