수동 셀 작업 추가

This commit is contained in:
yjnoh 2024-10-02 14:07:40 +09:00
parent b6c73f8df8
commit 2e52a05f3e

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@ -4871,9 +4871,11 @@ export function useMode() {
let turfPolygon
let manualDrawCells = drewRoofCells // 앞에서 자동으로 했을때 추가됨
let direction
canvas.on('mouse:move', (e) => {
//마우스 이벤트 삭제 후 재추가
const mousePoint = canvas.getPointer(e.e)
for (let i = 0; i < trestlePolygons.length; i++) {
turfPolygon = polygonToTurfPolygon(trestlePolygons[i])
direction = trestlePolygons[i].direction //도형의 방향
@ -4890,27 +4892,28 @@ export function useMode() {
const turfPoints = coordToTurfPolygon(points)
if (turf.booleanWithin(turfPoints, turfPolygon)) {
//turf에 보면 폴리곤안에 포인트가 있는지 함수가 있다
// if (Math.abs(mousePoint.x - lastPointPosition.x) >= 5 || Math.abs(mousePoint.y - lastPointPosition.y) >= 5) {
let isDrawing = false
if (isDrawing) return
canvas?.remove(...canvas?.getObjects().filter((obj) => obj.name === 'tmpCell')) //움직일때 일단 지워가면서 움직임
fabricPolygon = new QPolygon(points, {
fill: '#BFFD9F',
// stroke: 'black',
// strokeWidth: 1,
selectable: false, // 선택 가능하게 설정
lockMovementX: true, // X 축 이동 잠금
lockMovementY: true, // Y 축 이동 잠금
lockRotation: true, // 회전 잠금
lockScalingX: true, // X 축 크기 조정 잠금
lockScalingY: true, // Y 축 크기 조정 잠금
fabricPolygon = new fabric.Rect({
fill: 'white',
stroke: 'black',
strokeWidth: 1,
width: width,
height: height,
left: mousePoint.x - width / 2,
top: mousePoint.y - height / 2,
selectable: false,
lockMovementX: true,
lockMovementY: true,
lockRotation: true,
lockScalingX: true,
lockScalingY: true,
opacity: 0.8,
parentId: trestlePolygons[i].parentId,
name: 'tmpCell',
parentId: trestlePolygons[i].parentId,
})
canvas?.add(fabricPolygon) //움직여가면서 추가됨
@ -4918,67 +4921,127 @@ export function useMode() {
/**
* 스냅기능
*/
let snapDistance = 20
let snapDistance = 10
let cellSnapDistance = 20
const bigLeft = trestlePolygons[i].left
const bigTop = trestlePolygons[i].top
const bigRight = bigLeft + trestlePolygons[i].width * trestlePolygons[i].scaleX
const bigBottom = bigTop + trestlePolygons[i].height * trestlePolygons[i].scaleY
const bigCenter = (bigTop + bigTop + trestlePolygons[i].height) / 2
const trestleLeft = trestlePolygons[i].left
const trestleTop = trestlePolygons[i].top
const trestleRight = trestleLeft + trestlePolygons[i].width * trestlePolygons[i].scaleX
const trestleBottom = trestleTop + trestlePolygons[i].height * trestlePolygons[i].scaleY
const bigCenterY = (trestleTop + trestleTop + trestlePolygons[i].height) / 2
// 작은 폴리곤의 경계 좌표 계산
const smallLeft = fabricPolygon.left
const smallTop = fabricPolygon.top
const smallRight = smallLeft + fabricPolygon.width * fabricPolygon.scaleX
const smallBottom = smallTop + fabricPolygon.height * fabricPolygon.scaleY
const smallCenter = smallLeft + (fabricPolygon.width * fabricPolygon.scaleX) / 2
const smallCenterX = smallLeft + (fabricPolygon.width * fabricPolygon.scaleX) / 2
const smallCenterY = smallTop + (fabricPolygon.height * fabricPolygon.scaleX) / 2
/**
* 미리 깔아놓은 셀이 있을때 셀에 흡착됨
*/
if (manualDrawCells) {
manualDrawCells.forEach((cell) => {
const holdCellLeft = cell.left
const holdCellTop = cell.top
const holdCellRight = holdCellLeft + cell.width * cell.scaleX
const holdCellBottom = holdCellTop + cell.height * cell.scaleY
const holdCellCenterX = holdCellLeft + (cell.width * cell.scaleX) / 2
const holdCellCenterY = holdCellTop + (cell.height * cell.scaleY) / 2
//설치된 셀에 좌측에 스냅
if (Math.abs(smallRight - holdCellLeft) < snapDistance) {
fabricPolygon.left = holdCellLeft - width - 0.5
}
//설치된 셀에 우측에 스냅
if (Math.abs(smallLeft - holdCellRight) < snapDistance) {
fabricPolygon.left = holdCellRight + 0.5
}
//설치된 셀에 위쪽에 스냅
if (Math.abs(smallBottom - holdCellTop) < snapDistance) {
fabricPolygon.top = holdCellTop - height - 0.5
}
//설치된 셀에 밑쪽에 스냅
if (Math.abs(smallTop - holdCellBottom) < snapDistance) {
fabricPolygon.top = holdCellBottom + 0.5
}
//가운데 -> 가운데
if (Math.abs(smallCenterX - holdCellCenterX) < cellSnapDistance) {
fabricPolygon.left = holdCellCenterX - width / 2
}
//왼쪽 -> 가운데
if (Math.abs(smallLeft - holdCellCenterX) < cellSnapDistance) {
fabricPolygon.left = holdCellCenterX
}
// 오른쪽 -> 가운데
if (Math.abs(smallRight - holdCellCenterX) < cellSnapDistance) {
fabricPolygon.left = holdCellCenterX - width
}
//세로 가운데 -> 가운데
if (Math.abs(smallCenterY - holdCellCenterY) < cellSnapDistance) {
fabricPolygon.top = holdCellCenterY - height / 2
}
//위쪽 -> 가운데
if (Math.abs(smallTop - holdCellCenterY) < cellSnapDistance) {
fabricPolygon.top = holdCellCenterY
}
//아랫쪽 -> 가운데
if (Math.abs(smallBottom - holdCellCenterY) < cellSnapDistance) {
fabricPolygon.top = holdCellCenterY - height
}
})
}
// 위쪽 변에 스냅
if (Math.abs(smallTop - bigTop) < snapDistance) {
fabricPolygon.top = bigTop
if (Math.abs(smallTop - trestleTop) < snapDistance) {
fabricPolygon.top = trestleTop
}
// 아래쪽 변에 스냅
if (Math.abs(smallTop + fabricPolygon.height * fabricPolygon.scaleY - (bigTop + trestlePolygons[i].height)) < snapDistance) {
fabricPolygon.top = bigTop + trestlePolygons[i].height - fabricPolygon.height * fabricPolygon.scaleY
if (Math.abs(smallTop + fabricPolygon.height * fabricPolygon.scaleY - (trestleTop + trestlePolygons[i].height)) < snapDistance) {
fabricPolygon.top = trestleTop + trestlePolygons[i].height - fabricPolygon.height * fabricPolygon.scaleY
}
// 왼쪽변에 스냅
if (Math.abs(smallLeft - bigLeft) < snapDistance) {
fabricPolygon.left = bigLeft
if (Math.abs(smallLeft - trestleLeft) < snapDistance) {
fabricPolygon.left = trestleLeft
}
//오른쪽 변에 스냅
if (Math.abs(smallRight - bigRight) < snapDistance) {
fabricPolygon.left = bigRight - fabricPolygon.width * fabricPolygon.scaleX
if (Math.abs(smallRight - trestleRight) < snapDistance) {
fabricPolygon.left = trestleRight - fabricPolygon.width * fabricPolygon.scaleX
}
if (direction === 'south' || direction === 'north') {
// 모듈왼쪽이 세로중앙선에 붙게 스냅
if (Math.abs(smallLeft - (bigLeft + trestlePolygons[i].width / 2)) < snapDistance) {
fabricPolygon.left = bigLeft + trestlePolygons[i].width / 2
if (Math.abs(smallLeft - (trestleLeft + trestlePolygons[i].width / 2)) < snapDistance) {
fabricPolygon.left = trestleLeft + trestlePolygons[i].width / 2
}
// 모듈이 가운데가 세로중앙선에 붙게 스냅
if (Math.abs(smallCenter - (bigLeft + trestlePolygons[i].width / 2)) < snapDistance) {
fabricPolygon.left = bigLeft + trestlePolygons[i].width / 2 - (fabricPolygon.width * fabricPolygon.scaleX) / 2
if (Math.abs(smallCenterX - (trestleLeft + trestlePolygons[i].width / 2)) < snapDistance) {
fabricPolygon.left = trestleLeft + trestlePolygons[i].width / 2 - (fabricPolygon.width * fabricPolygon.scaleX) / 2
}
// 모듈오른쪽이 세로중앙선에 붙게 스냅
if (Math.abs(smallRight - (bigLeft + trestlePolygons[i].width / 2)) < snapDistance) {
fabricPolygon.left = bigLeft + trestlePolygons[i].width / 2 - fabricPolygon.width * fabricPolygon.scaleX
if (Math.abs(smallRight - (trestleLeft + trestlePolygons[i].width / 2)) < snapDistance) {
fabricPolygon.left = trestleLeft + trestlePolygons[i].width / 2 - fabricPolygon.width * fabricPolygon.scaleX
}
} else {
// 모듈이 가로중앙선에 스냅
if (Math.abs(smallTop + fabricPolygon.height / 2 - bigCenter) < snapDistance) {
fabricPolygon.top = bigCenter - fabricPolygon.height / 2
if (Math.abs(smallTop + fabricPolygon.height / 2 - bigCenterY) < snapDistance) {
fabricPolygon.top = bigCenterY - fabricPolygon.height / 2
}
if (Math.abs(smallTop - (bigTop + trestlePolygons[i].height / 2)) < snapDistance) {
fabricPolygon.top = bigTop + trestlePolygons[i].height / 2
if (Math.abs(smallTop - (trestleTop + trestlePolygons[i].height / 2)) < snapDistance) {
fabricPolygon.top = trestleTop + trestlePolygons[i].height / 2
}
// 모듈 밑면이 가로중앙선에 스냅
if (Math.abs(smallBottom - (bigTop + trestlePolygons[i].height / 2)) < snapDistance) {
fabricPolygon.top = bigTop + trestlePolygons[i].height / 2 - fabricPolygon.height * fabricPolygon.scaleY
if (Math.abs(smallBottom - (trestleTop + trestlePolygons[i].height / 2)) < snapDistance) {
fabricPolygon.top = trestleTop + trestlePolygons[i].height / 2 - fabricPolygon.height * fabricPolygon.scaleY
}
}
@ -4999,27 +5062,34 @@ export function useMode() {
canvas?.on('mouse:up', (e) => {
if (!inside) return
if (fabricPolygon) {
const turfCellPolygon = polygonToTurfPolygon(fabricPolygon)
const rectPoints = [
{ x: fabricPolygon.left + 0.1, y: fabricPolygon.top + 0.1 },
{ x: fabricPolygon.left + 0.1 + fabricPolygon.width * fabricPolygon.scaleX, y: fabricPolygon.top + 0.1 },
{
x: fabricPolygon.left + fabricPolygon.width * fabricPolygon.scaleX + 0.1,
y: fabricPolygon.top + fabricPolygon.height * fabricPolygon.scaleY + 0.1,
},
{ x: fabricPolygon.left + 0.1, y: fabricPolygon.top + fabricPolygon.height * fabricPolygon.scaleY + 0.1 },
]
fabricPolygon.set({ points: rectPoints })
const tempTurfModule = polygonToTurfPolygon(fabricPolygon)
fabricPolygon.setCoords() //좌표 재정렬
if (turf.booleanWithin(turfCellPolygon, turfPolygon)) {
if (turf.booleanWithin(tempTurfModule, turfPolygon)) {
//마우스 클릭시 set으로 해당 위치에 셀을 넣음
manualDrawCells.forEach((cell) => {
console.log('cells', cell.points)
})
console.log('turfCellPolygon', turfCellPolygon.geometry.coordinates)
const isOverlap = manualDrawCells.some((cell) => turf.booleanOverlap(turfCellPolygon, polygonToTurfPolygon(cell)))
const isOverlap = manualDrawCells.some((cell) => turf.booleanOverlap(tempTurfModule, polygonToTurfPolygon(cell)))
if (!isOverlap) {
//안겹치면 넣는다
fabricPolygon.setCoords()
fabricPolygon.set({ name: 'cell' })
fabricPolygon.set({ name: 'cell', fill: '#BFFD9F' })
manualDrawCells.push(fabricPolygon)
} else {
alert('셀끼리 겹치면 안되죠?')
}
// } else {
// alert('나갔으요!!')
} else {
alert('나갔으요!!')
}
setDrewRoofCells(manualDrawCells)
}