using UnityEngine;
using System.Collections;

namespace RootMotion {

	/// <summary>
	/// Interpolation mode.
	/// </summary>
	[System.Serializable]
	public enum InterpolationMode
	{
		None,
		InOutCubic,
		InOutQuintic,
		InOutSine,
		InQuintic,
		InQuartic,
		InCubic,
		InQuadratic,
		InElastic,
		InElasticSmall,
		InElasticBig,
		InSine,
		InBack,
		OutQuintic,
		OutQuartic,
		OutCubic,
		OutInCubic,
		OutInQuartic,
		OutElastic,
		OutElasticSmall,
		OutElasticBig,
		OutSine,
		OutBack,
		OutBackCubic,
		OutBackQuartic,
		BackInCubic,
		BackInQuartic,
	};

	/// <summary>
	/// Class for various interpolation methods.
	/// </summary>
	public class Interp
	{
		
		#region Public methods
		
		/// <summary>
		/// Interpolate the specified t by InterpolationMode mode.
		/// </summary>
		/// <param name='t'>
		/// T.
		/// </param>
		/// <param name='mode'>
		/// InterpolationMode.
		/// </param>
		public static float Float(float t, InterpolationMode mode) {
			float interpT = 0;
			
			switch (mode) {
			case InterpolationMode.None:
				interpT = Interp.None(t, 0, 1);
				break;
			case InterpolationMode.InOutCubic:
				interpT = Interp.InOutCubic(t, 0, 1);
				break;
			case InterpolationMode.InOutQuintic:
				interpT = Interp.InOutQuintic(t, 0, 1);
				break;
			case InterpolationMode.InQuintic:
				interpT = Interp.InQuintic(t, 0, 1);
				break;
			case InterpolationMode.InQuartic:
				interpT = Interp.InQuartic(t, 0, 1);
				break;
			case InterpolationMode.InCubic:
				interpT = Interp.InCubic(t, 0, 1);
				break;
			case InterpolationMode.InQuadratic:
				interpT = Interp.InQuadratic(t, 0, 1);
				break;
			case InterpolationMode.OutQuintic:
				interpT = Interp.OutQuintic(t, 0, 1);
				break;
			case InterpolationMode.OutQuartic:
				interpT = Interp.OutQuartic(t, 0, 1);
				break;
			case InterpolationMode.OutCubic:
				interpT = Interp.OutCubic(t, 0, 1);
				break;
			case InterpolationMode.OutInCubic:
				interpT = Interp.OutInCubic(t, 0, 1);
				break;
			case InterpolationMode.OutInQuartic:
				interpT = Interp.OutInCubic(t, 0, 1);
				break;
			case InterpolationMode.BackInCubic:
				interpT = Interp.BackInCubic(t, 0, 1);
				break;
			case InterpolationMode.BackInQuartic:
				interpT = Interp.BackInQuartic(t, 0, 1);
				break;
			case InterpolationMode.OutBackCubic:
				interpT = Interp.OutBackCubic(t, 0, 1);
				break;
			case InterpolationMode.OutBackQuartic:
				interpT = Interp.OutBackQuartic(t, 0, 1);
				break;
			case InterpolationMode.OutElasticSmall:
				interpT = Interp.OutElasticSmall(t, 0, 1);
				break;
			case InterpolationMode.OutElasticBig:
				interpT = Interp.OutElasticBig(t, 0, 1);
				break;
			case InterpolationMode.InElasticSmall:
				interpT = Interp.InElasticSmall(t, 0, 1);
				break;
			case InterpolationMode.InElasticBig:
				interpT = Interp.InElasticBig(t, 0, 1);
				break;
			case InterpolationMode.InSine:
				interpT = Interp.InSine(t, 0, 1);
				break;
			case InterpolationMode.OutSine:
				interpT = Interp.OutSine(t, 0, 1);
				break;
			case InterpolationMode.InOutSine:
				interpT = Interp.InOutSine(t, 0, 1);
				break;
			case InterpolationMode.InElastic:
				interpT = Interp.OutElastic(t, 0, 1);
				break;
			case InterpolationMode.OutElastic:
				interpT = Interp.OutElastic(t, 0, 1);
				break;
			case InterpolationMode.InBack:
				interpT = Interp.InBack(t, 0, 1);
				break;
			case InterpolationMode.OutBack:
				interpT = Interp.OutBack(t, 0, 1);
				break;
			default: interpT = 0;
				break;
			}
			
			return interpT;
		}
		
		/// <summary>
		/// Interpolate between two verctors by InterpolationMode mode
		/// </summary>
		public static Vector3 V3(Vector3 v1, Vector3 v2, float t, InterpolationMode mode) {
			float interpT = Interp.Float(t, mode);
			return ((1 - interpT) * v1) + (interpT * v2);
		}
		
		/// <summary>
		/// Linear interpolation of value towards target.
		/// </summary>
		public static float LerpValue(float value, float target, float increaseSpeed, float decreaseSpeed) {
			if (value == target) return target; 
			if (value < target) return Mathf.Clamp(value + Time.deltaTime * increaseSpeed, -Mathf.Infinity, target);
			else return Mathf.Clamp(value - Time.deltaTime * decreaseSpeed, target, Mathf.Infinity);
		}
		
		#endregion Public methods
		
		#region Interpolation modes
		
		private static float None (float t, float b, float c) { // time, b, distance,
			return b + c * (t);
		}
		
		private static float InOutCubic(float t, float b, float c) {
			float ts = t * t;
			float tc = ts * t;
			return b + c * (-2 * tc + 3 * ts);
		}
		
		private static float InOutQuintic (float t, float b, float c) {
			float ts = t * t;
			float tc = ts * t;
			return b + c * (6 * tc * ts + -15 * ts * ts + 10 * tc);
		}
		
		private static float InQuintic (float t, float b, float c) {
			float ts = t * t;
			float tc = ts * t;
			return b + c * (tc * ts);
		}
		
		private static float InQuartic (float t, float b, float c) {
			float ts = t * t;
			return b + c * (ts * ts);
		}
		
		private static float InCubic (float t, float b, float c) {
			float ts = t * t;
			float tc = ts * t;
			return b + c * (tc);
		}
		
		private static float InQuadratic (float t, float b, float c) {
			float ts = t * t;
			return b + c * (ts);
		}
		
		private static float OutQuintic (float t, float b, float c) {
			float ts = t * t;
			float tc = ts * t;
			return b + c * (tc * ts + -5 * ts * ts + 10 * tc + -10 * ts + 5 * t);
		}
		
		private static float OutQuartic (float t, float b, float c) {
			float ts = t * t;
			float tc = ts * t;
			return b + c * (-1 * ts * ts + 4 * tc + -6 * ts + 4 * t);
		}
		
		private static float OutCubic (float t, float b, float c) {
			float ts = t * t;
			float tc = ts * t;
			return b + c * (tc + -3 * ts + 3 * t);
		}
		
		private static float OutInCubic (float t, float b, float c) {
			float ts = t * t;
			float tc = ts * t;
			return b + c * (4 * tc + -6 * ts + 3 * t);
		}
		
		private static float OutInQuartic (float t, float b, float c) {
			float ts = t * t;
			float tc = ts * t;
			return b + c * (6 * tc + -9 * ts + 4 * t);
		}
		
		private static float BackInCubic (float t, float b, float c) {
			float ts = t * t;
			float tc = ts * t;
			return b + c *(4 * tc + -3 * ts);
		}
		
		private static float BackInQuartic (float t, float b, float c) {
			float ts = t * t;
			float tc = ts * t;
			return b + c * (2 * ts * ts + 2 * tc + -3 * ts);
		}
		
		private static float OutBackCubic (float t, float b, float c) {
			float ts = t * t;
			float tc = ts * t;
			return b + c * (4 * tc + -9 * ts + 6 * t);
		}
		
		private static float OutBackQuartic (float t, float b, float c) {
			float ts = t * t;
			float tc = ts * t;
			return b + c * (-2 * ts * ts + 10 * tc + -15 * ts + 8 * t);
		}
		
		private static float OutElasticSmall (float t, float b, float c) {
			float ts = t * t;
			float tc = ts * t;
			return b + c * (33 * tc * ts + -106 * ts * ts + 126 * tc + -67 * ts + 15 * t);
		}
		
		private static float OutElasticBig (float t, float b, float c) {
			float ts = t * t;
			float tc = ts * t;
			return b+c*(56*tc*ts + -175*ts*ts + 200*tc + -100*ts + 20*t);
		}
		
		private static float InElasticSmall (float t, float b, float c) {
			float ts = t * t;
			float tc = ts * t;
			return b + c * (33 * tc * ts + -59 * ts * ts + 32 * tc + -5 * ts);
		}
		
		private static float InElasticBig (float t, float b, float c) {
			float ts = t * t;
			float tc = ts * t;
			return b + c * (56 * tc * ts + -105 * ts * ts + 60 * tc + -10 * ts);
		}
		
		private static float InSine (float t, float b, float c) {
			c -= b;
			return -c * Mathf.Cos(t / 1 * (Mathf.PI / 2)) + c + b;
		}

		private static float OutSine (float t, float b, float c) {
			c -= b;
			return c * Mathf.Sin(t / 1 * (Mathf.PI / 2)) + b;
		}
		
		private static float InOutSine (float t, float b, float c) {
			c -= b;
			return -c / 2 * (Mathf.Cos(Mathf.PI * t / 1) - 1) + b;
		}
		
		private static float InElastic (float t, float b, float c) {
			c -= b;
			
			float d = 1f;
			float p = d * .3f;
			float s = 0;
			float a = 0;
			
			if (t == 0) return b;
			
			if ((t /= d) == 1) return b + c;
			
			if (a == 0f || a < Mathf.Abs(c)){
				a = c;
				s = p / 4;
				}else{
				s = p / (2 * Mathf.PI) * Mathf.Asin(c / a);
			}
			
			return -(a * Mathf.Pow(2, 10 * (t-=1)) * Mathf.Sin((t * d - s) * (2 * Mathf.PI) / p)) + b;
		}	
		
		private static float OutElastic (float t, float b, float c) {
			c -= b;
			
			float d = 1f;
			float p = d * .3f;
			float s = 0;
			float a = 0;
			
			if (t == 0) return b;
			
			if ((t /= d) == 1) return b + c;
			
			if (a == 0f || a < Mathf.Abs(c)){
				a = c;
				s = p / 4;
				}else{
				s = p / (2 * Mathf.PI) * Mathf.Asin(c / a);
			}
			
			return (a * Mathf.Pow(2, -10 * t) * Mathf.Sin((t * d - s) * (2 * Mathf.PI) / p) + c + b);
		}
		
		private static float InBack(float t, float b, float c){
			c -= b;
			t /= 1;
			float s = 1.70158f;
			return c * (t) * t * ((s + 1) * t - s) + b;
		}

		
		private static float OutBack (float t, float b, float c) {
			float s = 1.70158f;
			c -= b;
			t = (t / 1) - 1;
			return c * ((t) * t * ((s + 1) * t + s) + 1) + b;
		}
		
		#endregion Interpolation modes
	}
}