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::{
geometry::{Angle, Coordinate},
shape::Shape,
};
pub struct KanokoShape<I> {
pub sides_fn: Box<dyn Fn(&I) -> u8>,
pub size_fn: Box<dyn Fn(&I) -> f64>,
pub rotation_fn: Box<dyn Fn(&I) -> Angle>,
pub color_fn: Box<dyn Fn(&I) -> AlphaColor<Srgb>>,
pub std_dev: Option<f64>,
}
impl<I> KanokoShape<I> {
pub fn new(
sides_fn: impl Fn(&I) -> u8 + 'static,
size_fn: impl Fn(&I) -> f64 + 'static,
rotation_fn: impl Fn(&I) -> Angle + 'static,
color_fn: impl Fn(&I) -> AlphaColor<Srgb> + 'static,
std_dev: Option<f64>,
) -> Self {
Self {
sides_fn: Box::new(sides_fn),
size_fn: Box::new(size_fn),
rotation_fn: Box::new(rotation_fn),
color_fn: Box::new(color_fn),
std_dev,
}
}
pub fn new_static(
sides: u8,
size: f64,
rotation: Angle,
color: AlphaColor<Srgb>,
std_dev: Option<f64>,
) -> Self {
Self::new(
move |_| sides,
move |_| size,
move |_| rotation,
move |_| color,
std_dev,
)
}
fn generate_corner_coordinates(&self, index: &I) -> Vec<Coordinate> {
let sides = (self.sides_fn)(index);
(0..sides)
.map(|i| {
let angle: f64 =
2_f64 * PI * i as f64 / sides as f64 + (self.rotation_fn)(index).to_radian();
let coordinate = Coordinate {
x: (self.size_fn)(index) * angle.sin() / 2.0,
y: -(self.size_fn)(index) * angle.cos() / 2.0,
};
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(index);
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)
}
}