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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.
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25 changed files with 130 additions and 3 deletions
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@ -514,6 +514,7 @@ Shadings.Mesh = (function MeshClosure() {
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}
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var tmp1, tmp2, tmp3, tmp4;
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switch (f) {
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// prettier-ignore
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case 0:
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ps[12] = pi + 3; ps[13] = pi + 4; ps[14] = pi + 5; ps[15] = pi + 6;
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ps[ 8] = pi + 2; /* values for 5, 6, 9, 10 are */ ps[11] = pi + 7;
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@ -522,6 +523,7 @@ Shadings.Mesh = (function MeshClosure() {
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cs[2] = ci + 1; cs[3] = ci + 2;
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cs[0] = ci; cs[1] = ci + 3;
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break;
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// prettier-ignore
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case 1:
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tmp1 = ps[12]; tmp2 = ps[13]; tmp3 = ps[14]; tmp4 = ps[15];
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ps[12] = tmp4; ps[13] = pi + 0; ps[14] = pi + 1; ps[15] = pi + 2;
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@ -532,6 +534,7 @@ Shadings.Mesh = (function MeshClosure() {
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cs[2] = tmp2; cs[3] = ci;
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cs[0] = tmp1; cs[1] = ci + 1;
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break;
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// prettier-ignore
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case 2:
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tmp1 = ps[15];
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tmp2 = ps[11];
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@ -543,6 +546,7 @@ Shadings.Mesh = (function MeshClosure() {
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cs[2] = cs[1]; cs[3] = ci;
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cs[0] = tmp1; cs[1] = ci + 1;
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break;
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// prettier-ignore
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case 3:
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ps[12] = ps[0]; ps[13] = pi + 0; ps[14] = pi + 1; ps[15] = pi + 2;
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ps[ 8] = ps[1]; /* values for 5, 6, 9, 10 are */ ps[11] = pi + 3;
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@ -626,6 +630,7 @@ Shadings.Mesh = (function MeshClosure() {
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}
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var tmp1, tmp2, tmp3, tmp4;
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switch (f) {
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// prettier-ignore
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case 0:
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ps[12] = pi + 3; ps[13] = pi + 4; ps[14] = pi + 5; ps[15] = pi + 6;
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ps[ 8] = pi + 2; ps[ 9] = pi + 13; ps[10] = pi + 14; ps[11] = pi + 7;
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@ -634,6 +639,7 @@ Shadings.Mesh = (function MeshClosure() {
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cs[2] = ci + 1; cs[3] = ci + 2;
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cs[0] = ci; cs[1] = ci + 3;
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break;
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// prettier-ignore
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case 1:
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tmp1 = ps[12]; tmp2 = ps[13]; tmp3 = ps[14]; tmp4 = ps[15];
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ps[12] = tmp4; ps[13] = pi + 0; ps[14] = pi + 1; ps[15] = pi + 2;
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@ -644,6 +650,7 @@ Shadings.Mesh = (function MeshClosure() {
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cs[2] = tmp2; cs[3] = ci;
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cs[0] = tmp1; cs[1] = ci + 1;
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break;
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// prettier-ignore
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case 2:
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tmp1 = ps[15];
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tmp2 = ps[11];
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@ -655,6 +662,7 @@ Shadings.Mesh = (function MeshClosure() {
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cs[2] = cs[1]; cs[3] = ci;
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cs[0] = tmp1; cs[1] = ci + 1;
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break;
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// prettier-ignore
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case 3:
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ps[12] = ps[0]; ps[13] = pi + 0; ps[14] = pi + 1; ps[15] = pi + 2;
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ps[ 8] = ps[1]; ps[ 9] = pi + 9; ps[10] = pi + 10; ps[11] = pi + 3;
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