import { WrapAroundEnding, ZeroCurvatureEnding, ZeroSlopeEnding, LoopPingPong, LoopOnce, LoopRepeat } from '../constants';

/**
 *
 * Action provided by AnimationMixer for scheduling clip playback on specific
 * objects.
 *
 * @author Ben Houston / http://clara.io/
 * @author David Sarno / http://lighthaus.us/
 * @author tschw
 *
 */

function AnimationAction( mixer, clip, localRoot ) {

	this._mixer = mixer;
	this._clip = clip;
	this._localRoot = localRoot || null;

	var tracks = clip.tracks,
		nTracks = tracks.length,
		interpolants = new Array( nTracks );

	var interpolantSettings = {
			endingStart: 	ZeroCurvatureEnding,
			endingEnd:		ZeroCurvatureEnding
	};

	for ( var i = 0; i !== nTracks; ++ i ) {

		var interpolant = tracks[ i ].createInterpolant( null );
		interpolants[ i ] = interpolant;
		interpolant.settings = interpolantSettings;

	}

	this._interpolantSettings = interpolantSettings;

	this._interpolants = interpolants;	// bound by the mixer

	// inside: PropertyMixer (managed by the mixer)
	this._propertyBindings = new Array( nTracks );

	this._cacheIndex = null;			// for the memory manager
	this._byClipCacheIndex = null;		// for the memory manager

	this._timeScaleInterpolant = null;
	this._weightInterpolant = null;

	this.loop = LoopRepeat;
	this._loopCount = -1;

	// global mixer time when the action is to be started
	// it's set back to 'null' upon start of the action
	this._startTime = null;

	// scaled local time of the action
	// gets clamped or wrapped to 0..clip.duration according to loop
	this.time = 0;

	this.timeScale = 1;
	this._effectiveTimeScale = 1;

	this.weight = 1;
	this._effectiveWeight = 1;

	this.repetitions = Infinity; 		// no. of repetitions when looping

	this.paused = false;				// false -> zero effective time scale
	this.enabled = true;				// true -> zero effective weight

	this.clampWhenFinished 	= false;	// keep feeding the last frame?

	this.zeroSlopeAtStart 	= true;		// for smooth interpolation w/o separate
	this.zeroSlopeAtEnd		= true;		// clips for start, loop and end

}

AnimationAction.prototype = {

	constructor: AnimationAction,

	// State & Scheduling

	play: function() {

		this._mixer._activateAction( this );

		return this;

	},

	stop: function() {

		this._mixer._deactivateAction( this );

		return this.reset();

	},

	reset: function() {

		this.paused = false;
		this.enabled = true;

		this.time = 0;			// restart clip
		this._loopCount = -1;	// forget previous loops
		this._startTime = null;	// forget scheduling

		return this.stopFading().stopWarping();

	},

	isRunning: function() {

		return this.enabled && ! this.paused && this.timeScale !== 0 &&
				this._startTime === null && this._mixer._isActiveAction( this );

	},

	// return true when play has been called
	isScheduled: function() {

		return this._mixer._isActiveAction( this );

	},

	startAt: function( time ) {

		this._startTime = time;

		return this;

	},

	setLoop: function( mode, repetitions ) {

		this.loop = mode;
		this.repetitions = repetitions;

		return this;

	},

	// Weight

	// set the weight stopping any scheduled fading
	// although .enabled = false yields an effective weight of zero, this
	// method does *not* change .enabled, because it would be confusing
	setEffectiveWeight: function( weight ) {

		this.weight = weight;

		// note: same logic as when updated at runtime
		this._effectiveWeight = this.enabled ? weight : 0;

		return this.stopFading();

	},

	// return the weight considering fading and .enabled
	getEffectiveWeight: function() {

		return this._effectiveWeight;

	},

	fadeIn: function( duration ) {

		return this._scheduleFading( duration, 0, 1 );

	},

	fadeOut: function( duration ) {

		return this._scheduleFading( duration, 1, 0 );

	},

	crossFadeFrom: function( fadeOutAction, duration, warp ) {

		fadeOutAction.fadeOut( duration );
		this.fadeIn( duration );

		if( warp ) {

			var fadeInDuration = this._clip.duration,
				fadeOutDuration = fadeOutAction._clip.duration,

				startEndRatio = fadeOutDuration / fadeInDuration,
				endStartRatio = fadeInDuration / fadeOutDuration;

			fadeOutAction.warp( 1.0, startEndRatio, duration );
			this.warp( endStartRatio, 1.0, duration );

		}

		return this;

	},

	crossFadeTo: function( fadeInAction, duration, warp ) {

		return fadeInAction.crossFadeFrom( this, duration, warp );

	},

	stopFading: function() {

		var weightInterpolant = this._weightInterpolant;

		if ( weightInterpolant !== null ) {

			this._weightInterpolant = null;
			this._mixer._takeBackControlInterpolant( weightInterpolant );

		}

		return this;

	},

	// Time Scale Control

	// set the weight stopping any scheduled warping
	// although .paused = true yields an effective time scale of zero, this
	// method does *not* change .paused, because it would be confusing
	setEffectiveTimeScale: function( timeScale ) {

		this.timeScale = timeScale;
		this._effectiveTimeScale = this.paused ? 0 :timeScale;

		return this.stopWarping();

	},

	// return the time scale considering warping and .paused
	getEffectiveTimeScale: function() {

		return this._effectiveTimeScale;

	},

	setDuration: function( duration ) {

		this.timeScale = this._clip.duration / duration;

		return this.stopWarping();

	},

	syncWith: function( action ) {

		this.time = action.time;
		this.timeScale = action.timeScale;

		return this.stopWarping();

	},

	halt: function( duration ) {

		return this.warp( this._effectiveTimeScale, 0, duration );

	},

	warp: function( startTimeScale, endTimeScale, duration ) {

		var mixer = this._mixer, now = mixer.time,
			interpolant = this._timeScaleInterpolant,

			timeScale = this.timeScale;

		if ( interpolant === null ) {

			interpolant = mixer._lendControlInterpolant();
			this._timeScaleInterpolant = interpolant;

		}

		var times = interpolant.parameterPositions,
			values = interpolant.sampleValues;

		times[ 0 ] = now;
		times[ 1 ] = now + duration;

		values[ 0 ] = startTimeScale / timeScale;
		values[ 1 ] = endTimeScale / timeScale;

		return this;

	},

	stopWarping: function() {

		var timeScaleInterpolant = this._timeScaleInterpolant;

		if ( timeScaleInterpolant !== null ) {

			this._timeScaleInterpolant = null;
			this._mixer._takeBackControlInterpolant( timeScaleInterpolant );

		}

		return this;

	},

	// Object Accessors

	getMixer: function() {

		return this._mixer;

	},

	getClip: function() {

		return this._clip;

	},

	getRoot: function() {

		return this._localRoot || this._mixer._root;

	},

	// Interna

	_update: function( time, deltaTime, timeDirection, accuIndex ) {
		// called by the mixer

		var startTime = this._startTime;

		if ( startTime !== null ) {

			// check for scheduled start of action

			var timeRunning = ( time - startTime ) * timeDirection;
			if ( timeRunning < 0 || timeDirection === 0 ) {

				return; // yet to come / don't decide when delta = 0

			}

			// start

			this._startTime = null; // unschedule
			deltaTime = timeDirection * timeRunning;

		}

		// apply time scale and advance time

		deltaTime *= this._updateTimeScale( time );
		var clipTime = this._updateTime( deltaTime );

		// note: _updateTime may disable the action resulting in
		// an effective weight of 0

		var weight = this._updateWeight( time );

		if ( weight > 0 ) {

			var interpolants = this._interpolants;
			var propertyMixers = this._propertyBindings;

			for ( var j = 0, m = interpolants.length; j !== m; ++ j ) {

				interpolants[ j ].evaluate( clipTime );
				propertyMixers[ j ].accumulate( accuIndex, weight );

			}

		}

	},

	_updateWeight: function( time ) {

		var weight = 0;

		if ( this.enabled ) {

			weight = this.weight;
			var interpolant = this._weightInterpolant;

			if ( interpolant !== null ) {

				var interpolantValue = interpolant.evaluate( time )[ 0 ];

				weight *= interpolantValue;

				if ( time > interpolant.parameterPositions[ 1 ] ) {

					this.stopFading();

					if ( interpolantValue === 0 ) {

						// faded out, disable
						this.enabled = false;

					}

				}

			}

		}

		this._effectiveWeight = weight;
		return weight;

	},

	_updateTimeScale: function( time ) {

		var timeScale = 0;

		if ( ! this.paused ) {

			timeScale = this.timeScale;

			var interpolant = this._timeScaleInterpolant;

			if ( interpolant !== null ) {

				var interpolantValue = interpolant.evaluate( time )[ 0 ];

				timeScale *= interpolantValue;

				if ( time > interpolant.parameterPositions[ 1 ] ) {

					this.stopWarping();

					if ( timeScale === 0 ) {

						// motion has halted, pause
						this.paused = true;

					} else {

						// warp done - apply final time scale
						this.timeScale = timeScale;

					}

				}

			}

		}

		this._effectiveTimeScale = timeScale;
		return timeScale;

	},

	_updateTime: function( deltaTime ) {

		var time = this.time + deltaTime;

		if ( deltaTime === 0 ) return time;

		var duration = this._clip.duration,

			loop = this.loop,
			loopCount = this._loopCount;

		if ( loop === LoopOnce ) {

			if ( loopCount === -1 ) {
				// just started

				this._loopCount = 0;
				this._setEndings( true, true, false );

			}

			handle_stop: {

				if ( time >= duration ) {

					time = duration;

				} else if ( time < 0 ) {

					time = 0;

				} else break handle_stop;

				if ( this.clampWhenFinished ) this.paused = true;
				else this.enabled = false;

				this._mixer.dispatchEvent( {
					type: 'finished', action: this,
					direction: deltaTime < 0 ? -1 : 1
				} );

			}

		} else { // repetitive Repeat or PingPong

			var pingPong = ( loop === LoopPingPong );

			if ( loopCount === -1 ) {
				// just started

				if ( deltaTime >= 0 ) {

					loopCount = 0;

					this._setEndings(
							true, this.repetitions === 0, pingPong );

				} else {

					// when looping in reverse direction, the initial
					// transition through zero counts as a repetition,
					// so leave loopCount at -1

					this._setEndings(
							this.repetitions === 0, true, pingPong );

				}

			}

			if ( time >= duration || time < 0 ) {
				// wrap around

				var loopDelta = Math.floor( time / duration ); // signed
				time -= duration * loopDelta;

				loopCount += Math.abs( loopDelta );

				var pending = this.repetitions - loopCount;

				if ( pending < 0 ) {
					// have to stop (switch state, clamp time, fire event)

					if ( this.clampWhenFinished ) this.paused = true;
					else this.enabled = false;

					time = deltaTime > 0 ? duration : 0;

					this._mixer.dispatchEvent( {
						type: 'finished', action: this,
						direction: deltaTime > 0 ? 1 : -1
					} );

				} else {
					// keep running

					if ( pending === 0 ) {
						// entering the last round

						var atStart = deltaTime < 0;
						this._setEndings( atStart, ! atStart, pingPong );

					} else {

						this._setEndings( false, false, pingPong );

					}

					this._loopCount = loopCount;

					this._mixer.dispatchEvent( {
						type: 'loop', action: this, loopDelta: loopDelta
					} );

				}

			}

			if ( pingPong && ( loopCount & 1 ) === 1 ) {
				// invert time for the "pong round"

				this.time = time;
				return duration - time;

			}

		}

		this.time = time;
		return time;

	},

	_setEndings: function( atStart, atEnd, pingPong ) {

		var settings = this._interpolantSettings;

		if ( pingPong ) {

			settings.endingStart 	= ZeroSlopeEnding;
			settings.endingEnd		= ZeroSlopeEnding;

		} else {

			// assuming for LoopOnce atStart == atEnd == true

			if ( atStart ) {

				settings.endingStart = this.zeroSlopeAtStart ?
						ZeroSlopeEnding : ZeroCurvatureEnding;

			} else {

				settings.endingStart = WrapAroundEnding;

			}

			if ( atEnd ) {

				settings.endingEnd = this.zeroSlopeAtEnd ?
						ZeroSlopeEnding : ZeroCurvatureEnding;

			} else {

				settings.endingEnd 	 = WrapAroundEnding;

			}

		}

	},

	_scheduleFading: function( duration, weightNow, weightThen ) {

		var mixer = this._mixer, now = mixer.time,
			interpolant = this._weightInterpolant;

		if ( interpolant === null ) {

			interpolant = mixer._lendControlInterpolant();
			this._weightInterpolant = interpolant;

		}

		var times = interpolant.parameterPositions,
			values = interpolant.sampleValues;

		times[ 0 ] = now; 				values[ 0 ] = weightNow;
		times[ 1 ] = now + duration;	values[ 1 ] = weightThen;

		return this;

	}

};


export { AnimationAction };
