import math
from typing import Iterator, List, Optional, Tuple

from beziers.boundingbox import BoundingBox
from beziers.cubicbezier import CubicBezier
from beziers.line import Line
from beziers.path.representations.Nodelist import Node, NodelistRepresentation
from beziers.path.representations.Segment import SegmentRepresentation
from beziers.point import Point
from beziers.segment import Segment
from beziers.utils.booleanoperationsmixin import BooleanOperationsMixin
from beziers.utils.samplemixin import SampleMixin

if not hasattr(math, "isclose"):

    def isclose(a, b, rel_tol=1e-9, abs_tol=0.0):
        return abs(a - b) <= max(rel_tol * max(abs(a), abs(b)), abs_tol)

    math.isclose = isclose


class BezierPath(BooleanOperationsMixin, SampleMixin, object):
    """`BezierPath` represents a collection of `Segment` objects - the
    curves and lines that make up a path.

    One of the really fiddly things about manipulating Bezier paths in
    a computer is that there are various ways to represent them.
    Different applications prefer different representations. For instance,
    when you're drawing a path on a canvas, you often want a list of nodes
    like so::

      { "x":255.0, "y":20.0, "type":"curve"},
      { "x":385.0, "y":20.0, "type":"offcurve"},
      { "x":526.0, "y":79.0, "type":"offcurve"},
      { "x":566.0, "y":135.0, "type":"curve"},
      { "x":585.0, "y":162.0, "type":"offcurve"},
      { "x":566.0, "y":260.0, "type":"offcurve"},
      { "x":484.0, "y":281.0, "type":"curve"},
      ...

    But when you're doing Clever Bezier Mathematics, you generally want
    a list of segments instead::

      [ (255.0,20.0), (385.0,20.0), (526.0,79.0), (566.0,135.0)],
      [ (566.0,135.0), (585.0,162.0), (566.0,260.0), (484.0,281.0)],

    The Beziers module is designed to allow you to move fluidly between these
    different representations depending on what you're wanting to do.

    """

    def __init__(self):
        self.activeRepresentation = None
        self.closed = True

    @classmethod
    def fromPoints(self, points, error=50.0, cornerTolerance=20.0, maxSegments=20):
        """Fit a poly-bezier curve to the points given. This operation should be familiar
            from 'pencil' tools in a vector drawing application: the application samples points
            where your mouse pointer has been dragged, and then turns the sketch into a Bezier
            path. The goodness of fit can be controlled by tuning the `error` parameter. Corner
            detection can be controlled with `cornerTolerance`.

            Here are some points fit with `error=100.0`:

        ..  figure:: curvefit1.png
            :scale: 75 %
            :alt: curvefit1


            And with `error=10.0`:

        ..  figure:: curvefit2.png
            :scale: 75 %
            :alt: curvefit1

        """
        from beziers.utils.curvefitter import CurveFit

        segs = CurveFit.fitCurve(points, error, cornerTolerance, maxSegments)
        path = BezierPath()
        path.closed = False
        path.activeRepresentation = SegmentRepresentation(path, segs)
        return path

    @classmethod
    def fromSegments(klass, array: List[Segment]):
        """Construct a path from an array of Segment objects."""
        self = klass()
        for a in array:
            assert isinstance(a, Segment)
        self.activeRepresentation = SegmentRepresentation(self, array)
        return self

    @classmethod
    def fromNodelist(klass, array: List[Node], closed=True):
        """Construct a path from an array of Node objects."""
        self = klass()
        for a in array:
            assert isinstance(a, Node)
        self.closed = closed
        self.activeRepresentation = NodelistRepresentation(self, array)
        self.asSegments()  # Resolves a few problems
        return self

    @classmethod
    def fromGlyphsLayer(klass, layer: "GSLayer"):
        """Returns an *array of BezierPaths* from a Glyphs GSLayer object."""
        from beziers.path.representations.GSPath import GSPathRepresentation

        bezpaths = []
        for p in layer.paths:
            path = BezierPath()
            path.activeRepresentation = GSPathRepresentation(path, p)
            bezpaths.append(path)
        return bezpaths

    @classmethod
    def fromDrawable(klass, layer, *penArgs, **penKwargs):
        """Returns an *array of BezierPaths* from any object conforming to the pen protocol."""
        from beziers.utils.pens import BezierPathCreatingPen

        pen = BezierPathCreatingPen(*penArgs, **penKwargs)
        layer.draw(pen)
        return pen.paths

    @classmethod
    def fromFonttoolsGlyph(klass, font, glyphname):
        """Returns an *array of BezierPaths* from a FontTools font object and glyph name."""
        glyphset = font.getGlyphSet()
        from beziers.utils.pens import BezierPathCreatingPen

        pen = BezierPathCreatingPen(glyphset)
        glyph = font.getGlyphSet()[glyphname]
        glyph.draw(pen)
        return pen.paths

    def asSegments(self) -> List[Segment]:
        """Return the path as a list of segments (either Line, CubicBezier,
        or, if you are exceptionally unlucky, QuadraticBezier objects)."""
        if not isinstance(self.activeRepresentation, SegmentRepresentation):
            nl = self.activeRepresentation.toNodelist()
            assert isinstance(nl, list)
            self.activeRepresentation = SegmentRepresentation.fromNodelist(self, nl)
        return self.activeRepresentation.data()

    def asNodelist(self) -> List[Node]:
        """Return the path as a list of Node objects."""
        if not isinstance(self.activeRepresentation, NodelistRepresentation):
            nl = self.activeRepresentation.toNodelist()
            assert isinstance(nl, list)
            self.activeRepresentation = NodelistRepresentation(self, nl)
        return self.activeRepresentation.data()

    def asSVGPath(self) -> str:
        """Return the path as a string suitable for a SVG <path d="..."? element."""
        segs = self.asSegments()
        pathParts = ["M %f %f" % (segs[0][0].x, segs[0][0].y)]

        operators = "xxLQC"
        for s in segs:
            op = operators[len(s)] + " "
            for pt in s[1:]:
                op = op + "%f %f " % (pt.x, pt.y)
            pathParts.append(op)
        if self.closed:
            pathParts.append("Z")

        return " ".join(pathParts)

    def asMatplot(self):
        from matplotlib.path import Path

        nl = self.asNodelist()
        verts = [(nl[0].x, nl[0].y)]
        codes = [Path.MOVETO]

        for i in range(1, len(nl)):
            n = nl[i]
            verts.append((n.x, n.y))
            if n.type == "offcurve":
                if nl[i + 1].type == "offcurve" or nl[i - 1].type == "offcurve":
                    codes.append(Path.CURVE4)
                else:
                    codes.append(Path.CURVE3)
            elif n.type == "curve":
                if (
                    nl[i - 1].type == "offcurve"
                    and i > 2
                    and nl[i - 2].type == "offcurve"
                ):
                    codes.append(Path.CURVE4)
                else:
                    codes.append(Path.CURVE3)
            elif n.type == "line":
                codes.append(Path.LINETO)
            else:
                raise "Unknown node type"
        if self.closed:
            verts.append((nl[0].x, nl[0].y))
            codes.append(Path.CLOSEPOLY)
        return Path(verts, codes)

    def plot(self, ax, **kwargs):
        """Plot the path on a Matplot subplot which you supply

        ::

              import matplotlib.pyplot as plt
              fig, ax = plt.subplots()
              path.plot(ax)

        """
        import matplotlib.patches as patches
        import matplotlib.pyplot as plt
        from matplotlib.lines import Line2D

        path = self.asMatplot()
        if "lw" not in kwargs:
            kwargs["lw"] = 2
        if "fill" not in kwargs:
            kwargs["fill"] = False
        drawNodes = "drawNodes" not in kwargs or kwargs["drawNodes"] != False
        if "drawNodes" in kwargs:
            kwargs.pop("drawNodes")
        patch = patches.PathPatch(path, **kwargs)
        ax.add_patch(patch)
        left, right = ax.get_xlim()
        top, bottom = ax.get_ylim()
        bounds = self.bounds()
        bounds.addMargin(50)
        if not (left == 0.0 and right == 1.0 and top == 0.0 and bottom == 1.0):
            bounds.extend(Point(left, top))
            bounds.extend(Point(right, bottom))
        ax.set_xlim(bounds.left, bounds.right)
        ax.set_ylim(bounds.bottom, bounds.top)
        if drawNodes:
            nl = self.asNodelist()
            for i in range(0, len(nl)):
                n = nl[i]
                if n.type == "offcurve":
                    circle = plt.Circle(
                        (n.x, n.y), 2, fill=True, color="black", alpha=0.5
                    )
                    ax.add_artist(circle)
                    if i + 1 < len(nl) and nl[i + 1].type != "offcurve":
                        l = Line2D(
                            [n.x, nl[i + 1].x],
                            [n.y, nl[i + 1].y],
                            linewidth=2,
                            color="black",
                            alpha=0.3,
                        )
                        ax.add_artist(l)
                    if i - 0 >= 0 and nl[i - 1].type != "offcurve":
                        l = Line2D(
                            [n.x, nl[i - 1].x],
                            [n.y, nl[i - 1].y],
                            linewidth=2,
                            color="black",
                            alpha=0.3,
                        )
                        ax.add_artist(l)
                else:
                    circle = plt.Circle((n.x, n.y), 3, color="black", alpha=0.3)
                    ax.add_artist(circle)

    def clone(self) -> "BezierPath":
        """Return a new path which is an exact copy of this one"""
        p = BezierPath.fromSegments(self.asSegments())
        p.closed = self.closed
        return p

    def round(self) -> None:
        """Rounds the points of this path to integer coordinates."""
        segs = self.asSegments()
        for s in segs:
            s.round()
        self.activeRepresentation = SegmentRepresentation(self, segs)

    def bounds(self) -> BoundingBox:
        """Determine the bounding box of the path, returned as a
        `BoundingBox` object."""
        bbox = BoundingBox()
        for seg in self.asSegments():
            bbox.extend(seg)
        return bbox

    def splitAtPoints(self, splitlist: List[Tuple[Segment, float]]):
        """Split the path at the given points. The splitlist is a list of
        tuples, each containing a segment and a time (0->1) along that
        segment. For instance, to split a path at the midpoint of the first
        segment, you would do::

            path.splitAtPoints([(path.asSegments()[0], 0.5)])

        """

        def mapx(v, ds):
            return (v - ds) / (1 - ds)

        segs = self.asSegments()
        newsegs = []
        # Cluster splitlist by seg
        newsplitlist = {}
        for seg, t in splitlist:
            if seg not in newsplitlist:
                newsplitlist[seg] = []
            newsplitlist[seg].append(t)
        for k in newsplitlist:
            newsplitlist[k] = sorted(newsplitlist[k])
        # Now walk the path
        for seg in segs:
            if seg in newsplitlist:
                tList = newsplitlist[seg]
                while len(tList) > 0:
                    t = tList.pop(0)
                    if t < 1e-8:
                        continue
                    seg1, seg2 = seg.splitAtTime(t)
                    newsegs.append(seg1)
                    seg = seg2
                    for i in range(0, len(tList)):
                        tList[i] = mapx(tList[i], t)
            newsegs.append(seg)
        self.activeRepresentation = SegmentRepresentation(self, newsegs)

    def addExtremes(self) -> "BezierPath":
        """Add extreme points to the path."""
        segs = self.asSegments()
        splitlist = []
        for seg in segs:
            for t in seg.findExtremes():
                splitlist.append((seg, t))
        self.splitAtPoints(splitlist)
        return self

    @property
    def length(self) -> float:
        """Returns the length of the whole path."""
        segs = self.asSegments()
        length = 0
        for s in segs:
            length += s.length
        return length

    def pointAtTime(self, t: float) -> Point:
        """Returns the point at time t (0->1) along the curve, where 1 is the end of the whole curve."""
        segs = self.asSegments()
        if t == 1.0:
            return segs[-1].pointAtTime(1)
        t *= len(segs)
        seg = segs[int(math.floor(t))]
        return seg.pointAtTime(t - math.floor(t))

    def lengthAtTime(self, t: float) -> float:
        """Returns the length of the subset of the path from the start
        up to the point t (0->1), where 1 is the end of the whole curve."""
        segs = self.asSegments()
        t *= len(segs)
        length = 0
        for s in segs[: int(math.floor(t))]:
            length += s.length
        seg = segs[int(math.floor(t))]
        s1, s2 = seg.splitAtTime(t - math.floor(t))
        length += s1.length
        return length

    def offset(self, vector: Point, rotateVector=True) -> "BezierPath":
        """Returns a new BezierPath which approximates offsetting the
            current Bezier path by the given vector. Note that the vector
            will be rotated around the normal of the curve so that the
            offsetting always happens on the same 'side' of the curve:

        ..  figure:: offset1.png
            :scale: 75 %
            :alt: offset1

            If you don't want that and you want 'straight' offsetting instead
            (which may intersect with the original curve), pass
            `rotateVector=False`:

        ..  figure:: offset2.png
            :scale: 75 %
            :alt: offset1

        """
        # Method 1 - curve fit
        newsegs = []
        points = []

        def finishPoints(newsegs, points):
            if len(points) > 0:
                bp = BezierPath.fromPoints(points, error=0.1, cornerTolerance=1)
                newsegs.extend(bp.asSegments())
            while len(points) > 0:
                points.pop()

        for seg in self.asSegments():
            if isinstance(seg, Line):
                finishPoints(newsegs, points)
                newsegs.append(seg.translated(vector))
            else:
                t = 0.0
                while t < 1.0:
                    if rotateVector:
                        points.append(
                            seg.pointAtTime(t)
                            + vector.rotated(Point(0, 0), seg.normalAtTime(t).angle)
                        )
                    else:
                        points.append(seg.pointAtTime(t) + vector)
                    step = max(abs(seg.curvatureAtTime(t)), 0.1)
                    t = t + min(seg.length / step, 0.1)
        finishPoints(newsegs, points)
        newpath = BezierPath()
        newpath.activeRepresentation = SegmentRepresentation(newpath, newsegs)
        return newpath

    def append(self, other: "BezierPath", joinType="line") -> "BezierPath":
        """Append another path to this one. If the end point of the first
        path is not the same as the start point of the other path, a line
        will be drawn between them."""
        segs1 = self.asSegments()
        segs2 = other.asSegments()
        if len(segs1) < 1:
            self.activeRepresentation = SegmentRepresentation(self, segs2)
            return
        if len(segs2) < 1:
            self.activeRepresentation = SegmentRepresentation(self, segs1)
            return

        # Which way around should they go?
        dist1 = segs1[-1].end.distanceFrom(segs2[0].start)
        dist2 = segs1[-1].end.distanceFrom(segs2[-1].end)
        if dist2 > 2 * dist1:
            segs2 = list(reversed([x.reversed() for x in segs2]))

        # Add a line between if they don't match up
        if segs1[-1].end != segs2[0].start:
            segs1.append(Line(segs1[-1].end, segs2[0].start))

        # XXX Check for discontinuities and harmonize if needed

        segs1.extend(segs2)
        self.activeRepresentation = SegmentRepresentation(self, segs1)
        return self

    def reverse(self) -> "BezierPath":
        """Reverse this path (mutates path)."""
        seg2 = [x.reversed() for x in self.asSegments()]
        self.activeRepresentation = SegmentRepresentation(self, list(reversed(seg2)))
        return self

    def translate(self, vector: Point) -> "BezierPath":
        """Translates the path by a given vector."""
        seg2 = [x.translated(vector) for x in self.asSegments()]
        self.activeRepresentation = SegmentRepresentation(self, seg2)
        return self

    def rotate(self, about: Point, angle: float) -> "BezierPath":
        """Rotate the path by a given vector."""
        seg2 = [x.rotated(about, angle) for x in self.asSegments()]
        self.activeRepresentation = SegmentRepresentation(self, seg2)
        return self

    def scale(self, by: float) -> "BezierPath":
        """Scales the path by a given magnitude."""
        seg2 = [x.scaled(by) for x in self.asSegments()]
        self.activeRepresentation = SegmentRepresentation(self, seg2)
        return self

    def balance(self) -> None:
        """Performs Tunni balancing on the path."""
        segs = self.asSegments()
        for x in segs:
            if isinstance(x, CubicBezier):
                x.balance()
        self.activeRepresentation = SegmentRepresentation(self, segs)
        return self

    def findDiscontinuities(self):
        """Not implemented yet"""
        raise NotImplementedError

    def roundCorners(self):
        """Not implemented yet"""
        raise NotImplementedError

    def dash(self, lineLength=50, gapLength=None) -> List["BezierPath"]:
        """Returns a list of BezierPath objects created by chopping
            this path into a dashed line::

              paths = path.dash(lineLength = 20, gapLength = 50)

        ..  figure:: dash.png
            :scale: 75 %
            :alt: path.dash(lineLength = 20, gapLength = 50)
        """
        if not gapLength:
            gapLength = lineLength
        granularity = self.length
        newpaths = []
        points = []
        for t in self.regularSampleTValue(granularity):
            lenSoFar = self.lengthAtTime(t)  # Super inefficient. But simple!
            lenSoFar = lenSoFar % (lineLength + gapLength)
            if lenSoFar >= lineLength and len(points) > 0:
                # When all you have is a hammer...
                bp = BezierPath.fromPoints(points, error=1, cornerTolerance=1)
                points = []
                if len(bp.asSegments()) > 0:
                    newpaths.append(bp)
            elif lenSoFar <= lineLength:
                points.append(self.pointAtTime(t))
        return newpaths

    def segpairs(self) -> Iterator[Tuple[Segment, Segment]]:
        """Returns an iterator of pairs of segments."""
        segs = self.asSegments()
        for i in range(0, len(segs) - 1):
            yield (segs[i], segs[i + 1])

    def harmonize(self, seg1, seg2):
        if seg1.end.x != seg2.start.x or seg1.end.y != seg2.start.y:
            return
        a1, a2 = seg1[1], seg1[2]
        b1, b2 = seg2[1], seg2[2]
        intersections = Line(a1, a2).intersections(Line(b1, b2), limited=False)
        if not intersections[0]:
            return
        p0 = a1.distanceFrom(a2) / a2.distanceFrom(intersections[0].point)
        p1 = b1.distanceFrom(intersections[0].point) / b1.distanceFrom(b2)
        r = math.sqrt(p0 * p1)
        t = r / (r + 1)
        newA3 = a2.lerp(b1, t)
        fixup = seg2.start - newA3
        seg1[2] += fixup
        seg2[1] += fixup

    def flatten(self, degree=8) -> "BezierPath":
        """Returns a Path made up of line segments that approximate the path."""
        segs = []
        for s in self.asSegments():
            segs.extend(s.flatten(degree))
        return BezierPath.fromSegments(segs)

    def windingNumberOfPoint(self, pt: Point) -> int:
        """Returns the winding number of a point with respect to the path."""
        bounds = self.bounds()
        bounds.addMargin(10)
        ray1 = Line(Point(bounds.left, pt.y), pt)
        ray2 = Line(Point(bounds.right, pt.y), pt)
        leftIntersections = {}
        rightIntersections = {}
        leftWinding = 0
        rightWinding = 0
        for s in self.asSegments():
            for i in s.intersections(ray1):
                # print("Found left intersection with %s: %s" % (ray1, i.point))
                leftIntersections[i.point] = i

            for i in s.intersections(ray2):
                rightIntersections[i.point] = i

        for i in leftIntersections.values():
            # XXX tangents here are all positive? Really?
            # print(i.seg1, i.t1, i.point)
            tangent = s.tangentAtTime(i.t1)
            # print("Tangent at left intersection %s is %f" % (i.point,tangent.y))
            leftWinding += int(math.copysign(1, tangent.y))

        for i in rightIntersections.values():
            tangent = s.tangentAtTime(i.t1)
            # print("Tangent at right intersection %s is %f" % (i.point,tangent.y))
            rightWinding += int(math.copysign(1, tangent.y))

        # print("Left winding: %i right winding: %i " % (leftWinding,rightWinding))
        return max(abs(leftWinding), abs(rightWinding))

    def pointIsInside(self, pt: Point) -> bool:
        """Returns true if the given point lies on the "inside" of the path,
        assuming an 'even-odd' winding rule where self-intersections are considered
        outside."""
        li = self.windingNumberOfPoint(pt)
        return li % 2 == 1

    @property
    def signed_area(self) -> float:
        """Approximates the area under a closed path by flattening and treating as a polygon.
        Returns the signed area; positive means the path is counter-clockwise,
        negative means it is clockwise."""
        flat = self.flatten()
        area = 0
        for s in flat.asSegments():
            area = area + (s.start.x * s.end.y) - (s.start.y * s.end.x)
        area = area / 2.0
        return area

    @property
    def area(self) -> float:
        """Approximates the area under a closed path by flattening and treating as a
        polygon. Returns the unsigned area. Use :py:meth:`signed_area` if you want
        the signed area."""
        return abs(self.signed_area)

    @property
    def direction(self) -> int:
        """Returns the direction of the path: -1 for clockwise and 1 for counterclockwise."""
        return math.copysign(1, self.signed_area)

    @property
    def centroid(self) -> Optional[Point]:
        """Returns the centroid of the path's bounding box, or
        None if the path is open.
        """
        if not self.closed:
            return None
        return self.bounds().centroid  # Really?

    def drawWithBrush(self, other: "BezierPath") -> List["BezierPath"]:
        """Assuming that `other` is a closed Bezier path representing a pen or
        brush of a certain shape and that `self` is an open path, this method
        traces the brush along the path, returning an array of Bezier paths.

        `other` may also be a function which, given a time `t` (0-1), returns a closed
        path representing the shape of the brush at the given time.

        This requires the `shapely` library to be installed.
        """
        from shapely.geometry import Polygon
        from shapely.ops import unary_union

        polys = []
        samples = self.sample(self.length / 2)

        def constantBrush(t):
            return other

        brush = other
        if not callable(brush):
            brush = constantBrush

        c = brush(0).centroid

        from itertools import tee

        def pairwise(iterable):
            "s -> (s0,s1), (s1,s2), (s2, s3), ..."
            a, b = tee(iterable)
            next(b, None)
            return zip(a, b)

        t = 0
        for n in samples:
            brushHere = brush(t).clone().flatten()
            brushHere.translate(n - brushHere.centroid)
            polys.append(Polygon([(x[0].x, x[0].y) for x in brushHere.asSegments()]))
            t = t + 1.0 / len(samples)
        concave_hull = unary_union(polys)
        ll = []
        for x, y in pairwise(concave_hull.exterior.coords):
            l = Line(Point(x[0], x[1]), Point(y[0], y[1]))
            ll.append(l)
        paths = [BezierPath.fromSegments(ll)]

        for interior in concave_hull.interiors:
            ll = []
            for x, y in pairwise(interior.coords):
                l = Line(Point(x[0], x[1]), Point(y[0], y[1]))
                ll.append(l)
            paths.append(BezierPath.fromSegments(ll))

        return paths

    def quadraticsToCubics(self) -> None:
        """Converts all quadratic segments in the path to cubic Beziers."""
        segs = self.asSegments()
        for i, s in enumerate(segs):
            if len(s) == 3:
                segs[i] = s.toCubicBezier()
        return self

    def thicknessAtX(path, x: float) -> Optional[float]:
        """Returns the thickness of the path at x-coordinate ``x``."""
        bounds = path.bounds()
        bounds.addMargin(10)
        ray = Line(Point(x - 0.1, bounds.bottom), Point(x + 0.1, bounds.top))
        intersections = []
        for seg in path.asSegments():
            intersections.extend(seg.intersections(ray))
        if len(intersections) < 2:
            return None
        intersections = list(sorted(intersections, key=lambda i: i.point.y))
        i1, i2 = intersections[0:2]
        inorm1 = i1.seg1.normalAtTime(i1.t1)
        ray1 = Line(i1.point + (inorm1 * 1000), i1.point + (inorm1 * -1000))
        iii = i2.seg1.intersections(ray1)
        if iii:
            ll1 = i1.point.distanceFrom(iii[0].point)
        else:
            # Simple, vertical version
            return abs(i1.point.y - i2.point.y)

        inorm2 = i2.seg1.normalAtTime(i2.t1)
        ray2 = Line(i2.point + (inorm2 * 1000), i2.point + (inorm2 * -1000))
        iii = i1.seg1.intersections(ray2)
        if iii:
            ll2 = i2.point.distanceFrom(iii[0].point)
            return (ll1 + ll2) * 0.5
        else:
            return ll1

        # midpoint = (i1.point + i2.point) / 2
        # # Find closest path to midpoint
        # # Find the tangent at that time
        # inorm2 = i2.seg1.normalAtTime(i2.t1)

    def distanceToPath(self, other: "BezierPath", samples=10) -> float:
        """Finds the distance to the other curve at its closest point,
        along with the t values for the closest point at each segment
        and the relevant segments.

        Returns: ``distance, t1, t2, seg1, seg2``."""
        from beziers.utils.curvedistance import curveDistance

        segs1 = self.asSegments()
        segs2 = other.asSegments()
        minDistance = None
        # Find closest segment pair.
        for s1 in segs1:
            samples1 = s1.sample(samples)
            for s2 in segs2:
                samples2 = s2.sample(samples)
                d = min(
                    [p1.squareDistanceFrom(p2) for p1 in samples1 for p2 in samples2]
                )
                if not minDistance or d < minDistance:
                    minDistance = d
                    closestPair = (s1, s2)
        c = curveDistance(closestPair[0], closestPair[1])
        return (c[0], c[1], c[2], closestPair[0], closestPair[1])

    def tidy(self, **kwargs) -> None:
        """Tidies a curve by adding extremes, and then running
        ``removeIrrelevantSegments`` and ``smooth``. ``relLength``,
        ``absLength``, ``maxCollectionSize``, ``lengthLimit`` and
        ``cornerTolerance`` parameters are passed to the relevant routine."""
        self.addExtremes()
        self.removeIrrelevantSegments(
            **{k: v for k, v in kwargs.items() if k in ["relLength", "absLength"]}
        )
        self.smooth(
            **{
                k: v
                for k, v in kwargs.items()
                if k in ["maxCollectionSize", "lengthLimit", "cornerTolerance"]
            }
        )

    def removeIrrelevantSegments(self, relLength=1 / 50000, absLength=0):
        """Removes small and collinear line segments. Collinear line
        segments are adjacent line segments which are heading in the same
        direction, and hence can be collapsed into a single segment.
        Small segments (those less than ``absLength`` units, or less than
        ``relLength`` as a fraction of the path's total length) are
        removed entirely."""
        segs = self.asSegments()
        newsegs = [segs[0]]
        smallLength = self.length * relLength
        for i in range(1, len(segs)):
            prev = newsegs[-1]
            this = segs[i]
            if this.length < smallLength or this.length < absLength:
                this[0] = prev[0]
                newsegs[-1] = this
                continue
            if len(prev) == 2 and len(this) == 2:
                if math.isclose(
                    prev.tangentAtTime(0).angle, this.tangentAtTime(0).angle
                ):
                    this[0] = prev[0]
                    newsegs[-1] = this
                    continue
            newsegs.append(this)
        self.activeRepresentation = SegmentRepresentation(self, newsegs)
        return self

    def smooth(self, maxCollectionSize=30, lengthLimit=20, cornerTolerance=10):
        """Smooths a curve, by collating lists of small (at most ``lengthLimit``
        units long) segments at most ``maxCollectionSize`` segments at a time,
        and running them through a curve fitting algorithm. The list collation
        also stops when one segment turns more than ``cornerTolerance`` degrees
        away from the previous one, so that corners are not smoothed."""
        smallLineLength = lengthLimit
        segs = self.asSegments()
        i = 0
        collection = []
        while i < len(segs):
            s = segs[i]
            if s.length < smallLineLength and len(collection) <= maxCollectionSize:
                collection.append(s)
            else:
                corner = False
                if len(collection) > 1:
                    last = collection[-1]
                    if abs(
                        last.tangentAtTime(1).angle - s.tangentAtTime(0).angle
                    ) > math.radians(cornerTolerance):
                        corner = True
                if len(collection) > maxCollectionSize or corner or i == len(segs) - 2:
                    points = [x.start for x in collection]
                    bp = BezierPath.fromPoints(points)
                    if len(bp.asSegments()) > 0:
                        segs[i - len(collection) : i] = bp.asSegments()
                        i -= len(collection)
                    collection = []
            i += 1
        if len(collection) > 0:
            points = [x.start for x in collection]
            bp = BezierPath.fromPoints(points)
            if len(bp.asSegments()) > 0:
                segs[i - (1 + len(collection)) : i - 1] = bp.asSegments()

        self.activeRepresentation = SegmentRepresentation(self, segs)
        return self
