Remove debug logs
This commit is contained in:
parent
bfcad7a7c7
commit
9089fee899
4
build.js
4
build.js
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@ -4,13 +4,13 @@ import { sassPlugin } from 'esbuild-sass-plugin'
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import * as fs from 'fs'
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const serve = process.env.ESBUILD_SERVE === '1'
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const baseurl = process.env.ESBUILD_BASEURL
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const baseurl = process.env.ESBUILD_BASEURL || '/'
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console.log(`Building with baseurl ${baseurl}`)
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const ctx = await esbuild.context({
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entryPoints: ['src/index.ts'],
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minify: !serve,
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minify: true,
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bundle: true,
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metafile: true,
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splitting: true,
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@ -1,23 +1,22 @@
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/**
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* In case the guys who look at my projet open the console -_-
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* In case the people who look at my projet open the console -_-
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*/
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export const logWelcome = () => {
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const commonStyles = 'padding: 3px'
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const titleStyles = `font-size: 3em;`
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const commonStyles = 'padding: 3px'
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const titleStyles = `font-size: 3em;`
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// console.log('%c Hello!',` `${titleStyles})
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console.log(
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`%c Hello
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console.log(
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`%c Hello
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%c I don't know if you see this,
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but if you do than you are probably wondering...
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Why did I include this? The answer is - I don't know.
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At first, it seemed like a good idea to include a welcome message in the console
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(in case someone randomly openes it), but now i don't even know what i'm doing :)
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Anyways, I hope you are having a good time in my simulator!!!`
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.split('\n')
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.map(s => s.trim())
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.join(' '),
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`${titleStyles}`,
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`${commonStyles}`
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)
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.split('\n')
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.map((s) => s.trim())
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.join(' '),
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`${titleStyles}`,
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`${commonStyles}`
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)
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}
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@ -10,31 +10,29 @@ import LogicGate from './LogicGate'
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* The component containing the info / actions about all logic gates
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*/
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const LogicGatePage = () => {
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const gates = useObservable(() => LogicGateList, [])
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const renderer = getRendererSafely()
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console.log('got this far')
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const gates = useObservable(() => LogicGateList, [])
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const renderer = getRendererSafely()
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return (
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<main>
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<div className="page" id="gates-page">
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<div className="gate-grid">
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{gates
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.map(getTemplateSafely)
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.sort((a, b) => a.category - b.category)
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.filter((template) => {
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return (
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renderer.simulation.mode === 'project' ||
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template.metadata.name !==
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renderer.simulation.name
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)
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})
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.map((template, index) => {
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return <LogicGate key={index} template={template} />
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})}
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</div>
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</div>
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</main>
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)
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return (
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<main>
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<div className="page" id="gates-page">
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<div className="gate-grid">
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{gates
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.map(getTemplateSafely)
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.sort((a, b) => a.category - b.category)
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.filter((template) => {
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return (
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renderer.simulation.mode === 'project' ||
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template.metadata.name !== renderer.simulation.name
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)
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})
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.map((template, index) => {
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return <LogicGate key={index} template={template} />
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})}
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</div>
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</div>
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</main>
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)
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}
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export default LogicGatePage
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@ -3,35 +3,30 @@ import { PinWrapper } from './Gate'
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import { SimulationError } from '../../errors/classes/SimulationError'
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export class Wire {
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public id: number
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public active = true
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public id: number
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public active = true
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public constructor(
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public start: PinWrapper,
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public end: PinWrapper,
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ic: boolean = false,
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id?: number
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) {
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if (!ic && end.value.pairs.size !== 0) {
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throw new SimulationError('An input pin can only have 1 pair')
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}
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end.value.addPair(start.value, true, !ic)
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start.value.addPair(end.value, false, !ic)
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// if (ic) {
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// start.value.state.subscribe(console.log)
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// end.value.state.subscribe(console.log)
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// }
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this.id = id !== undefined ? id : idStore.generate()
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public constructor(
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public start: PinWrapper,
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public end: PinWrapper,
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ic: boolean = false,
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id?: number
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) {
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if (!ic && end.value.pairs.size !== 0) {
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throw new SimulationError('An input pin can only have 1 pair')
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}
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public dispose() {
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this.end.value.removePair(this.start.value)
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this.start.value.removePair(this.end.value)
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this.end.value.state.next("0")
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end.value.addPair(start.value, true, !ic)
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start.value.addPair(end.value, false, !ic)
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this.active = false
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}
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this.id = id !== undefined ? id : idStore.generate()
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}
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public dispose() {
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this.end.value.removePair(this.start.value)
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this.start.value.removePair(this.end.value)
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this.end.value.state.next('0')
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this.active = false
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}
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}
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@ -3,28 +3,26 @@ import { SimulationRenderer } from '../classes/SimulationRenderer'
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import { fromHexColorString, fromChunks } from '../../colors/helpers/fromHex'
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export const pinFill = (renderer: SimulationRenderer, pin: Pin) => {
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let color = 'rgba(0,0,0,0)'
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let color = 'rgba(0,0,0,0)'
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if (pin.pairs.size) {
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const { open, closed } = renderer.options.gates.pinFill
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const digits = Array.from(pin.state.value).map(Number)
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if (pin.pairs.size) {
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const { open, closed } = renderer.options.gates.pinFill
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const digits = Array.from(pin.state.value).map(Number)
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const colors = digits.map(digit => (digit ? open : closed))
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const chunked = colors.map(fromHexColorString)
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const colors = digits.map((digit) => (digit ? open : closed))
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const chunked = colors.map(fromHexColorString)
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const summed = [0, 1, 2]
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.map(key =>
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chunked
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.flat()
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.filter((v, index) => index % 3 === key)
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.reduce((acc, curr) => acc + curr, 0)
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)
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.map(value => Math.floor(value / digits.length))
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const summed = [0, 1, 2]
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.map((key) =>
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chunked
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.flat()
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.filter((v, index) => index % 3 === key)
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.reduce((acc, curr) => acc + curr, 0)
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)
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.map((value) => Math.floor(value / digits.length))
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color = fromChunks(summed)
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color = fromChunks(summed)
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}
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// console.log(color)
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}
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return color
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return color
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}
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@ -20,28 +20,29 @@ b * (a - x0) = a - x1
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x1 = a - b * (a - x0)
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*/
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export const handleScroll = (e: WheelEvent, camera: Camera) => {
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const sign = -e.deltaY / Math.abs(e.deltaY)
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const zoom = scrollStep ** sign
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console.log('got here')
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const sign = -e.deltaY / Math.abs(e.deltaY)
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const zoom = scrollStep ** sign
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if (!e.deltaY) {
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return
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}
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if (!e.deltaY) {
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return
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}
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const { position, scale } = camera.transform
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const { position, scale } = camera.transform
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const mousePosition = [e.clientX, e.clientY]
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const oldPosition = [...mousePosition] as vector2
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const mousePosition = [e.clientX, e.clientY]
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const oldPosition = [...mousePosition] as vector2
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const oldScale = scale[0]
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const newScale = clamp(zoomLimits[0], zoomLimits[1], oldScale * zoom)
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const oldScale = scale[0]
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const newScale = clamp(zoomLimits[0], zoomLimits[1], oldScale * zoom)
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camera.transform.scale = repeat(newScale, 2) as vector2
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camera.transform.scale = repeat(newScale, 2) as vector2
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const scaleFraction = newScale / oldScale
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const newPosition = substract(
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oldPosition,
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multiply(substract(oldPosition, position), scaleFraction)
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)
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const scaleFraction = newScale / oldScale
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const newPosition = substract(
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oldPosition,
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multiply(substract(oldPosition, position), scaleFraction)
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)
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camera.transform.position = newPosition
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camera.transform.position = newPosition
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}
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