Preview App
use std::f64::consts::{PI, TAU};

use ranim::{
    color::palettes::manim,
    glam::{DMat4, DVec3},
    items::mesh::{Sphere, Surface},
    prelude::*,
    utils::rate_functions::linear,
};
use ranim_core::animation::Eval;

// Custom animation: rotate a Surface's transform around the Z axis
struct RotateAroundZ {
    src: Surface,
    group_center: DVec3,
    vertex_offset: DVec3,
    total_angle: f64,
}

impl Eval<Surface> for RotateAroundZ {
    fn eval_alpha(&self, alpha: f64) -> Surface {
        let angle = self.total_angle * alpha;
        let mut result = self.src.clone();
        result.transform = DMat4::from_translation(self.group_center)
            * DMat4::from_rotation_z(angle)
            * DMat4::from_translation(self.vertex_offset);
        result
    }
}

#[scene]
#[output(dir = "tetrahedron_spheres")]
fn tetrahedron_spheres(r: &mut RanimScene) {
    let phi = 60.0 * PI / 180.0;
    let theta = PI / 2.0;
    let distance = 6.0;

    // Fixed camera, Z-up
    let cam = CameraFrame::from_spherical(phi, theta, distance);
    let _r_cam = r.insert(cam);

    // Regular tetrahedron centered at the origin, edge length `a`.
    // Z is the vertical axis; the three base vertices share the same Z coordinate.
    let a: f64 = 2.5;
    let sqrt6 = 6.0_f64.sqrt();
    let sqrt3 = 3.0_f64.sqrt();

    let vertices = [
        DVec3::new(0.0, 0.0, a * sqrt6 / 4.0),               // apex
        DVec3::new(0.0, a * sqrt3 / 3.0, -a * sqrt6 / 12.0), // base
        DVec3::new(-a / 2.0, -a * sqrt3 / 6.0, -a * sqrt6 / 12.0), // base
        DVec3::new(a / 2.0, -a * sqrt3 / 6.0, -a * sqrt6 / 12.0), // base
    ];

    let colors = [manim::BLUE_C, manim::RED_C, manim::GREEN_C, manim::YELLOW_C];

    let radius = 0.6 * a;
    let resolution = (31, 16);
    let x_offset = 3.5;

    // Left group: flat shading (normals zeroed out)
    let left_center = DVec3::new(-x_offset, 0.0, 0.0);
    for (vertex, color) in vertices.iter().zip(colors.iter()) {
        let mut surface = Surface::from(
            Sphere::new(radius)
                .with_resolution(resolution)
                .with_fill_color(color.with_alpha(0.5)),
        )
        .with_smooth_normals()
        .with_transform(DMat4::from_translation(left_center + *vertex));

        let r_surface = r.insert(surface.clone());
        r.timeline_mut(r_surface).play(
            RotateAroundZ {
                src: surface.clone(),
                group_center: left_center,
                vertex_offset: *vertex,
                total_angle: TAU,
            }
            .into_animation_cell()
            .apply_to(&mut surface)
            .with_duration(8.0)
            .with_rate_func(linear),
        );
    }

    // Right group: smooth shading (analytical normals from Sphere)
    let right_center = DVec3::new(x_offset, 0.0, 0.0);
    for (vertex, color) in vertices.iter().zip(colors.iter()) {
        let mut surface = Surface::from(
            Sphere::new(radius)
                .with_resolution(resolution)
                .with_fill_color(color.with_alpha(0.5)),
        )
        .with_transform(DMat4::from_translation(right_center + *vertex));

        let r_surface = r.insert(surface.clone());
        r.timeline_mut(r_surface).play(
            RotateAroundZ {
                src: surface.clone(),
                group_center: right_center,
                vertex_offset: *vertex,
                total_angle: TAU,
            }
            .into_animation_cell()
            .apply_to(&mut surface)
            .with_duration(8.0)
            .with_rate_func(linear),
        );
    }

    r.insert_time_mark(
        r.timelines().max_total_secs(),
        TimeMark::Capture("preview.png".to_string()),
    );
}