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https://github.com/GraphiteEditor/Graphite.git
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Rename the "Table" type to "List" everywhere (#4133)
* Rename the "Table" type to "List" everywhere * Fix a few missed ones * Re-save demo artwork
This commit is contained in:
@@ -1,5 +1,5 @@
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use core_types::list::List;
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use core_types::registry::types::{Angle, PixelLength, PixelSize};
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use core_types::table::Table;
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use core_types::{CacheHash, Ctx};
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use dyn_any::DynAny;
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use glam::DVec2;
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@@ -10,16 +10,16 @@ use vector_types::vector::misc::{HandleId, SpiralType};
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use vector_types::vector::{PointId, SegmentId, StrokeId};
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trait CornerRadius {
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fn generate(self, size: DVec2, clamped: bool) -> Table<Vector>;
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fn generate(self, size: DVec2, clamped: bool) -> List<Vector>;
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}
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impl CornerRadius for f64 {
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fn generate(self, size: DVec2, clamped: bool) -> Table<Vector> {
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fn generate(self, size: DVec2, clamped: bool) -> List<Vector> {
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let clamped_radius = if clamped { self.clamp(0., size.x.min(size.y).max(0.) / 2.) } else { self };
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Table::new_from_element(Vector::from_subpath(subpath::Subpath::new_rounded_rectangle(size / -2., size / 2., [clamped_radius; 4])))
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List::new_from_element(Vector::from_subpath(subpath::Subpath::new_rounded_rectangle(size / -2., size / 2., [clamped_radius; 4])))
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}
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}
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impl CornerRadius for Table<f64> {
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fn generate(self, size: DVec2, clamped: bool) -> Table<Vector> {
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impl CornerRadius for List<f64> {
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fn generate(self, size: DVec2, clamped: bool) -> List<Vector> {
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// Expand to four corners using the CSS `border-radius` shorthand rules.
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// - `[a]` → `[a, a, a, a]`
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// - `[a, b]` → `[a, b, a, b]`
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@@ -50,7 +50,7 @@ impl CornerRadius for Table<f64> {
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} else {
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radii
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};
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Table::new_from_element(Vector::from_subpath(subpath::Subpath::new_rounded_rectangle(size / -2., size / 2., clamped_radius)))
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List::new_from_element(Vector::from_subpath(subpath::Subpath::new_rounded_rectangle(size / -2., size / 2., clamped_radius)))
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}
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}
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@@ -62,9 +62,9 @@ fn circle(
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#[unit(" px")]
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#[default(50.)]
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radius: f64,
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) -> Table<Vector> {
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) -> List<Vector> {
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let radius = radius.abs();
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Table::new_from_element(Vector::from_subpath(subpath::Subpath::new_ellipse(DVec2::splat(-radius), DVec2::splat(radius))))
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List::new_from_element(Vector::from_subpath(subpath::Subpath::new_ellipse(DVec2::splat(-radius), DVec2::splat(radius))))
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}
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/// Generates an arc shape forming a portion of a circle which may be open, closed, or a pie slice.
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@@ -80,8 +80,8 @@ fn arc(
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#[range((0., 360.))]
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sweep_angle: Angle,
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arc_type: ArcType,
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) -> Table<Vector> {
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Table::new_from_element(Vector::from_subpath(subpath::Subpath::new_arc(
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) -> List<Vector> {
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List::new_from_element(Vector::from_subpath(subpath::Subpath::new_arc(
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radius,
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start_angle / 360. * std::f64::consts::TAU,
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sweep_angle / 360. * std::f64::consts::TAU,
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@@ -104,8 +104,8 @@ fn spiral(
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#[default(0.)] inner_radius: f64,
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#[default(25)] outer_radius: f64,
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#[default(90.)] angular_resolution: f64,
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) -> Table<Vector> {
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Table::new_from_element(Vector::from_subpath(subpath::Subpath::new_spiral(
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) -> List<Vector> {
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List::new_from_element(Vector::from_subpath(subpath::Subpath::new_spiral(
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inner_radius,
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outer_radius,
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turns,
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@@ -126,7 +126,7 @@ fn ellipse(
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#[unit(" px")]
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#[default(25)]
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radius_y: f64,
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) -> Table<Vector> {
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) -> List<Vector> {
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let radius = DVec2::new(radius_x, radius_y);
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let corner1 = -radius;
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let corner2 = radius;
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@@ -140,7 +140,7 @@ fn ellipse(
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.push([HandleId::end(ellipse.segment_domain.ids()[i]), HandleId::primary(ellipse.segment_domain.ids()[(i + 1) % len])]);
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}
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Table::new_from_element(ellipse)
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List::new_from_element(ellipse)
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}
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/// Generates a rectangle shape with the chosen width and height. It may also have rounded corners if desired.
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@@ -155,9 +155,9 @@ fn rectangle<T: CornerRadius>(
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#[default(100)]
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height: f64,
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_individual_corner_radii: bool, // TODO: Move this to the bottom once we have a migration capability
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#[implementations(f64, Table<f64>)] corner_radius: T,
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#[implementations(f64, List<f64>)] corner_radius: T,
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#[default(true)] clamped: bool,
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) -> Table<Vector> {
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) -> List<Vector> {
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corner_radius.generate(DVec2::new(width, height), clamped)
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}
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@@ -173,10 +173,10 @@ fn regular_polygon<T: AsU64>(
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#[unit(" px")]
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#[default(50)]
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radius: f64,
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) -> Table<Vector> {
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) -> List<Vector> {
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let points = sides.as_u64();
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let radius: f64 = radius * 2.;
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Table::new_from_element(Vector::from_subpath(subpath::Subpath::new_regular_polygon(DVec2::splat(-radius), points, radius)))
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List::new_from_element(Vector::from_subpath(subpath::Subpath::new_regular_polygon(DVec2::splat(-radius), points, radius)))
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}
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/// Generates an n-pointed star shape with inner and outer points at chosen radii from the center.
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@@ -194,12 +194,12 @@ fn star<T: AsU64>(
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#[unit(" px")]
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#[default(25)]
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radius_2: f64,
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) -> Table<Vector> {
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) -> List<Vector> {
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let points = sides.as_u64();
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let diameter: f64 = radius_1 * 2.;
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let inner_diameter = radius_2 * 2.;
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Table::new_from_element(Vector::from_subpath(subpath::Subpath::new_star_polygon(DVec2::splat(-diameter), points, diameter, inner_diameter)))
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List::new_from_element(Vector::from_subpath(subpath::Subpath::new_star_polygon(DVec2::splat(-diameter), points, diameter, inner_diameter)))
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}
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#[cfg_attr(feature = "wasm", derive(tsify::Tsify))]
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@@ -233,7 +233,7 @@ fn qr_code(
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size: f64,
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error_correction: QRCodeErrorCorrectionLevel,
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#[default(false)] individual_squares: bool,
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) -> Table<Vector> {
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) -> List<Vector> {
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let ecc = match error_correction {
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QRCodeErrorCorrectionLevel::Low => qrcodegen::QrCodeEcc::Low,
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QRCodeErrorCorrectionLevel::Medium => qrcodegen::QrCodeEcc::Medium,
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@@ -241,7 +241,7 @@ fn qr_code(
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QRCodeErrorCorrectionLevel::High => qrcodegen::QrCodeEcc::High,
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};
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let Ok(qr_code) = qrcodegen::QrCode::encode_text(&text, ecc) else { return Table::default() };
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let Ok(qr_code) = qrcodegen::QrCode::encode_text(&text, ecc) else { return List::default() };
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let mut vector = match individual_squares {
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true => {
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@@ -270,7 +270,7 @@ fn qr_code(
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vector.transform(glam::DAffine2::from_scale(DVec2::splat(size.max(1.) / qr_code.size() as f64)));
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}
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Table::new_from_element(vector)
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List::new_from_element(vector)
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}
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/// Generates an arrow from the origin to the chosen coordinate.
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@@ -282,13 +282,13 @@ fn arrow(
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#[default(10)] shaft_width: PixelLength,
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#[default(30)] head_width: PixelLength,
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#[default(20)] head_length: PixelLength,
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) -> Table<Vector> {
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Table::new_from_element(Vector::from_subpath(subpath::Subpath::new_arrow(DVec2::ZERO, arrow_to, shaft_width, head_width, head_length)))
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) -> List<Vector> {
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List::new_from_element(Vector::from_subpath(subpath::Subpath::new_arrow(DVec2::ZERO, arrow_to, shaft_width, head_width, head_length)))
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}
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#[node_macro::node(category("Vector: Shape"))]
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fn line(_: impl Ctx, _primary: (), #[default(100., 100.)] line_to: PixelSize) -> Table<Vector> {
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Table::new_from_element(Vector::from_subpath(subpath::Subpath::new_line(DVec2::ZERO, line_to)))
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fn line(_: impl Ctx, _primary: (), #[default(100., 100.)] line_to: PixelSize) -> List<Vector> {
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List::new_from_element(Vector::from_subpath(subpath::Subpath::new_line(DVec2::ZERO, line_to)))
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}
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trait GridSpacing {
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@@ -319,7 +319,7 @@ fn grid<T: GridSpacing>(
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#[default(10)] columns: u32,
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#[default(10)] rows: u32,
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#[default(30., 30.)] angles: DVec2,
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) -> Table<Vector> {
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) -> List<Vector> {
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let (x_spacing, y_spacing) = spacing.as_dvec2().into();
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let (angle_a, angle_b) = angles.into();
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@@ -401,7 +401,7 @@ fn grid<T: GridSpacing>(
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}
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}
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Table::new_from_element(vector)
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List::new_from_element(vector)
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}
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#[cfg(test)]
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