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f4c9d3d7f4
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@ -26,6 +26,7 @@ console_error_panic_hook = { version = "0.1.7", optional = true }
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[dependencies.web-sys]
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version = "0.3.69"
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features = [
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'DomRect',
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'HtmlCanvasElement',
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'HtmlInputElement',
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'Performance',
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@ -1,4 +1,4 @@
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use nalgebra::{DMatrix, DVector};
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use nalgebra::{DMatrix, DVector, Vector3};
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use rustc_hash::FxHashMap;
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use slab::Slab;
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use std::{collections::BTreeSet, sync::atomic::{AtomicU64, Ordering}};
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@ -65,6 +65,49 @@ impl Element {
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column_index: 0
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}
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}
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// the smallest positive depth, represented as a multiple of `dir`, where
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// the line generated by `dir` hits the element (which is assumed to be a
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// sphere). returns `None` if the line misses the sphere. this function
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// should be kept synchronized with `sphere_cast` in `inversive.frag`, which
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// does essentially the same thing on the GPU side
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pub fn cast(&self, dir: Vector3<f64>, assembly_to_world: &DMatrix<f64>) -> Option<f64> {
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// if `a/b` is less than this threshold, we approximate
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// `a*u^2 + b*u + c` by the linear function `b*u + c`
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const DEG_THRESHOLD: f64 = 1e-9;
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let rep = self.representation.with_untracked(|rep| assembly_to_world * rep);
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let a = -rep[3] * dir.norm_squared();
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let b = rep.rows_range(..3).dot(&dir);
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let c = -rep[4];
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let adjust = 4.0*a*c/(b*b);
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if adjust < 1.0 {
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// as long as `b` is non-zero, the linear approximation of
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//
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// a*u^2 + b*u + c
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//
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// at `u = 0` will reach zero at a finite depth `u_lin`. the root of
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// the quadratic adjacent to `u_lin` is stored in `lin_root`. if
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// both roots have the same sign, `lin_root` will be the one closer
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// to `u = 0`
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let square_rect_ratio = 1.0 + (1.0 - adjust).sqrt();
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let lin_root = -(2.0*c)/b / square_rect_ratio;
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if a.abs() > DEG_THRESHOLD * b.abs() {
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if lin_root > 0.0 {
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Some(lin_root)
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} else {
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let other_root = -b/(2.*a) * square_rect_ratio;
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(other_root > 0.0).then_some(other_root)
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}
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} else {
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(lin_root > 0.0).then_some(lin_root)
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}
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} else {
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// the line through `dir` misses the sphere completely
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None
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}
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}
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}
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@ -4,7 +4,9 @@ use sycamore::{prelude::*, motion::create_raf};
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use web_sys::{
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console,
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window,
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Element,
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KeyboardEvent,
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MouseEvent,
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WebGl2RenderingContext,
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WebGlProgram,
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WebGlShader,
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@ -12,7 +14,7 @@ use web_sys::{
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wasm_bindgen::{JsCast, JsValue}
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};
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use crate::AppState;
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use crate::{AppState, assembly::ElementKey};
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fn compile_shader(
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context: &WebGl2RenderingContext,
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@ -82,6 +84,24 @@ fn bind_vertex_attrib(
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);
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}
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// the direction in camera space that a mouse event is pointing along
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fn event_dir(event: &MouseEvent) -> Vector3<f64> {
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let target: Element = event.target().unwrap().unchecked_into();
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let rect = target.get_bounding_client_rect();
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let width = rect.width();
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let height = rect.height();
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let shortdim = width.min(height);
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// this constant should be kept synchronized with `inversive.frag`
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const FOCAL_SLOPE: f64 = 0.3;
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Vector3::new(
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FOCAL_SLOPE * (2.0*(f64::from(event.client_x()) - rect.left()) - width) / shortdim,
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FOCAL_SLOPE * (2.0*(rect.bottom() - f64::from(event.client_y())) - height) / shortdim,
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-1.0
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)
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}
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#[component]
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pub fn Display() -> View {
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let state = use_context::<AppState>();
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@ -89,6 +109,9 @@ pub fn Display() -> View {
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// canvas
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let display = create_node_ref();
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// viewpoint
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let assembly_to_world = create_signal(DMatrix::<f64>::identity(5, 5));
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// navigation
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let pitch_up = create_signal(0.0);
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let pitch_down = create_signal(0.0);
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@ -296,7 +319,7 @@ pub fn Display() -> View {
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0.0, 0.0, 0.0, 0.0, 1.0
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])
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};
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let assembly_to_world = &location * &orientation;
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let asm_to_world = &location * &orientation;
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// get the assembly
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let (
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@ -311,7 +334,7 @@ pub fn Display() -> View {
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// representation vectors in world coordinates
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elts.iter().map(
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|(_, elt)| elt.representation.with(|rep| &assembly_to_world * rep)
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|(_, elt)| elt.representation.with(|rep| &asm_to_world * rep)
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).collect::<Vec<_>>(),
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// colors
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@ -370,6 +393,9 @@ pub fn Display() -> View {
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// draw the scene
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ctx.draw_arrays(WebGl2RenderingContext::TRIANGLES, 0, VERTEX_CNT as i32);
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// update the viewpoint
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assembly_to_world.set(asm_to_world);
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// clear the scene change flag
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scene_changed.set(
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pitch_up_val != 0.0
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@ -458,6 +484,31 @@ pub fn Display() -> View {
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yaw_left.set(0.0);
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roll_ccw.set(0.0);
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roll_cw.set(0.0);
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},
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on:click=move |event: MouseEvent| {
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// find the nearest element along the pointer direction
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let dir = event_dir(&event);
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console::log_1(&JsValue::from(dir.to_string()));
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let mut clicked: Option<(ElementKey, f64)> = None;
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for (key, elt) in state.assembly.elements.get_clone_untracked() {
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match assembly_to_world.with(|asm_to_world| elt.cast(dir, asm_to_world)) {
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Some(depth) => match clicked {
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Some((_, best_depth)) => {
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if depth < best_depth {
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clicked = Some((key, depth))
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}
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},
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None => clicked = Some((key, depth))
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}
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None => ()
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};
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}
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// if we clicked something, select it
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match clicked {
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Some((key, _)) => state.select(key, event.shift_key()),
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None => state.selection.update(|sel| sel.clear())
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};
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}
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)
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}
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@ -25,6 +25,24 @@ impl AppState {
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selection: create_signal(FxHashSet::default())
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}
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}
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// in single-selection mode, select the element with the given key. in
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// multiple-selection mode, toggle whether the element with the given key
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// is selected
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fn select(&self, key: ElementKey, multi: bool) {
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if multi {
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self.selection.update(|sel| {
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if !sel.remove(&key) {
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sel.insert(key);
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}
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});
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} else {
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self.selection.update(|sel| {
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sel.clear();
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sel.insert(key);
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});
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}
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}
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}
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fn main() {
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@ -83,18 +83,7 @@ fn ElementOutlineItem(key: ElementKey, element: assembly::Element) -> View {
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move |event: KeyboardEvent| {
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match event.key().as_str() {
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"Enter" => {
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if event.shift_key() {
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state.selection.update(|sel| {
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if !sel.remove(&key) {
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sel.insert(key);
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}
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});
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} else {
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state.selection.update(|sel| {
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sel.clear();
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sel.insert(key);
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});
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}
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state.select(key, event.shift_key());
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event.prevent_default();
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},
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"ArrowRight" if constrained.get() => {
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