kanoko 0.1.0

Generate a random pattern inspired by the traditional Japanese kanoko pattern
Documentation
use rand_distr::Distribution;
use std::{collections::VecDeque, f64::consts::PI};
use svg::node::element::{Path, path::Data};

use color::{AlphaColor, Srgb};
use itertools::Itertools;
use rand_distr::Normal;

use crate::{Coordinate, shape::Shape};

pub struct KanokoShape<I> {
    pub size: f64,
    pub color_fn: Box<dyn Fn(I) -> AlphaColor<Srgb>>,
    pub std_dev: Option<f64>,
}

impl<I> KanokoShape<I> {
    pub fn new(
        size: f64,
        color_fn: impl Fn(I) -> AlphaColor<Srgb> + 'static,
        std_dev: Option<f64>,
    ) -> Self {
        Self {
            size,
            color_fn: Box::new(color_fn),
            std_dev,
        }
    }

    fn generate_corner_coordinates(&self) -> Vec<Coordinate> {
        (0..4)
            .map(|i| {
                let angle: f64 = 2_f64 * PI * i as f64 / 4_f64;
                let coordinate = Coordinate {
                    x: self.size * angle.cos(),
                    y: self.size * angle.sin(),
                };

                if let Some(std_dev) = self.std_dev {
                    coordinate.add_jitter(std_dev)
                } else {
                    coordinate
                }
            })
            .collect()
    }

    fn generate_side_coordinates(&self, corner_coordinates: &[Coordinate]) -> Vec<Coordinate> {
        let normal = Normal::new(0.5, 0.1).unwrap();

        let mut side_coordinates: VecDeque<Coordinate> = corner_coordinates
            .iter()
            .circular_tuple_windows()
            .map(|(coordinate_1, coordinate_2)| {
                coordinate_1.lerp(
                    coordinate_2,
                    (normal.sample(&mut rand::rng()) as f64).clamp(0.1, 0.9),
                )
            })
            .collect();

        if let Some(last) = side_coordinates.pop_back() {
            side_coordinates.push_front(last);
        }

        side_coordinates.into()
    }
}

impl<I: Copy> Shape for KanokoShape<I> {
    type Index = I;

    fn generate_path(&self, index: &Self::Index) -> Path {
        let corner_coordinates = self.generate_corner_coordinates();
        let side_coordinates = self.generate_side_coordinates(&corner_coordinates);

        let mut data = Data::new();

        if let Some(first) = side_coordinates.first() {
            data = data.move_to((first.x, first.y));
        }
        for (end, corner) in side_coordinates
            .iter()
            .skip(1)
            .chain(side_coordinates.first())
            .zip(corner_coordinates.iter())
        {
            data = data.cubic_curve_to((corner.x, corner.y, corner.x, corner.y, end.x, end.y));
        }
        data = data.close();

        let color = (self.color_fn)(*index);
        let [r, g, b, a] = color.to_rgba8().to_u8_array();
        let fill = format!("rgb({},{},{})", r, g, b);
        let opacity = a as f64 / 255.0;

        Path::new()
            .set("stroke", "none")
            .set("d", data)
            .set("fill", fill)
            .set("fill-opacity", opacity)
    }
}