Compare commits

...

36 Commits

Author SHA1 Message Date
greenkeeper[bot]
193cb05044 chore(package): update eslint to version 6.4.0
Closes #307
2019-09-14 02:25:43 +00:00
Karishma Chadha
832b0274be Merge pull request #505 from LLK/revert-496-revert-493-revert-470-skin-alter-push
Revert "Revert "Revert "Skin alter push"""
2019-09-12 13:42:23 -04:00
Karishma Chadha
1cd9e54834 Revert "Revert "Revert "Skin alter push""" 2019-09-12 13:24:03 -04:00
Chris Willis-Ford
928cd60dd5 Merge pull request #496 from LLK/revert-493-revert-470-skin-alter-push
Revert "Revert "Skin alter push""
2019-09-04 18:14:41 -07:00
Chris Willis-Ford
30ef2b1e51 Merge pull request #497 from adroitwhiz/set-costume-size-synchronously-2
Set SVG skin size synchronously
2019-09-04 18:03:29 -07:00
Chris Willis-Ford
ad62542a52 Merge branch 'revert-493-revert-470-skin-alter-push' into set-costume-size-synchronously-2 2019-09-04 18:01:59 -07:00
DD Liu
2d4419c929 Merge pull request #443 from adroitwhiz/effects-nearest
Always use linear interpolation on vector skins with distortion effects applied
2019-09-04 17:19:52 -04:00
adroitwhiz
ad6ddd9f99 add more parentheses 2019-09-04 15:40:49 -04:00
Karishma Chadha
c3ede9c3d5 Merge pull request #495 from LLK/revert-494-revert-467-rect-init-matrix
Revert "Revert "Initialialize AABB Rectangle ""
2019-08-30 15:35:32 -04:00
Chris Willis-Ford
ab517fff51 Merge pull request #442 from adroitwhiz/pen-stamp-region-optimization
Don't _doExitDrawRegion in penStamp until we're sure we're stamping
2019-08-30 20:19:26 +01:00
Chris Willis-Ford
1371b6f685 Merge pull request #486 from adroitwhiz/fix-calculaterotationcenter
Fix calculateRotationCenter() for SVG skins
2019-08-30 20:13:50 +01:00
DD Liu
5c6997131b Merge pull request #484 from adroitwhiz/fix-cpu-render-playground
Attach V2 adapters in CPU render playground
2019-08-30 14:58:59 -04:00
Chris Willis-Ford
b4c7dbf0ea Merge pull request #441 from adroitwhiz/region-exit-fix
Clear _regionId when exiting draw region
2019-08-30 19:51:20 +01:00
Karishma Chadha
c0e5115bfc Merge pull request #444 from adroitwhiz/rectangle-clamp-fix
Fix Rectangle.Clamp()
2019-08-30 14:43:18 -04:00
DD Liu
3819b66683 Merge pull request #502 from fsih/turnOffAntiAlias
Turn off antialias
2019-08-30 11:27:30 -04:00
DD Liu
b9732c222c Fix space
Co-Authored-By: adroitwhiz <adroitwhiz@protonmail.com>
2019-08-28 19:00:16 -04:00
DD Liu
afaa758615 turn off antialias 2019-08-28 17:04:51 -04:00
DD Liu
a3a526d6a3 Merge pull request #499 from LLK/greenkeeper/scratch-svg-renderer-0.2.0-prerelease.20190820171249
Update scratch-svg-renderer to the latest version 🚀
2019-08-22 16:42:38 -04:00
DD Liu
d77afaa6c4 Update to latest svg-renderer 2019-08-22 16:28:31 -04:00
greenkeeper[bot]
3bfd4c65fb fix(package): update scratch-svg-renderer to version 0.2.0-prerelease.20190820171249 2019-08-20 17:24:08 +00:00
DD Liu
131f5372db Merge pull request #498 from LLK/revert-482-greenkeeper/scratch-svg-renderer-0.2.0-prerelease.20190715144718
Revert "Update scratch-svg-renderer to the latest version 🚀"
2019-08-19 11:43:06 -04:00
DD Liu
ef13d3bb08 Revert "Update scratch-svg-renderer to the latest version 🚀" 2019-08-19 11:40:51 -04:00
adroitwhiz
94257a4214 Set SVG skin size synchronously 2019-08-13 16:38:45 -04:00
Karishma Chadha
7c4393787b Revert "Revert "Skin alter push"" 2019-08-13 11:42:51 -04:00
Karishma Chadha
a340b8a04b Revert "Revert "Initialialize AABB Rectangle "" 2019-08-13 11:41:11 -04:00
adroitwhiz
dce90a3f56 Fix calculateRotationCenter for SVG skins 2019-07-20 17:27:45 -04:00
adroitwhiz
471d4b91a4 Attach V2 adapters in CPU render playground 2019-07-15 23:44:18 -04:00
adroitwhiz
1b51f1f393 Merge remote-tracking branch 'upstream/develop' into effects-nearest 2019-05-23 05:35:56 -04:00
adroitwhiz
d0ed283c72 Merge remote-tracking branch 'upstream/develop' into effects-nearest 2019-05-22 16:10:30 -04:00
adroitwhiz
34f265ab22 strict inequality 2019-05-22 04:52:30 -04:00
adroitwhiz
6646041ba4 Fix Rectangle.Clamp() 2019-04-22 08:49:20 -04:00
adroitwhiz
f9309b1ace be more s e m a n t i c 2019-04-20 08:12:22 -04:00
adroitwhiz
7599a82406 Never useNearest on distorted vector skins 2019-04-20 07:59:09 -04:00
adroitwhiz
6e755ea015 Add "disappearing pen" test 2019-04-20 02:47:25 -04:00
adroitwhiz
750f40ddf2 Exit draw region in penStamp less 2019-04-20 02:31:04 -04:00
adroitwhiz
603fd87782 Clear _regionId when exiting draw region 2019-04-20 02:27:34 -04:00
10 changed files with 272 additions and 38 deletions

View File

@@ -15,6 +15,7 @@
"private": true,
"readme": "README.md",
"recurse": true,
"template": "node_modules/docdash"
"template": "node_modules/docdash",
"tutorials": "docs"
}
}

View File

@@ -0,0 +1,192 @@
# Rectangle AABB Matrix
Initialize a Rectangle to a 1 unit square centered at 0 x 0 transformed by a model matrix.
-----
Every drawable is a 1 x 1 unit square that is rotated by its direction, scaled by its skin size and scale, and offset by its rotation center and position. The square representation is made up of 4 points that are transformed by the drawable properties. Often we want a shape that simplifies those 4 points into a non-rotated shape, a axis aligned bounding box.
One approach is to compare the x and y components of each transformed vector and find the minimum and maximum x component and the minimum and maximum y component.
We can start from this approach and determine an alternative one that prodcues the same output with less work.
Starting with transforming one point, here is a 3D point, `v`, transformation by a matrix, `m`.
```js
const v0 = v[0];
const v1 = v[1];
const v2 = v[2];
const d = v0 * m[(0 * 4) + 3] + v1 * m[(1 * 4) + 3] + v2 * m[(2 * 4) + 3] + m[(3 * 4) + 3];
dst[0] = (v0 * m[(0 * 4) + 0] + v1 * m[(1 * 4) + 0] + v2 * m[(2 * 4) + 0] + m[(3 * 4) + 0]) / d;
dst[1] = (v0 * m[(0 * 4) + 1] + v1 * m[(1 * 4) + 1] + v2 * m[(2 * 4) + 1] + m[(3 * 4) + 1]) / d;
dst[2] = (v0 * m[(0 * 4) + 2] + v1 * m[(1 * 4) + 2] + v2 * m[(2 * 4) + 2] + m[(3 * 4) + 2]) / d;
```
As this is a 2D rectangle we can cancel out the third dimension, and the determinant, 'd'.
```js
const v0 = v[0];
const v1 = v[1];
dst = [
v0 * m[(0 * 4) + 0] + v1 * m[(1 * 4) + 0] + m[(3 * 4) + 0,
v0 * m[(0 * 4) + 1] + v1 * m[(1 * 4) + 1] + m[(3 * 4) + 1
];
```
Let's set the matrix points to shorter names for convenience.
```js
const m00 = m[(0 * 4) + 0];
const m01 = m[(0 * 4) + 1];
const m10 = m[(1 * 4) + 0];
const m11 = m[(1 * 4) + 1];
const m30 = m[(3 * 4) + 0];
const m31 = m[(3 * 4) + 1];
```
We need 4 points with positive and negative 0.5 values so the square has sides of length 1.
```js
let p = [0.5, 0.5];
let q = [-0.5, 0.5];
let r = [-0.5, -0.5];
let s = [0.5, -0.5];
```
Transform the points by the matrix.
```js
p = [
0.5 * m00 + 0.5 * m10 + m30,
0.5 * m01 + 0.5 * m11 + m31
];
q = [
-0.5 * m00 + -0.5 * m10 + m30,
0.5 * m01 + 0.5 * m11 + m31
];
r = [
-0.5 * m00 + -0.5 * m10 + m30,
-0.5 * m01 + -0.5 * m11 + m31
];
s = [
0.5 * m00 + 0.5 * m10 + m30,
-0.5 * m01 + -0.5 * m11 + m31
];
```
With 4 transformed points we can build the left, right, top, and bottom values for the Rectangle. Each will use the minimum or the maximum of one of the components of all points.
```js
const left = Math.min(p[0], q[0], r[0], s[0]);
const right = Math.max(p[0], q[0], r[0], s[0]);
const top = Math.max(p[1], q[1], r[1], s[1]);
const bottom = Math.min(p[1], q[1], r[1], s[1]);
```
Fill those calls with the vector expressions.
```js
const left = Math.min(
0.5 * m00 + 0.5 * m10 + m30,
-0.5 * m00 + 0.5 * m10 + m30,
-0.5 * m00 + -0.5 * m10 + m30,
0.5 * m00 + -0.5 * m10 + m30
);
const right = Math.max(
0.5 * m00 + 0.5 * m10 + m30,
-0.5 * m00 + 0.5 * m10 + m30,
-0.5 * m00 + -0.5 * m10 + m30,
0.5 * m00 + -0.5 * m10 + m30
);
const top = Math.max(
0.5 * m01 + 0.5 * m11 + m31,
-0.5 * m01 + 0.5 * m11 + m31,
-0.5 * m01 + -0.5 * m11 + m31,
0.5 * m01 + -0.5 * m11 + m31
);
const bottom = Math.min(
0.5 * m01 + 0.5 * m11 + m31,
-0.5 * m01 + 0.5 * m11 + m31,
-0.5 * m01 + -0.5 * m11 + m31,
0.5 * m01 + -0.5 * m11 + m31
);
```
Pull out the `0.5 * m??` patterns.
```js
const x0 = 0.5 * m00;
const x1 = 0.5 * m10;
const y0 = 0.5 * m01;
const y1 = 0.5 * m11;
const left = Math.min(x0 + x1 + m30, -x0 + x1 + m30, -x0 + -x1 + m30, x0 + -x1 + m30);
const right = Math.max(x0 + x1 + m30, -x0 + x1 + m30, -x0 + -x1 + m30, x0 + -x1 + m30);
const top = Math.max(y0 + y1 + m31, -y0 + y1 + m31, -y0 + -y1 + m31, y0 + -y1 + m31);
const bottom = Math.min(y0 + y1 + m31, -y0 + y1 + m31, -y0 + -y1 + m31, y0 + -y1 + m31);
```
Now each argument for the min and max calls take an expression like `(a * x0 + b * x1 + m3?)`. As each expression has the x0, x1, and m3? variables we can split the min and max calls on the addition operators. Each new call has all the coefficients of that variable.
```js
const left = Math.min(x0, -x0) + Math.min(x1, -x1) + Math.min(m30, m30);
const right = Math.max(x0, -x0) + Math.max(x1, -x1) + Math.max(m30, m30);
const top = Math.max(y0, -y0) + Math.max(y1, -y1) + Math.max(m31, m31);
const bottom = Math.min(y0, -y0) + Math.min(y1, -y1) + Math.min(m31, m31);
```
The min or max of two copies of the same value will just be that value.
```js
const left = Math.min(x0, -x0) + Math.min(x1, -x1) + m30;
const right = Math.max(x0, -x0) + Math.max(x1, -x1) + m30;
const top = Math.max(y0, -y0) + Math.max(y1, -y1) + m31;
const bottom = Math.min(y0, -y0) + Math.min(y1, -y1) + m31;
```
The max of a negative and positive variable will be the absolute value of that variable. The min of a negative and positive variable will the negated absolute value of that variable.
```js
const left = -Math.abs(x0) + -Math.abs(x1) + m30;
const right = Math.abs(x0) + Math.abs(x1) + m30;
const top = Math.abs(y0) + Math.abs(y1) + m31;
const bottom = -Math.abs(y0) + -Math.abs(y1) + m31;
```
Pulling out the negations of the absolute values, left and right as well as top and bottom are the positive or negative sum of the absolute value of the saled and rotated unit value.
```js
const left = -(Math.abs(x0) + Math.abs(x1)) + m30;
const right = Math.abs(x0) + Math.abs(x1) + m30;
const top = Math.abs(y0) + Math.abs(y1) + m31;
const bottom = -(Math.abs(y0) + Math.abs(y1)) + m31;
```
We call pull out those sums and use them twice.
```js
const x = Math.abs(x0) + Math.abs(x1);
const y = Math.abs(y0) + Math.abs(y1);
const left = -x + m30;
const right = x + m30;
const top = y + m31;
const bottom = -y + m31;
```
This lets us arrive at our goal. Inlining some of our variables we get this block that will initialize a Rectangle to a unit square transformed by a matrix.
```js
const m30 = m[(3 * 4) + 0];
const m31 = m[(3 * 4) + 1];
const x = Math.abs(0.5 * m[(0 * 4) + 0]) + Math.abs(0.5 * m[(1 * 4) + 0]);
const y = Math.abs(0.5 * m[(0 * 4) + 1]) + Math.abs(0.5 * m[(1 * 4) + 1]);
const left = -x + m30;
const right = x + m30;
const top = y + m31;
const bottom = -y + m31;
```

View File

@@ -32,7 +32,7 @@
"chromeless": "^1.5.1",
"copy-webpack-plugin": "^4.5.1",
"docdash": "^0.4.0",
"eslint": "^4.6.1",
"eslint": "^6.4.0",
"eslint-config-scratch": "^5.0.0",
"gh-pages": "^1.0.0",
"jsdoc": "^3.5.5",
@@ -53,7 +53,7 @@
"minilog": "3.1.0",
"raw-loader": "^0.5.1",
"scratch-storage": "^1.0.0",
"scratch-svg-renderer": "0.2.0-prerelease.20190715153806",
"scratch-svg-renderer": "0.2.0-prerelease.20190822202608",
"twgl.js": "4.4.0"
}
}

View File

@@ -62,10 +62,11 @@ class BitmapSkin extends Skin {
/**
* Get the bounds of the drawable for determining its fenced position.
* @param {Array<number>} drawable - The Drawable instance this skin is using.
* @param {?Rectangle} result - Optional destination for bounds calculation.
* @return {!Rectangle} The drawable's bounds. For compatibility with Scratch 2, we always use getAABB for bitmaps.
*/
getFenceBounds (drawable) {
return drawable.getAABB();
getFenceBounds (drawable, result) {
return drawable.getAABB(result);
}
/**

View File

@@ -433,6 +433,16 @@ class Drawable {
return true;
}
// If the effect bits for mosaic, pixelate, whirl, or fisheye are set, use linear
if ((this._effectBits & (
ShaderManager.EFFECT_INFO.fisheye.mask |
ShaderManager.EFFECT_INFO.whirl.mask |
ShaderManager.EFFECT_INFO.pixelate.mask |
ShaderManager.EFFECT_INFO.mosaic.mask
)) !== 0) {
return false;
}
// We can't use nearest neighbor unless we are a multiple of 90 rotation
if (this._direction % 90 !== 0) {
return false;
@@ -451,9 +461,10 @@ class Drawable {
* This function applies the transform matrix to the known convex hull,
* and then finds the minimum box along the axes.
* Before calling this, ensure the renderer has updated convex hull points.
* @param {?Rectangle} result optional destination for bounds calculation
* @return {!Rectangle} Bounds for a tight box around the Drawable.
*/
getBounds () {
getBounds (result) {
if (this.needsConvexHullPoints()) {
throw new Error('Needs updated convex hull points before bounds calculation.');
}
@@ -462,18 +473,19 @@ class Drawable {
}
const transformedHullPoints = this._getTransformedHullPoints();
// Search through transformed points to generate box on axes.
const bounds = new Rectangle();
bounds.initFromPointsAABB(transformedHullPoints);
return bounds;
result = result || new Rectangle();
result.initFromPointsAABB(transformedHullPoints);
return result;
}
/**
* Get the precise bounds for the upper 8px slice of the Drawable.
* Used for calculating where to position a text bubble.
* Before calling this, ensure the renderer has updated convex hull points.
* @param {?Rectangle} result optional destination for bounds calculation
* @return {!Rectangle} Bounds for a tight box around a slice of the Drawable.
*/
getBoundsForBubble () {
getBoundsForBubble (result) {
if (this.needsConvexHullPoints()) {
throw new Error('Needs updated convex hull points before bubble bounds calculation.');
}
@@ -485,9 +497,9 @@ class Drawable {
const maxY = Math.max.apply(null, transformedHullPoints.map(p => p[1]));
const filteredHullPoints = transformedHullPoints.filter(p => p[1] > maxY - slice);
// Search through filtered points to generate box on axes.
const bounds = new Rectangle();
bounds.initFromPointsAABB(filteredHullPoints);
return bounds;
result = result || new Rectangle();
result.initFromPointsAABB(filteredHullPoints);
return result;
}
/**
@@ -497,35 +509,32 @@ class Drawable {
* which is tightly snapped to account for a Drawable's transparent regions.
* `getAABB` returns a much less accurate bounding box, but will be much
* faster to calculate so may be desired for quick checks/optimizations.
* @param {?Rectangle} result optional destination for bounds calculation
* @return {!Rectangle} Rough axis-aligned bounding box for Drawable.
*/
getAABB () {
getAABB (result) {
if (this._transformDirty) {
this._calculateTransform();
}
const tm = this._uniforms.u_modelMatrix;
const bounds = new Rectangle();
bounds.initFromPointsAABB([
twgl.m4.transformPoint(tm, [-0.5, -0.5, 0]),
twgl.m4.transformPoint(tm, [0.5, -0.5, 0]),
twgl.m4.transformPoint(tm, [-0.5, 0.5, 0]),
twgl.m4.transformPoint(tm, [0.5, 0.5, 0])
]);
return bounds;
result = result || new Rectangle();
result.initFromModelMatrix(tm);
return result;
}
/**
* Return the best Drawable bounds possible without performing graphics queries.
* I.e., returns the tight bounding box when the convex hull points are already
* known, but otherwise return the rough AABB of the Drawable.
* @param {?Rectangle} result optional destination for bounds calculation
* @return {!Rectangle} Bounds for the Drawable.
*/
getFastBounds () {
getFastBounds (result) {
this.updateMatrix();
if (!this.needsConvexHullPoints()) {
return this.getBounds();
return this.getBounds(result);
}
return this.getAABB();
return this.getAABB(result);
}
/**

View File

@@ -54,6 +54,31 @@ class Rectangle {
}
}
/**
* Initialize a Rectangle to a 1 unit square centered at 0 x 0 transformed
* by a model matrix.
* @param {Array.<number>} m A 4x4 matrix to transform the rectangle by.
* @tutorial Rectangle-AABB-Matrix
*/
initFromModelMatrix (m) {
// In 2D space, we will soon use the 2x2 "top left" scale and rotation
// submatrix, while we store and the 1x2 "top right" that position
// vector.
const m30 = m[(3 * 4) + 0];
const m31 = m[(3 * 4) + 1];
// "Transform" a (0.5, 0.5) vector by the scale and rotation matrix but
// sum the absolute of each component instead of use the signed values.
const x = Math.abs(0.5 * m[(0 * 4) + 0]) + Math.abs(0.5 * m[(1 * 4) + 0]);
const y = Math.abs(0.5 * m[(0 * 4) + 1]) + Math.abs(0.5 * m[(1 * 4) + 1]);
// And adding them to the position components initializes our Rectangle.
this.left = -x + m30;
this.right = x + m30;
this.top = y + m31;
this.bottom = -y + m31;
}
/**
* Determine if this Rectangle intersects some other.
* Note that this is a comparison assuming the Rectangle was
@@ -98,11 +123,11 @@ class Rectangle {
this.right = Math.min(this.right, right);
this.bottom = Math.max(this.bottom, bottom);
this.top = Math.min(this.top, top);
// Ensure rectangle coordinates in order.
this.left = Math.min(this.left, this.right);
this.right = Math.max(this.right, this.left);
this.bottom = Math.min(this.bottom, this.top);
this.top = Math.max(this.top, this.bottom);
this.left = Math.min(this.left, right);
this.right = Math.max(this.right, left);
this.bottom = Math.min(this.bottom, top);
this.top = Math.max(this.top, bottom);
}
/**

View File

@@ -16,6 +16,7 @@ const log = require('./util/log');
const __isTouchingDrawablesPoint = twgl.v3.create();
const __candidatesBounds = new Rectangle();
const __fenceBounds = new Rectangle();
const __touchingColor = new Uint8ClampedArray(4);
const __blendColor = new Uint8ClampedArray(4);
@@ -104,7 +105,7 @@ class RenderWebGL extends EventEmitter {
* @private
*/
static _getContext (canvas) {
return twgl.getWebGLContext(canvas, {alpha: false, stencil: true});
return twgl.getWebGLContext(canvas, {alpha: false, stencil: true, antialias: false});
}
/**
@@ -1357,7 +1358,7 @@ class RenderWebGL extends EventEmitter {
const dx = x - drawable._position[0];
const dy = y - drawable._position[1];
const aabb = drawable._skin.getFenceBounds(drawable);
const aabb = drawable._skin.getFenceBounds(drawable, __fenceBounds);
const inset = Math.floor(Math.min(aabb.width, aabb.height) / 2);
const sx = this._xRight - Math.min(FENCE_WIDTH, inset);
@@ -1416,8 +1417,6 @@ class RenderWebGL extends EventEmitter {
* @param {int} stampID - the unique ID of the Drawable to use as the stamp.
*/
penStamp (penSkinID, stampID) {
this._doExitDrawRegion();
const stampDrawable = this._allDrawables[stampID];
if (!stampDrawable) {
return;
@@ -1428,6 +1427,8 @@ class RenderWebGL extends EventEmitter {
return;
}
this._doExitDrawRegion();
const skin = /** @type {PenSkin} */ this._allSkins[penSkinID];
const gl = this._gl;
@@ -1548,6 +1549,7 @@ class RenderWebGL extends EventEmitter {
this._exitRegion();
}
this._exitRegion = null;
this._regionId = null;
}
/**
@@ -1627,14 +1629,14 @@ class RenderWebGL extends EventEmitter {
}
twgl.setUniforms(currentShader, uniforms);
/* adjust blend function for this skin */
if (drawable.skin.hasPremultipliedAlpha){
gl.blendFuncSeparate(gl.ONE, gl.ONE_MINUS_SRC_ALPHA, gl.ONE, gl.ONE_MINUS_SRC_ALPHA);
} else {
gl.blendFuncSeparate(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA, gl.ONE, gl.ONE_MINUS_SRC_ALPHA);
}
twgl.drawBufferInfo(gl, this._bufferInfo, gl.TRIANGLES);
}

View File

@@ -146,10 +146,11 @@ class Skin extends EventEmitter {
/**
* Get the bounds of the drawable for determining its fenced position.
* @param {Array<number>} drawable - The Drawable instance this skin is using.
* @param {?Rectangle} result - Optional destination for bounds calculation.
* @return {!Rectangle} The drawable's bounds.
*/
getFenceBounds (drawable) {
return drawable.getFastBounds();
getFenceBounds (drawable, result) {
return drawable.getFastBounds(result);
}
/**

View File

@@ -1,6 +1,7 @@
<body>
<script src="../../node_modules/scratch-vm/dist/web/scratch-vm.js"></script>
<script src="../../node_modules/scratch-storage/dist/web/scratch-storage.js"></script>
<script src="../../node_modules/scratch-svg-renderer/dist/web/scratch-svg-renderer.js"></script>
<!-- note: this uses the BUILT version of scratch-render! make sure to npm run build -->
<script src="../../dist/web/scratch-render.js"></script>
@@ -21,6 +22,8 @@
vm.attachStorage(storage);
vm.attachRenderer(render);
vm.attachV2SVGAdapter(new ScratchSVGRenderer.SVGRenderer());
vm.attachV2BitmapAdapter(new ScratchSVGRenderer.BitmapAdapter());
document.getElementById('file').addEventListener('click', e => {
document.body.removeChild(document.getElementById('loaded'));

Binary file not shown.