chore: switch from biome to eslint + prettier; fix ton of lint issues

This commit is contained in:
Maze Winther
2026-04-29 00:37:56 +02:00
parent 6ec818fc11
commit d7692b4c79
159 changed files with 5630 additions and 5255 deletions
+17 -9
View File
@@ -53,10 +53,13 @@ function splitLineGeometry({
return { normalX, normalY, lineX, lineY };
}
function pointsEqual(
a: { x: number; y: number },
b: { x: number; y: number },
): boolean {
function pointsEqual({
a,
b,
}: {
a: { x: number; y: number };
b: { x: number; y: number };
}): boolean {
return (
Math.abs(a.x - b.x) <= INTERSECTION_EPSILON &&
Math.abs(a.y - b.y) <= INTERSECTION_EPSILON
@@ -101,7 +104,7 @@ export function getSplitMaskStrokeSegment({
y2,
});
if (!hit || intersections.some((point) => pointsEqual(point, hit))) {
if (!hit || intersections.some((point) => pointsEqual({ a: point, b: hit }))) {
continue;
}
@@ -307,13 +310,18 @@ export const splitMaskDefinition: MaskDefinition<SplitMaskParams> = {
[0, height, 0, 0],
];
const isInsideHalfPlane = (x: number, y: number) =>
halfPlaneSign({ lineX, lineY, normalX, normalY, x, y }) >= 0;
const isInsideHalfPlane = ({
x,
y,
}: {
x: number;
y: number;
}) => halfPlaneSign({ lineX, lineY, normalX, normalY, x, y }) >= 0;
const vertices: [number, number][] = [];
for (const [x1, y1, x2, y2] of edges) {
const isVertex1Inside = isInsideHalfPlane(x1, y1);
const isVertex2Inside = isInsideHalfPlane(x2, y2);
const isVertex1Inside = isInsideHalfPlane({ x: x1, y: y1 });
const isVertex2Inside = isInsideHalfPlane({ x: x2, y: y2 });
if (isVertex1Inside && isVertex2Inside) {
vertices.push([x2, y2]);