자리수12자리

This commit is contained in:
ysCha 2025-12-29 18:48:54 +09:00
parent 179df83cb5
commit ee3998c795

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