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Voxel rendering + refactor interactive canvas (#322)
* Add voxel rendering to density function preview * InteractiveCanvas component * Use interactive canvas for noise preview * Use interactive canvas for noise settings preview * Extract common iterateWorld2D logic * Use InteractiveCanvas2D for biome source preview * Display final density in noise settings preview hover * Move remaining preview code * Hide noise router info for checkerboard and fixed * Add higher resolution biome map * User interactive canvas for decorator preview
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@@ -1,77 +1,132 @@
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import { useEffect, useRef, useState } from 'preact/hooks'
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import { useLocale, useProject } from '../../contexts/index.js'
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import { useCanvas } from '../../hooks/index.js'
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import type { ColormapType } from '../../previews/Colormap.js'
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import { densityFunction, densityPoint } from '../../previews/index.js'
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import { DataModel } from '@mcschema/core'
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import type { Voxel } from 'deepslate/render'
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import { clampedMap, VoxelRenderer } from 'deepslate/render'
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import type { mat3, mat4 } from 'gl-matrix'
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import { useCallback, useEffect, useRef, useState } from 'preact/hooks'
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import { getProjectData, useLocale, useProject, useVersion } from '../../contexts/index.js'
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import { useAsync } from '../../hooks/useAsync.js'
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import { Store } from '../../Store.js'
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import { randomSeed } from '../../Utils.js'
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import { Btn, BtnMenu } from '../index.js'
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import { iterateWorld2D, randomSeed } from '../../Utils.js'
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import { Btn, BtnMenu, NumberInput } from '../index.js'
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import type { ColormapType } from './Colormap.js'
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import { getColormap } from './Colormap.js'
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import { ColormapSelector } from './ColormapSelector.jsx'
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import { DEEPSLATE } from './Deepslate.js'
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import type { PreviewProps } from './index.js'
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import { InteractiveCanvas2D } from './InteractiveCanvas2D.jsx'
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import { InteractiveCanvas3D } from './InteractiveCanvas3D.jsx'
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export const DensityFunctionPreview = ({ data, shown, version }: PreviewProps) => {
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export const DensityFunctionPreview = ({ data, shown }: PreviewProps) => {
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const { locale } = useLocale()
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const { project } = useProject()
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const { version } = useVersion()
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const [voxelMode, setVoxelMode] = useState(false)
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const [seed, setSeed] = useState(randomSeed())
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const [minY] = useState(0)
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const [height] = useState(256)
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const [autoScroll, setAutoScroll] = useState(false)
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const serializedData = JSON.stringify(data)
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const { value: df } = useAsync(async () => {
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await DEEPSLATE.loadVersion(version, getProjectData(project))
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const df = DEEPSLATE.loadDensityFunction(DataModel.unwrapLists(data), minY, height, seed)
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return df
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}, [version, project, minY, height, seed, serializedData])
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// === 2D ===
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const imageData = useRef<ImageData>()
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const ctx = useRef<CanvasRenderingContext2D>()
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const [focused, setFocused] = useState<string[]>([])
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const [colormap, setColormap] = useState<ColormapType>(Store.getColormap() ?? 'viridis')
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const offset = useRef(0)
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const scrollInterval = useRef<number | undefined>(undefined)
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const state = JSON.stringify([data])
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const size = 256
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const { canvas, redraw } = useCanvas({
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size() {
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return [size, size]
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},
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async draw(img) {
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const options = { offset: offset.current, width: img.width, seed, version, project, minY, height, colormap }
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await densityFunction(data, img, options)
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},
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async onDrag(dx) {
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offset.current += dx * size
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redraw()
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},
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async onHover(x, y) {
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const worldX = Math.floor(x * size)
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const worldY = Math.floor(y * (height - minY))
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const options = { offset: offset.current, width: size, seed, version, project, minY, height, colormap }
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const density = await densityPoint(data, worldX, worldY, options)
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setFocused([density.toPrecision(3), `X=${Math.floor(worldX - offset.current)} Y=${(height - minY) - worldY}`])
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},
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onLeave() {
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const onSetup2D = useCallback((canvas: HTMLCanvasElement) => {
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const ctx2D = canvas.getContext('2d')
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if (!ctx2D) return
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ctx.current = ctx2D
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}, [voxelMode])
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const onResize2D = useCallback((width: number, height: number) => {
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if (!ctx.current) return
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imageData.current = ctx.current.getImageData(0, 0, width, height)
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}, [voxelMode])
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const onDraw2D = useCallback((transform: mat3) => {
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if (!ctx.current || !imageData.current || !df) return
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const colormapFn = getColormap(colormap)
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const colorPicker = (t: number) => colormapFn(t <= 0.5 ? t - 0.08 : t + 0.08)
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let limit = 0.01
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iterateWorld2D(imageData.current, transform, (x, y) => {
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const density = df.compute({ x, y, z: 0 })
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limit = Math.max(limit, Math.min(1, Math.abs(density)))
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return density
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}, (density) => {
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const color = colorPicker(clampedMap(density, -limit, limit, 1, 0))
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return [color[0] * 256, color[1] * 256, color[2] * 256]
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})
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ctx.current.putImageData(imageData.current, 0, 0)
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}, [voxelMode, df, colormap])
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const onHover2D = useCallback((pos: [number, number] | undefined) => {
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if (!pos || !df) {
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setFocused([])
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},
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}, [version, state, seed, minY, height, colormap, project])
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useEffect(() => {
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if (scrollInterval.current) {
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clearInterval(scrollInterval.current)
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} else {
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const [x, y] = pos
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const output = df.compute({ x: x, y: -y, z: 0 })
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setFocused([output.toPrecision(3), `X=${x} Y=${-y}`])
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}
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if (shown) {
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redraw()
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if (autoScroll) {
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scrollInterval.current = setInterval(() => {
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offset.current -= 8
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redraw()
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}, 100) as any
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}, [voxelMode, df])
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// === 3D ===
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const renderer = useRef<VoxelRenderer | undefined>(undefined)
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const [state, setState] = useState(0)
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const [cutoff, setCutoff] = useState(0)
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const onSetup3D = useCallback((canvas: HTMLCanvasElement) => {
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const gl = canvas.getContext('webgl')
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if (!gl) return
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renderer.current = new VoxelRenderer(gl)
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}, [voxelMode])
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const onResize3D = useCallback((width: number, height: number) => {
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renderer.current?.setViewport(0, 0, width, height)
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}, [voxelMode])
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const onDraw3D = useCallback((transform: mat4) => {
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renderer.current?.draw(transform)
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}, [voxelMode])
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useEffect(() => {
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if (!renderer.current || !shown || !df || !voxelMode) return
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const voxels: Voxel[] = []
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const maxY = minY + height
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for (let x = 0; x < 16; x += 1) {
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for (let y = minY; y < maxY; y += 1) {
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for (let z = 0; z < 16; z += 1) {
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const density = df.compute({ x, y, z })
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if (density > cutoff) {
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voxels.push({ x, y, z, color: [200, 200, 200] })
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}
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}
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}
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}
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}, [version, state, seed, minY, height, colormap, project, shown, autoScroll])
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renderer.current.setVoxels(voxels)
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setState(state => state + 1)
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}, [voxelMode, df, cutoff])
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return <>
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<div class="controls preview-controls">
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{focused.map(s => <Btn label={s} class="no-pointer" /> )}
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<ColormapSelector value={colormap} onChange={setColormap} />
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<BtnMenu icon="gear" tooltip={locale('terrain_settings')}>
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<Btn icon={autoScroll ? 'square_fill' : 'square'} label={locale('preview.auto_scroll')} onClick={() => setAutoScroll(!autoScroll)} />
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</BtnMenu>
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{voxelMode ? <>
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<BtnMenu icon="gear">
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<div class="btn btn-input" onClick={e => e.stopPropagation()}>
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<span>{locale('cutoff')}</span>
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<NumberInput value={cutoff} onChange={setCutoff} />
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</div>
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</BtnMenu>
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</> : <>
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<ColormapSelector value={colormap} onChange={setColormap} />
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</>}
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<Btn label={voxelMode ? locale('3d') : locale('2d')} onClick={() => setVoxelMode(!voxelMode)} />
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<Btn icon="sync" tooltip={locale('generate_new_seed')}
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onClick={() => setSeed(randomSeed())} />
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</div>
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<canvas ref={canvas} width={size} height={size}></canvas>
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<div class="full-preview">{voxelMode
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? <InteractiveCanvas3D onSetup={onSetup3D} onDraw={onDraw3D} onResize={onResize3D} state={state} startDistance={100} startPosition={[8, 120, 8]} />
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: <InteractiveCanvas2D onSetup={onSetup2D} onDraw={onDraw2D} onHover={onHover2D} onResize={onResize2D} state={state} pixelSize={4} />
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}</div>
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</>
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}
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