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>
92 lines
3.0 KiB
TypeScript
92 lines
3.0 KiB
TypeScript
import type { Point } from '@flatten-js/core';
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import { compact } from 'es-toolkit';
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import { SNAP_ANGLE_DISTANCE } from '../App.consts';
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import { type SnapPoint, SnapPointType } from '../App.types';
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import type { Entity } from '../entities/Entity';
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import type { LineEntity } from '../entities/LineEntity';
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import { findClosestEntity } from './find-closest-entity';
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import { getAngleGuideLines } from './get-angle-guide-lines';
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import { getClosestSnapPointWithinRadius } from './get-closest-snap-point';
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import { getIntersectionPoints } from './get-intersection-points';
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/**
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* Gets the angle guides from the angle point to the mouse if the mouse is close to one of the angle steps and also returns the closest snap point
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* @param entities entities that are drawn on the canvas
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* @param anglePoints the points that should get angle guides
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* @param worldMouseLocation the current mouse location
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* @param angleStep the angle in degrees at which the angle guides should be drawn
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* @param maxSnapDistance The distance that the mouse can snap to a snap point or angle guide
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*/
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export function getDrawHelpers(
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entities: Entity[],
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anglePoints: Point[],
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worldMouseLocation: Point,
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angleStep: number,
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maxSnapDistance: number
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): {
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angleGuides: LineEntity[];
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entitySnapPoint: SnapPoint | null;
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angleSnapPoint: SnapPoint | null;
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} {
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let entitySnapPoint: SnapPoint | null = null;
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let angleSnapPoint: SnapPoint | null = null;
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const nearestAngleSnapPoints: SnapPoint[] = [];
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const angleGuides: LineEntity[] = [];
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// draw angle guide — angleStep 0은 직교·극좌표 추적을 모두 끈 상태다
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for (const anglePoint of angleStep > 0 ? anglePoints : []) {
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const angleGuideLines = getAngleGuideLines(anglePoint, angleStep);
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const closestLineInfo = findClosestEntity<LineEntity>(worldMouseLocation, angleGuideLines);
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if (closestLineInfo.distance < SNAP_ANGLE_DISTANCE) {
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angleGuides.push(closestLineInfo.entity);
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nearestAngleSnapPoints.push({
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point: closestLineInfo.segment.start,
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type: SnapPointType.AngleGuide,
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});
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}
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}
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// Calculate snap points
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const entitySnapPoints = [
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...entities.flatMap((entity) => {
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return entity.getSnapPoints();
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}),
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...getIntersectionPoints(compact(entities)).map((point) => ({
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point,
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type: SnapPointType.Intersection,
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})),
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];
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const closestSnapPoint = getClosestSnapPointWithinRadius(
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entitySnapPoints,
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worldMouseLocation,
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maxSnapDistance
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);
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if (closestSnapPoint) {
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entitySnapPoint = closestSnapPoint;
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}
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const angleSnapPoints = [
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...nearestAngleSnapPoints,
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// TODO only search for intersections between angle guides and other angle guides and between angle guides and entities, but not between entities
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...getIntersectionPoints([...compact(entities), ...angleGuides]).map((point) => ({
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point,
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type: SnapPointType.Intersection,
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})),
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];
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const closestAngleSnapPoint = getClosestSnapPointWithinRadius(
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angleSnapPoints,
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worldMouseLocation,
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maxSnapDistance
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);
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if (closestAngleSnapPoint) {
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angleSnapPoint = closestAngleSnapPoint;
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}
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return { angleGuides, entitySnapPoint, angleSnapPoint };
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}
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