fix: project camera FOV coverage directly onto court surface
- FOV clipped to court boundaries (0,0)-(13.4,6.1) - Colored overlay shows which court areas each camera covers - Dashed center line shows each camera's look direction - cam0 (blue) -28° from +Y, cam1 (pink) +28° from +Y Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
This commit is contained in:
@@ -626,106 +626,133 @@ function initTrajectoryScene() {
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});
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}
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// ===================== Stereo camera rig with FOV projection =====================
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// ===================== Stereo camera rig with court coverage =====================
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function addStereocameras(scene) {
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// Position: net line (X=6.7), 1m outside court edge (Y=-1), 1m height (Z=1)
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var baseX = 6.7, baseY = -1, baseZ = 1;
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var stereoGap = 0.06; // 6cm between cameras
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var camAngle = 28; // degrees each camera is rotated outward
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var camAngle = 28; // degrees each camera is rotated outward from straight +Y
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var hfov = 160; // horizontal FOV degrees
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var cam0x = baseX - stereoGap / 2; // left cam
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var cam1x = baseX + stereoGap / 2; // right cam
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var cam0x = baseX - stereoGap / 2;
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var cam1x = baseX + stereoGap / 2;
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// Draw each camera
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function drawCamBody(cx, cy, cz, color) {
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// Small camera bodies
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function drawCamBody(cx, color) {
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var body = new THREE.Mesh(
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new THREE.BoxGeometry(0.12, 0.08, 0.08),
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new THREE.MeshBasicMaterial({ color: color })
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);
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body.position.set(cx, cy, cz);
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body.position.set(cx, baseY, baseZ);
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scene.add(body);
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}
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drawCamBody(cam0x, 0x44aaff);
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drawCamBody(cam1x, 0xff44aa);
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drawCamBody(cam0x, baseY, baseZ, 0x44aaff); // cam0 blue
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drawCamBody(cam1x, baseY, baseZ, 0xff44aa); // cam1 pink
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// Pole/mount
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// Pole
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var poleGeo = new THREE.BufferGeometry().setFromPoints([
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new THREE.Vector3(baseX, baseY, 0),
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new THREE.Vector3(baseX, baseY, baseZ)
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]);
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scene.add(new THREE.Line(poleGeo, new THREE.LineBasicMaterial({ color: 0x666666 })));
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// FOV projection on ground plane (z=0.02)
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// Base look direction is +Y (into the court)
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// cam0 rotated -28° (toward -X), cam1 rotated +28° (toward +X)
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// Court boundaries for clipping
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var courtMinX = 0, courtMaxX = 13.4, courtMinY = 0, courtMaxY = 6.1;
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var deg2rad = Math.PI / 180;
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var halfFov = hfov / 2;
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var projDist = 16; // ray length for projection
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function drawFov(cx, cy, cz, angleDeg, color) {
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var centerAngle = 90 - angleDeg; // 90° = +Y direction, offset by camera rotation
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function drawCourtCoverage(cx, angleDeg, color) {
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// Center direction: +Y (90°) rotated by angleDeg
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var centerAngle = 90 + angleDeg; // +angle = toward +X, -angle = toward -X
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var leftAngle = centerAngle + halfFov;
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var rightAngle = centerAngle - halfFov;
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// Project rays to ground: from (cx, cy, cz) in direction, find where z=0
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function rayToGround(angleDeg2) {
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// Cast ray from camera ground pos, clip to court rect
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var ox = cx, oy = baseY;
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function rayCourtIntersect(angleDeg2) {
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var rad = angleDeg2 * deg2rad;
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var dx = Math.cos(rad);
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var dy = Math.sin(rad);
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// Extend ray to projDist in XY, at ground level
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return new THREE.Vector3(cx + dx * projDist, cy + dy * projDist, 0.02);
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if (Math.abs(dx) < 1e-9 && Math.abs(dy) < 1e-9) return null;
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var tMin = 0.01, tMax = 50;
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// Clip to court Y bounds
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if (dy > 1e-9) {
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tMax = Math.min(tMax, (courtMaxY - oy) / dy);
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} else if (dy < -1e-9) {
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tMax = Math.min(tMax, (courtMinY - oy) / dy);
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}
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// Clip to court X bounds
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if (dx > 1e-9) {
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var tx = (courtMaxX - ox) / dx;
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tMax = Math.min(tMax, tx);
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} else if (dx < -1e-9) {
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var tx = (courtMinX - ox) / dx;
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tMax = Math.min(tMax, tx);
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}
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// Must enter court (Y >= 0)
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if (dy > 1e-9) {
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tMin = Math.max(tMin, (courtMinY - oy) / dy);
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} else if (dy <= 0) {
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return null; // ray goes away from court
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}
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if (tMax <= tMin) return null;
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return new THREE.Vector3(ox + dx * tMax, oy + dy * tMax, 0.02);
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}
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var camPos = new THREE.Vector3(cx, cy, cz);
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var groundCenter = new THREE.Vector3(cx, cy, 0.02);
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// Draw FOV edges
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var edgeMat = new THREE.LineBasicMaterial({ color: color, transparent: true, opacity: 0.6 });
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var leftPt = rayToGround(leftAngle);
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var rightPt = rayToGround(rightAngle);
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var centerPt = rayToGround(centerAngle);
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// Edge lines from camera to ground projection
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[leftPt, rightPt, centerPt].forEach(function(pt) {
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var geo = new THREE.BufferGeometry().setFromPoints([camPos, pt]);
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scene.add(new THREE.Line(geo, edgeMat));
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});
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// Fill FOV area on ground with semi-transparent triangle fan
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var fanPoints = [groundCenter.clone()];
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var steps = 24;
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// Build coverage polygon on court surface
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var points = [];
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var origin = new THREE.Vector3(ox, Math.max(oy, courtMinY), 0.02);
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var steps = 48;
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for (var i = 0; i <= steps; i++) {
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var a = rightAngle + (leftAngle - rightAngle) * (i / steps);
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fanPoints.push(rayToGround(a));
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var pt = rayCourtIntersect(a);
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if (pt) {
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// Clamp to court bounds
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pt.x = Math.max(courtMinX, Math.min(courtMaxX, pt.x));
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pt.y = Math.max(courtMinY, Math.min(courtMaxY, pt.y));
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points.push(pt);
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}
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}
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for (var i = 1; i < fanPoints.length - 1; i++) {
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if (points.length < 2) return;
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// Draw coverage edge line on court
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var edgeGeo = new THREE.BufferGeometry().setFromPoints(points);
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scene.add(new THREE.Line(edgeGeo, new THREE.LineBasicMaterial({ color: color, transparent: true, opacity: 0.7 })));
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// Fill coverage area as triangle fan from camera ground position
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var fanOrigin = new THREE.Vector3(ox, courtMinY, 0.02);
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for (var i = 0; i < points.length - 1; i++) {
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var triGeo = new THREE.BufferGeometry().setFromPoints([
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fanPoints[0], fanPoints[i], fanPoints[i + 1]
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fanOrigin, points[i], points[i + 1]
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]);
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var triMesh = new THREE.Mesh(triGeo, new THREE.MeshBasicMaterial({
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color: color, transparent: true, opacity: 0.08, side: THREE.DoubleSide
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}));
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scene.add(triMesh);
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scene.add(new THREE.Mesh(triGeo, new THREE.MeshBasicMaterial({
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color: color, transparent: true, opacity: 0.12, side: THREE.DoubleSide
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})));
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}
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// FOV arc line on ground
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var arcPoints = [];
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for (var i = 0; i <= steps; i++) {
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var a = rightAngle + (leftAngle - rightAngle) * (i / steps);
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arcPoints.push(rayToGround(a));
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// Center line on court
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var centerPt = rayCourtIntersect(centerAngle);
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if (centerPt) {
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centerPt.x = Math.max(courtMinX, Math.min(courtMaxX, centerPt.x));
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centerPt.y = Math.max(courtMinY, Math.min(courtMaxY, centerPt.y));
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var clGeo = new THREE.BufferGeometry().setFromPoints([
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new THREE.Vector3(ox, courtMinY, 0.02), centerPt
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]);
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scene.add(new THREE.Line(clGeo, new THREE.LineDashedMaterial({
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color: color, dashSize: 0.2, gapSize: 0.1
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})));
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scene.children[scene.children.length - 1].computeLineDistances();
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}
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var arcGeo = new THREE.BufferGeometry().setFromPoints(arcPoints);
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scene.add(new THREE.Line(arcGeo, new THREE.LineBasicMaterial({ color: color, transparent: true, opacity: 0.3 })));
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}
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// cam0: rotated -28° (looking slightly left / toward -X)
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drawFov(cam0x, baseY, baseZ, -camAngle, 0x44aaff);
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// cam1: rotated +28° (looking slightly right / toward +X)
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drawFov(cam1x, baseY, baseZ, camAngle, 0xff44aa);
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// cam0: rotated -28° (looks slightly toward -X)
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drawCourtCoverage(cam0x, -camAngle, 0x44aaff);
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// cam1: rotated +28° (looks slightly toward +X)
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drawCourtCoverage(cam1x, camAngle, 0xff44aa);
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}
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// ===================== Draw court lines =====================
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