Preview App
use std::f64::consts::PI;

use ranim::{
    anims::morph::MorphAnim,
    color::palettes::manim,
    glam::{DVec3, Vec3},
    items::mesh::{MeshItem, Sphere, Surface},
    prelude::*,
    utils::rate_functions::linear,
};

/// Comprehensive mesh morphing demo: sphere -> torus -> disc -> sphere
#[scene]
#[output(dir = "mesh_morph")]
fn mesh_morph(r: &mut RanimScene) {
    // Setup camera
    let phi = 70.0 * PI / 180.0;
    let theta = 30.0 * PI / 180.0;
    let distance = 8.0;

    let mut cam = CameraFrame::from_spherical(phi, theta, distance);
    cam.fovy = 50.0 * PI / 180.0;
    let r_cam = r.insert(cam.clone());

    // Create meshes with better colors from manim palette
    let sphere_surface = Sphere::new(2.0)
        .with_fill_color(manim::BLUE_D) // Deep blue
        .with_resolution((50, 30));
    let mut sphere = surface_to_mesh(Surface::from(sphere_surface));

    let torus_surface = create_torus_shape(2.0, 0.8, (50, 30));
    let mut torus = surface_to_mesh(torus_surface);
    torus.set_fill_color(manim::TEAL_D); // Teal for torus

    let disc_surface = create_disc_shape(2.5, (50, 30));
    let mut disc = surface_to_mesh(disc_surface);
    disc.set_fill_color(manim::PURPLE_D); // Purple for disc

    let sphere_red_surface = Sphere::new(2.0)
        .with_fill_color(manim::MAROON_D) // Deep red
        .with_resolution((50, 30));
    let sphere_red = surface_to_mesh(Surface::from(sphere_red_surface));

    let r_mesh = r.insert(sphere.clone());

    // Animation sequence:
    // 1. Sphere -> Torus
    r.timeline_mut(r_mesh)
        .play(sphere.morph_to(torus.clone()).with_duration(2.5));

    // 2. Torus -> Disc
    r.timeline_mut(r_mesh)
        .forward(0.5)
        .play(torus.morph_to(disc.clone()).with_duration(2.5));

    // 3. Disc -> Sphere (different color)
    r.timeline_mut(r_mesh)
        .forward(0.5)
        .play(disc.morph_to(sphere_red).with_duration(2.5));

    // Rotate camera continuously
    r.timeline_mut(r_cam).play(
        cam.orbit(DVec3::ZERO, 2.0)
            .with_duration(9.0)
            .with_rate_func(linear),
    );

    // Add preview captures at key moments
    r.insert_time_mark(2.5, TimeMark::Capture("preview_torus.png".to_string()));
    r.insert_time_mark(5.5, TimeMark::Capture("preview_disc.png".to_string()));
}

/// Convert Surface to MeshItem
fn surface_to_mesh(surface: Surface) -> MeshItem {
    let points: Vec<Vec3> = surface.vertices.iter().map(|v| v.as_vec3()).collect();

    // Build MeshItem manually
    let mut mesh = MeshItem::from_indexed_vertices(points, surface.triangle_indices);

    // Set colors by iterating through surface colors and using set_fill_color
    // Since we can't directly access vertex_colors from outside, we'll just use the first color
    if let Some(first_color) = surface.vertex_colors.first() {
        mesh.set_fill_color(*first_color);
    }

    mesh.with_transform(surface.transform.as_mat4())
}

/// Create a torus-like shape
fn create_torus_shape(major_radius: f64, minor_radius: f64, resolution: (u32, u32)) -> Surface {
    Surface::from_uv_func(
        |u, v| {
            let theta = u * 2.0 * PI;
            let phi = v * 2.0 * PI;

            let x = (major_radius + minor_radius * phi.cos()) * theta.cos();
            let y = (major_radius + minor_radius * phi.cos()) * theta.sin();
            let z = minor_radius * phi.sin();

            DVec3::new(x, y, z)
        },
        (0.0, 1.0),
        (0.0, 1.0),
        resolution,
    )
}

/// Create a flattened disc-like shape
fn create_disc_shape(radius: f64, resolution: (u32, u32)) -> Surface {
    Surface::from_uv_func(
        |u, v| {
            let theta = u * 2.0 * PI;
            let r = v * radius;

            let x = r * theta.cos();
            let y = r * theta.sin();
            let z = 0.3 * (1.0 - v) * (u * 4.0 * PI).sin(); // Small wave pattern

            DVec3::new(x, y, z)
        },
        (0.0, 1.0),
        (0.0, 1.0),
        resolution,
    )
}