dev #734
@ -395,7 +395,7 @@ export function useModuleBasicSetting(tabNum) {
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const cleanedLines = cleaned.lines
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const originPolygon = new QPolygon(roof.getCurrentPoints(), { fontSize: 0 })
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let result = createPaddingPolygon(polygon, cleanedLines).vertices
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let result = createPaddingPolygon(polygon, cleanedLines, 0, true).vertices
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//margin polygon 의 point가 기준 polygon의 밖에 있는지 판단한다.
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const allPointsOutside = result.every((point) => !originPolygon.inPolygon(point))
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@ -408,9 +408,9 @@ export function useModuleBasicSetting(tabNum) {
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} else {
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//육지붕이 아닐때
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if (allPointsOutside) {
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offsetPoints = createMarginPolygon(polygon, cleanedLines).vertices
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offsetPoints = createMarginPolygon(polygon, cleanedLines, 0, true).vertices
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} else {
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offsetPoints = createPaddingPolygon(polygon, cleanedLines).vertices
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offsetPoints = createPaddingPolygon(polygon, cleanedLines, 0, true).vertices
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}
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// 자기교차(꼬임) 제거
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offsetPoints = cleanSelfIntersectingPolygon(offsetPoints)
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@ -1746,7 +1746,7 @@ export function useMode() {
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return { vertices: cleanedVertices, lines: cleanedLines }
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}
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function createMarginPolygon(polygon, lines, arcSegments = 0) {
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function createMarginPolygon(polygon, lines, arcSegments = 0, bevelJoin = false) {
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const offsetEdges = []
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polygon.edges.forEach((edge, i) => {
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@ -1761,11 +1761,14 @@ export function useMode() {
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offsetEdges.forEach((thisEdge, i) => {
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const prevEdge = offsetEdges[(i + offsetEdges.length - 1) % offsetEdges.length]
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const vertex = edgesIntersection(prevEdge, thisEdge)
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if (vertex && (!vertex.isIntersectionOutside || arcSegments < 1)) {
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vertices.push({
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x: vertex.x,
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y: vertex.y,
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})
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if (vertex) {
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if (!vertex.isIntersectionOutside || !bevelJoin) {
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vertices.push({ x: vertex.x, y: vertex.y })
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} else {
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// 둔각 + bevelJoin: offset edge 끝점 사용
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vertices.push({ x: prevEdge.vertex2.x, y: prevEdge.vertex2.y })
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vertices.push({ x: thisEdge.vertex1.x, y: thisEdge.vertex1.y })
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}
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}
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})
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@ -1781,7 +1784,7 @@ export function useMode() {
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* @param arcSegments
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* @returns {{vertices, edges: *[], minX: *, minY: *, maxX: *, maxY: *}}
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*/
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function createPaddingPolygon(polygon, lines, arcSegments = 0) {
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function createPaddingPolygon(polygon, lines, arcSegments = 0, bevelJoin = false) {
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const offsetEdges = []
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polygon.edges.forEach((edge, i) => {
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@ -1797,11 +1800,14 @@ export function useMode() {
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offsetEdges.forEach((thisEdge, i) => {
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const prevEdge = offsetEdges[(i + offsetEdges.length - 1) % offsetEdges.length]
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const vertex = edgesIntersection(prevEdge, thisEdge)
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if (vertex && (!vertex.isIntersectionOutside || arcSegments < 1)) {
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vertices.push({
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x: vertex.x,
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y: vertex.y,
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})
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if (vertex) {
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if (!vertex.isIntersectionOutside || !bevelJoin) {
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vertices.push({ x: vertex.x, y: vertex.y })
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} else {
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// 둔각 + bevelJoin: offset edge 끝점 사용
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vertices.push({ x: prevEdge.vertex2.x, y: prevEdge.vertex2.y })
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vertices.push({ x: thisEdge.vertex1.x, y: thisEdge.vertex1.y })
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}
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}
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})
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@ -256,8 +256,8 @@ function createPaddingPolygon(polygon, offset, arcSegments = 0) {
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* @returns {Array} 정리된 점 배열
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*/
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/**
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* offset 폴리곤을 원본 폴리곤 경계 안으로 클리핑한다.
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* 둔각 꼭짓점에서 offset 교차점이 원본 바깥으로 튀어나가는 문제를 해결한다.
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* offset 폴리곤의 꼭짓점 중 원본 폴리곤 바깥에 나간 점을
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* 원본 폴리곤 경계 위의 가장 가까운 점으로 투영한다.
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* @param {Array} offsetVertices - offset된 점 배열 [{x, y}, ...]
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* @param {Array} originalVertices - 원본 폴리곤 점 배열 [{x, y}, ...]
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* @returns {Array} 클리핑된 점 배열
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@ -266,27 +266,49 @@ export function clipOffsetToOriginal(offsetVertices, originalVertices) {
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if (!offsetVertices || offsetVertices.length < 3) return offsetVertices
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if (!originalVertices || originalVertices.length < 3) return offsetVertices
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try {
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const offsetCoords = offsetVertices.map((p) => [p.x, p.y])
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offsetCoords.push([offsetVertices[0].x, offsetVertices[0].y])
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const origCoords = originalVertices.map((p) => [p.x, p.y])
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origCoords.push([originalVertices[0].x, originalVertices[0].y])
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const offsetPoly = turf.polygon([offsetCoords])
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const origPoly = turf.polygon([origCoords])
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const clipped = turf.intersect(turf.featureCollection([offsetPoly, origPoly]))
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if (clipped) {
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const clippedCoords = clipped.geometry.coordinates[0]
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return clippedCoords.slice(0, -1).map((c) => ({ x: c[0], y: c[1] }))
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// 점이 폴리곤 내부에 있는지 판단 (ray casting)
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function pointInPolygon(point, polygon) {
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let inside = false
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for (let i = 0, j = polygon.length - 1; i < polygon.length; j = i++) {
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const xi = polygon[i].x, yi = polygon[i].y
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const xj = polygon[j].x, yj = polygon[j].y
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if (((yi > point.y) !== (yj > point.y)) &&
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(point.x < (xj - xi) * (point.y - yi) / (yj - yi) + xi)) {
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inside = !inside
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}
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}
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} catch (e) {
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console.warn('Failed to clip offset polygon to original:', e)
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return inside
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}
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return offsetVertices
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// 점을 선분 위의 가장 가까운 점으로 투영
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function projectOnSegment(p, a, b) {
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const dx = b.x - a.x
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const dy = b.y - a.y
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const lenSq = dx * dx + dy * dy
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if (lenSq === 0) return { x: a.x, y: a.y }
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let t = ((p.x - a.x) * dx + (p.y - a.y) * dy) / lenSq
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t = Math.max(0, Math.min(1, t))
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return { x: a.x + t * dx, y: a.y + t * dy }
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}
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return offsetVertices.map((p) => {
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if (pointInPolygon(p, originalVertices)) return p
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// 바깥에 있으면 원본 폴리곤의 가장 가까운 변 위의 점으로 이동
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let minDist = Infinity
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let nearest = p
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for (let i = 0; i < originalVertices.length; i++) {
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const a = originalVertices[i]
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const b = originalVertices[(i + 1) % originalVertices.length]
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const proj = projectOnSegment(p, a, b)
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const dist = (proj.x - p.x) * (proj.x - p.x) + (proj.y - p.y) * (proj.y - p.y)
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if (dist < minDist) {
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minDist = dist
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nearest = proj
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}
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}
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return nearest
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})
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}
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export function cleanSelfIntersectingPolygon(vertices) {
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