Animation class
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129
src/script.js
129
src/script.js
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@ -1,5 +1,34 @@
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"use strict";
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class Animation {
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constructor() {
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this.time = 0.0;
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}
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interpolation(i) {
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if (i > this.time) {
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return 0.0;
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}
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if (i+1 > this.time) {
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return this.time - Math.floor(this.time);
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}
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return 1.0;
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}
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isZAxisInverted() {
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return (this.time <= 5.0);
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}
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isCameraDrawn() {
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return (this.time <= 2.0);
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}
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isOriginCubeDrawn() {
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return (this.time != 0.0 && this.time < 5.0);
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}
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}
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let cv, gl;
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let program;
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@ -25,14 +54,11 @@ let cameraVertexBuffer;
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let lastFrame = Date.now();
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let t = 0.0;
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let interpolate = [0, 0, 0, 0, 0, 0];
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let animation = new Animation();
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let displayMatricesVirtually = true;
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let virtualRealInterpolation = 1;
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let invertZAxis = true;
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let cameraPitch = 0.565;
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let cameraYaw = 0.375;
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let cameraDistance = 4;
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@ -65,29 +91,9 @@ async function init() {
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// input handling
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document.getElementById("interpolate").addEventListener("input", (e) => {
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t = 6.0 - e.target.value;
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if (t <= 2.0) {
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invertZAxis = false;
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}
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else if (t <= 5.0) {
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invertZAxis = false;
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}
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else {
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invertZAxis = true;
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}
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animation.time = 6.0 - e.target.value;
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for (let i = 0; i < 6; ++i) {
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let v;
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if (i > t) {
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v = 0.0;
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}
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else if (i+1 > t) {
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v = t - Math.floor(t);
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}
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else {
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v = 1.0;
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}
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interpolate[i] = v;
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document.getElementById("matrices").children[5-i].style.setProperty("--fill-percentage", (v * 100) + "%");
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document.getElementById("matrices").children[5-i].style.setProperty("--fill-percentage", (animation.interpolation(i) * 100) + "%");
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}
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});
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document.getElementById("displayMatricesVirtually").addEventListener("input", (e) => {
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@ -455,16 +461,11 @@ function updateStats(deltaTime) {
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frameCount = 0;
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}
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let hue = 0;
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async function draw() {
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let now = Date.now();
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let deltaTime = (now - lastFrame) / 1000;
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let frameStart = performance.now();
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hue += deltaTime / 5;
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if (hue > 1) hue = 0;
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if (displayMatricesVirtually) {
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virtualRealInterpolation = Math.min(virtualRealInterpolation + deltaTime * 2, 1);
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} else {
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@ -512,7 +513,7 @@ async function draw() {
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let virtualProjectionMatrix = [];
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mat4BuildPerspective(virtualProjectionMatrix, 60.0 / 180.0 * Math.PI, cv.width / cv.height, 0.9, 5);
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if (!invertZAxis) {
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if (animation.isZAxisInverted()) {
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let zAxisFlipMatrix = [];
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mat4Identity(zAxisFlipMatrix);
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zAxisFlipMatrix[10] = -1;
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@ -535,11 +536,11 @@ async function draw() {
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// interpolated view matrix
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let virtualViewMatrix1 = [];
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mat4BuildLookAt1(virtualViewMatrix1, virtualCameraPosition, virtualCameraLookAt, virtualCameraUp);
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mat4Interpolate(virtualViewMatrix1, identity, virtualViewMatrix1, interpolate[0]);
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mat4Interpolate(virtualViewMatrix1, identity, virtualViewMatrix1, animation.interpolation(0));
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let virtualViewMatrix2 = [];
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mat4BuildLookAt2(virtualViewMatrix2, virtualCameraPosition, virtualCameraLookAt, virtualCameraUp);
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mat4Interpolate(virtualViewMatrix2, identity, virtualViewMatrix2, interpolate[1]);
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mat4Interpolate(virtualViewMatrix2, identity, virtualViewMatrix2, animation.interpolation(1));
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mat4Multiply(virtualViewMatrix, virtualViewMatrix2, virtualViewMatrix1);
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@ -548,23 +549,23 @@ async function draw() {
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let virtualProjectionMatrix1 = [];
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mat4BuildPerspective1(virtualProjectionMatrix1, 60.0 / 180.0 * Math.PI, cv.width / cv.height, 0.9, 5);
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mat4Interpolate(virtualProjectionMatrix1, identity, virtualProjectionMatrix1, interpolate[2]);
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mat4Interpolate(virtualProjectionMatrix1, identity, virtualProjectionMatrix1, animation.interpolation(2));
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mat4Multiply(virtualProjectionMatrix, virtualProjectionMatrix1, virtualProjectionMatrix);
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let virtualProjectionMatrix2 = [];
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mat4BuildPerspective2(virtualProjectionMatrix2, 60.0 / 180.0 * Math.PI, cv.width / cv.height, 0.9, 5);
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mat4Interpolate(virtualProjectionMatrix2, identity, virtualProjectionMatrix2, interpolate[3]);
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mat4Interpolate(virtualProjectionMatrix2, identity, virtualProjectionMatrix2, animation.interpolation(3));
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mat4Multiply(virtualProjectionMatrix, virtualProjectionMatrix2, virtualProjectionMatrix);
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let virtualProjectionMatrix3 = [];
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mat4BuildPerspective3(virtualProjectionMatrix3, 60.0 / 180.0 * Math.PI, cv.width / cv.height, 0.9, 5);
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mat4Interpolate(virtualProjectionMatrix3, identity, virtualProjectionMatrix3, interpolate[4]);
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mat4Interpolate(virtualProjectionMatrix3, identity, virtualProjectionMatrix3, animation.interpolation(4));
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mat4Multiply(virtualProjectionMatrix, virtualProjectionMatrix3, virtualProjectionMatrix);
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if (!displayMatricesVirtually) {
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let virtualProjectionMatrix4 = [];
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mat4BuildPerspective4(virtualProjectionMatrix4, 60.0 / 180.0 * Math.PI, cv.width / cv.height, 0.9, 5);
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mat4Interpolate(virtualProjectionMatrix4, identity, virtualProjectionMatrix4, interpolate[5]);
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mat4Interpolate(virtualProjectionMatrix4, identity, virtualProjectionMatrix4, animation.interpolation(5));
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mat4Multiply(virtualProjectionMatrix, virtualProjectionMatrix4, virtualProjectionMatrix);
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}
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@ -623,19 +624,20 @@ async function draw() {
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gl.drawArrays(gl.TRIANGLES, 0, cubeVertices.length / 6);
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// draw virtual camera
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let virtualCameraModelView = [];
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mat4Identity(virtualCameraModelView);
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mat4Scale(virtualCameraModelView, virtualCameraModelView, [0.1, 0.1, 0.1]);
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mat4Translate(virtualCameraModelView, virtualCameraModelView, [0, 0, 0.16]);
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if (displayMatricesVirtually && animation.isCameraDrawn()) {
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let virtualCameraModelView = [];
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mat4Identity(virtualCameraModelView);
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mat4Scale(virtualCameraModelView, virtualCameraModelView, [0.1, 0.1, 0.1]);
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mat4Translate(virtualCameraModelView, virtualCameraModelView, [0, 0, 0.16]);
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mat4Multiply(virtualCameraModelView, inverseVirtualViewMatrix, virtualCameraModelView);
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mat4Multiply(virtualCameraModelView, virtualViewMatrix, virtualCameraModelView);
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mat4Multiply(virtualCameraModelView, inverseVirtualViewMatrix, virtualCameraModelView);
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mat4Multiply(virtualCameraModelView, virtualViewMatrix, virtualCameraModelView);
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gl.uniformMatrix4fv(virtualModelViewLocation, gl.FALSE, new Float32Array(virtualCameraModelView));
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gl.bindBuffer(gl.ARRAY_BUFFER, cameraVertexBuffer);
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setAttribPointers();
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gl.uniformMatrix4fv(virtualModelViewLocation, gl.FALSE, new Float32Array(virtualCameraModelView));
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gl.bindBuffer(gl.ARRAY_BUFFER, cameraVertexBuffer);
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setAttribPointers();
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if (displayMatricesVirtually && t <= 2.0) {
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gl.drawArrays(gl.TRIANGLES, 0, cameraVertices.length / 6);
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}
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@ -656,7 +658,7 @@ async function draw() {
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// draw origin
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let originMatrix = [];
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mat4BuildPerspective4(originMatrix, 60.0 / 180.0 * Math.PI, cv.width / cv.height, 0.9, 5);
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mat4Interpolate(originMatrix, identity, originMatrix, interpolate[5]);
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mat4Interpolate(originMatrix, identity, originMatrix, animation.interpolation(5));
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gl.uniformMatrix4fv(virtualModelViewLocation, gl.FALSE, new Float32Array(originMatrix));
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gl.uniformMatrix4fv(virtualProjectionLocation, gl.FALSE, new Float32Array(identity));
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@ -667,7 +669,7 @@ async function draw() {
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// draw origin cube
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if (t != 0.0 && t < 5.0) {
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if (animation.isOriginCubeDrawn()) {
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gl.bindBuffer(gl.ARRAY_BUFFER, lineCubeVertexBuffer);
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setAttribPointers();
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gl.uniform3fv(colorOverrideLocation, [1, 0, 0]);
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@ -703,30 +705,5 @@ function hexToRgb(hex) {
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return [r, g, b];
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}
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function hslToRgb(h, s, l) {
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let r, g, b;
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if (s == 0) {
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r = g = b = l;
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} else {
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let hue2rgb = function hue2rgb(p, q, t) {
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if (t < 0) t += 1;
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if (t > 1) t -= 1;
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if (t < 1 / 6) return p + (q - p) * 6 * t;
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if (t < 1 / 2) return q;
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if (t < 2 / 3) return p + (q - p) * (2 / 3 - t) * 6;
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return p;
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}
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let q = l < 0.5 ? l * (1 + s) : l + s - l * s;
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let p = 2 * l - q;
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r = hue2rgb(p, q, h + 1 / 3);
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g = hue2rgb(p, q, h);
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b = hue2rgb(p, q, h - 1 / 3);
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}
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return [r, g, b];
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}
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window.addEventListener("DOMContentLoaded", init);
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