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5 changed files with 110 additions and 253 deletions

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@ -3,7 +3,7 @@ import { createCalculator } from '@/util/calc-utils'
import '@/styles/calc.scss'
export const CalculatorInput = forwardRef(
({ value, onChange, label, options = {}, id, className = 'calculator-input', readOnly = false, placeholder, name='', disabled = false, maxLength = 12 }, ref) => {
({ value, onChange, label, options = {}, id, className = 'calculator-input', readOnly = false, placeholder, name='', disabled = false, maxLength = 6 }, ref) => {
const [showKeypad, setShowKeypad] = useState(false)
const [displayValue, setDisplayValue] = useState(value || '0')
const [hasOperation, setHasOperation] = useState(false)

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@ -634,7 +634,7 @@ export default function StepUp(props) {
<div className="slope-wrap">
<div className="circuit-overflow">
{/* 3개일때 className = by-max */}
{stepUpListData.map((stepUp, index) => (
{originPcsVoltageStepUpList.map((stepUp, index) => (
<div key={index} className={`module-table-box ${stepUp.pcsItemList.length === 3 ? 'by-max' : ''}`}>
{stepUp?.pcsItemList.map((pcsItem, idx) => (
<div key={idx} className="module-table-inner">
@ -659,7 +659,7 @@ export default function StepUp(props) {
<td
className="al-r"
onClick={() => {
handleRowClick(idx, serQtyIdx, item.paralQty)
handleRowClick(idx, serQtyIdx)
}}
>
{item.serQty}
@ -681,14 +681,7 @@ export default function StepUp(props) {
0
</option>
)}
{Array.from(
{
length: originPcsVoltageStepUpList[index]
? originPcsVoltageStepUpList[index]?.pcsItemList[idx].serQtyList[serQtyIdx].paralQty
: item.paralQty,
},
(_, i) => i + 1,
).map((num) => (
{Array.from({ length: item.paralQty }, (_, i) => i + 1).map((num) => (
<option key={num} value={num}>
{num}
</option>

View File

@ -316,13 +316,12 @@ export function useRoofAllocationSetting(id) {
addPopup(popupId, 1, <ActualSizeSetting id={popupId} />)
} else {
apply()
//기존 지붕 선은 남겨둔다.
drawOriginRoofLine()
resetPoints()
basicSettingSave()
}
//기존 지붕 선은 남겨둔다.
drawOriginRoofLine()
}
const drawOriginRoofLine = () => {

View File

@ -91,7 +91,6 @@ export function useCircuitTrestle(executeEffect = false) {
return {
itemId: m.itemId,
mixMatlNo: m.mixMatlNo,
northModuleYn: m.northModuleYn,
}
})
}

View File

@ -212,14 +212,12 @@ const movingLineFromSkeleton = (roofId, canvas) => {
point.y = Big(point.y).plus(moveUpDownLength).toNumber();
}
}else if(moveDirection === 'out'){
if(isSamePoint(roof.basePoints[index], originalStartPoint) || isSamePoint(roof.basePoints[index], originalEndPoint)) {
if(isSamePoint(roof.basePoints[index], originalStartPoint)) {
point.y = Big(point.y).minus(moveUpDownLength).toNumber();
}
if (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'){
@ -264,69 +262,7 @@ const movingLineFromSkeleton = (roofId, canvas) => {
line.startPoint = newStartPoint;
line.endPoint = newEndPoint;
});
/**
* 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;
return newPoints;
}
}
@ -440,7 +376,7 @@ 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) {
@ -534,14 +470,9 @@ 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 - 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 (gableBaseLine) {
// Store current state before processing
const beforeGableProcessing = JSON.parse(JSON.stringify(skeletonLines));
// if(canvas.skeletonLines.length > 0){
// skeletonLines = canvas.skeletonLines;
@ -692,51 +623,51 @@ const createInnerLinesFromSkeleton = (roofId, canvas, skeleton, textMode) => {
const sortRoofLines = ensureCounterClockwiseLines(roofLines)
// roofLines의 방향에 맞춰 currentRoofLines의 방향을 조정
// const alignLineDirection = (sourceLines, targetLines) => {
// return sourceLines.map((sourceLine) => {
// // 가장 가까운 targetLine 찾기
// const nearestTarget = targetLines.reduce((nearest, targetLine) => {
// const sourceCenter = {
// x: (sourceLine.x1 + sourceLine.x2) / 2,
// y: (sourceLine.y1 + sourceLine.y2) / 2,
// }
// const targetCenter = {
// x: (targetLine.x1 + targetLine.x2) / 2,
// y: (targetLine.y1 + targetLine.y2) / 2,
// }
// const distance = Math.hypot(sourceCenter.x - targetCenter.x, sourceCenter.y - targetCenter.y)
//
// return !nearest || distance < nearest.distance ? { line: targetLine, distance } : nearest
// }, null)?.line
//
// if (!nearestTarget) return sourceLine
//
// // 방향이 반대인지 확인 (벡터 내적을 사용)
// const sourceVec = {
// x: sourceLine.x2 - sourceLine.x1,
// y: sourceLine.y2 - sourceLine.y1,
// }
// const targetVec = {
// x: nearestTarget.x2 - nearestTarget.x1,
// y: nearestTarget.y2 - nearestTarget.y1,
// }
//
// const dotProduct = sourceVec.x * targetVec.x + sourceVec.y * targetVec.y
//
// // 내적이 음수이면 방향이 반대이므로 뒤집기
// if (dotProduct < 0) {
// return {
// ...sourceLine,
// x1: sourceLine.x2,
// y1: sourceLine.y2,
// x2: sourceLine.x1,
// y2: sourceLine.y1,
// }
// }
//
// return sourceLine
// })
// }
const alignLineDirection = (sourceLines, targetLines) => {
return sourceLines.map((sourceLine) => {
// 가장 가까운 targetLine 찾기
const nearestTarget = targetLines.reduce((nearest, targetLine) => {
const sourceCenter = {
x: (sourceLine.x1 + sourceLine.x2) / 2,
y: (sourceLine.y1 + sourceLine.y2) / 2,
}
const targetCenter = {
x: (targetLine.x1 + targetLine.x2) / 2,
y: (targetLine.y1 + targetLine.y2) / 2,
}
const distance = Math.hypot(sourceCenter.x - targetCenter.x, sourceCenter.y - targetCenter.y)
return !nearest || distance < nearest.distance ? { line: targetLine, distance } : nearest
}, null)?.line
if (!nearestTarget) return sourceLine
// 방향이 반대인지 확인 (벡터 내적을 사용)
const sourceVec = {
x: sourceLine.x2 - sourceLine.x1,
y: sourceLine.y2 - sourceLine.y1,
}
const targetVec = {
x: nearestTarget.x2 - nearestTarget.x1,
y: nearestTarget.y2 - nearestTarget.y1,
}
const dotProduct = sourceVec.x * targetVec.x + sourceVec.y * targetVec.y
// 내적이 음수이면 방향이 반대이므로 뒤집기
if (dotProduct < 0) {
return {
...sourceLine,
x1: sourceLine.x2,
y1: sourceLine.y2,
x2: sourceLine.x1,
y2: sourceLine.y1,
}
}
return sourceLine
})
}
console.log('wallBaseLines', wall.baseLines)
@ -762,32 +693,10 @@ const createInnerLinesFromSkeleton = (roofId, canvas, skeleton, textMode) => {
console.log('wallBaseLine:', wallBaseLine.x1, wallBaseLine.y1, wallBaseLine.x2, wallBaseLine.y2)
console.log('isSamePoint result:', isSameLine2(wallBaseLine, wallLine))
const isCollinear = (l1, l2, tolerance = 0.1) => {
const slope1 = Math.abs(l1.x2 - l1.x1) < tolerance ? Infinity : (l1.y2 - l1.y1) / (l1.x2 - l1.x1)
const slope2 = Math.abs(l2.x2 - l2.x1) < tolerance ? Infinity : (l2.y2 - l2.y1) / (l2.x2 - l2.x1)
if (slope1 === Infinity && slope2 === Infinity) {
return Math.abs(l1.x1 - l2.x1) < tolerance
}
if (Math.abs(slope1 - slope2) > tolerance) return false
const yIntercept1 = l1.y1 - slope1 * l1.x1
const yIntercept2 = l2.y1 - slope2 * l2.x1
return Math.abs(yIntercept1 - yIntercept2) < tolerance
}
if (isCollinear(wallBaseLine, wallLine)) {
return
}
if (isSameLine2(wallBaseLine, wallLine)) {
return
}
const movedStart = Math.abs(wallBaseLine.x1 - wallLine.x1) > EPSILON || Math.abs(wallBaseLine.y1 - wallLine.y1) > EPSILON
const movedEnd = Math.abs(wallBaseLine.x2 - wallLine.x2) > EPSILON || Math.abs(wallBaseLine.y2 - wallLine.y2) > EPSILON
@ -945,13 +854,10 @@ 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()
@ -1003,13 +909,10 @@ 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()
@ -1121,13 +1024,10 @@ 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()
@ -1313,13 +1213,10 @@ 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()
@ -1368,13 +1265,10 @@ 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()
@ -1481,13 +1375,10 @@ 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()
@ -1538,13 +1429,10 @@ 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()
@ -3536,78 +3424,58 @@ function getTurnDirection(p1, p2, p3) {
function isValleyVertex(targetPoint, connectedLine, allLines, isStartVertex) {
const tolerance = 0.1;
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
};
// 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
let neighborLine = null;
if (isStartVertex) {
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);
});
// 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)
);
} else {
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);
});
// 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)
);
}
// 연결된 라인을 못 찾았거나 끊겨있으면 판단 불가 (일단 false)
if (!neighborLine) return false;
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;
// 2. 세 점을 구성하여 회전 방향(Turn) 계산
// 순서: PrevLine.Start -> [TargetVertex] -> NextLine.End
let p1, p2, p3;
if (isStartVertex) {
p1 = neighborLine.startPoint || { x: nlx1, y: nly1 };
p2 = targetPoint;
p3 = connectedLineData.endPoint || { x: clx2, y: cly2 };
// 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};
} else {
p1 = connectedLineData.startPoint || { x: clx1, y: cly1 };
p2 = targetPoint;
p3 = neighborLine.endPoint || { x: nlx2, y: nly2 };
// 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};
}
// 3. 외적 계산 (Y축이 아래로 증가하는 캔버스 좌표계 + CCW 진행 기준)
// 값이 양수(+)면 오른쪽 턴 = 골짜기
const crossProduct = getTurnDirection(p1, p2, p3);
console.log('crossProduct:', crossProduct);
return crossProduct > 0;
}
function findInteriorPoint(line, polygonLines) {
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');
const { x1, y1, x2, y2 } = line;
// line 객체 포맷 통일 (함수 내부용)
// line 객체 포맷 통일
const currentLine = {
...line,
x1, y1, x2, y2,
startPoint: { x: x1, y: y1 },
endPoint: { x: x2, y: y2 }
};
@ -3618,8 +3486,6 @@ function findInteriorPoint(line, polygonLines) {
// 2. 끝점이 골짜기인지 확인
const endIsValley = isValleyVertex(currentLine.endPoint, currentLine, polygonLines, false);
return {
start: startIsValley,
end: endIsValley