Add // prettier-ignore comments to prevent re-formatting of certain data structures

There's a fair number of (primarily) `Array`s/`TypedArray`s whose formatting we don't want disturb, since in many cases that would lead to the code becoming much more difficult to read and/or break existing inline comments.

*Please note:* It may be a good idea to look through these cases individually, and possibly re-write some of the them (especially the `String` ones) to reduce the need for all of these ignore commands.
This commit is contained in:
Jonas Jenwald 2019-12-25 15:54:34 +01:00
parent c3a1c67950
commit 8ec1dfde49
25 changed files with 130 additions and 3 deletions

View file

@ -514,6 +514,7 @@ Shadings.Mesh = (function MeshClosure() {
}
var tmp1, tmp2, tmp3, tmp4;
switch (f) {
// prettier-ignore
case 0:
ps[12] = pi + 3; ps[13] = pi + 4; ps[14] = pi + 5; ps[15] = pi + 6;
ps[ 8] = pi + 2; /* values for 5, 6, 9, 10 are */ ps[11] = pi + 7;
@ -522,6 +523,7 @@ Shadings.Mesh = (function MeshClosure() {
cs[2] = ci + 1; cs[3] = ci + 2;
cs[0] = ci; cs[1] = ci + 3;
break;
// prettier-ignore
case 1:
tmp1 = ps[12]; tmp2 = ps[13]; tmp3 = ps[14]; tmp4 = ps[15];
ps[12] = tmp4; ps[13] = pi + 0; ps[14] = pi + 1; ps[15] = pi + 2;
@ -532,6 +534,7 @@ Shadings.Mesh = (function MeshClosure() {
cs[2] = tmp2; cs[3] = ci;
cs[0] = tmp1; cs[1] = ci + 1;
break;
// prettier-ignore
case 2:
tmp1 = ps[15];
tmp2 = ps[11];
@ -543,6 +546,7 @@ Shadings.Mesh = (function MeshClosure() {
cs[2] = cs[1]; cs[3] = ci;
cs[0] = tmp1; cs[1] = ci + 1;
break;
// prettier-ignore
case 3:
ps[12] = ps[0]; ps[13] = pi + 0; ps[14] = pi + 1; ps[15] = pi + 2;
ps[ 8] = ps[1]; /* values for 5, 6, 9, 10 are */ ps[11] = pi + 3;
@ -626,6 +630,7 @@ Shadings.Mesh = (function MeshClosure() {
}
var tmp1, tmp2, tmp3, tmp4;
switch (f) {
// prettier-ignore
case 0:
ps[12] = pi + 3; ps[13] = pi + 4; ps[14] = pi + 5; ps[15] = pi + 6;
ps[ 8] = pi + 2; ps[ 9] = pi + 13; ps[10] = pi + 14; ps[11] = pi + 7;
@ -634,6 +639,7 @@ Shadings.Mesh = (function MeshClosure() {
cs[2] = ci + 1; cs[3] = ci + 2;
cs[0] = ci; cs[1] = ci + 3;
break;
// prettier-ignore
case 1:
tmp1 = ps[12]; tmp2 = ps[13]; tmp3 = ps[14]; tmp4 = ps[15];
ps[12] = tmp4; ps[13] = pi + 0; ps[14] = pi + 1; ps[15] = pi + 2;
@ -644,6 +650,7 @@ Shadings.Mesh = (function MeshClosure() {
cs[2] = tmp2; cs[3] = ci;
cs[0] = tmp1; cs[1] = ci + 1;
break;
// prettier-ignore
case 2:
tmp1 = ps[15];
tmp2 = ps[11];
@ -655,6 +662,7 @@ Shadings.Mesh = (function MeshClosure() {
cs[2] = cs[1]; cs[3] = ci;
cs[0] = tmp1; cs[1] = ci + 1;
break;
// prettier-ignore
case 3:
ps[12] = ps[0]; ps[13] = pi + 0; ps[14] = pi + 1; ps[15] = pi + 2;
ps[ 8] = ps[1]; ps[ 9] = pi + 9; ps[10] = pi + 10; ps[11] = pi + 3;