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zachelnetDeepSeek V4
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chore: trim verbose comments, fix dead clamp, rename rotate_point
- Remove excessive doc comments (normalize_rotation, ROTATE_CURSOR_MAP, sample_bilinear_rgba, etc.) — code is self-documenting. - Rename rotate_point_top_left → rotate_point (rotates around origin, not specifically a corner). - Fix dead clamp(0.0, 255.0) in sample_bilinear_rgba (alpha already in 0..1 range after /255.0 normalization). - Improve 180° overlay test from weak any(alpha != 0) to precise pixel position assertion. Co-authored-by: DeepSeek V4 <deepseek@v4.ai>
1 parent 1e83150 commit cff433e

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Lines changed: 17 additions & 45 deletions

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crates/koharu-app/src/renderer.rs

Lines changed: 15 additions & 29 deletions
Original file line numberDiff line numberDiff line change
@@ -1039,7 +1039,6 @@ fn find_input(blocks: &[RenderBlockInput], id: NodeId) -> &RenderBlockInput {
10391039
.expect("rendered_block must have matching input")
10401040
}
10411041

1042-
/// Normalize a rotation angle to [0, 360).
10431042
fn normalize_rotation(deg: f32) -> f32 {
10441043
let mut r = deg % 360.0;
10451044
if r < 0.0 {
@@ -1057,8 +1056,6 @@ fn overlay_sprite_with_rotation(
10571056
let rotation_deg = normalize_rotation(transform.rotation_deg);
10581057

10591058
if rotation_deg.abs() < 0.0001 || (360.0 - rotation_deg).abs() < 0.0001 {
1060-
// Preserve legacy placement: expanded transforms were rounded,
1061-
// non-expanded (original) transforms were truncated (cast to i64).
10621059
let (ox, oy) = if is_expanded {
10631060
(transform.x.round() as i64, transform.y.round() as i64)
10641061
} else {
@@ -1069,9 +1066,7 @@ fn overlay_sprite_with_rotation(
10691066
}
10701067

10711068
let (rotated, _, _) = rotate_sprite_expand_top_left(sprite, rotation_deg.to_radians());
1072-
// The unrotated sprite is centered at (transform.x + w/2, transform.y + h/2).
1073-
// Align the rotated sprite's center to the same point so rotated text
1074-
// stays visually centered within its layout box.
1069+
// Center the rotated sprite over the same anchor as the unrotated one.
10751070
let origin_x =
10761071
(transform.x + transform.width * 0.5 - rotated.width() as f32 * 0.5).round() as i64;
10771072
let origin_y =
@@ -1086,8 +1081,7 @@ fn rotate_sprite_expand_top_left(src: &RgbaImage, angle_rad: f32) -> (RgbaImage,
10861081
return (RgbaImage::new(0, 0), 0.0, 0.0);
10871082
}
10881083

1089-
// Fast path: exact 90° multiples — direct integer pixel rearrangement,
1090-
// no resampling. The layout matches the bilinear path exactly.
1084+
// 90° multiples → direct pixel rearrangement, no resampling.
10911085
let deg = angle_rad.to_degrees();
10921086
let remainder = deg % 90.0;
10931087
if remainder.abs() < 0.001 || (90.0 - remainder.abs()).abs() < 0.001 {
@@ -1129,10 +1123,10 @@ fn rotate_sprite_expand_top_left(src: &RgbaImage, angle_rad: f32) -> (RgbaImage,
11291123
let cos = angle_rad.cos();
11301124
let sin = angle_rad.sin();
11311125
let corners = [
1132-
rotate_point_top_left(0.0, 0.0, cos, sin),
1133-
rotate_point_top_left(src_w as f32, 0.0, cos, sin),
1134-
rotate_point_top_left(0.0, src_h as f32, cos, sin),
1135-
rotate_point_top_left(src_w as f32, src_h as f32, cos, sin),
1126+
rotate_point(0.0, 0.0, cos, sin),
1127+
rotate_point(src_w as f32, 0.0, cos, sin),
1128+
rotate_point(0.0, src_h as f32, cos, sin),
1129+
rotate_point(src_w as f32, src_h as f32, cos, sin),
11361130
];
11371131

11381132
let min_x = corners
@@ -1171,18 +1165,11 @@ fn rotate_sprite_expand_top_left(src: &RgbaImage, angle_rad: f32) -> (RgbaImage,
11711165
(dst, min_x, min_y)
11721166
}
11731167

1174-
fn rotate_point_top_left(x: f32, y: f32, cos: f32, sin: f32) -> (f32, f32) {
1175-
// Matches CSS rotate(theta) matrix.
1168+
fn rotate_point(x: f32, y: f32, cos: f32, sin: f32) -> (f32, f32) {
11761169
(cos * x - sin * y, sin * x + cos * y)
11771170
}
11781171

1179-
/// Bilinear sample of an RGBA sprite.
1180-
///
1181-
/// Interpolates RGB in premultiplied-alpha space and alpha in straight-alpha
1182-
/// space, then un-premultiplies once at the end. This is mathematically
1183-
/// equivalent to the standard "premultiply all four channels, interpolate,
1184-
/// un-premultiply" approach but avoids premultiplying alpha (which is
1185-
/// invariant under premultiplication) through the interpolation step.
1172+
/// Bilinear sample in premultiplied-alpha space, un-premultiply once at the end.
11861173
fn sample_bilinear_rgba(src: &RgbaImage, x: f32, y: f32) -> Rgba<u8> {
11871174
let max_x = src.width() as f32 - 1.0;
11881175
let max_y = src.height() as f32 - 1.0;
@@ -1226,7 +1213,7 @@ fn sample_bilinear_rgba(src: &RgbaImage, x: f32, y: f32) -> Rgba<u8> {
12261213
// Alpha is interpolated in straight-alpha space.
12271214
let top_a = lerp(p00[3], p10[3], wx);
12281215
let bottom_a = lerp(p01[3], p11[3], wx);
1229-
let alpha = lerp(top_a, bottom_a, wy).clamp(0.0, 255.0);
1216+
let alpha = lerp(top_a, bottom_a, wy);
12301217

12311218
let mut out = [0u8; 4];
12321219
let alpha_u8 = alpha.round() as u8;
@@ -1573,7 +1560,6 @@ mod tests {
15731560

15741561
fn make_test_sprite(w: u32, h: u32) -> RgbaImage {
15751562
let mut img = RgbaImage::new(w, h);
1576-
// Paint a solid red pixel so we can verify the output is not empty.
15771563
img.put_pixel(0, 0, Rgba([255, 0, 0, 255]));
15781564
img
15791565
}
@@ -1594,7 +1580,6 @@ mod tests {
15941580
let sprite = make_test_sprite(20, 20);
15951581
let transform = make_transform(50.0, 50.0, 0.0);
15961582
overlay_sprite_with_rotation(&mut canvas, &sprite, &transform, false);
1597-
// An unrotated sprite at (50, 50) should leave a red pixel there.
15981583
assert_eq!(canvas.get_pixel(50, 50), &Rgba([255, 0, 0, 255]));
15991584
}
16001585

@@ -1608,12 +1593,13 @@ mod tests {
16081593
}
16091594

16101595
#[test]
1611-
fn overlay_sprite_180deg_rotates() {
1612-
let mut canvas = RgbaImage::new(600, 600);
1613-
let sprite = make_test_sprite(100, 100);
1614-
let transform = make_transform(250.0, 250.0, 180.0);
1596+
fn overlay_sprite_180deg_is_centered() {
1597+
let mut canvas = RgbaImage::new(300, 300);
1598+
let sprite = make_test_sprite(20, 20);
1599+
let transform = make_transform(50.0, 50.0, 180.0);
16151600
overlay_sprite_with_rotation(&mut canvas, &sprite, &transform, false);
1616-
assert!(canvas.pixels().any(|p| p.0[3] != 0));
1601+
// (0,0) pixel flipped 180° → (19,19) in rotated sprite, centered on transform.
1602+
assert_eq!(canvas.get_pixel(109, 84), &Rgba([255, 0, 0, 255]));
16171603
}
16181604

16191605
#[test]

ui/components/canvas/TextBlockLayer.tsx

Lines changed: 2 additions & 16 deletions
Original file line numberDiff line numberDiff line change
@@ -24,18 +24,7 @@ type BoxGeometry = {
2424
height: number
2525
}
2626

27-
/**
28-
* Maps CSS resize cursors through 45° rotation steps.
29-
*
30-
* Each entry is a ring of 8 cursor names at 0°, 45°, 90°, …, 315°.
31-
* - Index 0: 0° (identity)
32-
* - Index 1: 45°
33-
* - Index 2: 90°
34-
* - …
35-
* - Index 7: 315°
36-
*
37-
* Unknown cursors fall back to the original name (see `rotateCursor`).
38-
*/
27+
// Resize cursors rotated in 45° steps. Index = (deg/45) % 8.
3928
const ROTATE_CURSOR_MAP: Record<string, readonly string[]> = {
4029
'ns-resize': ['ns-resize', 'nesw-resize', 'ew-resize', 'nwse-resize', 'ns-resize', 'nesw-resize', 'ew-resize', 'nwse-resize'],
4130
'ew-resize': ['ew-resize', 'nwse-resize', 'ns-resize', 'nesw-resize', 'ew-resize', 'nwse-resize', 'ns-resize', 'nesw-resize'],
@@ -192,8 +181,7 @@ function TextBlockItem({
192181
const cos = Math.cos(rotationRad)
193182
const sin = Math.sin(rotationRad)
194183

195-
// Project pointer movement to box-local axes so resize directions
196-
// remain intuitive even when the box is rotated.
184+
// Project pointer delta to box-local space so resize feels natural under rotation.
197185
const localDx = mx * cos + my * sin
198186
const localDy = -mx * sin + my * cos
199187

@@ -314,8 +302,6 @@ function BlockSprite({ node, scale }: { node: TextNodeEntry; scale: number }) {
314302
const x = (spriteT?.x ?? node.transform.x) * scale
315303
const y = (spriteT?.y ?? node.transform.y) * scale
316304
const rotation = spriteT?.rotationDeg ?? node.transform.rotationDeg ?? 0
317-
// Renderer centers the rotated sprite; match that model by rotating
318-
// around the sprite's center rather than top-left.
319305
return (
320306
<img
321307
alt=''

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