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2b3b9e3e3e
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class ZoomManager {
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constructor(horizontalZoom, verticalZoom) {
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this.x = 0
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this.y = 0
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this.scaleX = 1
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this.scaleY = 1
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this.horizontalZoom = horizontalZoom
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this.verticalZoom = verticalZoom
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}
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/**
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* Convert world coordinates to screen coordinates.
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*
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* @param {number} worldX - The x-coordinate in world space.
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* @param {number} worldY - The y-coordinate in world space.
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* @returns {Array} The screen coordinates [screenX, screenY].
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*/
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worldToScreen(worldX, worldY) {
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let screenX = (worldX - this.x) * this.scaleX
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let screenY = (worldY - this.y) * this.scaleY
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return {
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x: screenX,
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y: screenY
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}
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}
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/**
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* Convert screen coordinates to world coordinates.
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*
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* @param {number} screenX - The x-coordinate on the screen.
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* @param {number} screenY - The y-coordinate on the screen.
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* @returns {Array} The world coordinates [worldX, worldY].
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*/
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screenToWorld(screenX, screenY) {
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let worldX = screenX / this.scaleX + this.x
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let worldY = screenY / this.scaleY + this.y
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return {
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x: worldX,
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y: worldY
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}
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}
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/**
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* Recalculates zoom based on mouse wheel event.
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* @param {MouseEvent} event - The mouse wheel event object.
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*/
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recalculate(event) {
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// Get mouse position
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const pos = {
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x: event.clientX,
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y: event.clientY
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}
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// Calculate world coordinates before zoom
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let beforeZoom, afterZoom
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beforeZoom = this.screenToWorld(pos.x, pos.y)
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// Adjust zoom scale based on mouse wheel delta
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if (this.horizontalZoom)
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this.scaleX -= (10 * this.scaleX) / event.deltaY;
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if (this.verticalZoom)
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this.scaleY -= (10 * this.scaleY) / event.deltaY;
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// Calculate world coordinates after zoom
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afterZoom = this.screenToWorld(pos.x, pos.y)
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// Adjust zoom position to keep zoom centered around mouse position
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this.x += beforeZoom.x - afterZoom.x
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this.y += beforeZoom.y - afterZoom.y
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// Reset zoom if it goes below 1
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if (this.scaleX < 1 || this.scaleY < 1) {
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this.x = 0
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this.y = 0
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this.scaleX = 1
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this.scaleY = 1
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}
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}
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}
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