자리수12자리
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@ -212,12 +212,14 @@ const movingLineFromSkeleton = (roofId, canvas) => {
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point.y = Big(point.y).plus(moveUpDownLength).toNumber();
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}
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}else if(moveDirection === 'out'){
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if(isSamePoint(roof.basePoints[index], originalStartPoint)) {
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point.y = Big(point.y).minus(moveUpDownLength).toNumber();
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}
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if (isSamePoint(roof.basePoints[index], originalEndPoint)) {
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if(isSamePoint(roof.basePoints[index], originalStartPoint) || isSamePoint(roof.basePoints[index], originalEndPoint)) {
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point.y = Big(point.y).minus(moveUpDownLength).toNumber();
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console.log('roof.basePoints[index]', roof.basePoints[index])
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console.log('point.x::::', point)
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console.log('originalStartPoint', originalStartPoint)
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console.log('originalEndPoint', originalEndPoint)
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}
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}
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}else if(position === 'left'){
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@ -262,7 +264,69 @@ const movingLineFromSkeleton = (roofId, canvas) => {
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line.startPoint = newStartPoint;
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line.endPoint = newEndPoint;
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});
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return newPoints;
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/**
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* 직선다각형을 이루지 못하는 좌표를 삭제합니다.
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* @param {Array<object>} points - 폴리곤 좌표 배열
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* @returns {Array<object>} 정리된 좌표 배열
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*/
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function removeNonOrthogonalPoints(points) {
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if (!points || points.length < 3) return points;
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const EPSILON = 1.0;
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const isOrthogonal = (p1, p2) =>
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Math.abs(p1.x - p2.x) < EPSILON || Math.abs(p1.y - p2.y) < EPSILON;
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let current = [...points];
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let changed = true;
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// 1. 대각선을 만드는 점 제거
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while (changed && current.length >= 3) {
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changed = false;
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for (let i = 0; i < current.length; i++) {
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const pPrev = current[(i - 1 + current.length) % current.length];
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const pCurr = current[i];
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const pNext = current[(i + 1) % current.length];
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// 현재 점(pCurr)을 기준으로 앞뒤 연결이 모두 직교하지 않거나,
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// 현재 점을 제거했을 때 앞뒤 점(pPrev, pNext)이 직교하게 된다면 현재 점이 불필요한 "꺾임"일 수 있음.
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if (!isOrthogonal(pPrev, pCurr) || !isOrthogonal(pCurr, pNext)) {
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if (isOrthogonal(pPrev, pNext)) {
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current.splice(i, 1);
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changed = true;
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break;
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}
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}
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}
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}
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// 2. 일직선상의 중간 점 제거 (수평 또는 수직선상에 세 점이 있는 경우)
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changed = true;
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while (changed && current.length >= 3) {
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changed = false;
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for (let i = 0; i < current.length; i++) {
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const p1 = current[i];
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const p2 = current[(i + 1) % current.length];
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const p3 = current[(i + 2) % current.length];
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if ((Math.abs(p1.x - p2.x) < EPSILON && Math.abs(p2.x - p3.x) < EPSILON) ||
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(Math.abs(p1.y - p2.y) < EPSILON && Math.abs(p2.y - p3.y) < EPSILON)) {
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current.splice((i + 1) % current.length, 1);
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changed = true;
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break;
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}
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}
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}
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return current;
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}
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const cleaned = removeNonOrthogonalPoints(newPoints);
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console.log(cleaned); // 결과: 4개의 점만 남음 (P1, P2, P3, P4)
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return cleaned;
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}
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}
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@ -376,7 +440,7 @@ export const skeletonBuilder = (roofId, canvas, textMode) => {
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canvas.set('skeleton', cleanSkeleton)
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canvas.renderAll()
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console.log('skeleton rendered.', canvas)
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//console.log('skeleton rendered.', canvas)
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} catch (e) {
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console.error('스켈레톤 생성 중 오류 발생:', e)
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if (canvas.skeletonStates) {
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@ -470,9 +534,14 @@ const createInnerLinesFromSkeleton = (roofId, canvas, skeleton, textMode) => {
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line.attributes.type === 'gable' && isSameLine(Begin.X, Begin.Y, End.X, End.Y, line)
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);
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if (gableBaseLine) {
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// Store current state before processing
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const beforeGableProcessing = JSON.parse(JSON.stringify(skeletonLines));
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if (gableBaseLine) {
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// Store current state before processing - avoid circular refs by only picking needed data
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const beforeGableProcessing = skeletonLines.map(line => ({
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p1: { x: line.p1.x, y: line.p1.y },
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p2: { x: line.p2.x, y: line.p2.y },
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attributes: { ...line.attributes },
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lineStyle: { ...line.lineStyle }
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}));
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// if(canvas.skeletonLines.length > 0){
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// skeletonLines = canvas.skeletonLines;
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@ -854,10 +923,13 @@ const createInnerLinesFromSkeleton = (roofId, canvas, skeleton, textMode) => {
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} else {
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getAddLine({ y: inLine.y2, x: inLine.x2 }, { y: bStartY, x: wallLine.x2 }, 'pink')
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}
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getAddLine({ y: bStartY, x: wallLine.x2 }, { y: roofLine.y1, x: wallLine.x1 }, 'magenta')
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getAddLine({ y: newLine.y1, x: newLine.x1 }, { y: newLine.y2, x: wallLine.x2 }, 'Gray')
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findPoints.push({ y: aStartY, x: newPStart.x, position: 'left_out_start' })
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}else{
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newPStart.y = roofLine.y1
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}
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getAddLine({ y: bStartY, x: wallLine.x2 }, { y: roofLine.y1, x: wallLine.x1 }, 'magenta')
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getAddLine({ y: newLine.y1, x: newLine.x1 }, { y: newLine.y2, x: wallLine.x2 }, 'Gray')
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findPoints.push({ y: aStartY, x: newPStart.x, position: 'left_out_start' })
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} else {
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const cLineY = Big(wallBaseLine.x1).minus(wallLine.x1).abs().toNumber()
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newPStart.y = Big(newPStart.y).minus(cLineY).toNumber()
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@ -909,10 +981,13 @@ const createInnerLinesFromSkeleton = (roofId, canvas, skeleton, textMode) => {
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} else {
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getAddLine({ y: inLine.y1, x: inLine.x1 }, { y: bStartY, x: wallLine.x1 }, 'pink')
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}
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getAddLine({ y: bStartY, x: wallLine.x1 }, { y: roofLine.y2, x: wallLine.x2 }, 'magenta')
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getAddLine({ y: newLine.y2, x: newLine.x2 }, { y: newLine.y1, x: wallLine.x1 }, 'Gray')
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findPoints.push({ y: aStartY, x: newPEnd.x, position: 'left_out_end' })
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}else{
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newPEnd.y = roofLine.y2
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}
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getAddLine({ y: bStartY, x: wallLine.x1 }, { y: roofLine.y2, x: wallLine.x2 }, 'magenta')
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getAddLine({ y: newLine.y2, x: newLine.x2 }, { y: newLine.y1, x: wallLine.x1 }, 'Gray')
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findPoints.push({ y: aStartY, x: newPEnd.x, position: 'left_out_end' })
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} else {
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const cLineY = Big(wallBaseLine.x2).minus(wallLine.x2).abs().toNumber()
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newPEnd.y = Big(newPEnd.y).plus(cLineY).toNumber()
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@ -1024,10 +1099,13 @@ const createInnerLinesFromSkeleton = (roofId, canvas, skeleton, textMode) => {
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} else {
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getAddLine({ y: inLine.y1, x: inLine.x1 }, { y: bStartY, x: wallLine.x2 }, 'pink')
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}
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getAddLine({ y: bStartY, x: wallLine.x2 }, { y: roofLine.y1, x: wallLine.x1 }, 'magenta')
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getAddLine({ y: newLine.y1, x: newLine.x1 }, { y: newLine.y2, x: wallLine.x2 }, 'Gray')
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findPoints.push({ y: aStartY, x: newPEnd.x, position: 'right_out_start' })
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}else{
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newPStart.y = roofLine.y1
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}
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getAddLine({ y: bStartY, x: wallLine.x2 }, { y: roofLine.y1, x: wallLine.x1 }, 'magenta')
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getAddLine({ y: newLine.y1, x: newLine.x1 }, { y: newLine.y2, x: wallLine.x2 }, 'Gray')
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findPoints.push({ y: aStartY, x: newPEnd.x, position: 'right_out_start' })
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} else {
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const cLineY = Big(wallBaseLine.x1).minus(wallLine.x1).abs().toNumber()
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newPStart.y = Big(newPStart.y).plus(cLineY).toNumber()
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@ -1213,10 +1291,13 @@ const createInnerLinesFromSkeleton = (roofId, canvas, skeleton, textMode) => {
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} else {
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getAddLine({ x: inLine.x1, y: inLine.y1 }, { x: bStartX, y: wallLine.y1 }, 'pink')
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}
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getAddLine({ x: bStartX, y: wallLine.y1 }, { x: roofLine.x1, y: wallLine.y1 }, 'magenta')
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getAddLine({ x: newLine.x1, y: newLine.y1 }, { x: newLine.x1, y: wallLine.y1 }, 'Gray')
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findPoints.push({ x: aStartX, y: newPEnd.y, position: 'top_out_start' })
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}else{ //라인머지
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newPStart.x = roofLine.x1
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}
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getAddLine({ x: bStartX, y: wallLine.y1 }, { x: roofLine.x1, y: wallLine.y1 }, 'magenta')
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getAddLine({ x: newLine.x1, y: newLine.y1 }, { x: newLine.x1, y: wallLine.y1 }, 'Gray')
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findPoints.push({ x: aStartX, y: newPEnd.y, position: 'top_out_start' })
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} else {
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const cLineX = Big(wallBaseLine.y1).minus(wallLine.y1).abs().toNumber()
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newPStart.x = Big(newPStart.x).plus(cLineX).toNumber()
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@ -1265,10 +1346,13 @@ const createInnerLinesFromSkeleton = (roofId, canvas, skeleton, textMode) => {
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} else {
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getAddLine({ x: inLine.x1, y: inLine.y1 }, { x: bStartX, y: wallLine.y1 }, 'pink')
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}
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getAddLine({ x: bStartX, y: wallLine.y1 }, { x: roofLine.x2, y: wallLine.y2 }, 'magenta')
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getAddLine({ x: newLine.x2, y: newLine.y2 }, { x: newLine.x1, y: wallLine.y1 }, 'Gray')
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findPoints.push({ x: aStartX, y: newPEnd.y, position: 'top_out_end' })
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}else{
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newPEnd.x = roofLine.x2
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}
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getAddLine({ x: bStartX, y: wallLine.y1 }, { x: roofLine.x2, y: wallLine.y2 }, 'magenta')
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getAddLine({ x: newLine.x2, y: newLine.y2 }, { x: newLine.x1, y: wallLine.y1 }, 'Gray')
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findPoints.push({ x: aStartX, y: newPEnd.y, position: 'top_out_end' })
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} else {
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const cLineX = Big(wallLine.y2).minus(wallBaseLine.y2).abs().toNumber()
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newPEnd.x = Big(newPEnd.x).minus(cLineX).toNumber()
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@ -1375,10 +1459,13 @@ const createInnerLinesFromSkeleton = (roofId, canvas, skeleton, textMode) => {
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} else {
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getAddLine({ x: inLine.x1, y: inLine.y1 }, { x: bStartX, y: wallLine.y1 }, 'pink')
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}
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getAddLine({ x: bStartX, y: wallLine.y1 }, { x: roofLine.x1, y: wallLine.y1 }, 'magenta')
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getAddLine({ x: newLine.x1, y: newLine.y1 }, { x: newLine.x1, y: wallLine.y1 }, 'Gray')
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findPoints.push({ x: aStartX, y: newPEnd.y, position: 'bottom_out_start' })
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}else {
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newPStart.x = roofLine.x1
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}
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getAddLine({ x: bStartX, y: wallLine.y1 }, { x: roofLine.x1, y: wallLine.y1 }, 'magenta')
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getAddLine({ x: newLine.x1, y: newLine.y1 }, { x: newLine.x1, y: wallLine.y1 }, 'Gray')
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findPoints.push({ x: aStartX, y: newPEnd.y, position: 'bottom_out_start' })
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} else {
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const cLineX = Big(wallBaseLine.y1).minus(wallLine.y1).abs().toNumber()
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newPStart.x = Big(newPStart.x).minus(cLineX).toNumber()
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@ -1429,10 +1516,13 @@ const createInnerLinesFromSkeleton = (roofId, canvas, skeleton, textMode) => {
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} else {
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getAddLine({ x: inLine.x1, y: inLine.y1 }, { x: bStartX, y: wallLine.y1 }, 'pink')
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}
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getAddLine({ x: bStartX, y: wallLine.y1 }, { x: roofLine.x2, y: wallLine.y2 }, 'magenta')
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getAddLine({ x: newLine.x2, y: newLine.y2 }, { x: newLine.x1, y: wallLine.y1 }, 'Gray')
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findPoints.push({ x: aStartX, y: newPEnd.y, position: 'bottom_out_end' })
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}else{
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newPEnd.x = roofLine.x2
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}
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getAddLine({ x: bStartX, y: wallLine.y1 }, { x: roofLine.x2, y: wallLine.y2 }, 'magenta')
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getAddLine({ x: newLine.x2, y: newLine.y2 }, { x: newLine.x1, y: wallLine.y1 }, 'Gray')
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findPoints.push({ x: aStartX, y: newPEnd.y, position: 'bottom_out_end' })
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} else {
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const cLineX = Big(wallBaseLine.y2).minus(wallLine.y2).abs().toNumber()
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newPEnd.x = Big(newPEnd.x).plus(cLineX).toNumber()
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@ -3424,58 +3514,77 @@ function getTurnDirection(p1, p2, p3) {
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function isValleyVertex(targetPoint, connectedLine, allLines, isStartVertex) {
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const tolerance = 0.1;
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// 1. 연결된 '다른' 라인을 찾습니다.
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// isStartVertex가 true면 : 이 점으로 '들어오는' 라인(Previous Line)을 찾아야 함
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// isStartVertex가 false면 : 이 점에서 '나가는' 라인(Next Line)을 찾아야 함
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const connectedLineData = {
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x1: connectedLine.x1 ?? connectedLine.get?.('x1'),
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y1: connectedLine.y1 ?? connectedLine.get?.('y1'),
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x2: connectedLine.x2 ?? connectedLine.get?.('x2'),
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y2: connectedLine.y2 ?? connectedLine.get?.('y2'),
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startPoint: connectedLine.startPoint,
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endPoint: connectedLine.endPoint
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};
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let neighborLine = null;
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if (isStartVertex) {
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// targetPoint가 Start이므로, 어떤 라인의 End가 targetPoint와 같아야 함 (Previous Line)
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neighborLine = allLines.find(l =>
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l !== connectedLine &&
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isSamePoint(l.endPoint || {x:l.x2, y:l.y2}, targetPoint, tolerance)
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);
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neighborLine = allLines.find(l => {
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if (l === connectedLine) return false;
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const lx1 = l.x1 ?? l.get?.('x1');
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const ly1 = l.y1 ?? l.get?.('y1');
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const lx2 = l.x2 ?? l.get?.('x2');
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const ly2 = l.y2 ?? l.get?.('y2');
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const end = l.endPoint || { x: lx2, y: ly2 };
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return isSamePoint(end, targetPoint, tolerance);
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});
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} else {
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// targetPoint가 End이므로, 어떤 라인의 Start가 targetPoint와 같아야 함 (Next Line)
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neighborLine = allLines.find(l =>
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l !== connectedLine &&
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isSamePoint(l.startPoint || {x:l.x1, y:l.y1}, targetPoint, tolerance)
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);
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neighborLine = allLines.find(l => {
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if (l === connectedLine) return false;
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const lx1 = l.x1 ?? l.get?.('x1');
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const ly1 = l.y1 ?? l.get?.('y1');
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const lx2 = l.x2 ?? l.get?.('x2');
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const ly2 = l.y2 ?? l.get?.('y2');
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const start = l.startPoint || { x: lx1, y: ly1 };
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return isSamePoint(start, targetPoint, tolerance);
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});
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}
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// 연결된 라인을 못 찾았거나 끊겨있으면 판단 불가 (일단 false)
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if (!neighborLine) return false;
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// 2. 세 점을 구성하여 회전 방향(Turn) 계산
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// 순서: PrevLine.Start -> [TargetVertex] -> NextLine.End
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const nlx1 = neighborLine.x1 ?? neighborLine.get?.('x1');
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const nly1 = neighborLine.y1 ?? neighborLine.get?.('y1');
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const nlx2 = neighborLine.x2 ?? neighborLine.get?.('x2');
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const nly2 = neighborLine.y2 ?? neighborLine.get?.('y2');
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const clx1 = connectedLineData.x1;
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const cly1 = connectedLineData.y1;
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const clx2 = connectedLineData.x2;
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const cly2 = connectedLineData.y2;
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let p1, p2, p3;
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if (isStartVertex) {
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// neighbor(Prev) -> connected(Current)
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p1 = neighborLine.startPoint || {x: neighborLine.x1, y: neighborLine.y1};
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p2 = targetPoint; // 접점
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p3 = connectedLine.endPoint || {x: connectedLine.x2, y: connectedLine.y2};
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p1 = neighborLine.startPoint || { x: nlx1, y: nly1 };
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p2 = targetPoint;
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p3 = connectedLineData.endPoint || { x: clx2, y: cly2 };
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} else {
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// connected(Current) -> neighbor(Next)
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p1 = connectedLine.startPoint || {x: connectedLine.x1, y: connectedLine.y1};
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p2 = targetPoint; // 접점
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p3 = neighborLine.endPoint || {x: neighborLine.x2, y: neighborLine.y2};
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p1 = connectedLineData.startPoint || { x: clx1, y: cly1 };
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p2 = targetPoint;
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p3 = neighborLine.endPoint || { x: nlx2, y: nly2 };
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}
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// 3. 외적 계산 (Y축이 아래로 증가하는 캔버스 좌표계 + CCW 진행 기준)
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// 값이 양수(+)면 오른쪽 턴 = 골짜기
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const crossProduct = getTurnDirection(p1, p2, p3);
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return crossProduct > 0;
|
||||
}
|
||||
|
||||
function findInteriorPoint(line, polygonLines) {
|
||||
const { x1, y1, x2, y2 } = line;
|
||||
const x1 = line.x1 ?? line.get?.('x1');
|
||||
const y1 = line.y1 ?? line.get?.('y1');
|
||||
const x2 = line.x2 ?? line.get?.('x2');
|
||||
const y2 = line.y2 ?? line.get?.('y2');
|
||||
|
||||
// line 객체 포맷 통일
|
||||
// line 객체 포맷 통일 (함수 내부용)
|
||||
const currentLine = {
|
||||
...line,
|
||||
x1, y1, x2, y2,
|
||||
startPoint: { x: x1, y: y1 },
|
||||
endPoint: { x: x2, y: y2 }
|
||||
};
|
||||
@ -3486,9 +3595,32 @@ function findInteriorPoint(line, polygonLines) {
|
||||
// 2. 끝점이 골짜기인지 확인
|
||||
const endIsValley = isValleyVertex(currentLine.endPoint, currentLine, polygonLines, false);
|
||||
|
||||
// 3. 라인의 방향성 확인
|
||||
const isHorizontal = y1 === y2; // 정확히 수평
|
||||
const isVertical = x1 === x2; // 정확히 수직
|
||||
const isLeftToRight = x1 < x2; // 왼쪽에서 오른쪽 방향
|
||||
const isTopToBottom = y1 < y2; // 위에서 아래 방향
|
||||
|
||||
// 4. 평행한 라인 중에서 start 또는 end가 true인 경우 isParallelWithValley = true
|
||||
let isParallelWithValley = false;
|
||||
if (isHorizontal || isVertical) {
|
||||
if (isHorizontal) {
|
||||
// 수평선인 경우: 왼쪽이 start, 오른쪽이 end
|
||||
if ((isLeftToRight && startIsValley) || (!isLeftToRight && endIsValley)) {
|
||||
isParallelWithValley = true;
|
||||
}
|
||||
} else {
|
||||
// 수직선인 경우: 위가 start, 아래가 end
|
||||
if ((isTopToBottom && startIsValley) || (!isTopToBottom && endIsValley)) {
|
||||
isParallelWithValley = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return {
|
||||
start: startIsValley,
|
||||
end: endIsValley
|
||||
end: endIsValley,
|
||||
isParallel: isParallelWithValley
|
||||
};
|
||||
}
|
||||
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user