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Make dendraclock look more like original
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Original file line number | Diff line number | Diff line change |
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class Hand { | ||
startX: number; | ||
startY: number; | ||
length: number; | ||
angle: number; | ||
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constructor(startX: number, startY: number, length: number, angle: number) { | ||
this.startX = startX; | ||
this.startY = startY; | ||
this.length = length; | ||
this.angle = angle; // in radians, 0.0 is straight up | ||
} | ||
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calculateEndPoint() { | ||
let angle = this.angle - Math.PI / 2.0; | ||
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// Calculate the change in x and y | ||
const deltaX = this.length * Math.cos(angle); | ||
const deltaY = this.length * Math.sin(angle); | ||
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// Calculate end point | ||
const endX = this.startX + deltaX; | ||
const endY = this.startY + deltaY; // Subtract because y-axis is inverted in most computer graphics systems | ||
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return { x: endX, y: endY }; | ||
} | ||
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rotateClockwise(angleInRadians: number) { | ||
this.angle = sum_rotations(this.angle, angleInRadians); | ||
} | ||
startX: number; | ||
startY: number; | ||
length: number; | ||
angle: number; | ||
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constructor(startX: number, startY: number, length: number, angle: number) { | ||
this.startX = startX; | ||
this.startY = startY; | ||
this.length = length; | ||
this.angle = angle; // in radians, 0.0 is straight up | ||
} | ||
class AnalogClock { | ||
time: Date; | ||
centerX: number; | ||
centerY: number; | ||
current_depth: number; | ||
settings: any; | ||
hourHand: Hand; | ||
minuteHand: Hand; | ||
secondHand: Hand; | ||
constructor(time: Date, centerX: number, centerY: number, current_depth: number, settings: any) { | ||
this.time = time; | ||
this.centerX = centerX; | ||
this.centerY = centerY; | ||
this.current_depth = current_depth; | ||
this.settings = settings; | ||
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const hours = time.getHours() + time.getMinutes() / 60.0 + time.getSeconds() / 3600.0; | ||
const minutes = time.getMinutes() + time.getSeconds() / 60.0; | ||
const seconds = time.getSeconds() + time.getMilliseconds() / 1000.0; | ||
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const arm_length = 100 * Math.pow(settings.LENGTH_FACTOR, current_depth); | ||
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this.hourHand = new Hand(centerX, centerY, 50, hours * Math.PI / 6); | ||
this.minuteHand = new Hand(centerX, centerY, arm_length, minutes * Math.PI / 30); | ||
this.secondHand = new Hand(centerX, centerY, arm_length, seconds * Math.PI / 30); | ||
} | ||
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draw(ctx: CanvasRenderingContext2D) { | ||
const arm_width = this.settings.START_LINE_WIDTH * Math.pow(this.settings.WIDTH_FACTOR, this.current_depth); | ||
ctx.lineWidth = arm_width; | ||
if (this.current_depth == 1) { | ||
const hourEndPoint = this.hourHand.calculateEndPoint(); | ||
ctx.beginPath(); | ||
ctx.moveTo(this.centerX, this.centerY); | ||
ctx.lineTo(hourEndPoint.x, hourEndPoint.y); | ||
ctx.strokeStyle = "green"; | ||
ctx.stroke(); | ||
} | ||
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const minuteEndPoint = this.minuteHand.calculateEndPoint(); | ||
ctx.beginPath(); | ||
ctx.moveTo(this.centerX, this.centerY); | ||
ctx.lineTo(minuteEndPoint.x, minuteEndPoint.y); | ||
ctx.strokeStyle = "white"; | ||
ctx.stroke(); | ||
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const secondEndPoint = this.secondHand.calculateEndPoint(); | ||
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calculateEndPoint() { | ||
let angle = this.angle - Math.PI / 2.0; | ||
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// Calculate the change in x and y | ||
const deltaX = this.length * Math.cos(angle); | ||
const deltaY = this.length * Math.sin(angle); | ||
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// Calculate end point | ||
const endX = this.startX + deltaX; | ||
const endY = this.startY + deltaY; // Subtract because y-axis is inverted in most computer graphics systems | ||
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return { x: endX, y: endY }; | ||
} | ||
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rotateClockwise(angleInRadians: number) { | ||
this.angle = sum_rotations(this.angle, angleInRadians); | ||
} | ||
} | ||
class AnalogClock { | ||
time: Date; | ||
centerX: number; | ||
centerY: number; | ||
current_depth: number; | ||
settings: DendraClockPersistentOptions; | ||
hourHand: Hand; | ||
minuteHand: Hand; | ||
secondHand: Hand; | ||
constructor(time: Date, centerX: number, centerY: number, current_depth: number, settings: any) { | ||
this.time = time; | ||
this.centerX = centerX; | ||
this.centerY = centerY; | ||
this.current_depth = current_depth; | ||
this.settings = settings; | ||
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const hours = time.getHours() + time.getMinutes() / 60.0 + time.getSeconds() / 3600.0; | ||
const minutes = time.getMinutes() + time.getSeconds() / 60.0; | ||
const seconds = time.getSeconds() + time.getMilliseconds() / 1000.0; | ||
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const arm_length = settings.START_ARM_LENGTH * Math.pow(settings.LENGTH_FACTOR, current_depth); | ||
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this.hourHand = new Hand(centerX, centerY, arm_length * 0.7, hours * Math.PI / 6); | ||
this.minuteHand = new Hand(centerX, centerY, arm_length, minutes * Math.PI / 30); | ||
this.secondHand = new Hand(centerX, centerY, arm_length, seconds * Math.PI / 30); | ||
} | ||
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draw(ctx: CanvasRenderingContext2D) { | ||
const arm_width = this.settings.START_LINE_WIDTH * Math.pow(this.settings.WIDTH_FACTOR, this.current_depth); | ||
const transparency_factor = Math.pow(this.settings.LUMINANCE_FACTOR, this.current_depth-1); | ||
const color = `rgba(255, 255, 255, ${transparency_factor})`; | ||
ctx.lineWidth = arm_width; | ||
ctx.lineCap = "round"; | ||
ctx.strokeStyle = color; | ||
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if (this.current_depth == 1) { | ||
const hourEndPoint = this.hourHand.calculateEndPoint(); | ||
ctx.beginPath(); | ||
ctx.moveTo(this.centerX, this.centerY); | ||
ctx.lineTo(secondEndPoint.x, secondEndPoint.y); | ||
ctx.strokeStyle = "yellow"; | ||
ctx.lineTo(hourEndPoint.x, hourEndPoint.y); | ||
ctx.stroke(); | ||
} | ||
rotateClockwise(angleInRadians: number) { | ||
this.hourHand.rotateClockwise(angleInRadians); | ||
this.minuteHand.rotateClockwise(angleInRadians); | ||
this.secondHand.rotateClockwise(angleInRadians); | ||
} | ||
rotateToHour(hour_angle: number) { | ||
const current_hour_angle = this.hourHand.angle; | ||
const rotation = hour_angle - current_hour_angle; | ||
this.rotateClockwise(rotation); | ||
} | ||
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const minuteEndPoint = this.minuteHand.calculateEndPoint(); | ||
ctx.beginPath(); | ||
ctx.moveTo(this.centerX, this.centerY); | ||
ctx.lineTo(minuteEndPoint.x, minuteEndPoint.y); | ||
ctx.stroke(); | ||
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const secondEndPoint = this.secondHand.calculateEndPoint(); | ||
ctx.beginPath(); | ||
ctx.moveTo(this.centerX, this.centerY); | ||
ctx.lineTo(secondEndPoint.x, secondEndPoint.y); | ||
ctx.stroke(); | ||
} | ||
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class DendraClockPersistentOptions { | ||
ZOOM = 0.25; | ||
START_LINE_WIDTH = 8; | ||
DEPTH = 9; | ||
LENGTH_FACTOR = 0.95; | ||
LUMINANCE_FACTOR = 0.8; | ||
WIDTH_FACTOR = 0.7; | ||
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rotateClockwise(angleInRadians: number) { | ||
this.hourHand.rotateClockwise(angleInRadians); | ||
this.minuteHand.rotateClockwise(angleInRadians); | ||
this.secondHand.rotateClockwise(angleInRadians); | ||
} | ||
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export function dendraClock(canvas: HTMLCanvasElement) { | ||
const settings = new DendraClockPersistentOptions(); | ||
const ctx = canvas.getContext("2d")!; | ||
const now = new Date(); | ||
ctx.clearRect(0, 0, canvas.width, canvas.height); | ||
dendra_clock_recursive(settings, now, ctx,0, canvas.width / 2, canvas.height / 2, 0.0); | ||
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rotateToHour(hour_angle: number) { | ||
const current_hour_angle = this.hourHand.angle + Math.PI; | ||
const rotation = hour_angle - current_hour_angle; | ||
this.rotateClockwise(rotation); | ||
} | ||
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function dendra_clock_recursive(settings: DendraClockPersistentOptions, now: Date, ctx: CanvasRenderingContext2D, current_depth: number, x: number, y: number, extra_rotation: number) { | ||
current_depth++; | ||
if (current_depth == settings.DEPTH) return; | ||
const clock = new AnalogClock(now, x, y, current_depth, settings); | ||
} | ||
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class DendraClockPersistentOptions { | ||
ZOOM = 0.25; | ||
START_LINE_WIDTH = 10; | ||
DEPTH = 9; | ||
LENGTH_FACTOR = 0.9; | ||
LUMINANCE_FACTOR = 0.9; | ||
WIDTH_FACTOR = 0.7; | ||
START_ARM_LENGTH = 150; | ||
} | ||
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export function dendraClock(canvas: HTMLCanvasElement) { | ||
const settings = new DendraClockPersistentOptions(); | ||
const ctx = canvas.getContext("2d")!; | ||
ctx.globalCompositeOperation = "destination-over"; | ||
const now = new Date(); | ||
ctx.clearRect(0, 0, canvas.width, canvas.height); | ||
dendra_clock_recursive(settings, now, ctx, 0, canvas.width / 2, canvas.height / 2, 0.0); | ||
} | ||
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function dendra_clock_recursive(settings: DendraClockPersistentOptions, now: Date, ctx: CanvasRenderingContext2D, current_depth: number, x: number, y: number, extra_rotation: number) { | ||
if (current_depth == settings.DEPTH) return; | ||
current_depth++; | ||
const clock = new AnalogClock(now, x, y, current_depth, settings); | ||
if (current_depth != 1) { | ||
clock.rotateToHour(extra_rotation); | ||
clock.draw(ctx); | ||
//const hour_pos = clock.hourHand.calculateEndPoint(); | ||
const minute_pos = clock.minuteHand.calculateEndPoint(); | ||
const seconds_pos = clock.secondHand.calculateEndPoint(); | ||
const minutes_rotation = clock.minuteHand.angle; | ||
const seconds_rotation = clock.secondHand.angle; | ||
//dendra_clock_recursive(settings, current_depth, hour_pos.x, hour_pos.y); | ||
dendra_clock_recursive(settings, now, ctx, current_depth, minute_pos.x, minute_pos.y, minutes_rotation); | ||
dendra_clock_recursive(settings, now, ctx,current_depth, seconds_pos.x, seconds_pos.y, seconds_rotation); | ||
} | ||
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function sum_rotations(rotation1: number, rotation2: number) { | ||
// Add the two rotation values | ||
let sum = rotation1 + rotation2; | ||
// Normalize the result to be within the range [0, 2π) | ||
sum = sum % (2 * Math.PI); | ||
// If the result is negative, add 2π to make it positive | ||
while (sum < 0) { | ||
sum += 2 * Math.PI; | ||
} | ||
return sum; | ||
clock.draw(ctx); | ||
//const hour_pos = clock.hourHand.calculateEndPoint(); | ||
const minute_pos = clock.minuteHand.calculateEndPoint(); | ||
const seconds_pos = clock.secondHand.calculateEndPoint(); | ||
const minutes_rotation = clock.minuteHand.angle; | ||
const seconds_rotation = clock.secondHand.angle; | ||
dendra_clock_recursive(settings, now, ctx, current_depth, minute_pos.x, minute_pos.y, minutes_rotation); | ||
dendra_clock_recursive(settings, now, ctx, current_depth, seconds_pos.x, seconds_pos.y, seconds_rotation); | ||
} | ||
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function sum_rotations(rotation1: number, rotation2: number) { | ||
// Add the two rotation values | ||
let sum = rotation1 + rotation2; | ||
// Normalize the result to be within the range [0, 2π) | ||
sum = sum % (2 * Math.PI); | ||
// If the result is negative, add 2π to make it positive | ||
while (sum < 0) { | ||
sum += 2 * Math.PI; | ||
} | ||
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return sum; | ||
} |
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