mirror of
https://github.com/SamEyeBam/animate.git
synced 2026-02-04 09:20:25 +00:00
V1.1
Giant refactor. added layers. ui overhaul. added save/load and we now got presets
This commit is contained in:
290
docs/js/utils/helpers.js
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290
docs/js/utils/helpers.js
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/**
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* Drawing utility functions for the animation framework
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* These are pure functions used by shapes for rendering
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*/
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/**
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* Convert degrees to radians
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* @param {number} degrees - Angle in degrees
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* @returns {number} Angle in radians
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*/
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function rad(degrees) {
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return (degrees * Math.PI) / 180;
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}
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/**
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* Convert RGB array to CSS color string
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* @param {number[]} colour - Array of [r, g, b] values
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* @returns {string} CSS color string
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*/
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function colourToText(colour) {
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return "rgb(" + colour[0] + "," + colour[1] + "," + colour[2] + ")";
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}
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/**
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* Convert hex color to RGB object
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* @param {string} hex - Hex color string (e.g., '#ff0000')
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* @returns {{r: number, g: number, b: number}|null} RGB object or null
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*/
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function hexToRgb(hex) {
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const result = /^#?([a-f\d]{2})([a-f\d]{2})([a-f\d]{2})$/i.exec(hex);
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return result ? {
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r: parseInt(result[1], 16),
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g: parseInt(result[2], 16),
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b: parseInt(result[3], 16)
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} : null;
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}
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/**
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* Linear interpolation between two hex colors
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* @param {string} a - Start hex color
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* @param {string} b - End hex color
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* @param {number} amount - Interpolation amount (0-1)
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* @returns {string} Interpolated hex color
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*/
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function LerpHex(a, b, amount) {
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const ah = parseInt(a.replace(/#/g, ""), 16);
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const ar = ah >> 16;
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const ag = (ah >> 8) & 0xff;
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const ab = ah & 0xff;
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const bh = parseInt(b.replace(/#/g, ""), 16);
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const br = bh >> 16;
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const bg = (bh >> 8) & 0xff;
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const bb = bh & 0xff;
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const rr = ar + amount * (br - ar);
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const rg = ag + amount * (bg - ag);
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const rb = ab + amount * (bb - ab);
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return "#" + (((1 << 24) + (rr << 16) + (rg << 8) + rb) | 0).toString(16).slice(1);
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}
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/**
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* Linear interpolation between two RGB arrays
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* @param {number[]} a - Start RGB array [r, g, b]
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* @param {number[]} b - End RGB array [r, g, b]
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* @param {number} t - Interpolation amount (0-1)
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* @returns {number[]} Interpolated RGB array
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*/
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function lerpRGB(a, b, t) {
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const result = [0, 0, 0];
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for (let i = 0; i < 3; i++) {
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result[i] = (1 - t) * a[i] + t * b[i];
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}
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return result;
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}
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/**
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* Legacy LerpRGB function (handles negative t)
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* @param {number[]} a - Start RGB array
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* @param {number[]} b - End RGB array
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* @param {number} t - Interpolation amount
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* @returns {number[]} Interpolated RGB array
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*/
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function LerpRGB(a, b, t) {
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if (t < 0) {
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t *= -1;
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}
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const newColor = [0, 0, 0];
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newColor[0] = a[0] + (b[0] - a[0]) * t;
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newColor[1] = a[1] + (b[1] - a[1]) * t;
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newColor[2] = a[2] + (b[2] - a[2]) * t;
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return newColor;
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}
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/**
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* Generate a wave-normalized value (0-1 range using sine)
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* @param {number} x - Current position
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* @param {number} max - Maximum position
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* @returns {number} Normalized value (0-1)
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*/
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function waveNormal(x, max) {
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return Math.sin((x / max) * Math.PI * 2 - max * (Math.PI / (max * 2))) / 2 + 0.5;
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}
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/**
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* Rotate a point around origin
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* @param {number} x - X coordinate
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* @param {number} y - Y coordinate
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* @param {number} rotation - Rotation angle in degrees
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* @returns {number[]} Rotated [x, y] coordinates
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*/
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function rotatePoint(x, y, rotation) {
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const nCos = Math.cos(rad(rotation));
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const nSin = Math.sin(rad(rotation));
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const newX = x * nCos - y * nSin;
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const newY = y * nCos + x * nSin;
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return [newX, newY];
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}
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/**
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* Draw a regular polygon
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* @param {number} sides - Number of sides
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* @param {number} width - Radius of polygon
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* @param {number} rotation - Rotation in degrees
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* @param {string} colour - Stroke color
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* @param {number} line_width - Line width
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*/
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function DrawPolygon(sides, width, rotation, colour, line_width) {
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ctx.beginPath();
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ctx.moveTo(
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centerX + width * Math.cos((rotation * Math.PI) / 180),
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centerY + width * Math.sin((rotation * Math.PI) / 180)
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);
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for (let i = 1; i <= sides; i += 1) {
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ctx.lineTo(
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centerX + width * Math.cos((i * 2 * Math.PI) / sides + (rotation * Math.PI) / 180),
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centerY + width * Math.sin((i * 2 * Math.PI) / sides + (rotation * Math.PI) / 180)
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);
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}
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ctx.strokeStyle = colour;
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ctx.lineWidth = line_width;
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ctx.stroke();
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}
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/**
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* Draw an eyelid shape
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* @param {number} width - Width of the eyelid
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* @param {number} x1 - X position
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* @param {number} y1 - Y position
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* @param {string} colour - Fill color
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*/
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function drawEyelid(width, x1, y1, colour) {
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x1 -= centerX;
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y1 -= centerY;
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const angle = Math.atan2(y1, x1);
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const cosAngle = Math.cos(angle);
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const sinAngle = Math.sin(angle);
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const x2 = cosAngle * width;
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const y2 = sinAngle * width;
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const x3Old = width / 2;
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const y3Old = width / 2;
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const x4Old = width / 2;
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const y4Old = -width / 2;
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const x3 = x3Old * cosAngle - y3Old * sinAngle;
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const y3 = x3Old * sinAngle + y3Old * cosAngle;
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const x4 = x4Old * cosAngle - y4Old * sinAngle;
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const y4 = x4Old * sinAngle + y4Old * cosAngle;
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x1 += centerX;
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y1 += centerY;
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const x2Final = x2 + x1;
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const y2Final = y2 + y1;
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const x3Final = x3 + x1;
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const y3Final = y3 + y1;
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const x4Final = x4 + x1;
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const y4Final = y4 + y1;
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ctx.beginPath();
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ctx.moveTo(x1, y1);
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ctx.quadraticCurveTo(x3Final, y3Final, x2Final, y2Final);
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ctx.moveTo(x1, y1);
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ctx.quadraticCurveTo(x4Final, y4Final, x2Final, y2Final);
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ctx.fillStyle = colour;
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ctx.fill();
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ctx.lineWidth = 2;
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ctx.strokeStyle = "black";
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ctx.stroke();
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}
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/**
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* Draw an accident-style eyelid shape
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* @param {number} x1 - X position
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* @param {number} y1 - Y position
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*/
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function drawEyelidAccident(x1, y1) {
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const leafWidth = 120;
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const leafHeight = 60;
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x1 -= centerX;
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y1 -= centerY;
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let angle = Math.atan(y1 / x1);
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angle = Math.abs(angle);
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const x2Old = leafWidth;
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const y2Old = 0;
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const x3Old = leafWidth / 2;
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const y3Old = leafHeight / 2;
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const x4Old = leafWidth / 2;
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const y4Old = -leafHeight / 2;
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const x2 = x2Old * Math.cos(angle) - y2Old * Math.sin(angle);
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const y2 = x2Old * Math.sin(angle) + y2Old * Math.cos(angle);
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const x3 = x3Old * Math.cos(angle) - y3Old * Math.sin(angle);
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const y3 = x3Old * Math.sin(angle) + y3Old * Math.cos(angle);
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const x4 = x4Old * Math.cos(angle) - y4Old * Math.sin(angle);
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const y4 = x4Old * Math.sin(angle) + y4Old * Math.cos(angle);
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x1 += centerX;
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y1 += centerY;
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const x2f = x2 + x1;
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const y2f = y2 + y1;
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const x3f = x3 + x1;
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const y3f = y3 + y1;
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const x4f = x4 + x1;
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const y4f = y4 + y1;
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ctx.beginPath();
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ctx.moveTo(x1, y1);
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ctx.quadraticCurveTo(x3f, y3f, x2f, y2f);
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ctx.moveTo(x1, y1);
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ctx.quadraticCurveTo(x4f, y4f, x2f, y2f);
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ctx.fillStyle = "black";
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ctx.fill();
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ctx.lineWidth = 1;
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ctx.beginPath();
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ctx.moveTo(x1, y1);
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ctx.quadraticCurveTo(x3f, y3f, x2f, y2f);
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ctx.moveTo(x1, y1);
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ctx.quadraticCurveTo(x4f, y4f, x2f, y2f);
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ctx.strokeStyle = "orange";
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ctx.stroke();
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}
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/**
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* Clear the canvas and fill with black
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*/
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function render_clear() {
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ctx.clearRect(0, 0, ctx.canvas.width, ctx.canvas.height);
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ctx.fillStyle = "black";
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ctx.fillRect(0, 0, ctx.canvas.width, ctx.canvas.height);
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}
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/**
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* Draw crosshairs at center (for debugging)
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* @param {number} width - Length of crosshair lines
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*/
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function drawCenter(width) {
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ctx.strokeStyle = "pink";
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ctx.lineWidth = 1;
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ctx.beginPath();
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ctx.moveTo(centerX - width, centerY);
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ctx.lineTo(centerX + width, centerY);
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ctx.closePath();
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ctx.stroke();
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ctx.beginPath();
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ctx.moveTo(centerX, centerY - width);
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ctx.lineTo(centerX, centerY + width);
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ctx.closePath();
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ctx.stroke();
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}
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/**
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* Update a control input's displayed value
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* @param {number} value - New value
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* @param {string} controlName - Name of the control property
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*/
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function updateControlInput(value, controlName) {
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const elementSlider = document.querySelector('input[type="range"][id="el' + controlName + '"]');
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if (elementSlider) {
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elementSlider.value = value;
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const elementSliderText = document.getElementById(`elText${controlName}`);
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if (elementSliderText) {
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elementSliderText.innerText = `${controlName}: ${Math.round(value)}`;
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}
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}
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}
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