파일마다 포맷 폭이 달라(≈80 대 100) 한 줄만 고쳐도 포맷터가 무관한 줄을 대량 재포맷했음. 사용자 지시로 전체를 한 번에 맞춤. 코드 동작 변경 없음 — 포맷만. - 프론트엔드 `.ts/.css/.html` → 저장소 prettier (`.prettierrc`, printWidth 100) - `B07_DesignDetail/openwebcad/**` → 자체 biome (tab 들여쓰기·single quote·lineWidth 100). `biome format` 만 사용 — `biome lint --write` 는 포맷 아닌 코드 수정까지 하므로 제외 - 파이썬 → `ruff format` (엔진 코드는 이미 정합, resources·scratch 스크립트 24개만 변경) 두 포맷터가 서로 되돌리지 않도록 `.prettierignore` 신규 — openwebcad 와 빌드·산출물 폴더를 prettier 대상에서 뺌. `.prettierrc` 에 `endOfLine: "auto"` 추가 — 기본값 `lf` 가 `core.autocrlf=true` 로 받은 CRLF 파일을 매번 전부 다시 써서 `--list-different` 가 실제 포맷 차이를 가리고 있었음. 검증: `tsc --noEmit` 통과(루트·openwebcad 둘 다), pytest 349 passed / 17 skipped / 0 failed, CAD vitest 87건 중 81 passed / 6 failed(laptop-sub 기준선과 동일, 회귀 없음). 포맷터 재실행 시 prettier·biome 모두 변경 0건. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
77 lines
2.2 KiB
TypeScript
77 lines
2.2 KiB
TypeScript
import type { Point } from '@flatten-js/core';
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import { type SnapPoint, SnapPointType } from '../App.types';
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import { pointDistance } from './distance-between-points';
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// /**
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// * Some points need to take priority over others when snapping to them. This multiplier is used to give a higher score to the points that should take priority
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// */
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// const SNAP_POINT_PRIORITY: Record<SnapPointType, number> = {
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// [SnapPointType.AngleGuide]: 1,
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// [SnapPointType.LineEndPoint]: 5,
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// [SnapPointType.Intersection]: 2,
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// [SnapPointType.CircleCenter]: 3,
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// [SnapPointType.CircleCardinal]: 3,
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// [SnapPointType.CircleTangent]: 2,
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// [SnapPointType.LineMidPoint]: 4,
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// [SnapPointType.Point]: 5,
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// };
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/**
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* Finds the closest snap point to the target point
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* @param worldSnapPoints
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* @param worldMouseLocation
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*/
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export function getClosestSnapPoint(
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worldSnapPoints: SnapPoint[],
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worldMouseLocation: Point
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): { distance: number; snapPoint: SnapPoint | null } {
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let closestSnapPoint: SnapPoint | null = null;
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let closestDistance: number = Number.POSITIVE_INFINITY;
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for (const snapPoint1 of worldSnapPoints) {
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const distance = pointDistance(snapPoint1.point, worldMouseLocation);
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if (distance < closestDistance) {
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closestDistance = distance;
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closestSnapPoint = snapPoint1;
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}
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}
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return {
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distance: closestDistance,
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snapPoint: closestSnapPoint,
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};
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}
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/**
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* First checks non angle guide snap points, then checks angle guide snap points
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* @param worldSnapPoints
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* @param worldMouseLocation
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* @param maxDistance
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*/
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export function getClosestSnapPointWithinRadius(
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worldSnapPoints: SnapPoint[],
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worldMouseLocation: Point,
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maxDistance: number
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): SnapPoint | null {
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const { distance: closestDistance, snapPoint: closestSnapPoint } = getClosestSnapPoint(
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worldSnapPoints.filter((snapPoint) => snapPoint.type !== SnapPointType.AngleGuide),
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worldMouseLocation
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);
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if (closestDistance < maxDistance) {
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return closestSnapPoint;
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}
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const { distance: angleGuideDistance, snapPoint: angleGuideSnapPoint } = getClosestSnapPoint(
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worldSnapPoints.filter((snapPoint) => snapPoint.type === SnapPointType.AngleGuide),
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worldMouseLocation
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);
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if (angleGuideDistance < maxDistance) {
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return angleGuideSnapPoint;
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}
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return null;
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}
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