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Re-order conditional blocks
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@ -1310,23 +1310,6 @@ class VMobject(Mobject):
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submob.get_joint_products()
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submob.get_joint_products()
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has_fill = submob.has_fill()
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has_fill = submob.has_fill()
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has_stroke = submob.has_stroke()
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has_stroke = submob.has_stroke()
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if has_fill:
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data = submob.data[fill_names]
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data["base_point"][:] = data["point"][0]
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fill_datas.append(data)
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if self._use_winding_fill:
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# Add dummy
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fill_datas.append(data[-1:])
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else:
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fill_indices.append(submob.get_triangulation())
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# Add fill border
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if not has_stroke:
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names = list(stroke_names)
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names[names.index('stroke_rgba')] = 'fill_rgba'
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names[names.index('stroke_width')] = 'fill_border_width'
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border_stroke_data = submob.data[names]
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fill_border_datas.append(border_stroke_data)
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fill_border_datas.append(border_stroke_data[-1:])
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if has_stroke:
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if has_stroke:
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lst = back_stroke_datas if submob.stroke_behind else stroke_datas
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lst = back_stroke_datas if submob.stroke_behind else stroke_datas
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lst.append(submob.data[stroke_names])
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lst.append(submob.data[stroke_names])
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@ -1334,6 +1317,24 @@ class VMobject(Mobject):
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# with a dummy vertex added at the end. This is to ensure
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# with a dummy vertex added at the end. This is to ensure
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# it can be safely stacked onto other stroke data arrays.
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# it can be safely stacked onto other stroke data arrays.
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lst.append(submob.data[stroke_names][-1:])
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lst.append(submob.data[stroke_names][-1:])
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if has_fill:
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data = submob.data[fill_names]
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data["base_point"][:] = data["point"][0]
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fill_datas.append(data)
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if self._use_winding_fill:
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# Add dummy, as above
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fill_datas.append(data[-1:])
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else:
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fill_indices.append(submob.get_triangulation())
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if not has_stroke and has_fill:
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# Add fill border
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names = list(stroke_names)
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names[names.index('stroke_rgba')] = 'fill_rgba'
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names[names.index('stroke_width')] = 'fill_border_width'
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border_stroke_data = submob.data[names]
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fill_border_datas.append(border_stroke_data)
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fill_border_datas.append(border_stroke_data[-1:])
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shader_wrappers = [
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shader_wrappers = [
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self.back_stroke_shader_wrapper.read_in(
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self.back_stroke_shader_wrapper.read_in(
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