mirror of https://github.com/sveltejs/svelte
parent
291703d291
commit
e9f0ffbd29
@ -1,35 +1,184 @@
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<script>
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import { spring } from 'svelte/motion';
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import { spring } from "svelte/motion";
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import { framerate } from "svelte/environment";
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import { derived } from "svelte/store";
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let coords = spring({ x: 50, y: 50 }, {
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stiffness: 0.1,
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damping: 0.25
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});
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const s = spring(50);
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let prev_time = now();
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let prev_value = 50;
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const velocity = derived(
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s,
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(v) =>
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(-prev_value + (prev_value = v)) / (-prev_time + (prev_time = now())),
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0.0
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);
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let l_time;
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$: canvas && Draw($velocity, $s);
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let { mass, stiffness, damping, soft } = s;
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$: s.soft = soft;
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$: s.mass = mass;
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$: s.stiffness = stiffness;
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$: s.damping = damping;
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let solver;
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let size = spring(10);
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function solve_spring(target, prev_velocity) {
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const target_ = target;
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const delta = target - $s;
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if (soft || 1 <= damping / (2.0 * Math.sqrt(stiffness * mass))) {
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const angular_frequency = -Math.sqrt(stiffness / mass);
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solver = (t) =>
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target_ -
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(delta + t * (-angular_frequency * delta - prev_velocity)) *
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Math.exp(t * angular_frequency);
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} else {
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const damping_frequency = Math.sqrt(
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4.0 * mass * stiffness - damping ** 2
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);
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const leftover =
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(damping * delta - 2.0 * mass * prev_velocity) / damping_frequency;
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const dfm = (0.5 * damping_frequency) / mass;
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const dm = -(0.5 * damping) / mass;
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let f = 0.0;
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solver = (t) =>
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target_ -
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(Math.cos((f = t * dfm)) * delta + Math.sin(f) * leftover) *
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Math.exp(t * dm);
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}
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reset_time = now();
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s.set((target__ = target));
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}
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let target__ = 50;
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let canvas;
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const start_time = now();
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let reset_time = start_time;
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const canvas_history = [];
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let max_x, min_x, max_y, min_y, canvas_width, canvas_height;
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let step, length;
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let last_index;
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let ctx;
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const XC = (x) => ((x - min_x) / (max_x - min_x)) * canvas_width;
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const YC = (y) =>
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canvas_height - ((y - min_y) / (max_y - min_y)) * canvas_height;
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const get_index = (i = 0) =>
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(i + Math.floor((prev_time - start_time) / framerate)) % length;
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function Draw() {
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if (!step) {
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max_y = canvas_height / 2;
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min_y = -canvas_height / 2;
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max_x = canvas_width / 1000;
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min_x = -max_x;
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step = framerate / 1000; //framerate / canvas_width;
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length = Math.floor(max_x / step);
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canvas_history.length = length;
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canvas_history.fill(0);
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ctx = canvas.getContext("2d");
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}
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ctx.lineWidth = 12;
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let offset = (prev_time - reset_time) / 1000;
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const start_index = get_index(0);
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if (last_index === (last_index = start_index) || !solver) return;
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ctx.clearRect(0, 0, canvas_width, canvas_height);
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ctx.beginPath();
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let x = min_x,
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y = 0,
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i = start_index + 1;
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ctx.moveTo(XC(x), YC(y));
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for (x += step; i <= length; i++)
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ctx.lineTo(XC(x), YC(canvas_history[i])), (x += step);
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for (i = 0; i < start_index; i++)
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ctx.lineTo(XC(x), YC(canvas_history[i])), (x += step);
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ctx.lineTo(
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XC(x),
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YC((canvas_history[start_index] = canvas_height / 2 - prev_value))
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);
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if (Math.abs(prev_value - solver(offset)) > 20) {
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solve_spring(target__, $velocity);
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offset = 0;
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}
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x = 0;
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while (x <= max_x)
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ctx.lineTo(
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XC((x += step)),
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canvas_height / 2 - YC(solver(x + step + offset))
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);
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ctx.stroke();
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}
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</script>
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<style>
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svg { width: 100%; height: 100%; margin: -8px }
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circle { fill: #ff3e00 }
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:global(body) {
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width: 100vw;
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height: 100vh;
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overflow: hidden;
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}
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svg {
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width: 100vw;
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height: 100vh;
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}
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circle {
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fill: tomato;
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}
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canvas {
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width: 100vw;
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height: 100vh;
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position: absolute;
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left: 0;
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top: 0;
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z-index: -1;
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}
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</style>
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<svelte:window
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on:mousemove={(e) => solve_spring(e.clientY, $velocity)}
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bind:innerWidth={canvas_width}
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bind:innerHeight={canvas_height} />
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<div style="position: absolute; right: 1em;">
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<label>
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<h3>stiffness ({coords.stiffness})</h3>
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<input bind:value={coords.stiffness} type="range" min="0" max="1" step="0.01">
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<h3>velocity</h3>
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<progress
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value={!Number.isNaN($velocity) && Number.isFinite($velocity) && $velocity + 10}
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min={0}
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max={20} />
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</label>
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<label>
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<h3>speed</h3>
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<progress
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value={!Number.isNaN($velocity) && Number.isFinite($velocity) && Math.abs($velocity)}
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min={0}
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max={20} />
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</label>
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<label>
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<h3>y {$s.toFixed(0)}</h3>
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<progress value={!Number.isNaN($s) && $s} min={0} max={1000} />
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</label>
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<label>
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<h3>target {target__}</h3>
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<progress value={!Number.isNaN(target__) && target__} min={0} max={1000} />
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</label>
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<label>
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<h3>stiffness ({stiffness})</h3>
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<input bind:value={stiffness} type="range" min="10" max="200" step="0.01" />
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</label>
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<label>
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<h3>damping ({coords.damping})</h3>
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<input bind:value={coords.damping} type="range" min="0" max="1" step="0.01">
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<h3>damping ({damping})</h3>
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<input bind:value={damping} type="range" min="0.1" max="20" step="0.01" />
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</label>
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<label>
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<h3>mass ({mass})</h3>
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<input bind:value={mass} type="range" min="0.1" max="20" step="0.01" />
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</label>
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<label>
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<h3>
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soft
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<input bind:checked={soft} type="checkbox" />
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</h3>
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</label>
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</div>
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<svg
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on:mousemove="{e => coords.set({ x: e.clientX, y: e.clientY })}"
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on:mousedown="{() => size.set(30)}"
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on:mouseup="{() => size.set(10)}"
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>
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<circle cx={$coords.x} cy={$coords.y} r={$size}/>
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<svg>
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<circle
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cx={-15+canvas_width / 2}
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cy={$s}
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r={30} />
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</svg>
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<canvas bind:this={canvas} width={canvas_width} height={canvas_height} />
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