draw polygons and WIP flywheel
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4868a374b6
commit
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1 changed files with 129 additions and 18 deletions
147
index.html
147
index.html
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@ -14,20 +14,20 @@
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width:100vw;
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width:100vw;
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height:100vh;
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height:100vh;
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}
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}
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svg rect{
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svg .rect{
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stroke: red;
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stroke: red;
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stroke-width: .2cm;
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stroke-width: .2cm;
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fill: none;
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fill: none;
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transition: stroke .5s;
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transition: stroke .5s;
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}
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}
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svg rect.locked{
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svg .rect.locked{
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stroke:blue;
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stroke:blue;
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opacity: 1;
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opacity: 1;
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transition: opacity .5s;
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transition: opacity .5s;
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}
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}
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svg rect.hide{
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svg .rect.hide{
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opacity:0;
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opacity:0;
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}
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}
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@ -43,7 +43,10 @@
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bottom:0;
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bottom:0;
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right:0;
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right:0;
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z-index: -1;
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z-index: -1;
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opacity:0;
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transition:opacity 10s;
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}
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}
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</style>
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</style>
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</head>
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</head>
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<body>
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<body>
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@ -57,10 +60,124 @@
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<source src="Blue_Sky_and_Clouds_Timelapse_0892__Videvo.mov">
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<source src="Blue_Sky_and_Clouds_Timelapse_0892__Videvo.mov">
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</video>
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</video>
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<script>
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<script>
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/*
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The interface is like a flywheel.
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*/
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class Flywheel{
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constructor() {
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this.falloff = .1; // value at which it reduces per second
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this.value = 0.; // start at 0 - gradual meter
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this.stage = 0.; // start at 0 - the various stages
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this.value_min = 0;
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this.value_max = 10.99999; // gives stage 10
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// this.interval = window.setInterval(this.step, 50)
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this.time = null;
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window.requestAnimationFrame(this.step.bind(this));
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}
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step(time){
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if(this.time === null){
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// first run
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this.time = time;
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window.requestAnimationFrame(this.step.bind(this));
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return;
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}
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const dt = time - this.time;
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this.time = time;
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this.value -= this.falloff * dt/1000; // linear falloff
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if(this.value < 0){
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this.value = 0;
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}
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// console.log(this.value,this.falloff, dt,this.time);
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// TODO: check if this should be different
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const stage = Math.floor(this.value);
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if (stage != this.stage){
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this.changeStage(stage);
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}
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window.requestAnimationFrame(this.step.bind(this));
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}
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add(increment){
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this.value += typeof increment == 'undefined' ? 1 : increment;
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// cap:
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if(this.value > this.value_max) this.value = this.value_max;
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}
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changeStage(stage){
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this.stage = stage;
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console.log('stage now at', this.stage);
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// TODO: handle stage change
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}
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}
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let svgEl = document.getElementById('canvas');
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let svgEl = document.getElementById('canvas');
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let crosshairXEl = document.getElementById('crosshair_x');
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let crosshairXEl = document.getElementById('crosshair_x');
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let crosshairYEl = document.getElementById('crosshair_y');
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let crosshairYEl = document.getElementById('crosshair_y');
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const segmentCount = window.location.search.substr(1) ?? 4;
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function getPathShapeBetweenPoints(p1, p2, corners) {
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let d = `M ${p1.x},${p1.y} L `;
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if(corners == 4){
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// draw inbetween p1 & p2.
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let minx = Math.min(p1.x, p2.x);
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let miny = Math.min(p1.y, p2.y);
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let maxx = Math.max(p1.x, p2.x);
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let maxy = Math.max(p1.y, p2.y);
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d += ` ${p1.x},${p2.y} ${p2.x},${p2.y} ${p2.x},${p1.y} ${p1.x},${p1.y} `;
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}
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else{
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// find center of circle that describes the polygon of which p1 and p2 are part
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// it's _not_ the center between the two points, as p1 and p2 are corners on the shape
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// distance between p1 and p2
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const length = Math.sqrt(Math.pow(p1.x-p2.x,2)+ Math.pow(p1.y - p2.y, 2));
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const segmentAngle = Math.PI * 2 / corners;
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// we don't want
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// const segmentsAngle = Math.floor(180/segmentAngle) * segmentAngle;
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const radius = (length*.5)/Math.sin(segmentAngle);
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const rotation = Math.atan2((p2.y -p1.y),(p2.x - p1.x)) + (Math.PI/2-segmentAngle);
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const dx = Math.cos(rotation) * radius;// * Math.sign(p2.x - p1.x);
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const dy = Math.sin(rotation) * radius;// * Math.sign(p2.y - p1.y);
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// we now have the center:
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const cx = p2.x - dx;
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const cy = p2.y - dy;
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// startpoint in relation to circle
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const sx = cx - p1.x;
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const sy = cy - p1.y;
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let startRot = Math.asin(sx / radius);
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if(sy>0){startRot = -1 * startRot + Math.PI;}
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// console.log(sx, radius, startRot);
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// animI+= .1;
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// console.log(sx, sy, startRot);
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for (let a = 0; a < Math.PI*2; a += segmentAngle) {
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let x = radius * Math.sin(a-startRot) + cx;
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let y = radius * Math.cos(a-startRot) + cy;
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d += ` ${x},${y}`;
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}
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}
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return d + ' Z';
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}
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// canvas position relative to mouse/screen
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// canvas position relative to mouse/screen
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// TODO: update on resize:
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// TODO: update on resize:
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@ -84,29 +201,23 @@
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svgEl.addEventListener('mousedown', function(mousedownEv){
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svgEl.addEventListener('mousedown', function(mousedownEv){
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let shapeEl = document.createElementNS('http://www.w3.org/2000/svg','rect');
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let shapeEl = document.createElementNS('http://www.w3.org/2000/svg','path');
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shapeEl.classList.add('rect');
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shapeEl.classList.add('rect');
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let p1 = {'x': mousedownEv.clientX - rect.left, 'y': mousedownEv.clientY - rect.top}
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let p1 = {'x': mousedownEv.clientX - rect.left, 'y': mousedownEv.clientY - rect.top}
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shapeEl.setAttribute('x', p1.x);
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// shapeEl.setAttribute('x', p1.x);
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shapeEl.setAttribute('y', p1.y);
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// shapeEl.setAttribute('y', p1.y);
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shapeEl.setAttribute('width', 0);
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// shapeEl.setAttribute('width', 0);
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shapeEl.setAttribute('height', 0);
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// shapeEl.setAttribute('height', 0);
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let d = getPathShapeBetweenPoints(p1, p1, segmentCount);
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svgEl.appendChild(shapeEl);
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svgEl.appendChild(shapeEl);
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shapeEl.setAttribute('d', d);
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let mouseMoveEv = function(mousemoveEv) {
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let mouseMoveEv = function(mousemoveEv) {
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let p2 = {'x': mousemoveEv.clientX - rect.left, 'y': mousemoveEv.clientY - rect.top}
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let p2 = {'x': mousemoveEv.clientX - rect.left, 'y': mousemoveEv.clientY - rect.top}
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// draw inbetween p1 & p2.
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let d = getPathShapeBetweenPoints(p1, p2, segmentCount);
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let minx = Math.min(p1.x, p2.x);
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shapeEl.setAttribute('d', d);
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let miny = Math.min(p1.y, p2.y);
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let maxx = Math.max(p1.x, p2.x);
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let maxy = Math.max(p1.y, p2.y);
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shapeEl.setAttribute('x', minx);
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shapeEl.setAttribute('y', miny);
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shapeEl.setAttribute('width', maxx - minx);
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shapeEl.setAttribute('height', maxy - miny);
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};
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};
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let mouseUpEv = function() {
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let mouseUpEv = function() {
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console.log('up');
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console.log('up');
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