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