package svg

import (
	
	
	
	

	
)

type SvgPathContext struct {
	Path     []geo.Intersectable
	Commands []string
	Start    *geo.Point
	Current  *geo.Point
	TopLeft  *geo.Point
	ScaleX   float64
	ScaleY   float64
}

// TODO probably use math.Big
func chopPrecision( float64) float64 {
	// bring down to float32 precision before rounding for consistency across architectures
	return math.Round(float64(float32(*10000)) / 10000)
}

func ( *geo.Point, ,  float64) *SvgPathContext {
	return &SvgPathContext{TopLeft: .Copy(), ScaleX: , ScaleY: }
}

func ( *SvgPathContext) ( *geo.Point, ,  float64) *geo.Point {
	return geo.NewPoint(chopPrecision(.X+.ScaleX*), chopPrecision(.Y+.ScaleY*))
}
func ( *SvgPathContext) (,  float64) *geo.Point {
	return .Relative(.TopLeft, , )
}

func ( *SvgPathContext) ( *geo.Point) {
	.Start = 
	.Commands = append(.Commands, fmt.Sprintf("M %v %v", .X, .Y))
	.Current = .Copy()
}

func ( *SvgPathContext) () {
	.Path = append(.Path, &geo.Segment{Start: .Current.Copy(), End: .Start.Copy()})
	.Commands = append(.Commands, "Z")
	.Current = .Start.Copy()
}

func ( *SvgPathContext) ( bool, ,  float64) {
	var  *geo.Point
	if  {
		 = .Relative(.Current, , )
	} else {
		 = .Absolute(, )
	}
	.Path = append(.Path, &geo.Segment{Start: .Current.Copy(), End: })
	.Commands = append(.Commands, fmt.Sprintf("L %v %v", .X, .Y))
	.Current = .Copy()
}

func ( *SvgPathContext) ( bool, , , , , ,  float64) {
	 := func(,  float64) *geo.Point {
		if  {
			return .Relative(.Current, , )
		}
		return .Absolute(, )
	}
	 := []*geo.Point{.Current.Copy(), (, ), (, ), (, )}
	.Path = append(.Path, geo.NewBezierCurve())
	.Commands = append(.Commands, fmt.Sprintf(
		"C %v %v %v %v %v %v",
		[1].X, [1].Y,
		[2].X, [2].Y,
		[3].X, [3].Y,
	))
	.Current = [3].Copy()
}

func ( *SvgPathContext) ( bool,  float64) {
	var  *geo.Point
	if  {
		 = .Relative(.Current, , 0)
	} else {
		 = .Absolute(, 0)
		.Y = .Current.Y
	}
	.Path = append(.Path, &geo.Segment{Start: .Current.Copy(), End: .Copy()})
	.Commands = append(.Commands, fmt.Sprintf("H %v", .X))
	.Current = .Copy()
}

func ( *SvgPathContext) ( bool,  float64) {
	var  *geo.Point
	if  {
		 = .Relative(.Current, 0, )
	} else {
		 = .Absolute(0, )
		.X = .Current.X
	}
	.Path = append(.Path, &geo.Segment{Start: .Current.Copy(), End: })
	.Commands = append(.Commands, fmt.Sprintf("V %v", .Y))
	.Current = .Copy()
}

func ( *SvgPathContext) () string {
	return strings.Join(.Commands, " ")
}

func (,  float64) (float64, float64) {
	// as the stroke width gets thicker, the dash gap gets smaller
	 := math.Log10(-0.6*+10.6)*0.5 + 0.5
	 :=  * 
	 :=  * 
	return , 
}

// Given control points p1, p2, p3, p4, calculate the segment of this bezier curve from t0 -> t1 where {0 <= t0 < t1 <= 1}.
// Uses De Casteljau's algorithm, referenced: https://stackoverflow.com/questions/11703283/cubic-bezier-curve-segment/11704152#11704152
func (, , ,  *geo.Point, ,  float64) (geo.Point, geo.Point, geo.Point, geo.Point) {
	,  := 1-, 1-

	 := geo.Point{
		X: (**)*.X + (3***)*.X + (3***)*.X + ***.X,
		Y: (**)*.Y + (3***)*.Y + (3***)*.Y + ***.Y,
	}
	 := geo.Point{
		X: (**)*.X + (2***+**)*.X + (**+2***)*.X + ***.X,
		Y: (**)*.Y + (2***+**)*.Y + (**+2***)*.Y + ***.Y,
	}
	 := geo.Point{
		X: (**)*.X + (**+2***)*.X + (2***+**)*.X + ***.X,
		Y: (**)*.Y + (**+2***)*.Y + (2***+**)*.Y + ***.Y,
	}
	 := geo.Point{
		X: (**)*.X + (3***)*.X + (3***)*.X + ***.X,
		Y: (**)*.Y + (3***)*.Y + (3***)*.Y + ***.Y,
	}

	return , , , 
}

// Gets a certain line/curve's SVG path string. offsetIdx and pathData provides the points needed
func getSVGPathString( string,  int,  []string) (string, error) {
	switch  {
	case "M":
		return fmt.Sprintf("M %s %s ", [+1], [+2]), nil
	case "L":
		return fmt.Sprintf("L %s %s ", [+1], [+2]), nil
	case "C":
		return fmt.Sprintf("C %s %s %s %s %s %s ", [+1], [+2], [+3], [+4], [+5], [+6]), nil
	case "S":
		return fmt.Sprintf("S %s %s %s %s ", [+1], [+2], [+3], [+4]), nil
	default:
		return "", fmt.Errorf("unknown svg path command \"%s\"", [])
	}
}

// Gets how much to increment by on an SVG string to get to the next path command
func getPathStringIncrement( string) (int, error) {
	switch  {
	case "M":
		return 3, nil
	case "L":
		return 3, nil
	case "C":
		return 7, nil
	case "S":
		return 5, nil
	default:
		return 0, fmt.Errorf("unknown svg path command \"%s\"", )
	}
}

// This function finds the length of a path in SVG notation
func pathLength( []string) (float64, error) {
	var , ,  float64
	var  geo.Point
	var  int

	for  := 0;  < len();  +=  {
		switch [] {
		case "M":
			, _ = strconv.ParseFloat([+1], 64)
			, _ = strconv.ParseFloat([+2], 64)
		case "L":
			, _ = strconv.ParseFloat([+1], 64)
			, _ = strconv.ParseFloat([+2], 64)

			 += geo.EuclideanDistance(.X, .Y, , )
		case "C":
			, _ = strconv.ParseFloat([+5], 64)
			, _ = strconv.ParseFloat([+6], 64)

			 += geo.EuclideanDistance(.X, .Y, , )
		case "S":
			, _ = strconv.ParseFloat([+3], 64)
			, _ = strconv.ParseFloat([+4], 64)

			 += geo.EuclideanDistance(.X, .Y, , )
		default:
			return 0, fmt.Errorf("unknown svg path command \"%s\"", [])
		}

		 = geo.Point{X: , Y: }

		,  := getPathStringIncrement([])

		if  != nil {
			return 0, 
		}

		 = 
	}

	return , nil
}

// Splits an SVG path into two SVG paths, with the first path being ~{percentage}% of the path
func ( string,  float64) (string, string, error) {
	var , , ,  float64
	var  geo.Point
	var ,  string
	var  int

	 := false
	 := strings.Split(, " ")
	,  := pathLength()

	if  != nil {
		return "", "", 
	}

	for  := 0;  < len();  +=  {
		switch [] {
		case "M":
			, _ = strconv.ParseFloat([+1], 64)
			, _ = strconv.ParseFloat([+2], 64)

			 = 0
		case "L":
			, _ = strconv.ParseFloat([+1], 64)
			, _ = strconv.ParseFloat([+2], 64)

			 = geo.EuclideanDistance(.X, .Y, , )
		case "C":
			, _ = strconv.ParseFloat([+5], 64)
			, _ = strconv.ParseFloat([+6], 64)

			 = geo.EuclideanDistance(.X, .Y, , )
		case "S":
			, _ = strconv.ParseFloat([+3], 64)
			, _ = strconv.ParseFloat([+4], 64)

			 = geo.EuclideanDistance(.X, .Y, , )
		default:
			return "", "", fmt.Errorf("unknown svg path command \"%s\"", [])
		}

		,  := getSVGPathString([], , )
		if  != nil {
			return "", "", 
		}

		 += 

		if  { // add to path2
			 += 
		} else if  < * { // add to path1
			 += 
		} else { // transition from path1 -> path2
			 := (* -  + ) / 

			switch [] {
			case "M":
				 += fmt.Sprintf("M %s %s ", [+3], [+4])
			case "L":
				 += fmt.Sprintf("L %f %f ", (-.X)*+.X, (-.Y)*+.Y)
				 += fmt.Sprintf("M %f %f L %f %f ", (-.X)*+.X, (-.Y)*+.Y, , )
			case "C":
				,  := strconv.ParseFloat([+1], 64)
				,  := strconv.ParseFloat([+2], 64)
				,  := strconv.ParseFloat([+3], 64)
				,  := strconv.ParseFloat([+4], 64)

				 := geo.Point{X: , Y: }
				 := geo.Point{X: , Y: }
				 := geo.Point{X: , Y: }

				, , ,  := BezierCurveSegment(&, &, &, &, 0, 0.5)
				 += fmt.Sprintf("C %f %f %f %f %f %f ", .X, .Y, .X, .Y, .X, .Y)

				, , ,  = BezierCurveSegment(&, &, &, &, 0.5, 1)
				 += fmt.Sprintf("M %f %f C %f %f %f %f %f %f ", .X, .Y, .X, .Y, .X, .Y, .X, .Y)
			case "S":
				// Skip S curves because they are shorter and we can split along the connection to the next path instead
				 += fmt.Sprintf("S %s %s %s %s ", [+1], [+2], [+3], [+4])
				 += fmt.Sprintf("M %s %s ", [+3], [+4])
			default:
				return "", "", fmt.Errorf("unknown svg path command \"%s\"", [])
			}

			 = true
		}

		,  := getPathStringIncrement([])

		if  != nil {
			return "", "", 
		}

		 = 
		 = geo.Point{X: , Y: }
	}

	return , , nil
}