init
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266
internal/engine/shapes.go
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266
internal/engine/shapes.go
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package engine
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import "math"
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// Point represents a 2D point
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type Point struct {
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X, Y float64
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}
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// Renderer interface defines the methods that a renderer must implement
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type Renderer interface {
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AddPolygon(points []Point)
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AddCircle(topLeft Point, size float64, invert bool)
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}
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// Graphics provides helper functions for rendering common basic shapes
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type Graphics struct {
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renderer Renderer
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currentTransform Transform
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}
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// NewGraphics creates a new Graphics instance with the given renderer
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func NewGraphics(renderer Renderer) *Graphics {
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return &Graphics{
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renderer: renderer,
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currentTransform: NoTransform,
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}
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}
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// NewGraphicsWithTransform creates a new Graphics instance with the given renderer and transform
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func NewGraphicsWithTransform(renderer Renderer, transform Transform) *Graphics {
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return &Graphics{
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renderer: renderer,
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currentTransform: transform,
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}
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}
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// AddPolygon adds a polygon to the underlying renderer
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func (g *Graphics) AddPolygon(points []Point, invert bool) {
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// Transform all points
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transformedPoints := make([]Point, len(points))
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if invert {
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// Reverse the order and transform
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for i, p := range points {
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transformedPoints[len(points)-1-i] = g.currentTransform.TransformIconPoint(p.X, p.Y, 0, 0)
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}
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} else {
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// Transform in order
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for i, p := range points {
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transformedPoints[i] = g.currentTransform.TransformIconPoint(p.X, p.Y, 0, 0)
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}
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}
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g.renderer.AddPolygon(transformedPoints)
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}
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// AddCircle adds a circle to the underlying renderer
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func (g *Graphics) AddCircle(x, y, size float64, invert bool) {
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// Transform the circle position
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transformedPoint := g.currentTransform.TransformIconPoint(x, y, size, size)
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g.renderer.AddCircle(transformedPoint, size, invert)
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}
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// AddRectangle adds a rectangle to the underlying renderer
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func (g *Graphics) AddRectangle(x, y, w, h float64, invert bool) {
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points := []Point{
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{X: x, Y: y},
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{X: x + w, Y: y},
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{X: x + w, Y: y + h},
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{X: x, Y: y + h},
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}
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g.AddPolygon(points, invert)
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}
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// AddTriangle adds a right triangle to the underlying renderer
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// r is the rotation (0-3), where 0 = right corner in lower left
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func (g *Graphics) AddTriangle(x, y, w, h float64, r int, invert bool) {
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points := []Point{
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{X: x + w, Y: y},
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{X: x + w, Y: y + h},
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{X: x, Y: y + h},
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{X: x, Y: y},
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}
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// Remove one corner based on rotation
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removeIndex := (r % 4) * 1
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if removeIndex < len(points) {
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points = append(points[:removeIndex], points[removeIndex+1:]...)
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}
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g.AddPolygon(points, invert)
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}
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// AddRhombus adds a rhombus (diamond) to the underlying renderer
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func (g *Graphics) AddRhombus(x, y, w, h float64, invert bool) {
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points := []Point{
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{X: x + w/2, Y: y},
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{X: x + w, Y: y + h/2},
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{X: x + w/2, Y: y + h},
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{X: x, Y: y + h/2},
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}
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g.AddPolygon(points, invert)
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}
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// RenderCenterShape renders one of the 14 distinct center shape patterns
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func RenderCenterShape(g *Graphics, shapeIndex int, cell, positionIndex float64) {
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index := shapeIndex % 14
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switch index {
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case 0:
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// Shape 0: Asymmetric polygon
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k := cell * 0.42
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points := []Point{
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{X: 0, Y: 0},
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{X: cell, Y: 0},
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{X: cell, Y: cell - k*2},
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{X: cell - k, Y: cell},
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{X: 0, Y: cell},
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}
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g.AddPolygon(points, false)
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case 1:
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// Shape 1: Triangle
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w := math.Floor(cell * 0.5)
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h := math.Floor(cell * 0.8)
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g.AddTriangle(cell-w, 0, w, h, 2, false)
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case 2:
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// Shape 2: Rectangle
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w := math.Floor(cell / 3)
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g.AddRectangle(w, w, cell-w, cell-w, false)
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case 3:
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// Shape 3: Nested rectangles
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inner := cell * 0.1
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var outer float64
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if cell < 6 {
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outer = 1
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} else if cell < 8 {
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outer = 2
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} else {
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outer = math.Floor(cell * 0.25)
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}
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if inner > 1 {
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inner = math.Floor(inner)
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} else if inner > 0.5 {
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inner = 1
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}
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g.AddRectangle(outer, outer, cell-inner-outer, cell-inner-outer, false)
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case 4:
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// Shape 4: Circle
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m := math.Floor(cell * 0.15)
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w := math.Floor(cell * 0.5)
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g.AddCircle(cell-w-m, cell-w-m, w, false)
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case 5:
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// Shape 5: Rectangle with triangular cutout
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inner := cell * 0.1
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outer := inner * 4
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if outer > 3 {
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outer = math.Floor(outer)
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}
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g.AddRectangle(0, 0, cell, cell, false)
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points := []Point{
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{X: outer, Y: outer},
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{X: cell - inner, Y: outer},
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{X: outer + (cell-outer-inner)/2, Y: cell - inner},
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}
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g.AddPolygon(points, true)
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case 6:
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// Shape 6: Complex polygon
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points := []Point{
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{X: 0, Y: 0},
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{X: cell, Y: 0},
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{X: cell, Y: cell * 0.7},
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{X: cell * 0.4, Y: cell * 0.4},
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{X: cell * 0.7, Y: cell},
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{X: 0, Y: cell},
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}
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g.AddPolygon(points, false)
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case 7:
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// Shape 7: Small triangle
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g.AddTriangle(cell/2, cell/2, cell/2, cell/2, 3, false)
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case 8:
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// Shape 8: Composite shape
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g.AddRectangle(0, 0, cell, cell/2, false)
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g.AddRectangle(0, cell/2, cell/2, cell/2, false)
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g.AddTriangle(cell/2, cell/2, cell/2, cell/2, 1, false)
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case 9:
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// Shape 9: Rectangle with rectangular cutout
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inner := cell * 0.14
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var outer float64
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if cell < 4 {
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outer = 1
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} else if cell < 6 {
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outer = 2
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} else {
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outer = math.Floor(cell * 0.35)
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}
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if cell >= 8 {
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inner = math.Floor(inner)
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}
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g.AddRectangle(0, 0, cell, cell, false)
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g.AddRectangle(outer, outer, cell-outer-inner, cell-outer-inner, true)
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case 10:
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// Shape 10: Rectangle with circular cutout
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inner := cell * 0.12
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outer := inner * 3
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g.AddRectangle(0, 0, cell, cell, false)
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g.AddCircle(outer, outer, cell-inner-outer, true)
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case 11:
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// Shape 11: Small triangle (same as 7)
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g.AddTriangle(cell/2, cell/2, cell/2, cell/2, 3, false)
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case 12:
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// Shape 12: Rectangle with rhombus cutout
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m := cell * 0.25
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g.AddRectangle(0, 0, cell, cell, false)
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g.AddRhombus(m, m, cell-m, cell-m, true)
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case 13:
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// Shape 13: Large circle (only for position 0)
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if positionIndex == 0 {
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m := cell * 0.4
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w := cell * 1.2
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g.AddCircle(m, m, w, false)
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}
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}
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}
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// RenderOuterShape renders one of the 4 distinct outer shape patterns
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func RenderOuterShape(g *Graphics, shapeIndex int, cell float64) {
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index := shapeIndex % 4
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switch index {
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case 0:
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// Shape 0: Triangle
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g.AddTriangle(0, 0, cell, cell, 0, false)
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case 1:
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// Shape 1: Triangle (different orientation)
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g.AddTriangle(0, cell/2, cell, cell/2, 0, false)
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case 2:
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// Shape 2: Rhombus
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g.AddRhombus(0, 0, cell, cell, false)
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case 3:
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// Shape 3: Circle
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m := cell / 6
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g.AddCircle(m, m, cell-2*m, false)
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}
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}
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