import { LINE_TYPE, POLYGON_TYPE } from '@/common/common' import { SkeletonBuilder } from '@/lib/skeletons' import { calcLineActualSize, calcLinePlaneSize, toGeoJSON } from '@/util/qpolygon-utils' import { QLine } from '@/components/fabric/QLine' import { findClosestLineToPoint, findOrthogonalPoint, getDegreeByChon } from '@/util/canvas-util' import Big from 'big.js' import { line } from 'framer-motion/m' import { QPolygon } from '@/components/fabric/QPolygon' import { point } from '@turf/turf' import { add, forEach } from 'mathjs' import wallLine from '@/components/floor-plan/modal/wallLineOffset/type/WallLine' import * as conole from 'mathjs' /** * 지붕 폴리곤의 스켈레톤(중심선)을 생성하고 캔버스에 그립니다. * @param {string} roofId - 대상 지붕 객체의 ID * @param {fabric.Canvas} canvas - Fabric.js 캔버스 객체 * @param {string} textMode - 텍스트 표시 모드 * @param pitch */ const EPSILON = 0.1 export const drawSkeletonRidgeRoof = (roofId, canvas, textMode) => { // 2. 스켈레톤 생성 및 그리기 skeletonBuilder(roofId, canvas, textMode) } const movingLineFromSkeleton = (roofId, canvas) => { let roof = canvas?.getObjects().find((object) => object.id === roofId) let moveDirection = roof.moveDirect; let moveFlowLine = roof.moveFlowLine??0; let moveUpDown = roof.moveUpDown??0; const getSelectLine = () => roof.moveSelectLine; const selectLine = getSelectLine(); let movePosition = roof.movePosition; const startPoint = selectLine.startPoint const endPoint = selectLine.endPoint const orgRoofPoints = roof.points; // orgPoint를 orgPoints로 변경 const oldPoints = canvas?.skeleton.lastPoints ?? orgRoofPoints // 여기도 변경 const oppositeLine = findOppositeLine(canvas.skeleton.Edges, startPoint, endPoint, oldPoints); const wall = canvas.getObjects().find((obj) => obj.name === POLYGON_TYPE.WALL && obj.attributes.roofId === roofId) const baseLines = wall.baseLines roof.basePoints = createOrderedBasePoints(roof.points, baseLines) const skeletonPolygon = canvas.getObjects().filter((object) => object.skeletonType === 'polygon' && object.parentId === roofId) const skeletonLines = canvas.getObjects().filter((object) => object.skeletonType === 'line' && object.parentId === roofId) if (oppositeLine) { console.log('Opposite line found:', oppositeLine); } else { console.log('No opposite line found'); } if(moveFlowLine !== 0) { return oldPoints.map((point, index) => { console.log('Point:', point); const newPoint = { ...point }; const absMove = Big(moveFlowLine).times(2).div(10); console.log('skeletonBuilder moveDirection:', moveDirection); switch (moveDirection) { case 'left': // Move left: decrease X if (moveFlowLine !== 0) { for (const line of oppositeLine) { if (line.position === 'left') { if (isSamePoint(newPoint, line.start)) { newPoint.x = Big(line.start.x).plus(absMove).toNumber(); } else if (isSamePoint(newPoint, line.end)) { newPoint.x = Big(line.end.x).plus(absMove).toNumber(); } break; } } } else if (moveUpDown !== 0) { } break; case 'right': for (const line of oppositeLine) { if (line.position === 'right') { if (isSamePoint(newPoint, line.start)) { newPoint.x = Big(line.start.x).minus(absMove).toNumber(); } else if (isSamePoint(newPoint, line.end)) { newPoint.x = Big(line.end.x).minus(absMove).toNumber(); } break } } break; case 'up': // Move up: decrease Y (toward top of screen) for (const line of oppositeLine) { if (line.position === 'top') { if (isSamePoint(newPoint, line.start)) { newPoint.y = Big(line.start.y).minus(absMove).toNumber(); } else if (isSamePoint(newPoint, line.end)) { newPoint.y = Big(line.end.y).minus(absMove).toNumber(); } break; } } break; case 'down': // Move down: increase Y (toward bottom of screen) for (const line of oppositeLine) { if (line.position === 'bottom') { console.log('oldPoint:', point); if (isSamePoint(newPoint, line.start)) { newPoint.y = Big(line.start.y).minus(absMove).toNumber(); } else if (isSamePoint(newPoint, line.end)) { newPoint.y = Big(line.end.y).minus(absMove).toNumber(); } break; } } break; default : // 사용 예시 } console.log('newPoint:', newPoint); //baseline 변경 return newPoint; }) } else if(moveUpDown !== 0) { // const selectLine = getSelectLine(); // // console.log("wall::::", wall.points) // console.log("저장된 3333moveSelectLine:", roof.moveSelectLine); // console.log("저장된 3moveSelectLine:", selectLine); // const result = getSelectLinePosition(wall, selectLine, { // testDistance: 5, // 테스트 거리 // debug: true // 디버깅 로그 출력 // }); // console.log("3333linePosition:::::", result.position); const position = movePosition //result.position; const absMove = Big(moveUpDown).times(1).div(10); const modifiedStartPoints = []; // oldPoints를 복사해서 새로운 points 배열 생성 let newPoints = oldPoints.map(point => ({...point})); // selectLine과 일치하는 baseLines 찾기 const matchingLines = baseLines .map((line, index) => ({ ...line, findIndex: index })) .filter(line => (isSamePoint(line.startPoint, selectLine.startPoint) && isSamePoint(line.endPoint, selectLine.endPoint)) || (isSamePoint(line.startPoint, selectLine.endPoint) && isSamePoint(line.endPoint, selectLine.startPoint)) ); matchingLines.forEach(line => { const originalStartPoint = line.startPoint; const originalEndPoint = line.endPoint; const offset = line.attributes.offset // 새로운 좌표 계산 let newStartPoint = {...originalStartPoint}; let newEndPoint = {...originalEndPoint}; // 위치와 방향에 따라 좌표 조정 /* switch (position) { case 'left': if (moveDirection === 'up') { newStartPoint.x = Big(line.startPoint.x).minus(absMove).toNumber(); newEndPoint.x = Big(line.endPoint.x).minus(absMove).toNumber(); } else if (moveDirection === 'down') { newStartPoint.x = Big(line.startPoint.x).plus(absMove).toNumber(); newEndPoint.x = Big(line.endPoint.x).plus(absMove).toNumber(); } break; case 'right': if (moveDirection === 'up') { newStartPoint.x = Big(line.startPoint.x).plus(absMove).toNumber(); newEndPoint.x = Big(line.endPoint.x).plus(absMove).toNumber(); } else if (moveDirection === 'down') { newStartPoint.x = Big(line.startPoint.x).minus(absMove).toNumber(); newEndPoint.x = Big(line.endPoint.x).minus(absMove).toNumber(); } break; case 'top': if (moveDirection === 'up') { newStartPoint.y = Big(line.startPoint.y).minus(absMove).toNumber(); newEndPoint.y = Big(line.endPoint.y).minus(absMove).toNumber(); } else if (moveDirection === 'down') { newStartPoint.y = Big(line.startPoint.y).plus(absMove).toNumber(); newEndPoint.y = Big(line.endPoint.y).plus(absMove).toNumber(); } break; case 'bottom': if (moveDirection === 'up') { newStartPoint.y = Big(line.startPoint.y).plus(absMove).toNumber(); newEndPoint.y = Big(line.endPoint.y).plus(absMove).toNumber(); } else if (moveDirection === 'down') { newStartPoint.y = Big(line.startPoint.y).minus(absMove).toNumber(); newEndPoint.y = Big(line.endPoint.y).minus(absMove).toNumber(); } break; } */ // 원본 라인 업데이트 // newPoints 배열에서 일치하는 포인트들을 찾아서 업데이트 console.log('absMove::', absMove); newPoints.forEach((point, index) => { if(position === 'bottom'){ if (moveDirection === 'in') { if(isSamePoint(roof.basePoints[index], originalStartPoint) || isSamePoint(roof.basePoints[index], originalEndPoint)) { point.y = Big(point.y).minus(absMove).toNumber(); } // if (isSamePoint(roof.basePoints[index], originalEndPoint)) { // point.y = Big(point.y).minus(absMove).toNumber(); // } }else if (moveDirection === 'out'){ if(isSamePoint(roof.basePoints[index], originalStartPoint) || isSamePoint(roof.basePoints[index], originalEndPoint)) { point.y = Big(point.y).plus(absMove).toNumber(); } // if (isSamePoint(roof.basePoints[index], originalEndPoint)) { // point.y = Big(point.y).plus(absMove).toNumber(); // } } }else if (position === 'top'){ if(moveDirection === 'in'){ if(isSamePoint(roof.basePoints[index], originalStartPoint)) { point.y = Big(point.y).plus(absMove).toNumber(); } if (isSamePoint(roof.basePoints[index], originalEndPoint)) { point.y = Big(point.y).plus(absMove).toNumber(); } }else if(moveDirection === 'out'){ if(isSamePoint(roof.basePoints[index], originalStartPoint)) { point.y = Big(point.y).minus(absMove).toNumber(); } if (isSamePoint(roof.basePoints[index], originalEndPoint)) { point.y = Big(point.y).minus(absMove).toNumber(); } } }else if(position === 'left'){ if(moveDirection === 'in'){ if(isSamePoint(roof.basePoints[index], originalStartPoint) || isSamePoint(roof.basePoints[index], originalEndPoint)) { point.x = Big(point.x).plus(absMove).toNumber(); } // if (isSamePoint(roof.basePoints[index], originalEndPoint)) { // point.x = Big(point.x).plus(absMove).toNumber(); // } }else if(moveDirection === 'out'){ if(isSamePoint(roof.basePoints[index], originalStartPoint) || isSamePoint(roof.basePoints[index], originalEndPoint)) { point.x = Big(point.x).minus(absMove).toNumber(); } // if (isSamePoint(roof.basePoints[index], originalEndPoint)) { // point.x = Big(point.x).minus(absMove).toNumber(); // } } }else if(position === 'right'){ if(moveDirection === 'in'){ if(isSamePoint(roof.basePoints[index], originalStartPoint)) { point.x = Big(point.x).minus(absMove).toNumber(); } if (isSamePoint(roof.basePoints[index], originalEndPoint)) { point.x = Big(point.x).minus(absMove).toNumber(); } }else if(moveDirection === 'out'){ if(isSamePoint(roof.basePoints[index], originalStartPoint)) { point.x = Big(point.x).plus(absMove).toNumber(); } if (isSamePoint(roof.basePoints[index], originalEndPoint)) { point.x = Big(point.x).plus(absMove).toNumber(); } } } }); // 원본 baseLine도 업데이트 line.startPoint = newStartPoint; line.endPoint = newEndPoint; }); return newPoints; } } /** * SkeletonBuilder를 사용하여 스켈레톤을 생성하고 내부선을 그립니다. * @param {string} roofId - 지붕 ID * @param {fabric.Canvas} canvas - 캔버스 객체 * @param {string} textMode - 텍스트 모드 * @param {fabric.Object} roof - 지붕 객체 * @param baseLines */ export const skeletonBuilder = (roofId, canvas, textMode) => { //처마 let roof = canvas?.getObjects().find((object) => object.id === roofId) const eavesType = [LINE_TYPE.WALLLINE.EAVES, LINE_TYPE.WALLLINE.HIPANDGABLE] const gableType = [LINE_TYPE.WALLLINE.GABLE, LINE_TYPE.WALLLINE.JERKINHEAD] /** 외벽선 */ const wall = canvas.getObjects().find((object) => object.name === POLYGON_TYPE.WALL && object.attributes.roofId === roofId) //const baseLines = wall.baseLines.filter((line) => line.attributes.planeSize > 0) const baseLines = canvas.getObjects().filter((object) => object.name === 'baseLine' && object.parentId === roofId) || []; const baseLinePoints = baseLines.map((line) => ({x:line.left, y:line.top})); const outerLines = canvas.getObjects().filter((object) => object.name === 'outerLinePoint') || []; const outerLinePoints = outerLines.map((line) => ({x:line.left, y:line.top})) const hipLines = canvas.getObjects().filter((object) => object.name === 'hip' && object.parentId === roofId) || []; const ridgeLines = canvas.getObjects().filter((object) => object.name === 'ridge' && object.parentId === roofId) || []; //const skeletonLines = []; // 1. 지붕 폴리곤 좌표 전처리 const coordinates = preprocessPolygonCoordinates(roof.points); if (coordinates.length < 3) { console.warn("Polygon has less than 3 unique points. Cannot generate skeleton."); return; } const moveFlowLine = roof.moveFlowLine || 0; // Provide a default value const moveUpDown = roof.moveUpDown || 0; // Provide a default value let points = roof.points; //마루이동 if (moveFlowLine !== 0 || moveUpDown !== 0) { points = movingLineFromSkeleton(roofId, canvas) } console.log('points:', points); const geoJSONPolygon = toGeoJSON(points) try { // SkeletonBuilder는 닫히지 않은 폴리곤을 기대하므로 마지막 점 제거 geoJSONPolygon.pop() const skeleton = SkeletonBuilder.BuildFromGeoJSON([[geoJSONPolygon]]) // 스켈레톤 데이터를 기반으로 내부선 생성 roof.innerLines = roof.innerLines || []; roof.innerLines = createInnerLinesFromSkeleton(roofId, canvas, skeleton, textMode) // 캔버스에 스켈레톤 상태 저장 if (!canvas.skeletonStates) { canvas.skeletonStates = {} canvas.skeletonLines = [] } canvas.skeletonStates[roofId] = true canvas.skeletonLines = []; canvas.skeletonLines.push(...roof.innerLines) roof.skeletonLines = canvas.skeletonLines; const cleanSkeleton = { Edges: skeleton.Edges.map(edge => ({ X1: edge.Edge.Begin.X, Y1: edge.Edge.Begin.Y, X2: edge.Edge.End.X, Y2: edge.Edge.End.Y, Polygon: edge.Polygon, // Add other necessary properties, but skip circular references })), roofId: roofId, // Add other necessary top-level properties }; canvas.skeleton = []; canvas.skeleton = cleanSkeleton canvas.skeleton.lastPoints = points canvas.set("skeleton", cleanSkeleton); canvas.renderAll() console.log('skeleton rendered.', canvas); } catch (e) { console.error('스켈레톤 생성 중 오류 발생:', e) if (canvas.skeletonStates) { canvas.skeletonStates[roofId] = false canvas.skeletonStates = {} canvas.skeletonLines = [] } } } /** * 스켈레톤 결과와 외벽선 정보를 바탕으로 내부선(용마루, 추녀)을 생성합니다. * @param {object} skeleton - SkeletonBuilder로부터 반환된 스켈레톤 객체 * @param {fabric.Object} roof - 대상 지붕 객체 * @param {fabric.Canvas} canvas - Fabric.js 캔버스 객체 * @param {string} textMode - 텍스트 표시 모드 ('plane', 'actual', 'none') * @param {Array} baseLines - 원본 외벽선 QLine 객체 배열 */ const createInnerLinesFromSkeleton = (roofId, canvas, skeleton, textMode) => { if (!skeleton?.Edges) return [] let roof = canvas?.getObjects().find((object) => object.id === roofId) let wall = canvas.getObjects().find((obj) => obj.name === POLYGON_TYPE.WALL && obj.attributes.roofId === roofId) let skeletonLines = [] const processedInnerEdges = new Set() const textElements = {}; const coordinateText = (line) => { // Generate a stable ID for this line const lineKey = `${line.x1},${line.y1},${line.x2},${line.y2}`; // Remove existing text elements for this line if (textElements[lineKey]) { textElements[lineKey].forEach(text => { if (canvas.getObjects().includes(text)) { canvas.remove(text); } }); } // Create start point text const startText = new fabric.Text(`(${Math.round(line.x1)}, ${Math.round(line.y1)})`, { left: line.x1 + 5, top: line.y1 - 20, fontSize: 10, fill: 'green', fontFamily: 'Arial', selectable: false, hasControls: false, hasBorders: false }); // Create end point text const endText = new fabric.Text(`(${Math.round(line.x2)}, ${Math.round(line.y2)})`, { left: line.x2 + 5, top: line.y2 - 20, fontSize: 10, fill: 'orange', fontFamily: 'Arial', selectable: false, hasControls: false, hasBorders: false }); // Add to canvas canvas.add(startText, endText); // Store references textElements[lineKey] = [startText, endText]; // Bring lines to front canvas.bringToFront(startText); canvas.bringToFront(endText); }; // 1. 모든 Edge를 순회하며 기본 스켈레톤 선(용마루)을 수집합니다. skeleton.Edges.forEach((edgeResult, index) => { processEavesEdge(roofId, canvas, skeleton, edgeResult, skeletonLines); }); // 2. 케라바(Gable) 속성을 가진 외벽선에 해당하는 스켈레톤을 후처리합니다. skeleton.Edges.forEach(edgeResult => { const { Begin, End } = edgeResult.Edge; const gableBaseLine = roof.lines.find(line => 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(canvas.skeletonLines.length > 0){ // skeletonLines = canvas.skeletonLines; // } // Process gable edge with both current and previous states const processedLines = processGableEdge( edgeResult, baseLines, [...skeletonLines], // Current state gableBaseLine, beforeGableProcessing // Previous state ); // Update canvas with processed lines canvas.skeletonLines = processedLines; skeletonLines = processedLines; } }); /* //2. 연결이 끊어진 스켈레톤 선을 찾아 연장합니다. const { disconnectedLines } = findDisconnectedSkeletonLines(skeletonLines, roof.lines); if(disconnectedLines.length > 0) { disconnectedLines.forEach(dLine => { const { index, extendedLine, p1Connected, p2Connected } = dLine; const newPoint = extendedLine?.point; if (!newPoint) return; // p1이 끊어졌으면 p1을, p2가 끊어졌으면 p2를 연장된 지점으로 업데이트 if (p1Connected) { //p2 연장 skeletonLines[index].p2 = { ...skeletonLines[index].p2, x: newPoint.x, y: newPoint.y }; } else if (p2Connected) {//p1 연장 skeletonLines[index].p1 = { ...skeletonLines[index].p1, x: newPoint.x, y: newPoint.y }; } }); //2-1 확장된 스켈레톤 선이 연장되다가 서로 만나면 만난점(접점)에서 멈추어야 된다. trimIntersectingExtendedLines(skeletonLines, disconnectedLines); } */ //2. 연결이 끊어진 라인이 있을경우 찾아서 추가한다(동 이동일때) // 3. 최종적으로 정리된 스켈레톤 선들을 QLine 객체로 변환하여 캔버스에 추가합니다. const innerLines = []; const addLines = [] const existingLines = new Set(); // 이미 추가된 라인을 추적하기 위한 Set //처마라인 const roofLines = roof.lines //벽라인 const wallLines = wall.lines skeletonLines.forEach((sktLine, skIndex) => { let { p1, p2, attributes, lineStyle } = sktLine; // 중복방지 - 라인을 고유하게 식별할 수 있는 키 생성 (정규화된 좌표로 정렬하여 비교) const lineKey = [ [p1.x, p1.y].sort().join(','), [p2.x, p2.y].sort().join(',') ].sort().join('|'); // 이미 추가된 라인인지 확인 if (existingLines.has(lineKey)) { return; // 이미 있는 라인이면 스킵 } const direction = getLineDirection( { x: sktLine.p1.x, y: sktLine.p1.y }, { x: sktLine.p2.x, y: sktLine.p2.y } ); //그림을 그릴때 idx 가 필요함 roof는 왼쪽부터 시작됨 - 그림그리는 순서가 필요함 let roofIdx = 0; // roofLines.forEach((roofLine) => { // // if (isSameLine(p1.x, p1.y, p2.x, p2.y, roofLine) || isSameLine(p2.x, p2.y, p1.x, p1.y, roofLine)) { // roofIdx = roofLine.idx; // console.log("roofIdx::::::", roofIdx) // return false; // forEach 중단 // } // }); const skeletonLine = new QLine([p1.x, p1.y, p2.x, p2.y], { parentId: roof.id, fontSize: roof.fontSize, stroke: (sktLine.attributes.isOuterEdge)?'orange':lineStyle.color, strokeWidth: lineStyle.width, name: (sktLine.attributes.isOuterEdge)?'eaves': attributes.type, attributes: attributes, direction: direction, isBaseLine: sktLine.attributes.isOuterEdge, lineName: (sktLine.attributes.isOuterEdge)?'roofLine': attributes.type, selectable:(!sktLine.attributes.isOuterEdge), //visible: (!sktLine.attributes.isOuterEdge), }); coordinateText(skeletonLine) canvas.add(skeletonLine); skeletonLine.bringToFront(); existingLines.add(lineKey); // 추가된 라인을 추적 //skeleton 라인에서 처마선은 삭제 if(skeletonLine.lineName === 'roofLine'){ skeletonLine.set('visible', false); //임시 roof.set({ //stroke: 'black', strokeWidth: 4 }); }else{ } innerLines.push(skeletonLine) canvas.renderAll(); }); if(roof.moveUpDown??0 > 0) { // 같은 라인이 없으므로 새 다각형 라인 생성 //라인 편집 // let i = 0 const currentRoofLines = canvas.getObjects().filter((obj) => obj.lineName === 'roofLine' && obj.attributes.roofId === roofId) let roofLineRects = canvas.getObjects().filter((obj) => obj.name === 'roofLineRect' && obj.roofId === roofId) roofLineRects.forEach((roofLineRect) => { canvas.remove(roofLineRect) canvas.renderAll() }) let helpLines = canvas.getObjects().filter((obj) => obj.lineName === 'helpLine' && obj.roofId === roofId) helpLines.forEach((helpLine) => { canvas.remove(helpLine) canvas.renderAll() }) function sortCurrentRoofLines(lines) { return [...lines].sort((a, b) => { // Get all coordinates in a consistent order const getCoords = (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'); // Sort points left-to-right, then top-to-bottom return x1 < x2 || (x1 === x2 && y1 < y2) ? [x1, y1, x2, y2] : [x2, y2, x1, y1]; }; const aCoords = getCoords(a); const bCoords = getCoords(b); // Compare each coordinate in order for (let i = 0; i < 4; i++) { if (Math.abs(aCoords[i] - bCoords[i]) > 0.1) { return aCoords[i] - bCoords[i]; } } return 0; }); } // function sortCurrentRoofLines(lines) { // return [...lines].sort((a, b) => { // const aX = a.x1 ?? a.get('x1') // const aY = a.y1 ?? a.get('y1') // const bX = b.x1 ?? b.get('x1') // const bY = b.y1 ?? b.get('y1') // if (aX !== bX) return aX - bX // return aY - bY // }) // } // 각 라인 집합 정렬 // 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 sortedWallLines = sortCurrentRoofLines(wall.lines); // roofLines의 방향에 맞춰 currentRoofLines 조정 후 정렬 const alignedCurrentRoofLines = alignLineDirection(currentRoofLines, roofLines); const sortedCurrentRoofLines = sortCurrentRoofLines(alignedCurrentRoofLines); const sortedRoofLines = sortCurrentRoofLines(roofLines); const sortedWallBaseLines = sortCurrentRoofLines(wall.baseLines); //wall.lines 는 기본 벽 라인 //wall.baseLine은 움직인라인 const movedLines = [] sortedWallLines.forEach((wallLine, index) => { const roofLine = sortedRoofLines[index]; const currentRoofLine = sortedCurrentRoofLines[index]; const moveLine = sortedWallBaseLines[index] const wallBaseLine = sortedWallBaseLines[index] //roofline 외곽선 설정 console.log('=== Line Coordinates ==='); console.table({ 'Point' : ['X', 'Y'], 'roofLine' : [roofLine.x1, roofLine.y1], 'currentRoofLine': [currentRoofLine.x1, currentRoofLine.y1], 'moveLine' : [moveLine.x1, moveLine.y1], 'wallBaseLine' : [wallBaseLine.x1, wallBaseLine.y1] }); console.log('End Points:'); console.table({ 'Point' : ['X', 'Y'], 'roofLine' : [roofLine.x2, roofLine.y2], 'currentRoofLine': [currentRoofLine.x2, currentRoofLine.y2], 'moveLine' : [moveLine.x2, moveLine.y2], 'wallBaseLine' : [wallBaseLine.x2, wallBaseLine.y2] }); const origin = moveLine.attributes?.originPoint if (!origin) return if (isSamePoint(moveLine, wallLine)) { return false } const movedStart = Math.abs(moveLine.x1 - wallLine.x1) > EPSILON || Math.abs(moveLine.y1 - origin.y1) > EPSILON const movedEnd = Math.abs(moveLine.x2 - wallLine.x2) > EPSILON || Math.abs(moveLine.y2 - origin.y2) > EPSILON const fullyMoved = movedStart && movedEnd //반시계 방향 let newPStart //= {x:roofLine.x1, y:roofLine.y1} let newPEnd //= {x:movedLines.x2, y:movedLines.y2} //현재 roof는 무조건 시계방향 const getAddLine = (p1, p2, stroke = '#1083E3') => { movedLines.push({ index, p1, p2 }) // Usage: let mergeLines = mergeMovedLines(movedLines); console.log("mergeLines:::::::", mergeLines); const line = new QLine([p1.x, p1.y, p2.x, p2.y], { parentId : roof.id, fontSize : roof.fontSize, stroke : stroke, strokeWidth: 4, name : 'eaveHelpLine', lineName : 'eaveHelpLine', selectable : true, visible : true, roofId : roofId, attributes : { type: 'eaveHelpLine', isStart : true } }); coordinateText(line) canvas.add(line) canvas.renderAll(); return line } getAddLine(roofLine.startPoint, roofLine.endPoint) newPStart = { x: roofLine.x1, y: roofLine.y1 } newPEnd = { x: roofLine.x2, y: roofLine.y2 } // Usage in your code: // if (fullyMoved) { // const result = adjustLinePoints({ // roofLine, // currentRoofLine, // wallBaseLine, // origin, // moveType: 'both' // Adjust both start and end points // }); // newPStart = result.newPStart; // newPEnd = result.newPEnd; // getAddLine(newPStart, newPEnd, 'red'); // } // else if (movedStart) { // const result = adjustLinePoints({ // roofLine, // currentRoofLine, // wallBaseLine, // origin, // moveType: 'start' // Only adjust start point // }); // newPStart = result.newPStart; // getAddLine(newPStart, newPEnd, 'green'); // } // else if (movedEnd) { // const result = adjustLinePoints({ // roofLine, // currentRoofLine, // wallBaseLine, // origin, // moveType: 'end' // Only adjust end point // }); // newPEnd = result.newPEnd; // getAddLine(newPStart, newPEnd, 'orange'); // } // canvas.renderAll() //두 포인트가 변경된 라인인 if (fullyMoved) { //반시계방향향 console.log("moveFully:::::::::::::", wallBaseLine, newPStart, newPEnd) if (getOrientation(roofLine) === 'vertical') { //왼쪽 부터 roofLine, wallBaseLine if (newPEnd.y <= wallBaseLine.y2 && wallBaseLine.y2 <= newPStart.y && newPStart.y <= wallBaseLine.y1) { newPStart.y = wallBaseLine.y1; getAddLine({ x: newPEnd.x, y: wallBaseLine.y1 }, { x: wallBaseLine.x1, y: wallBaseLine.y1 }) } else if (wallBaseLine.y2 <= newPEnd.y && newPEnd.y <= wallBaseLine.y1 && wallBaseLine.y1 <= newPStart.y) { newPEnd.y = wallBaseLine.y2; getAddLine({ x: newPEnd.x, y: wallBaseLine.y2 }, { x: wallBaseLine.x2, y: wallBaseLine.y2 }) } else if (newPStart.y <= wallBaseLine.y1 && wallBaseLine.y1 <= newPEnd.y && newPEnd.y <= wallBaseLine.y2) { newPEnd.y = wallBaseLine.y2; getAddLine({ x: newPEnd.x, y: wallBaseLine.y2 }, { x: wallBaseLine.x2, y: wallBaseLine.y2 }) } else if (wallBaseLine.y1 <= newPStart.y && newPStart.y <= wallBaseLine.y2 && wallBaseLine.y2 <= newPEnd.y) { newPStart.y = wallBaseLine.y1; getAddLine({ x: newPEnd.x, y: wallBaseLine.y1 }, { x: wallBaseLine.x1, y: wallBaseLine.y1 }) } else if (wallBaseLine.y2 <= newPEnd.y && newPEnd.y <= newPStart.y && newPStart.y <= wallBaseLine.y1) { // 위가운데 newPEnd.y = wallBaseLine.y2; getAddLine({ x: newPEnd.x, y: wallBaseLine.y2 }, { x: wallBaseLine.x2, y: wallBaseLine.y2 }) newPStart.y = wallBaseLine.y1; getAddLine({ x: newPEnd.x, y: wallBaseLine.y1 }, { x: wallBaseLine.x1, y: wallBaseLine.y1 }) } else if (wallBaseLine.y1 <= newPStart.y && newPStart.y <= newPEnd.y &&newPEnd.y <= wallBaseLine.y2) { // 아래가운데 newPEnd.y = wallBaseLine.y1; getAddLine({ x: newPEnd.x, y: wallBaseLine.y1 }, { x: wallBaseLine.x1, y: wallBaseLine.y1 }) newPStart.y = wallBaseLine.y2; getAddLine({ x: newPStart.x, y: wallBaseLine.y2 }, { x: wallBaseLine.x2, y: wallBaseLine.y2 }) } } else if (getOrientation(roofLine) === 'horizontal') { if (newPEnd.x <= wallBaseLine.x2 && wallBaseLine.x2 <= newPStart.x && newPStart.x <= wallBaseLine.x1) { //위 왼쪽 newPStart.x = wallBaseLine.x1; getAddLine({ x: wallBaseLine.x1, y: newPEnd.y }, { x: wallBaseLine.x1, y: wallBaseLine.y1 }) } else if (wallBaseLine.x2 <= newPEnd.x && newPEnd.x <= wallBaseLine.x1 && wallBaseLine.x1 <= newPStart.x) { //아래오르쪽 newPEnd.x = wallBaseLine.x2; getAddLine({ x: wallBaseLine.x2, y: newPEnd.y }, { x: wallBaseLine.x2, y: wallBaseLine.y2 }) } else if (newPStart.x <= wallBaseLine.x1 && wallBaseLine.x1 <= newPEnd.x && newPEnd.x <= wallBaseLine.x2) { //위 오른쪽 newPEnd.x = wallBaseLine.x2; getAddLine({ x: wallBaseLine.x2, y: newPEnd.y }, { x: wallBaseLine.x2, y: wallBaseLine.y2 }) } else if (wallBaseLine.x1 <= newPStart.x && newPStart.x <= wallBaseLine.x2 && wallBaseLine.x2 <= newPEnd.x) { //아래 왼쪽 newPStart.x = wallBaseLine.x1; getAddLine({ x: wallBaseLine.x1, y: newPEnd.y }, { x: wallBaseLine.x1, y: wallBaseLine.y1 }) } else if (wallBaseLine.x2 <= newPEnd.x && newPEnd.x <= newPStart.x && newPStart.x <= wallBaseLine.x1) { // 위가운데 newPEnd.x = wallBaseLine.x2; getAddLine({ x: wallBaseLine.x2, y: newPEnd.y }, { x: wallBaseLine.x2, y: wallBaseLine.y2 }) newPStart.x = wallBaseLine.x1; getAddLine({ x: wallBaseLine.x1, y: newPEnd.y }, { x: wallBaseLine.x1, y: wallBaseLine.y1 }) } else if (wallBaseLine.x1 <= newPStart.x && newPStart.x <= newPEnd.x && newPEnd.x <= wallBaseLine.x2) { // 아래가운데 newPEnd.x = wallBaseLine.x1; getAddLine({ x: wallBaseLine.x1, y: newPEnd.y }, { x: wallBaseLine.x1, y: wallBaseLine.y1 }) newPStart.x = wallBaseLine.x2; getAddLine({ x: wallBaseLine.x2, y: newPEnd.y }, { x: wallBaseLine.x2, y: wallBaseLine.y2 }) } } getAddLine(newPStart, newPEnd, 'red') } else if (movedStart) { //end 변경경 if (getOrientation(roofLine) === 'vertical') { let isCross = false if (Math.abs(currentRoofLine.x2 - roofLine.x1) < 0.1 || Math.abs(currentRoofLine.x1 - roofLine.x2) < 0.1) { isCross = true; } if(newPStart.y <= wallBaseLine.y1 && wallBaseLine.y1 < wallBaseLine.y2 && wallBaseLine.y2 < newPEnd.y){//가장 왼쪽v newPStart = { x: roofLine.x1, y: roofLine.y1 } newPEnd = { x: roofLine.x2, y: (isCross) ? currentRoofLine.y1 : wallBaseLine.y1 } }else if(newPEnd.y <= wallBaseLine.y2 && wallBaseLine.y2 < wallBaseLine.y1 && wallBaseLine.y1 <= newPStart.y){ //하단 오른쪽v newPStart = { x: roofLine.x1, y: roofLine.y1 } newPEnd = { x: roofLine.x2, y: (isCross) ? currentRoofLine.y1 : wallBaseLine.y1 } }else if(newPEnd.y <= wallBaseLine.y2 && wallBaseLine.y2 <= newPStart.y && newPStart.y <= wallBaseLine.y1) { //상단 왼쪽v newPStart = { x: roofLine.x1, y: (isCross) ? currentRoofLine.y1 : wallBaseLine.y1 } newPEnd ={ x: roofLine.x2, y: roofLine.y2 } }else if(newPStart.y <= wallBaseLine.y1 && wallBaseLine.y1 <= newPEnd.y && newPEnd.y <= wallBaseLine.y2) {//상단 오르쪽 newPStart = { x: roofLine.x1, y: roofLine.y1 } newPEnd = { x: roofLine.x2, y: (isCross) ? currentRoofLine.y1 : wallBaseLine.y1 } }else if(wallBaseLine.y1 <= newPStart.y && newPStart.y <= wallBaseLine.y2 && wallBaseLine.y2 <= newPEnd.y) { //하단 오른쪽v newPStart = { x: roofLine.x1, y: (isCross) ? currentRoofLine.y1 : wallBaseLine.y1 } newPEnd = { x: roofLine.x2, y: roofLine.y2 } }else if (wallBaseLine.y2 <= newPEnd.y && newPEnd.y <= wallBaseLine.y1 && wallBaseLine.y1 <= newPStart.y) { //하단 왼쪽 newPStart = { x: roofLine.x1, y: (isCross) ? currentRoofLine.y1 : wallBaseLine.y1 } newPEnd ={ x: roofLine.x2, y: roofLine.y2 } } } else if (getOrientation(roofLine) === 'horizontal') { let isCross = false if (Math.abs(currentRoofLine.y1 - roofLine.y2) < 0.1 || Math.abs(currentRoofLine.y2 - roofLine.y1) < 0.1) { isCross = true; } if(newPStart.x <= wallBaseLine.x1 && wallBaseLine.x1 < wallBaseLine.x2 && wallBaseLine.x2 < newPEnd.x){//가장 왼쪽v newPStart = { y: roofLine.y1, x: roofLine.x1 } newPEnd = { y: roofLine.y2, x: (isCross) ? currentRoofLine.x1 : wallBaseLine.x1 } }else if(newPEnd.x <= wallBaseLine.x2 && wallBaseLine.x2 < wallBaseLine.x1 && wallBaseLine.x1 <= newPStart.x){ //하단 오른쪽v newPStart = { y: roofLine.y1, x: roofLine.x1 } newPEnd = { y: roofLine.y2, x: (isCross) ? currentRoofLine.x1 : wallBaseLine.x1 } }else if(newPEnd.x <= wallBaseLine.x2 && wallBaseLine.x2 <= newPStart.x && newPStart.x <= wallBaseLine.x1) { //상단 왼쪽v newPStart = { y: roofLine.y1, x: (isCross) ? currentRoofLine.x1 : wallBaseLine.x1 } newPEnd ={ y: roofLine.y2, x: roofLine.x2 } }else if(newPStart.x <= wallBaseLine.x1 && wallBaseLine.x1 <= newPEnd.x && newPEnd.x <= wallBaseLine.x2) {//상단 오르쪽 newPStart = { y: roofLine.y1, x: (isCross) ? currentRoofLine.x1 : wallBaseLine.x1 } newPEnd ={ y: roofLine.y2, x: roofLine.x2 } }else if(wallBaseLine.x1 <= newPStart.x && newPStart.x <= wallBaseLine.x2 && wallBaseLine.x2 <= newPEnd.x) { //하단 오른쪽v newPStart = { y: roofLine.y1, x: (isCross) ? currentRoofLine.y1 : wallBaseLine.x1 } newPEnd = { y: roofLine.y2, x: roofLine.x2 } }else if (wallBaseLine.x2 <= newPEnd.x && newPEnd.x <= wallBaseLine.x1 && wallBaseLine.x1 <= newPStart.x) { //right / top newPStart = { y: roofLine.y1, x: roofLine.x1 } newPEnd = { y: roofLine.y2, x: (isCross) ? currentRoofLine.x1 : wallBaseLine.x1 } } //newPEnd = { x: (isCross) ? currentRoofLine.x1 : origin.x1, y: roofLine.y1 } //수직라인 접점까지지 } getAddLine(newPStart, newPEnd, 'green') //movedLines.push({ index, newPStart, newPEnd }) console.log("moveStart:::::::::::::", origin, newPStart, newPEnd) } else if (movedEnd) { //start변경 //반시계방향 if (getOrientation(roofLine) === 'vertical') { let isCross = false if (Math.abs(currentRoofLine.x2 - roofLine.x1) < 0.1 || Math.abs(currentRoofLine.x1 - roofLine.x2) < 0.1) { isCross = true; } if(newPStart.y <= wallBaseLine.y1 && wallBaseLine.y1 < wallBaseLine.y2 && wallBaseLine.y2 < newPEnd.y){//bottom leftv newPStart = { x: roofLine.x1, y: (isCross) ? currentRoofLine.y2 : wallBaseLine.y2 } newPEnd = { x: roofLine.x2, y: roofLine.y2 } }else if(newPEnd.y <= wallBaseLine.y2 && wallBaseLine.y2 < wallBaseLine.y1 && wallBaseLine.y1 <= newPStart.y){ //top /right newPStart = { x: roofLine.x1, y: (isCross) ? currentRoofLine.y2 : wallBaseLine.y2 } newPEnd = { x: roofLine.x2, y: roofLine.y2 } }else if(newPEnd.y <= wallBaseLine.y2 && wallBaseLine.y2 <= newPStart.y && newPStart.y <= wallBaseLine.y1) { //top / left newPStart = { x: roofLine.x1, y: (isCross) ? currentRoofLine.y2 : wallBaseLine.y2 } newPEnd ={ x: roofLine.x2, y: roofLine.y2 } }else if(newPStart.y <= wallBaseLine.y1 && wallBaseLine.y1 <= newPEnd.y && newPEnd.y <= wallBaseLine.y2) {//top / righty 오르쪽v newPStart = { x: roofLine.x1, y: roofLine.y1 } newPEnd = { x: roofLine.x2, y: (isCross) ? currentRoofLine.y2 : wallBaseLine.y2 } }else if(wallBaseLine.y1 <= newPStart.y && newPStart.y <= wallBaseLine.y2 && wallBaseLine.y2 <= newPEnd.y) { //하단 오른쪽v newPStart = { x: roofLine.x1, y: (isCross) ? currentRoofLine.y1 : wallBaseLine.y1 } newPEnd = { x: roofLine.x2, y: roofLine.y2 } }else if (wallBaseLine.y2 <= newPEnd.y && newPEnd.y <= wallBaseLine.y1 && wallBaseLine.y1 <= newPStart.y) { //하단 왼쪽 newPStart = { x: roofLine.x1, y: roofLine.y1 } newPEnd = { x: roofLine.x2, y: (isCross) ? currentRoofLine.y2 : wallBaseLine.y2 } } } else if (getOrientation(roofLine) === 'horizontal') { let isCross = false if (Math.abs(currentRoofLine.y2 - roofLine.y1) < 0.1 || Math.abs(currentRoofLine.y1 - roofLine.y2) < 0.1) { isCross = true; } if(newPStart.x <= wallBaseLine.x1 && wallBaseLine.x1 < wallBaseLine.x2 && wallBaseLine.x2 < newPEnd.x){//right / bottom newPStart = { y: roofLine.y1, x: (isCross) ? currentRoofLine.x2 : wallBaseLine.x2 } newPEnd = { y: roofLine.y2, x: roofLine.x2 } }else if(newPEnd.x <= wallBaseLine.x2 && wallBaseLine.x2 < wallBaseLine.x1 && wallBaseLine.x1 <= newPStart.x){ //left / top newPStart = { y: roofLine.y1, x: (isCross) ? currentRoofLine.x2 : wallBaseLine.x2 } newPEnd = { y: roofLine.y2, x: roofLine.x2 } }else if(newPEnd.x <= wallBaseLine.x2 && wallBaseLine.x2 <= newPStart.x && newPStart.x <= wallBaseLine.x1) { //left top newPStart = { y: roofLine.y1, x: (isCross) ? currentRoofLine.x2 : wallBaseLine.x2 } newPEnd ={ y: roofLine.y2, x: roofLine.x2 } }else if(newPStart.x <= wallBaseLine.x1 && wallBaseLine.x1 <= newPEnd.x && newPEnd.x <= wallBaseLine.x2) {//상단 오르쪽v newPStart = { y: roofLine.y1, x: roofLine.x1 } newPEnd = { y: roofLine.y2, x: (isCross) ? currentRoofLine.x2 : wallBaseLine.x2 } }else if(wallBaseLine.x1 <= newPStart.x && newPStart.x <= wallBaseLine.x2 && wallBaseLine.x2 <= newPEnd.x) { //하단 오른쪽v newPStart = { y: roofLine.y1, x: (isCross) ? currentRoofLine.x1 : wallBaseLine.x1 } newPEnd = { y: roofLine.y2, x: roofLine.x2 } }else if (wallBaseLine.x2 <= newPEnd.x && newPEnd.x <= wallBaseLine.x1 && wallBaseLine.x1 <= newPStart.x) { //하단 왼쪽 newPStart = { y: roofLine.y1, x: roofLine.x1 } newPEnd = { y: roofLine.y2, x: (isCross) ? currentRoofLine.x2 : wallBaseLine.x2 } } // newPStart = { x: roofLine.x2, y: roofLine.y2 } // newPEnd = { x: (isCross) ? currentRoofLine.x2 : origin.x2, y: roofLine.y2 } //수직라인 접점까지지 } console.log("movedEnd:::::::::::::", origin, newPStart, newPEnd) getAddLine(newPStart, newPEnd, 'orange') //movedLines.push({ index, newPStart, newPEnd }) } canvas.renderAll() }); //polygon 만들기 console.log("innerLines:::::", innerLines) console.log("movedLines", movedLines) } // --- 사용 예시 --- // const polygons = findConnectedLines(movedLines, innerLines, canvas, roofId, roof); // console.log("polygon", polygons); // canvas.renderAll return innerLines; } /** * EAVES(처마) Edge를 처리하여 내부 스켈레톤 선을 추가합니다. * @param {object} edgeResult - 스켈레톤 Edge 데이터 * @param {Array} skeletonLines - 스켈레톤 라인 배열 * @param {Set} processedInnerEdges - 중복 처리를 방지하기 위한 Set * @param roof * @param pitch */ function processEavesEdge(roofId, canvas, skeleton, edgeResult, skeletonLines) { let roof = canvas?.getObjects().find((object) => object.id === roofId) const polygonPoints = edgeResult.Polygon.map(p => ({ x: p.X, y: p.Y })); //처마선인지 확인하고 pitch 대입 각 처마선마다 pitch가 다를수 있음 const { Begin, End } = edgeResult.Edge; let outerLine = roof.lines.find(line => line.attributes.type === 'eaves' && isSameLine(Begin.X, Begin.Y, End.X, End.Y, line) ); if(!outerLine) { outerLine = findMatchingLine(edgeResult.Polygon, roof, roof.points); console.log('Has matching line:', outerLine); } let pitch = outerLine?.attributes?.pitch??0 const convertedPolygon = edgeResult.Polygon?.map(point => ({ x: typeof point.X === 'number' ? parseFloat(point.X) : 0, y: typeof point.Y === 'number' ? parseFloat(point.Y) : 0 })).filter(point => point.x !== 0 || point.y !== 0) || []; if (convertedPolygon.length > 0) { const skeletonPolygon = new QPolygon(convertedPolygon, { type: POLYGON_TYPE.ROOF, fill: false, stroke: 'blue', strokeWidth: 4, skeletonType: 'polygon', polygonName: '', parentId: roof.id, }); //canvas?.add(skeletonPolygon) //canvas.renderAll() } let eavesLines = [] for (let i = 0; i < polygonPoints.length; i++) { const p1 = polygonPoints[i]; const p2 = polygonPoints[(i + 1) % polygonPoints.length]; // 지붕 경계선과 교차 확인 및 클리핑 const clippedLine = clipLineToRoofBoundary(p1, p2, roof.lines, roof.moveSelectLine); //console.log('clipped line', clippedLine.p1, clippedLine.p2); const isOuterLine = isOuterEdge(clippedLine.p1, clippedLine.p2, [edgeResult.Edge]) addRawLine(roof.id, skeletonLines, clippedLine.p1, clippedLine.p2, 'ridge', '#1083E3', 4, pitch, isOuterLine); // } } } function findMatchingLine(edgePolygon, roof, roofPoints) { const edgePoints = edgePolygon.map(p => ({ x: p.X, y: p.Y })); for (let i = 0; i < edgePoints.length; i++) { const p1 = edgePoints[i]; const p2 = edgePoints[(i + 1) % edgePoints.length]; for (let j = 0; j < roofPoints.length; j++) { const rp1 = roofPoints[j]; const rp2 = roofPoints[(j + 1) % roofPoints.length]; if ((isSamePoint(p1, rp1) && isSamePoint(p2, rp2)) || (isSamePoint(p1, rp2) && isSamePoint(p2, rp1))) { // 매칭되는 라인을 찾아서 반환 return roof.lines.find(line => (isSamePoint(line.p1, rp1) && isSamePoint(line.p2, rp2)) || (isSamePoint(line.p1, rp2) && isSamePoint(line.p2, rp1)) ); } } } return null; } /** * GABLE(케라바) Edge를 처리하여 스켈레톤 선을 정리하고 연장합니다. * @param {object} edgeResult - 스켈레톤 Edge 데이터 * @param {Array} baseLines - 전체 외벽선 배열 * @param {Array} skeletonLines - 전체 스켈레톤 라인 배열 * @param selectBaseLine * @param lastSkeletonLines */ function processGableEdge(edgeResult, baseLines, skeletonLines, selectBaseLine, lastSkeletonLines) { const edgePoints = edgeResult.Polygon.map(p => ({ x: p.X, y: p.Y })); //const polygons = createPolygonsFromSkeletonLines(skeletonLines, selectBaseLine); //console.log("edgePoints::::::", edgePoints) // 1. Initialize processedLines with a deep copy of lastSkeletonLines let processedLines = [] // 1. 케라바 면과 관련된 불필요한 스켈레톤 선을 제거합니다. for (let i = skeletonLines.length - 1; i >= 0; i--) { const line = skeletonLines[i]; const isEdgeLine = line.p1 && line.p2 && edgePoints.some(ep => Math.abs(ep.x - line.p1.x) < 0.001 && Math.abs(ep.y - line.p1.y) < 0.001) && edgePoints.some(ep => Math.abs(ep.x - line.p2.x) < 0.001 && Math.abs(ep.y - line.p2.y) < 0.001); if (isEdgeLine) { skeletonLines.splice(i, 1); } } //console.log("skeletonLines::::::", skeletonLines) //console.log("lastSkeletonLines", lastSkeletonLines) // 2. Find common lines between skeletonLines and lastSkeletonLines skeletonLines.forEach(line => { const matchingLine = lastSkeletonLines?.find(pl => pl.p1 && pl.p2 && line.p1 && line.p2 && ((Math.abs(pl.p1.x - line.p1.x) < 0.001 && Math.abs(pl.p1.y - line.p1.y) < 0.001 && Math.abs(pl.p2.x - line.p2.x) < 0.001 && Math.abs(pl.p2.y - line.p2.y) < 0.001) || (Math.abs(pl.p1.x - line.p2.x) < 0.001 && Math.abs(pl.p1.y - line.p2.y) < 0.001 && Math.abs(pl.p2.x - line.p1.x) < 0.001 && Math.abs(pl.p2.y - line.p1.y) < 0.001)) ); if (matchingLine) { processedLines.push({...matchingLine}); } }); // // 3. Remove lines that are part of the gable edge // processedLines = processedLines.filter(line => { // const isEdgeLine = line.p1 && line.p2 && // edgePoints.some(ep => Math.abs(ep.x - line.p1.x) < 0.001 && Math.abs(ep.y - line.p1.y) < 0.001) && // edgePoints.some(ep => Math.abs(ep.x - line.p2.x) < 0.001 && Math.abs(ep.y - line.p2.y) < 0.001); // // return !isEdgeLine; // }); //console.log("skeletonLines::::::", skeletonLines); //console.log("lastSkeletonLines", lastSkeletonLines); //console.log("processedLines after filtering", processedLines); return processedLines; } // --- Helper Functions --- /** * 두 점으로 이루어진 선분이 외벽선인지 확인합니다. * @param {object} p1 - 점1 {x, y} * @param {object} p2 - 점2 {x, y} * @param {Array} edges - 확인할 외벽선 Edge 배열 * @returns {boolean} 외벽선 여부 */ function isOuterEdge(p1, p2, edges) { const tolerance = 0.1; return edges.some(edge => { const lineStart = { x: edge.Begin.X, y: edge.Begin.Y }; const lineEnd = { x: edge.End.X, y: edge.End.Y }; const forwardMatch = Math.abs(lineStart.x - p1.x) < tolerance && Math.abs(lineStart.y - p1.y) < tolerance && Math.abs(lineEnd.x - p2.x) < tolerance && Math.abs(lineEnd.y - p2.y) < tolerance; const backwardMatch = Math.abs(lineStart.x - p2.x) < tolerance && Math.abs(lineStart.y - p2.y) < tolerance && Math.abs(lineEnd.x - p1.x) < tolerance && Math.abs(lineEnd.y - p1.y) < tolerance; return forwardMatch || backwardMatch; }); } /** * 스켈레톤 라인 배열에 새로운 라인을 추가합니다. (중복 방지) * @param id * @param {Array} skeletonLines - 스켈레톤 라인 배열 * @param {object} p1 - 시작점 * @param {object} p2 - 끝점 * @param {string} lineType - 라인 타입 * @param {string} color - 색상 * @param {number} width - 두께 * @param pitch * @param isOuterLine */ function addRawLine(id, skeletonLines, p1, p2, lineType, color, width, pitch, isOuterLine) { // const edgeKey = [`${p1.x.toFixed(1)},${p1.y.toFixed(1)}`, `${p2.x.toFixed(1)},${p2.y.toFixed(1)}`].sort().join('|'); // if (processedInnerEdges.has(edgeKey)) return; // processedInnerEdges.add(edgeKey); const currentDegree = getDegreeByChon(pitch) const dx = Math.abs(p2.x - p1.x); const dy = Math.abs(p2.y - p1.y); const isDiagonal = dx > 0.1 && dy > 0.1; const normalizedType = isDiagonal ? LINE_TYPE.SUBLINE.HIP : lineType; // Count existing HIP lines const existingEavesCount = skeletonLines.filter(line => line.lineName === LINE_TYPE.SUBLINE.RIDGE ).length; // If this is a HIP line, its index will be the existing count const eavesIndex = normalizedType === LINE_TYPE.SUBLINE.RIDGE ? existingEavesCount : undefined; const newLine = { p1, p2, attributes: { roofId: id, actualSize: (isDiagonal) ? calcLineActualSize( { x1: p1.x, y1: p1.y, x2: p2.x, y2: p2.y }, currentDegree ) : calcLinePlaneSize({ x1: p1.x, y1: p1.y, x2: p2.x, y2: p2.y }), type: normalizedType, planeSize: calcLinePlaneSize({ x1: p1.x, y1: p1.y, x2: p2.x, y2: p2.y }), isRidge: normalizedType === LINE_TYPE.SUBLINE.RIDGE, isOuterEdge: isOuterLine, pitch: pitch, ...(eavesIndex !== undefined && { eavesIndex }) }, lineStyle: { color, width }, }; skeletonLines.push(newLine); //console.log('skeletonLines', skeletonLines); } /** * 폴리곤 좌표를 스켈레톤 생성에 적합하게 전처리합니다 (중복 제거, 시계 방향 정렬). * @param {Array} initialPoints - 초기 폴리곤 좌표 배열 * @returns {Array>} 전처리된 좌표 배열 (e.g., [[10, 10], ...]) */ const preprocessPolygonCoordinates = (initialPoints) => { let coordinates = initialPoints.map(point => [point.x, point.y]); coordinates = coordinates.filter((coord, index) => { if (index === 0) return true; const prev = coordinates[index - 1]; return !(coord[0] === prev[0] && coord[1] === prev[1]); }); if (coordinates.length > 1 && coordinates[0][0] === coordinates[coordinates.length - 1][0] && coordinates[0][1] === coordinates[coordinates.length - 1][1]) { coordinates.pop(); } return coordinates.reverse(); }; /** * 스켈레톤 Edge와 외벽선이 동일한지 확인합니다. * @returns {boolean} 동일 여부 */ const isSameLine = (edgeStartX, edgeStartY, edgeEndX, edgeEndY, baseLine) => { const tolerance = 0.1; const { x1, y1, x2, y2 } = baseLine; const forwardMatch = Math.abs(edgeStartX - x1) < tolerance && Math.abs(edgeStartY - y1) < tolerance && Math.abs(edgeEndX - x2) < tolerance && Math.abs(edgeEndY - y2) < tolerance; const backwardMatch = Math.abs(edgeStartX - x2) < tolerance && Math.abs(edgeStartY - y2) < tolerance && Math.abs(edgeEndX - x1) < tolerance && Math.abs(edgeEndY - y1) < tolerance; return forwardMatch || backwardMatch; }; // --- Disconnected Line Processing --- /** * 점을 선분에 투영한 점의 좌표를 반환합니다. * @param {object} point - 투영할 점 {x, y} * @param {object} line - 기준 선분 {x1, y1, x2, y2} * @returns {object} 투영된 점의 좌표 {x, y} */ const getProjectionPoint = (point, line) => { const { x: px, y: py } = point; const { x1, y1, x2, y2 } = line; const dx = x2 - x1; const dy = y2 - y1; const lineLengthSq = dx * dx + dy * dy; if (lineLengthSq === 0) return { x: x1, y: y1 }; const t = ((px - x1) * dx + (py - y1) * dy) / lineLengthSq; if (t < 0) return { x: x1, y: y1 }; if (t > 1) return { x: x2, y: y2 }; return { x: x1 + t * dx, y: y1 + t * dy }; }; /** * 광선(Ray)과 선분(Segment)의 교차점을 찾습니다. * @param {object} rayStart - 광선의 시작점 * @param {object} rayDir - 광선의 방향 벡터 * @param {object} segA - 선분의 시작점 * @param {object} segB - 선분의 끝점 * @returns {{point: object, t: number}|null} 교차점 정보 또는 null */ function getRayIntersectionWithSegment(rayStart, rayDir, segA, segB) { const p = rayStart; const r = rayDir; const q = segA; const s = { x: segB.x - segA.x, y: segB.y - segA.y }; const rxs = r.x * s.y - r.y * s.x; if (Math.abs(rxs) < 1e-6) return null; // 평행 const q_p = { x: q.x - p.x, y: q.y - p.y }; const t = (q_p.x * s.y - q_p.y * s.x) / rxs; const u = (q_p.x * r.y - q_p.y * r.x) / rxs; if (t >= -1e-6 && u >= -1e-6 && u <= 1 + 1e-6) { return { point: { x: p.x + t * r.x, y: p.y + t * r.y }, t }; } return null; } /** * 한 점에서 다른 점 방향으로 광선을 쏘아 가장 가까운 교차점을 찾습니다. * @param {object} p1 - 광선의 방향을 결정하는 끝점 * @param {object} p2 - 광선의 시작점 * @param {Array} baseLines - 외벽선 배열 * @param {Array} skeletonLines - 스켈레톤 라인 배열 * @param {number} excludeIndex - 검사에서 제외할 현재 라인의 인덱스 * @returns {object|null} 가장 가까운 교차점 정보 또는 null */ function extendFromP2TowardP1(p1, p2, baseLines, skeletonLines, excludeIndex) { const dirVec = { x: p1.x - p2.x, y: p1.y - p2.y }; const len = Math.sqrt(dirVec.x * dirVec.x + dirVec.y * dirVec.y) || 1; const dir = { x: dirVec.x / len, y: dirVec.y / len }; let closestHit = null; const checkHit = (hit) => { if (hit && hit.t > len - 0.1) { // 원래 선분의 끝점(p1) 너머에서 교차하는지 확인 if (!closestHit || hit.t < closestHit.t) { closestHit = hit; } } }; if (Array.isArray(baseLines)) { baseLines.forEach(baseLine => { const hit = getRayIntersectionWithSegment(p2, dir, { x: baseLine.x1, y: baseLine.y1 }, { x: baseLine.x2, y: baseLine.y2 }); checkHit(hit); }); } if (Array.isArray(skeletonLines)) { skeletonLines.forEach((seg, i) => { if (i === excludeIndex) return; const hit = getRayIntersectionWithSegment(p2, dir, seg.p1, seg.p2); checkHit(hit); }); } return closestHit; } /** * 연결이 끊어진 스켈레톤 라인들을 찾아 연장 정보를 계산합니다. * @param {Array} skeletonLines - 스켈레톤 라인 배열 * @param {Array} baseLines - 외벽선 배열 * @returns {object} 끊어진 라인 정보가 담긴 객체 */ export const findDisconnectedSkeletonLines = (skeletonLines, baseLines) => { if (!skeletonLines?.length) return { disconnectedLines: [] }; const disconnectedLines = []; const pointsEqual = (p1, p2, epsilon = 0.1) => Math.abs(p1.x - p2.x) < epsilon && Math.abs(p1.y - p2.y) < epsilon; const isPointOnBase = (point) => baseLines?.some(baseLine => { const { x1, y1, x2, y2 } = baseLine; if (pointsEqual(point, { x: x1, y: y1 }) || pointsEqual(point, { x: x2, y: y2 })) return true; const dist = Math.sqrt(Math.pow(x2 - x1, 2) + Math.pow(y2 - y1, 2)); const dist1 = Math.sqrt(Math.pow(point.x - x1, 2) + Math.pow(point.y - y1, 2)); const dist2 = Math.sqrt(Math.pow(point.x - x2, 2) + Math.pow(point.y - y2, 2)); return Math.abs(dist - (dist1 + dist2)) < 0.1; }) || false; const isConnected = (line, lineIndex) => { const { p1, p2 } = line; let p1Connected = isPointOnBase(p1); let p2Connected = isPointOnBase(p2); if (!p1Connected || !p2Connected) { for (let i = 0; i < skeletonLines.length; i++) { if (i === lineIndex) continue; const other = skeletonLines[i]; if (!p1Connected && (pointsEqual(p1, other.p1) || pointsEqual(p1, other.p2))) p1Connected = true; if (!p2Connected && (pointsEqual(p2, other.p1) || pointsEqual(p2, other.p2))) p2Connected = true; if (p1Connected && p2Connected) break; } } return { p1Connected, p2Connected }; }; skeletonLines.forEach((line, index) => { const { p1Connected, p2Connected } = isConnected(line, index); if (p1Connected && p2Connected) return; let extendedLine = null; if (!p1Connected) { extendedLine = extendFromP2TowardP1(line.p1, line.p2, baseLines, skeletonLines, index); // [수정] 1차 연장 시도(Raycast) 실패 시, 수직 투영(Projection) 대신 모든 선분과의 교차점을 찾는 방식으로 변경 if (!extendedLine) { let closestIntersection = null; let minDistance = Infinity; // 모든 외벽선과 다른 내부선을 타겟으로 설정 const allTargetLines = [ ...baseLines.map(l => ({ p1: {x: l.x1, y: l.y1}, p2: {x: l.x2, y: l.y2} })), ...skeletonLines.filter((_, i) => i !== index) ]; allTargetLines.forEach(targetLine => { // 무한 직선 간의 교차점을 찾음 const intersection = getInfiniteLineIntersection(line.p1, line.p2, targetLine.p1, targetLine.p2); // 교차점이 존재하고, 타겟 '선분' 위에 있는지 확인 if (intersection && isPointOnSegmentForExtension(intersection, targetLine.p1, targetLine.p2)) { // 연장 방향이 올바른지 확인 (뒤로 가지 않도록) const lineVec = { x: line.p1.x - line.p2.x, y: line.p1.y - line.p2.y }; const intersectVec = { x: intersection.x - line.p1.x, y: intersection.y - line.p1.y }; const dotProduct = lineVec.x * intersectVec.x + lineVec.y * intersectVec.y; if (dotProduct >= -1e-6) { // 교차점이 p1 기준으로 '앞'에 있을 경우 const dist = Math.sqrt(Math.pow(line.p1.x - intersection.x, 2) + Math.pow(line.p1.y - intersection.y, 2)); if (dist > 0.1 && dist < minDistance) { // 자기 자신이 아니고, 가장 가까운 교차점 갱신 minDistance = dist; closestIntersection = intersection; } } } }); if (closestIntersection) { extendedLine = { point: closestIntersection }; } } } else if (!p2Connected) { extendedLine = extendFromP2TowardP1(line.p2, line.p1, baseLines, skeletonLines, index); // [수정] 1차 연장 시도(Raycast) 실패 시, 수직 투영(Projection) 대신 모든 선분과의 교차점을 찾는 방식으로 변경 if (!extendedLine) { let closestIntersection = null; let minDistance = Infinity; // 모든 외벽선과 다른 내부선을 타겟으로 설정 const allTargetLines = [ ...baseLines.map(l => ({ p1: {x: l.x1, y: l.y1}, p2: {x: l.x2, y: l.y2} })), ...skeletonLines.filter((_, i) => i !== index) ]; allTargetLines.forEach(targetLine => { // 무한 직선 간의 교차점을 찾음 const intersection = getInfiniteLineIntersection(line.p2, line.p1, targetLine.p1, targetLine.p2); // 교차점이 존재하고, 타겟 '선분' 위에 있는지 확인 if (intersection && isPointOnSegmentForExtension(intersection, targetLine.p1, targetLine.p2)) { // 연장 방향이 올바른지 확인 (뒤로 가지 않도록) const lineVec = { x: line.p2.x - line.p1.x, y: line.p2.y - line.p1.y }; const intersectVec = { x: intersection.x - line.p2.x, y: intersection.y - line.p2.y }; const dotProduct = lineVec.x * intersectVec.x + lineVec.y * intersectVec.y; if (dotProduct >= -1e-6) { // 교차점이 p2 기준으로 '앞'에 있을 경우 const dist = Math.sqrt(Math.pow(line.p2.x - intersection.x, 2) + Math.pow(line.p2.y - intersection.y, 2)); if (dist > 0.1 && dist < minDistance) { // 자기 자신이 아니고, 가장 가까운 교차점 갱신 minDistance = dist; closestIntersection = intersection; } } } }); if (closestIntersection) { extendedLine = { point: closestIntersection }; } } } disconnectedLines.push({ line, index, p1Connected, p2Connected, extendedLine }); }); return { disconnectedLines }; }; /** * 연장된 스켈레톤 라인들이 서로 교차하는 경우, 교차점에서 잘라냅니다. * 이 함수는 skeletonLines 배열의 요소를 직접 수정하여 접점에서 선이 멈추도록 합니다. * @param {Array} skeletonLines - (수정될) 전체 스켈레톤 라인 배열 * @param {Array} disconnectedLines - 연장 정보가 담긴 배열 */ const trimIntersectingExtendedLines = (skeletonLines, disconnectedLines) => { // disconnectedLines에는 연장된 선들의 정보가 들어있음 for (let i = 0; i < disconnectedLines.length; i++) { for (let j = i + 1; j < disconnectedLines.length; j++) { const dLine1 = disconnectedLines[i]; const dLine2 = disconnectedLines[j]; // skeletonLines 배열에서 직접 참조를 가져오므로, 여기서 line1, line2를 수정하면 // 원본 skeletonLines 배열의 내용이 변경됩니다. const line1 = skeletonLines[dLine1.index]; const line2 = skeletonLines[dLine2.index]; if(!line1 || !line2) continue; // 두 연장된 선분이 교차하는지 확인 const intersection = getLineIntersection(line1.p1, line1.p2, line2.p1, line2.p2); if (intersection) { // 교차점이 있다면, 각 선의 연장된 끝점을 교차점으로 업데이트합니다. // 이 변경 사항은 skeletonLines 배열에 바로 반영됩니다. if (!dLine1.p1Connected) { // p1이 연장된 점이었으면 line1.p1 = intersection; } else { // p2가 연장된 점이었으면 line1.p2 = intersection; } if (!dLine2.p1Connected) { // p1이 연장된 점이었으면 line2.p1 = intersection; } else { // p2가 연장된 점이었으면 line2.p2 = intersection; } } } } } /** * skeletonLines와 selectBaseLine을 이용하여 다각형이 되는 좌표를 구합니다. * selectBaseLine의 좌표는 제외합니다. * @param {Array} skeletonLines - 스켈레톤 라인 배열 * @param {Object} selectBaseLine - 선택된 베이스 라인 (p1, p2 속성을 가진 객체) * @returns {Array>} 다각형 좌표 배열의 배열 */ const createPolygonsFromSkeletonLines = (skeletonLines, selectBaseLine) => { if (!skeletonLines?.length) return []; // 1. 모든 교차점 찾기 const intersections = findAllIntersections(skeletonLines); // 2. 모든 포인트 수집 (엔드포인트 + 교차점) const allPoints = collectAllPoints(skeletonLines, intersections); // 3. selectBaseLine 상의 점들 제외 const filteredPoints = allPoints.filter(point => { if (!selectBaseLine?.startPoint || !selectBaseLine?.endPoint) return true; // 점이 selectBaseLine 상에 있는지 확인 return !isPointOnSegment( point, selectBaseLine.startPoint, selectBaseLine.endPoint ); }); }; /** * 두 무한 직선의 교차점을 찾습니다. (선분X) * @param {object} p1 - 직선1의 점1 * @param {object} p2 - 직선1의 점2 * @param {object} p3 - 직선2의 점1 * @param {object} p4 - 직선2의 점2 * @returns {object|null} 교차점 좌표 또는 null (평행/동일선) */ const getInfiniteLineIntersection = (p1, p2, p3, p4) => { const x1 = p1.x, y1 = p1.y; const x2 = p2.x, y2 = p2.y; const x3 = p3.x, y3 = p3.y; const x4 = p4.x, y4 = p4.y; const denom = (x1 - x2) * (y3 - y4) - (y1 - y2) * (x3 - x4); if (Math.abs(denom) < 1e-10) return null; // 평행 또는 동일선 const t = ((x1 - x3) * (y3 - y4) - (y1 - y3) * (x3 - x4)) / denom; return { x: x1 + t * (x2 - x1), y: y1 + t * (y2 - y1) }; }; /** * 점이 선분 위에 있는지 확인합니다. (연장 로직용) * @param {object} point - 확인할 점 * @param {object} segStart - 선분 시작점 * @param {object} segEnd - 선분 끝점 * @param {number} tolerance - 허용 오차 * @returns {boolean} 선분 위 여부 */ const isPointOnSegmentForExtension = (point, segStart, segEnd, tolerance = 0.1) => { const dist = Math.sqrt(Math.pow(segEnd.x - segStart.x, 2) + Math.pow(segEnd.y - segStart.y, 2)); const dist1 = Math.sqrt(Math.pow(point.x - segStart.x, 2) + Math.pow(point.y - segStart.y, 2)); const dist2 = Math.sqrt(Math.pow(point.x - segEnd.x, 2) + Math.pow(point.y - segEnd.y, 2)); return Math.abs(dist - (dist1 + dist2)) < tolerance; }; /** * 스켈레톤 라인들 간의 모든 교차점을 찾습니다. * @param {Array} skeletonLines - 스켈레톤 라인 배열 (각 요소는 {p1: {x, y}, p2: {x, y}} 형태) * @returns {Array} 교차점 배열 */ const findAllIntersections = (skeletonLines) => { const intersections = []; const processedPairs = new Set(); for (let i = 0; i < skeletonLines.length; i++) { for (let j = i + 1; j < skeletonLines.length; j++) { const pairKey = `${i}-${j}`; if (processedPairs.has(pairKey)) continue; processedPairs.add(pairKey); const line1 = skeletonLines[i]; const line2 = skeletonLines[j]; // 두 라인이 교차하는지 확인 const intersection = getLineIntersection( line1.p1, line1.p2, line2.p1, line2.p2 ); if (intersection) { // 교차점이 실제로 두 선분 위에 있는지 확인 if (isPointOnSegment(intersection, line1.p1, line1.p2) && isPointOnSegment(intersection, line2.p1, line2.p2)) { intersections.push(intersection); } } } } return intersections; }; /** * 스켈레톤 라인들과 교차점들을 모아서 모든 포인트를 수집합니다. * @param {Array} skeletonLines - 스켈레톤 라인 배열 * @param {Array} intersections - 교차점 배열 * @returns {Array} 모든 포인트 배열 */ const collectAllPoints = (skeletonLines, intersections) => { const allPoints = new Map(); const pointKey = (point) => `${point.x.toFixed(3)},${point.y.toFixed(3)}`; // 스켈레톤 라인의 엔드포인트들 추가 skeletonLines.forEach(line => { const key1 = pointKey(line.p1); const key2 = pointKey(line.p2); if (!allPoints.has(key1)) { allPoints.set(key1, { ...line.p1 }); } if (!allPoints.has(key2)) { allPoints.set(key2, { ...line.p2 }); } }); // 교차점들 추가 intersections.forEach(intersection => { const key = pointKey(intersection); if (!allPoints.has(key)) { allPoints.set(key, { ...intersection }); } }); return Array.from(allPoints.values()); }; // 필요한 유틸리티 함수들 const getLineIntersection = (p1, p2, p3, p4) => { const x1 = p1.x, y1 = p1.y; const x2 = p2.x, y2 = p2.y; const x3 = p3.x, y3 = p3.y; const x4 = p4.x, y4 = p4.y; const denom = (x1 - x2) * (y3 - y4) - (y1 - y2) * (x3 - x4); if (Math.abs(denom) < 1e-10) return null; const t = ((x1 - x3) * (y3 - y4) - (y1 - y3) * (x3 - x4)) / denom; const u = -((x1 - x2) * (y1 - y3) - (y1 - y2) * (x1 - x3)) / denom; if (t >= 0 && t <= 1 && u >= 0 && u <= 1) { return { x: x1 + t * (x2 - x1), y: y1 + t * (y2 - y1) }; } return null; }; const isPointOnSegment = (point, segStart, segEnd) => { const tolerance = 1e-6; const crossProduct = (point.y - segStart.y) * (segEnd.x - segStart.x) - (point.x - segStart.x) * (segEnd.y - segStart.y); if (Math.abs(crossProduct) > tolerance) return false; const dotProduct = (point.x - segStart.x) * (segEnd.x - segStart.x) + (point.y - segStart.y) * (segEnd.y - segStart.y); const squaredLength = (segEnd.x - segStart.x) ** 2 + (segEnd.y - segStart.y) ** 2; return dotProduct >= 0 && dotProduct <= squaredLength; }; // Export all necessary functions export { findAllIntersections, collectAllPoints, createPolygonsFromSkeletonLines }; /** * Finds lines in the roof that match certain criteria based on the given points * @param {Array} lines - The roof lines to search through * @param {Object} startPoint - The start point of the reference line * @param {Object} endPoint - The end point of the reference line * @param {Array} oldPoints - The old points to compare against * @returns {Array} Array of matching line objects with their properties */ function findMatchingRoofLines(lines, startPoint, endPoint, oldPoints) { const result = []; // If no lines provided, return empty array if (!lines || !lines.length) return result; // Process each line in the roof for (const line of lines) { // Get the start and end points of the current line const p1 = { x: line.x1, y: line.y1 }; const p2 = { x: line.x2, y: line.y2 }; // Check if both points exist in the oldPoints array const p1Exists = oldPoints.some(p => Math.abs(p.x - p1.x) < 0.0001 && Math.abs(p.y - p1.y) < 0.0001 ); const p2Exists = oldPoints.some(p => Math.abs(p.x - p2.x) < 0.0001 && Math.abs(p.y - p2.y) < 0.0001 ); // If both points exist in oldPoints, add to results if (p1Exists && p2Exists) { // Calculate line position relative to the reference line const position = getLinePosition( { start: p1, end: p2 }, { start: startPoint, end: endPoint } ); result.push({ start: p1, end: p2, position: position, line: line }); } } return result; } /** * Finds the opposite line in a polygon based on the given line * @param {Array} edges - The polygon edges from canvas.skeleton.Edges * @param {Object} startPoint - The start point of the line to find opposite for * @param {Object} endPoint - The end point of the line to find opposite for * @param targetPosition * @returns {Object|null} The opposite line if found, null otherwise */ function findOppositeLine(edges, startPoint, endPoint, points) { const result = []; // 1. 다각형 찾기 const polygons = findPolygonsContainingLine(edges, startPoint, endPoint); if (polygons.length === 0) return null; const referenceSlope = calculateSlope(startPoint, endPoint); // 각 다각형에 대해 처리 for (const polygon of polygons) { // 2. 기준 선분의 인덱스 찾기 let baseIndex = -1; for (let i = 0; i < polygon.length; i++) { const p1 = { x: polygon[i].X, y: polygon[i].Y }; const p2 = { x: polygon[(i + 1) % polygon.length].X, y: polygon[(i + 1) % polygon.length].Y }; if ((isSamePoint(p1, startPoint) && isSamePoint(p2, endPoint)) || (isSamePoint(p1, endPoint) && isSamePoint(p2, startPoint))) { baseIndex = i; break; } } if (baseIndex === -1) continue; // 현재 다각형에서 기준 선분을 찾지 못한 경우 // 3. 다각형의 각 선분을 순회하면서 평행한 선분 찾기 const polyLength = polygon.length; for (let i = 0; i < polyLength; i++) { if (i === baseIndex) continue; // 기준 선분은 제외 const p1 = { x: polygon[i].X, y: polygon[i].Y }; const p2 = { x: polygon[(i + 1) % polyLength].X, y: polygon[(i + 1) % polyLength].Y }; const p1Exist = points.some(p => Math.abs(p.x - p1.x) < 0.0001 && Math.abs(p.y - p1.y) < 0.0001 ); const p2Exist = points.some(p => Math.abs(p.x - p2.x) < 0.0001 && Math.abs(p.y - p2.y) < 0.0001 ); if(p1Exist && p2Exist){ const position = getLinePosition( { start: p1, end: p2 }, { start: startPoint, end: endPoint } ); result.push({ start: p1, end: p2, position: position, polygon: polygon }); } // // 현재 선분의 기울기 계산 // const currentSlope = calculateSlope(p1, p2); // // // 기울기가 같은지 확인 (평행한 선분) // if (areLinesParallel(referenceSlope, currentSlope)) { // // 동일한 선분이 아닌지 확인 // if (!areSameLine(p1, p2, startPoint, endPoint)) { // const position = getLinePosition( // { start: p1, end: p2 }, // { start: startPoint, end: endPoint } // ); // // const lineMid = { // x: (p1.x + p2.x) / 2, // y: (p1.y + p2.y) / 2 // }; // // const baseMid = { // x: (startPoint.x + endPoint.x) / 2, // y: (startPoint.y + endPoint.y) / 2 // }; // const distance = Math.sqrt( // Math.pow(lineMid.x - baseMid.x, 2) + // Math.pow(lineMid.y - baseMid.y, 2) // ); // // const existingIndex = result.findIndex(line => line.position === position); // // if (existingIndex === -1) { // // If no line with this position exists, add it // result.push({ // start: p1, // end: p2, // position: position, // polygon: polygon, // distance: distance // }); // } else if (distance > result[existingIndex].distance) { // // If a line with this position exists but is closer, replace it // result[existingIndex] = { // start: p1, // end: p2, // position: position, // polygon: polygon, // distance: distance // }; // } // } // } } } return result.length > 0 ? result:[]; } function getLinePosition(line, referenceLine) { // 대상선의 중점 const lineMidX = (line.start.x + line.end.x) / 2; const lineMidY = (line.start.y + line.end.y) / 2; // 참조선의 중점 const refMidX = (referenceLine.start.x + referenceLine.end.x) / 2; const refMidY = (referenceLine.start.y + referenceLine.end.y) / 2; // 단순히 좌표 차이로 판단 const deltaX = lineMidX - refMidX; const deltaY = lineMidY - refMidY; // 참조선의 기울기 const refDeltaX = referenceLine.end.x - referenceLine.start.x; const refDeltaY = referenceLine.end.y - referenceLine.start.y; // 참조선이 더 수평인지 수직인지 판단 if (Math.abs(refDeltaX) > Math.abs(refDeltaY)) { // 수평선에 가까운 경우 - Y 좌표로 판단 return deltaY > 0 ? 'bottom' : 'top'; } else { // 수직선에 가까운 경우 - X 좌표로 판단 return deltaX > 0 ? 'right' : 'left'; } } /** * Helper function to find if two points are the same within a tolerance */ function isSamePoint(p1, p2, tolerance = 0.1) { return Math.abs(p1.x - p2.x) < tolerance && Math.abs(p1.y - p2.y) < tolerance; } // 두 점을 지나는 직선의 기울기 계산 function calculateSlope(p1, p2) { // 수직선인 경우 (기울기 무한대) if (p1.x === p2.x) return Infinity; return (p2.y - p1.y) / (p2.x - p1.x); } // 두 직선이 평행한지 확인 // function areLinesParallel(slope1, slope2) { // // 두 직선 모두 수직선인 경우 // if (slope1 === Infinity && slope2 === Infinity) return true; // // // 기울기의 차이가 매우 작으면 평행한 것으로 간주 // const epsilon = 0.0001; // return Math.abs(slope1 - slope2) < epsilon; // } // 두 선분이 동일한지 확인 // function areSameLine(p1, p2, p3, p4) { // return ( // (isSamePoint(p1, p3) && isSamePoint(p2, p4)) || // (isSamePoint(p1, p4) && isSamePoint(p2, p3)) // ); // } /** * Helper function to find the polygon containing the given line */ function findPolygonsContainingLine(edges, p1, p2) { const polygons = []; for (const edge of edges) { const polygon = edge.Polygon; for (let i = 0; i < polygon.length; i++) { const ep1 = { x: polygon[i].X, y: polygon[i].Y }; const ep2 = { x: polygon[(i + 1) % polygon.length].X, y: polygon[(i + 1) % polygon.length].Y }; if ((isSamePoint(ep1, p1) && isSamePoint(ep2, p2)) || (isSamePoint(ep1, p2) && isSamePoint(ep2, p1))) { polygons.push(polygon); break; // 이 다각형에 대한 검사 완료 } } } return polygons; // 일치하는 모든 다각형 반환 } /** * roof.lines로 만들어진 다각형 내부에만 선분이 존재하도록 클리핑합니다. * @param {Object} p1 - 선분의 시작점 {x, y} * @param {Object} p2 - 선분의 끝점 {x, y} * @param {Array} roofLines - 지붕 경계선 배열 (QLine 객체의 배열) * @param skeletonLines * @returns {Object} {p1: {x, y}, p2: {x, y}} - 다각형 내부로 클리핑된 선분 */ function clipLineToRoofBoundary(p1, p2, roofLines, selectLine) { if (!roofLines || !roofLines.length) { return { p1: { ...p1 }, p2: { ...p2 } }; } const dx = Math.abs(p2.x - p1.x); const dy = Math.abs(p2.y - p1.y); const isDiagonal = dx > 0.5 && dy > 0.5; // 기본값으로 원본 좌표 설정 let clippedP1 = { x: p1.x, y: p1.y }; let clippedP2 = { x: p2.x, y: p2.y }; // p1이 다각형 내부에 있는지 확인 const p1Inside = isPointInsidePolygon(p1, roofLines); // p2가 다각형 내부에 있는지 확인 const p2Inside = isPointInsidePolygon(p2, roofLines); //console.log('p1Inside:', p1Inside, 'p2Inside:', p2Inside); // 두 점 모두 내부에 있으면 그대로 반환 if (p1Inside && p2Inside) { if(!selectLine || isDiagonal){ return { p1: clippedP1, p2: clippedP2 }; } //console.log('평행선::', clippedP1, clippedP2) return { p1: clippedP1, p2: clippedP2 }; } // 선분과 다각형 경계선의 교차점들을 찾음 const intersections = []; for (const line of roofLines) { const lineP1 = { x: line.x1, y: line.y1 }; const lineP2 = { x: line.x2, y: line.y2 }; const intersection = getLineIntersection(p1, p2, lineP1, lineP2); if (intersection) { // 교차점이 선분 위에 있는지 확인 const t = getParameterT(p1, p2, intersection); if (t >= 0 && t <= 1) { intersections.push({ point: intersection, t: t }); } } } //console.log('Found intersections:', intersections.length); // 교차점들을 t 값으로 정렬 intersections.sort((a, b) => a.t - b.t); if (!p1Inside && !p2Inside) { // 두 점 모두 외부에 있는 경우 if (intersections.length >= 2) { //console.log('Both outside, using intersection points'); clippedP1.x = intersections[0].point.x; clippedP1.y = intersections[0].point.y; clippedP2.x = intersections[1].point.x; clippedP2.y = intersections[1].point.y; } else { //console.log('Both outside, no valid intersections - returning original'); // 교차점이 충분하지 않으면 원본 반환 return { p1: clippedP1, p2: clippedP2 }; } } else if (!p1Inside && p2Inside) { // p1이 외부, p2가 내부 if (intersections.length > 0) { //console.log('p1 outside, p2 inside - moving p1 to intersection'); clippedP1.x = intersections[0].point.x; clippedP1.y = intersections[0].point.y; // p2는 이미 내부에 있으므로 원본 유지 clippedP2.x = p2.x; clippedP2.y = p2.y; } } else if (p1Inside && !p2Inside) { // p1이 내부, p2가 외부 if (intersections.length > 0) { //console.log('p1 inside, p2 outside - moving p2 to intersection'); // p1은 이미 내부에 있으므로 원본 유지 clippedP1.x = p1.x; clippedP1.y = p1.y; clippedP2.x = intersections[0].point.x; clippedP2.y = intersections[0].point.y; } } return { p1: clippedP1, p2: clippedP2 }; } /** * 점이 다각형 내부에 있는지 확인합니다 (Ray Casting 알고리즘 사용). * @param {Object} point - 확인할 점 {x, y} * @param {Array} roofLines - 다각형을 구성하는 선분들 * @returns {boolean} 점이 다각형 내부에 있으면 true */ function isPointInsidePolygon2(point, roofLines) { let inside = false; const x = point.x; const y = point.y; for (const line of roofLines) { const x1 = line.x1; const y1 = line.y1; const x2 = line.x2; const y2 = line.y2; // Ray casting: 점에서 오른쪽으로 수평선을 그었을 때 다각형 경계와 교차하는 횟수 확인 if (((y1 > y) !== (y2 > y)) && (x < (x2 - x1) * (y - y1) / (y2 - y1) + x1)) { inside = !inside; } } return inside; } function isPointInsidePolygon(point, roofLines) { // 1. 먼저 경계선 위에 있는지 확인 (방향 무관) if (isOnBoundaryDirectionIndependent(point, roofLines)) { return true; } // 2. 내부/외부 판단 (기존 알고리즘) let winding = 0; const x = point.x; const y = point.y; for (let i = 0; i < roofLines.length; i++) { const line = roofLines[i]; const x1 = line.x1, y1 = line.y1; const x2 = line.x2, y2 = line.y2; if (y1 <= y) { if (y2 > y) { const orientation = (x2 - x1) * (y - y1) - (x - x1) * (y2 - y1); if (orientation > 0) winding++; } } else { if (y2 <= y) { const orientation = (x2 - x1) * (y - y1) - (x - x1) * (y2 - y1); if (orientation < 0) winding--; } } } return winding !== 0; } // 방향에 무관한 경계선 검사 function isOnBoundaryDirectionIndependent(point, roofLines) { const tolerance = 1e-10; for (const line of roofLines) { if (isPointOnLineSegmentDirectionIndependent(point, line, tolerance)) { return true; } } return false; } // 핵심: 방향에 무관한 선분 위 점 검사 function isPointOnLineSegmentDirectionIndependent(point, line, tolerance) { const x = point.x, y = point.y; const x1 = line.x1, y1 = line.y1; const x2 = line.x2, y2 = line.y2; // 방향에 무관하게 경계 상자 체크 const minX = Math.min(x1, x2); const maxX = Math.max(x1, x2); const minY = Math.min(y1, y2); const maxY = Math.max(y1, y2); if (x < minX - tolerance || x > maxX + tolerance || y < minY - tolerance || y > maxY + tolerance) { return false; } // 외적을 이용한 직선 위 판단 (방향 무관) const cross = (y - y1) * (x2 - x1) - (x - x1) * (y2 - y1); return Math.abs(cross) < tolerance; } /** * 선분 위의 점에 대한 매개변수 t를 계산합니다. * p = p1 + t * (p2 - p1)에서 t 값을 구합니다. * @param {Object} p1 - 선분의 시작점 * @param {Object} p2 - 선분의 끝점 * @param {Object} point - 선분 위의 점 * @returns {number} 매개변수 t (0이면 p1, 1이면 p2) */ function getParameterT(p1, p2, point) { const dx = p2.x - p1.x; const dy = p2.y - p1.y; // x 좌표가 더 큰 변화를 보이면 x로 계산, 아니면 y로 계산 if (Math.abs(dx) > Math.abs(dy)) { return dx === 0 ? 0 : (point.x - p1.x) / dx; } else { return dy === 0 ? 0 : (point.y - p1.y) / dy; } } export const convertBaseLinesToPoints = (baseLines) => { const points = []; const pointSet = new Set(); baseLines.forEach((line) => { [ { x: line.x1, y: line.y1 }, { x: line.x2, y: line.y2 } ].forEach(point => { const key = `${point.x},${point.y}`; if (!pointSet.has(key)) { pointSet.add(key); points.push(point); } }); }); return points; }; function getLineDirection(p1, p2) { const dx = p2.x - p1.x; const dy = p2.y - p1.y; const angle = Math.atan2(dy, dx) * 180 / Math.PI; // 각도 범위에 따라 방향 반환 if ((angle >= -45 && angle < 45)) return 'right'; if ((angle >= 45 && angle < 135)) return 'bottom'; if ((angle >= 135 || angle < -135)) return 'left'; return 'top'; // (-135 ~ -45) } /** * 라인의 방향과 wall line에서 뻗어 들어가는지(내부로) 아니면 뻗어 나가는지(외부로)를 판단합니다. * @param {Object} p1 - 라인의 시작점 {x, y} * @param {Object} p2 - 라인의 끝점 {x, y} * @param {Object} wall - wall 객체 (checkPointInPolygon 메서드 사용 가능) * @returns {Object} {direction: string, orientation: 'inward'|'outward'|'unknown'} */ function getLineDirectionWithOrientation(p1, p2, wall) { const direction = getLineDirection(p1, p2); if (!wall) { return { direction, orientation: 'unknown' }; } // 라인의 중점과 방향 벡터 계산 const midX = (p1.x + p2.x) / 2; const midY = (p1.y + p2.y) / 2; const dx = p2.x - p1.x; const dy = p2.y - p1.y; const length = Math.sqrt(dx * dx + dy * dy); if (length === 0) { return { direction, orientation: 'unknown' }; } // 중점에서 라인 방향으로 약간 이동한 점이 wall 내부에 있는지 확인 const testOffset = 10; const testPoint = { x: midX + (dx / length) * testOffset, y: midY + (dy / length) * testOffset }; const isInside = checkPointInPolygon(testPoint, wall); return { direction, orientation: isInside ? 'inward' : 'outward' }; } /** * 점이 선분 위에 있는지 확인하는 헬퍼 함수 * @param {Object} point - 확인할 점 {x, y} * @param {Object} lineStart - 선분의 시작점 {x, y} * @param {Object} lineEnd - 선분의 끝점 {x, y} * @param {number} epsilon - 허용 오차 * @returns {boolean} */ function isPointOnLineSegment(point, lineStart, lineEnd, epsilon = 0.1) { const dx = lineEnd.x - lineStart.x; const dy = lineEnd.y - lineStart.y; const length = Math.sqrt(dx * dx + dy * dy); if (length === 0) { // 선분의 길이가 0이면 시작점과의 거리만 확인 return Math.abs(point.x - lineStart.x) < epsilon && Math.abs(point.y - lineStart.y) < epsilon; } // 점에서 선분의 시작점까지의 벡터 const toPoint = { x: point.x - lineStart.x, y: point.y - lineStart.y }; // 선분 방향으로의 투영 길이 const t = (toPoint.x * dx + toPoint.y * dy) / (length * length); // t가 0과 1 사이에 있어야 선분 위에 있음 if (t < 0 || t > 1) { return false; } // 선분 위의 가장 가까운 점 const closestPoint = { x: lineStart.x + t * dx, y: lineStart.y + t * dy }; // 점과 가장 가까운 점 사이의 거리 const dist = Math.sqrt( Math.pow(point.x - closestPoint.x, 2) + Math.pow(point.y - closestPoint.y, 2) ); return dist < epsilon; } // selectLine과 baseLines 비교하여 방향 찾기 function findLineDirection(selectLine, baseLines) { for (const baseLine of baseLines) { // baseLine의 시작점과 끝점 const baseStart = baseLine.startPoint; const baseEnd = baseLine.endPoint; // selectLine의 시작점과 끝점 const selectStart = selectLine.startPoint; const selectEnd = selectLine.endPoint; // 정방향 또는 역방향으로 일치하는지 확인 if ((isSamePoint(baseStart, selectStart) && isSamePoint(baseEnd, selectEnd)) || (isSamePoint(baseStart, selectEnd) && isSamePoint(baseEnd, selectStart))) { // baseLine의 방향 계산 const dx = baseEnd.x - baseStart.x; const dy = baseEnd.y - baseStart.y; // 기울기를 바탕으로 방향 판단 if (Math.abs(dx) > Math.abs(dy)) { return dx > 0 ? 'right' : 'left'; } else { return dy > 0 ? 'down' : 'up'; } } } return null; // 일치하는 라인이 없는 경우 } /** * outerLine의 방향에 따라 올바른 시작점과 끝점을 반환합니다. * 예를 들어 왼쪽으로 진행하는 라인의 경우, x 좌표가 작은 쪽이 끝점, 큰 쪽이 시작점입니다. * @param {Object} outerLine - QLine 객체 * @returns {Object} {startPoint: {x, y}, endPoint: {x, y}, direction: string} */ function getOuterLinePointsWithDirection(outerLine) { const direction = getLineDirection(outerLine.startPoint, outerLine.endPoint); let startPoint, endPoint; switch (direction) { case 'left': // 왼쪽으로 진행: x 좌표가 큰 쪽이 시작점, 작은 쪽이 끝점 if (outerLine.startPoint.x > outerLine.endPoint.x) { startPoint = outerLine.startPoint; endPoint = outerLine.endPoint; } else { startPoint = outerLine.endPoint; endPoint = outerLine.startPoint; } break; case 'right': // 오른쪽으로 진행: x 좌표가 작은 쪽이 시작점, 큰 쪽이 끝점 if (outerLine.startPoint.x < outerLine.endPoint.x) { startPoint = outerLine.startPoint; endPoint = outerLine.endPoint; } else { startPoint = outerLine.endPoint; endPoint = outerLine.startPoint; } break; case 'top': // 위로 진행: y 좌표가 큰 쪽이 시작점, 작은 쪽이 끝점 if (outerLine.startPoint.y > outerLine.endPoint.y) { startPoint = outerLine.startPoint; endPoint = outerLine.endPoint; } else { startPoint = outerLine.endPoint; endPoint = outerLine.startPoint; } break; case 'bottom': // 아래로 진행: y 좌표가 작은 쪽이 시작점, 큰 쪽이 끝점 if (outerLine.startPoint.y < outerLine.endPoint.y) { startPoint = outerLine.startPoint; endPoint = outerLine.endPoint; } else { startPoint = outerLine.endPoint; endPoint = outerLine.startPoint; } break; default: // 기본값: 원래대로 반환 startPoint = outerLine.startPoint; endPoint = outerLine.endPoint; } return { startPoint, endPoint, direction }; } function getLinePositionRelativeToWall(selectLine, wall) { // wall의 경계를 가져옵니다. const bounds = wall.getBoundingRect(); const { left, top, width, height } = bounds; const right = left + width; const bottom = top + height; // selectLine의 중간점을 계산합니다. const midX = (selectLine.startPoint.x + selectLine.endPoint.x) / 2; const midY = (selectLine.startPoint.y + selectLine.endPoint.y) / 2; // 경계로부터의 거리를 계산합니다. const distanceToLeft = Math.abs(midX - left); const distanceToRight = Math.abs(midX - right); const distanceToTop = Math.abs(midY - top); const distanceToBottom = Math.abs(midY - bottom); // 가장 가까운 경계를 찾습니다. const minDistance = Math.min( distanceToLeft, distanceToRight, distanceToTop, distanceToBottom ); // 가장 가까운 경계를 반환합니다. if (minDistance === distanceToLeft) return 'left'; if (minDistance === distanceToRight) return 'right'; if (minDistance === distanceToTop) return 'top'; return 'bottom'; } /** * Convert a line into an array of coordinate points * @param {Object} line - Line object with startPoint and endPoint * @param {Object} line.startPoint - Start point with x, y coordinates * @param {Object} line.endPoint - End point with x, y coordinates * @param {number} [step=1] - Distance between points (default: 1) * @returns {Array} Array of points [{x, y}, ...] */ function lineToPoints(line, step = 1) { const { startPoint, endPoint } = line; const points = []; // Add start point points.push({ x: startPoint.x, y: startPoint.y }); // Calculate distance between points const dx = endPoint.x - startPoint.x; const dy = endPoint.y - startPoint.y; const distance = Math.sqrt(dx * dx + dy * dy); const steps = Math.ceil(distance / step); // Add intermediate points for (let i = 1; i < steps; i++) { const t = i / steps; points.push({ x: startPoint.x + dx * t, y: startPoint.y + dy * t }); } // Add end point points.push({ x: endPoint.x, y: endPoint.y }); return points; } /** * 다각형의 모든 좌표를 offset만큼 안쪽/바깥쪽으로 이동 * @param {Array} points - 다각형 좌표 배열 [{x, y}, ...] * @param {number} offset - offset 값 (양수: 안쪽, 음수: 바깥쪽) * @returns {Array} offset이 적용된 새로운 좌표 배열 */ function offsetPolygon(points, offset) { if (points.length < 3) return points; const offsetPoints = []; const numPoints = points.length; for (let i = 0; i < numPoints; i++) { const prevIndex = (i - 1 + numPoints) % numPoints; const currentIndex = i; const nextIndex = (i + 1) % numPoints; const prevPoint = points[prevIndex]; const currentPoint = points[currentIndex]; const nextPoint = points[nextIndex]; // 이전 변의 방향 벡터 const prevVector = { x: currentPoint.x - prevPoint.x, y: currentPoint.y - prevPoint.y }; // 다음 변의 방향 벡터 const nextVector = { x: nextPoint.x - currentPoint.x, y: nextPoint.y - currentPoint.y }; // 정규화 const prevLength = Math.sqrt(prevVector.x * prevVector.x + prevVector.y * prevVector.y); const nextLength = Math.sqrt(nextVector.x * nextVector.x + nextVector.y * nextVector.y); if (prevLength === 0 || nextLength === 0) continue; const prevNormal = { x: -prevVector.y / prevLength, y: prevVector.x / prevLength }; const nextNormal = { x: -nextVector.y / nextLength, y: nextVector.x / nextLength }; // 평균 법선 벡터 계산 const avgNormal = { x: (prevNormal.x + nextNormal.x) / 2, y: (prevNormal.y + nextNormal.y) / 2 }; // 평균 법선 벡터 정규화 const avgLength = Math.sqrt(avgNormal.x * avgNormal.x + avgNormal.y * avgNormal.y); if (avgLength === 0) continue; const normalizedAvg = { x: avgNormal.x / avgLength, y: avgNormal.y / avgLength }; // 각도 보정 (예각일 때 offset 조정) const cosAngle = prevNormal.x * nextNormal.x + prevNormal.y * nextNormal.y; const adjustedOffset = Math.abs(cosAngle) > 0.1 ? offset / Math.abs(cosAngle) : offset; // 새로운 점 계산 const offsetPoint = { x: currentPoint.x + normalizedAvg.x * adjustedOffset, y: currentPoint.y + normalizedAvg.y * adjustedOffset }; offsetPoints.push(offsetPoint); } return offsetPoints; } /** * baseLines를 연결하여 다각형 순서로 정렬된 점들 반환 * @param {Array} baseLines - 라인 배열 * @returns {Array} 순서대로 정렬된 점들의 배열 */ function getOrderedBasePoints(baseLines) { if (baseLines.length === 0) return []; const points = []; const usedLines = new Set(); // 첫 번째 라인으로 시작 let currentLine = baseLines[0]; points.push({ ...currentLine.startPoint }); points.push({ ...currentLine.endPoint }); usedLines.add(0); let lastPoint = currentLine.endPoint; // 연결된 라인들을 찾아가며 점들 수집 while (usedLines.size < baseLines.length) { let foundNext = false; for (let i = 0; i < baseLines.length; i++) { if (usedLines.has(i)) continue; const line = baseLines[i]; // 현재 끝점과 연결되는 라인 찾기 if (isSamePoint(lastPoint, line.startPoint)) { points.push({ ...line.endPoint }); lastPoint = line.endPoint; usedLines.add(i); foundNext = true; break; } else if (isSamePoint(lastPoint, line.endPoint)) { points.push({ ...line.startPoint }); lastPoint = line.startPoint; usedLines.add(i); foundNext = true; break; } } if (!foundNext) break; // 연결되지 않는 경우 중단 } // 마지막 점이 첫 번째 점과 같으면 제거 (닫힌 다각형) if (points.length > 2 && isSamePoint(points[0], points[points.length - 1])) { points.pop(); } return points; } /** * roof.points와 baseLines가 정확히 대응되는 경우의 간단한 버전 */ function createOrderedBasePoints(roofPoints, baseLines) { const basePoints = []; // baseLines에서 연결된 순서대로 점들을 추출 const orderedBasePoints = getOrderedBasePoints(baseLines); // roofPoints의 개수와 맞추기 if (orderedBasePoints.length >= roofPoints.length) { return orderedBasePoints.slice(0, roofPoints.length); } // 부족한 경우 roofPoints 기반으로 보완 roofPoints.forEach((roofPoint, index) => { if (index < orderedBasePoints.length) { basePoints.push(orderedBasePoints[index]); } else { basePoints.push({ ...roofPoint }); // fallback } }); return basePoints; } export const getSelectLinePosition = (wall, selectLine, options = {}) => { const { testDistance = 10, epsilon = 0.5, debug = false } = options; if (!wall || !selectLine) { if (debug) console.log('ERROR: wall 또는 selectLine이 없음'); return { position: 'unknown', orientation: 'unknown', error: 'invalid_input' }; } // selectLine의 좌표 추출 const lineCoords = extractLineCoords(selectLine); if (!lineCoords.valid) { if (debug) console.log('ERROR: selectLine 좌표가 유효하지 않음'); return { position: 'unknown', orientation: 'unknown', error: 'invalid_coords' }; } const { x1, y1, x2, y2 } = lineCoords; //console.log('wall.points', wall.baseLines); for(const line of wall.baseLines) { //console.log('line', line); const basePoint = extractLineCoords(line); const { x1: bx1, y1: by1, x2: bx2, y2: by2 } = basePoint; //console.log('x1, y1, x2, y2', bx1, by1, bx2, by2); // 객체 비교 대신 좌표값 비교 if (Math.abs(bx1 - x1) < 0.1 && Math.abs(by1 - y1) < 0.1 && Math.abs(bx2 - x2) < 0.1 && Math.abs(by2 - y2) < 0.1) { //console.log('basePoint 일치!!!', basePoint); } } // 라인 방향 분석 const lineInfo = analyzeLineOrientation(x1, y1, x2, y2, epsilon); // if (debug) { // console.log('=== getSelectLinePosition ==='); // console.log('selectLine 좌표:', lineCoords); // console.log('라인 방향:', lineInfo.orientation); // } // 라인의 중점 const midX = (x1 + x2) / 2; const midY = (y1 + y2) / 2; let position = 'unknown'; if (lineInfo.orientation === 'horizontal') { // 수평선: top 또는 bottom 판단 // 바로 위쪽 테스트 포인트 const topTestPoint = { x: midX, y: midY - testDistance }; // 바로 아래쪽 테스트 포인트 const bottomTestPoint = { x: midX, y: midY + testDistance }; const topIsInside = checkPointInPolygon(topTestPoint, wall); const bottomIsInside = checkPointInPolygon(bottomTestPoint, wall); // if (debug) { // console.log('수평선 테스트:'); // console.log(' 위쪽 포인트:', topTestPoint, '-> 내부:', topIsInside); // console.log(' 아래쪽 포인트:', bottomTestPoint, '-> 내부:', bottomIsInside); // } // top 조건: 위쪽이 외부, 아래쪽이 내부 if (!topIsInside && bottomIsInside) { position = 'top'; } // bottom 조건: 위쪽이 내부, 아래쪽이 외부 else if (topIsInside && !bottomIsInside) { position = 'bottom'; } } else if (lineInfo.orientation === 'vertical') { // 수직선: left 또는 right 판단 // 바로 왼쪽 테스트 포인트 const leftTestPoint = { x: midX - testDistance, y: midY }; // 바로 오른쪽 테스트 포인트 const rightTestPoint = { x: midX + testDistance, y: midY }; const leftIsInside = checkPointInPolygon(leftTestPoint, wall); const rightIsInside = checkPointInPolygon(rightTestPoint, wall); // if (debug) { // console.log('수직선 테스트:'); // console.log(' 왼쪽 포인트:', leftTestPoint, '-> 내부:', leftIsInside); // console.log(' 오른쪽 포인트:', rightTestPoint, '-> 내부:', rightIsInside); // } // left 조건: 왼쪽이 외부, 오른쪽이 내부 if (!leftIsInside && rightIsInside) { position = 'left'; } // right 조건: 오른쪽이 외부, 왼쪽이 내부 else if (leftIsInside && !rightIsInside) { position = 'right'; } } else { // 대각선 if (debug) console.log('대각선은 지원하지 않음'); return { position: 'unknown', orientation: 'diagonal', error: 'not_supported' }; } const result = { position, orientation: lineInfo.orientation, method: 'inside_outside_test', confidence: position !== 'unknown' ? 1.0 : 0.0, testPoints: lineInfo.orientation === 'horizontal' ? { top: { x: midX, y: midY - testDistance }, bottom: { x: midX, y: midY + testDistance } } : { left: { x: midX - testDistance, y: midY }, right: { x: midX + testDistance, y: midY } }, midPoint: { x: midX, y: midY } }; // if (debug) { // console.log('최종 결과:', result); // } return result; }; // 점이 다각형 내부에 있는지 확인하는 함수 const checkPointInPolygon = (point, wall) => { // 2. wall.baseLines를 이용한 Ray Casting Algorithm if (!wall.baseLines || !Array.isArray(wall.baseLines)) { console.warn('wall.baseLines가 없습니다'); return false; } return raycastingAlgorithm(point, wall.baseLines); }; // Ray Casting Algorithm 구현 const raycastingAlgorithm = (point, lines) => { const { x, y } = point; let intersectionCount = 0; for (const line of lines) { const coords = extractLineCoords(line); if (!coords.valid) continue; const { x1, y1, x2, y2 } = coords; // Ray casting: 점에서 오른쪽으로 수평선을 그어서 다각형 경계와의 교점 개수를 셈 // 교점 개수가 홀수면 내부, 짝수면 외부 // 선분의 y 범위 확인 if ((y1 > y) !== (y2 > y)) { // x 좌표에서의 교점 계산 const intersectX = (x2 - x1) * (y - y1) / (y2 - y1) + x1; // 점의 오른쪽에 교점이 있으면 카운트 if (x < intersectX) { intersectionCount++; } } } // 홀수면 내부, 짝수면 외부 return intersectionCount % 2 === 1; }; // 라인 객체에서 좌표를 추출하는 헬퍼 함수 (중복 방지용 - 이미 있다면 제거) const extractLineCoords = (line) => { if (!line) { return { x1: 0, y1: 0, x2: 0, y2: 0, valid: false }; } let x1, y1, x2, y2; // 다양한 라인 객체 형태에 대응 if (line.x1 !== undefined && line.y1 !== undefined && line.x2 !== undefined && line.y2 !== undefined) { x1 = line.x1; y1 = line.y1; x2 = line.x2; y2 = line.y2; } else if (line.startPoint && line.endPoint) { x1 = line.startPoint.x; y1 = line.startPoint.y; x2 = line.endPoint.x; y2 = line.endPoint.y; } else if (line.p1 && line.p2) { x1 = line.p1.x; y1 = line.p1.y; x2 = line.p2.x; y2 = line.p2.y; } else { return { x1: 0, y1: 0, x2: 0, y2: 0, valid: false }; } const coords = [x1, y1, x2, y2]; const valid = coords.every(coord => typeof coord === 'number' && !Number.isNaN(coord) && Number.isFinite(coord) ); return { x1, y1, x2, y2, valid }; }; // 라인 방향 분석 함수 (중복 방지용 - 이미 있다면 제거) const analyzeLineOrientation = (x1, y1, x2, y2, epsilon = 0.5) => { const dx = x2 - x1; const dy = y2 - y1; const absDx = Math.abs(dx); const absDy = Math.abs(dy); const length = Math.sqrt(dx * dx + dy * dy); let orientation; if (absDy < epsilon && absDx >= epsilon) { orientation = 'horizontal'; } else if (absDx < epsilon && absDy >= epsilon) { orientation = 'vertical'; } else { orientation = 'diagonal'; } return { orientation, dx, dy, absDx, absDy, length, midX: (x1 + x2) / 2, midY: (y1 + y2) / 2, isHorizontal: orientation === 'horizontal', isVertical: orientation === 'vertical' }; }; function extendLineToBoundary(p1, p2, roofLines) { // 1. Calculate line direction and length const dx = p2.x - p1.x; const dy = p2.y - p1.y; const length = Math.sqrt(dx * dx + dy * dy); if (length === 0) return { p1: { ...p1 }, p2: { ...p2 } }; // 2. Get all polygon points const points = []; const seen = new Set(); for (const line of roofLines) { const p1 = { x: line.x1, y: line.y1 }; const p2 = { x: line.x2, y: line.y2 }; const key1 = `${p1.x},${p1.y}`; const key2 = `${p2.x},${p2.y}`; if (!seen.has(key1)) { points.push(p1); seen.add(key1); } if (!seen.has(key2)) { points.push(p2); seen.add(key2); } } // 3. Find the bounding box let minX = Infinity, minY = Infinity; let maxX = -Infinity, maxY = -Infinity; for (const p of points) { minX = Math.min(minX, p.x); minY = Math.min(minY, p.y); maxX = Math.max(maxX, p.x); maxY = Math.max(maxY, p.y); } // 4. Extend line to bounding box const bboxLines = [ { x1: minX, y1: minY, x2: maxX, y2: minY }, // top { x1: maxX, y1: minY, x2: maxX, y2: maxY }, // right { x1: maxX, y1: maxY, x2: minX, y2: maxY }, // bottom { x1: minX, y1: maxY, x2: minX, y2: minY } // left ]; const intersections = []; // 5. Find intersections with bounding box for (const line of bboxLines) { const intersect = getLineIntersection( p1, p2, { x: line.x1, y: line.y1 }, { x: line.x2, y: line.y2 } ); if (intersect) { const t = ((intersect.x - p1.x) * dx + (intersect.y - p1.y) * dy) / (length * length); if (t >= 0 && t <= 1) { intersections.push({ x: intersect.x, y: intersect.y, t }); } } } // 6. If we have two intersections, use them if (intersections.length >= 2) { // Sort by t value intersections.sort((a, b) => a.t - b.t); return { p1: { x: intersections[0].x, y: intersections[0].y }, p2: { x: intersections[intersections.length - 1].x, y: intersections[intersections.length - 1].y } }; } // 7. Fallback to original points return { p1: { ...p1 }, p2: { ...p2 } }; } /** * 점에서 특정 방향으로 경계선과의 교차점을 찾습니다. * @param {Object} point - 시작점 {x, y} * @param {Object} direction - 방향 벡터 {x, y} (정규화된 값) * @param {Array} roofLines - 지붕 경계선 배열 * @returns {Object|null} 교차점 {x, y} 또는 null */ function findBoundaryIntersection(point, direction, roofLines) { let closestIntersection = null; let minDistance = Infinity; // 충분히 긴 거리로 광선 생성 (임의로 큰 값 사용) const rayLength = 10000; const rayEnd = { x: point.x + direction.x * rayLength, y: point.y + direction.y * rayLength }; // 모든 경계선과의 교차점 확인 for (const line of roofLines) { const lineP1 = { x: line.x1, y: line.y1 }; const lineP2 = { x: line.x2, y: line.y2 }; const intersection = getLineIntersection(point, rayEnd, lineP1, lineP2); if (intersection) { // 교차점까지의 거리 계산 const distance = Math.sqrt( Math.pow(intersection.x - point.x, 2) + Math.pow(intersection.y - point.y, 2) ); // 가장 가까운 교차점 저장 (거리가 0보다 큰 경우만) if (distance > 0.01 && distance < minDistance) { minDistance = distance; closestIntersection = intersection; } } } return closestIntersection; } /** * 점이 다른 스켈레톤 라인과의 교점인지 확인합니다. * @param {Object} point - 확인할 점 {x, y} * @param {Array} skeletonLines - 모든 스켈레톤 라인 배열 * @param {Object} currentLine - 현재 라인 {p1, p2} (자기 자신 제외용) * @param {number} tolerance - 허용 오차 * @returns {boolean} 교점이면 true */ function hasIntersectionWithOtherLines(point, skeletonLines, currentLine, tolerance = 0.5) { if (!skeletonLines || skeletonLines.length === 0) { return false; } let connectionCount = 0; for (const line of skeletonLines) { // 자기 자신과의 비교는 제외 if (line.p1 && line.p2 && currentLine.p1 && currentLine.p2) { const isSameLineCheck = (isSamePoint(line.p1, currentLine.p1, tolerance) && isSamePoint(line.p2, currentLine.p2, tolerance)) || (isSamePoint(line.p1, currentLine.p2, tolerance) && isSamePoint(line.p2, currentLine.p1, tolerance)); if (isSameLineCheck) continue; } // 다른 라인의 끝점이 현재 점과 일치하는지 확인 if (line.p1 && isSamePoint(point, line.p1, tolerance)) { connectionCount++; } if (line.p2 && isSamePoint(point, line.p2, tolerance)) { connectionCount++; } } // 1개 이상의 다른 라인과 연결되어 있으면 교점으로 간주 return connectionCount >= 1; } function findClosestRoofLine(point, roofLines) { let closestLine = null; let minDistance = Infinity; let roofLineIndex = 0; let interPoint = null; roofLines.forEach((roofLine, index) => { const lineP1 = roofLine.startPoint; const lineP2 = roofLine.endPoint; // 점에서 선분까지의 최단 거리 계산 const distance = pointToLineDistance(point, lineP1, lineP2); // 점에서 수직으로 내린 교점 계산 const intersection = getProjectionPoint(point, { x1: lineP1.x, y1: lineP1.y, x2: lineP2.x, y2: lineP2.y }); if (distance < minDistance) { minDistance = distance < 0.1 ? 0 : distance; //거리가 0.1보다 작으면 0으로 처리 closestLine = roofLine; roofLineIndex = index interPoint = intersection; } }); return { line: closestLine, distance: minDistance, index: roofLineIndex, intersectionPoint: interPoint }; } // 점에서 선분까지의 최단 거리를 계산하는 도우미 함수 function pointToLineDistance(point, lineP1, lineP2) { const A = point.x - lineP1.x; const B = point.y - lineP1.y; const C = lineP2.x - lineP1.x; const D = lineP2.y - lineP1.y; const dot = A * C + B * D; const lenSq = C * C + D * D; let param = -1; if (lenSq !== 0) { param = dot / lenSq; } let xx, yy; if (param < 0) { xx = lineP1.x; yy = lineP1.y; } else if (param > 1) { xx = lineP2.x; yy = lineP2.y; } else { xx = lineP1.x + param * C; yy = lineP1.y + param * D; } const dx = point.x - xx; const dy = point.y - yy; return Math.sqrt(dx * dx + dy * dy); } /** * Moves both p1 and p2 in the specified direction by a given distance * @param {Object} p1 - The first point {x, y} * @param {Object} p2 - The second point {x, y} * @param {string} direction - Direction to move ('up', 'down', 'left', 'right') * @param {number} distance - Distance to move * @returns {Object} Object containing the new positions of p1 and p2 */ function moveLineInDirection(p1, p2, direction, distance) { // Create copies to avoid mutating the original points const newP1 = { ...p1 }; const newP2 = { ...p2 }; const move = (point) => { switch (direction.toLowerCase()) { case 'up': point.y -= distance; break; case 'down': point.y += distance; break; case 'left': point.x -= distance; break; case 'right': point.x += distance; break; default: throw new Error('Invalid direction. Use "up", "down", "left", or "right"'); } return point; }; return { p1: move(newP1), p2: move(newP2) }; } /** * Determines the direction and distance between original points (p1, p2) and moved points (newP1, newP2) * @param {Object} p1 - Original first point {x, y} * @param {Object} p2 - Original second point {x, y} * @param {Object} newP1 - Moved first point {x, y} * @param {Object} newP2 - Moved second point {x, y} * @returns {Object} Object containing direction and distance of movement */ function getMovementInfo(p1, p2, newP1, newP2) { // Calculate the movement vector for both points const dx1 = newP1.x - p1.x; const dy1 = newP1.y - p1.y; const dx2 = newP2.x - p2.x; const dy2 = newP2.y - p2.y; // Verify that both points moved by the same amount if (dx1 !== dx2 || dy1 !== dy2) { throw new Error('Points did not move in parallel'); } // Determine the primary direction of movement let direction; const absDx = Math.abs(dx1); const absDy = Math.abs(dy1); if (absDx > absDy) { // Horizontal movement is dominant direction = dx1 > 0 ? 'right' : 'left'; } else { // Vertical movement is dominant direction = dy1 > 0 ? 'down' : 'up'; } // Calculate the actual distance moved const distance = Math.sqrt(dx1 * dx1 + dy1 * dy1); return { direction, distance, dx: dx1, dy: dy1 }; } function getLineAngleDirection(line, isLeftSide = true) { const dx = line.x2 - line.x1; const dy = line.y2 - line.y1; // 수평선인 경우 (y 좌표가 거의 같은 경우) if (Math.abs(dy) < 0.1) { // x 좌표 비교로 좌우 방향 결정 return line.x2 > line.x1 ? 'right' : 'left'; } // 수직선인 경우 (x 좌표가 거의 같은 경우) if (Math.abs(dx) < 0.1) { // y 좌표 비교로 상하 방향 결정 return line.y2 > line.y1 ? 'down' : 'up'; } // 대각선의 경우 기존 로직 유지 const angle = Math.atan2(dy, dx) * (180 / Math.PI); const normalizedAngle = (angle + 360) % 360; if (normalizedAngle >= 45 && normalizedAngle < 135) { return 'up'; } else if (normalizedAngle >= 135 && normalizedAngle < 225) { return 'left'; } else if (normalizedAngle >= 225 && normalizedAngle < 315) { return 'down'; } else { return 'right'; } } function findRoofLineIndex(roof, p1, p2) { if (!roof || !roof.lines || !Array.isArray(roof.lines)) { console.error("Invalid roof object or lines array"); return -1; } // Create a tolerance for floating point comparison const TOLERANCE = 0.1; // Try to find a line that matches either (p1,p2) or (p2,p1) const index = roof.lines.findIndex(line => { // Check if points match in order const matchOrder = (Math.abs(line.x1 - p1.x) < TOLERANCE && Math.abs(line.y1 - p1.y) < TOLERANCE && Math.abs(line.x2 - p2.x) < TOLERANCE && Math.abs(line.y2 - p2.y) < TOLERANCE); // Check if points match in reverse order const matchReverse = (Math.abs(line.x1 - p2.x) < TOLERANCE && Math.abs(line.y1 - p2.y) < TOLERANCE && Math.abs(line.x2 - p1.x) < TOLERANCE && Math.abs(line.y2 - p1.y) < TOLERANCE); return matchOrder || matchReverse; }); if (index === -1) { console.warn("No matching roof line found for points:", p1, p2); } return index; } function findClosestParallelLine(roofLine, currentRoofLines) { // Determine if the line is horizontal or vertical const isHorizontal = Math.abs(roofLine.y2 - roofLine.y1) < 0.001; // Using a small threshold for floating point comparison const isVertical = Math.abs(roofLine.x2 - roofLine.x1) < 0.001; if (!isHorizontal && !isVertical) { console.warn('Line is neither perfectly horizontal nor vertical'); return null; } // Calculate the reference point (midpoint of the line) const refX = (roofLine.x1 + roofLine.x2) / 2; const refY = (roofLine.y1 + roofLine.y2) / 2; let closestLine = null; let minDistance = Infinity; currentRoofLines.forEach(line => { // Skip the same line if (line === roofLine) return; // Check if the line is parallel (same orientation) const lineIsHorizontal = Math.abs(line.y2 - line.y1) < 0.001; const lineIsVertical = Math.abs(line.x2 - line.x1) < 0.001; if ((isHorizontal && lineIsHorizontal) || (isVertical && lineIsVertical)) { // Calculate midpoint of the current line const lineMidX = (line.x1 + line.x2) / 2; const lineMidY = (line.y1 + line.y2) / 2; // Calculate distance between midpoints const distance = Math.sqrt( Math.pow(lineMidX - refX, 2) + Math.pow(lineMidY - refY, 2) ); // Update closest line if this one is closer if (distance < minDistance) { minDistance = distance; closestLine = line; } } }); return closestLine; } function doLinesIntersect(line1, line2) { const x1 = line1.x1, y1 = line1.y1; const x2 = line1.x2, y2 = line1.y2; const x3 = line2.x1, y3 = line2.y1; const x4 = line2.x2, y4 = line2.y2; // Calculate the direction of the lines const uA = ((x4-x3)*(y1-y3) - (y4-y3)*(x1-x3)) / ((y4-y3)*(x2-x1) - (x4-x3)*(y2-y1)); const uB = ((x2-x1)*(y1-y3) - (y2-y1)*(x1-x3)) / ((y4-y3)*(x2-x1) - (x4-x3)*(y2-y1)); // If uA and uB are between 0-1, lines are colliding return (uA >= 0 && uA <= 1 && uB >= 0 && uB <= 1); } const getOrientation = (line, eps = 0.1) => { const x1 = line.get('x1') const y1 = line.get('y1') const x2 = line.get('x2') const y2 = line.get('y2') const dx = Math.abs(x2 - x1) const dy = Math.abs(y2 - y1) if (dx < eps && dy >= eps) return 'vertical' if (dy < eps && dx >= eps) return 'horizontal' if (dx < eps && dy < eps) return 'point' return 'diagonal' } /** * 두 선분이 교차하는지 확인하는 헬퍼 함수 * (끝점이 닿아있는 경우도 교차로 간주) */ function checkIntersection(p1, p2, p3, p4) { // CCW (Counter Clockwise) 알고리즘을 이용한 교차 판별 function ccw(a, b, c) { const val = (b.x - a.x) * (c.y - a.y) - (b.y - a.y) * (c.x - a.x); if (val < 0) return -1; if (val > 0) return 1; return 0; } const abc = ccw(p1, p2, p3); const abd = ccw(p1, p2, p4); const cda = ccw(p3, p4, p1); const cdb = ccw(p3, p4, p2); // 두 선분이 일직선 상에 있을 때 (겹치는지 확인) if (abc === 0 && abd === 0) { // x축, y축 순서대로 정렬하여 겹침 여부 확인 if (p1.x > p2.x || (p1.x === p2.x && p1.y > p2.y)) [p1, p2] = [p2, p1]; if (p3.x > p4.x || (p3.x === p4.x && p3.y > p4.y)) [p3, p4] = [p4, p3]; return p2.x >= p3.x && p2.y >= p3.y && p4.x >= p1.x && p4.y >= p1.y; } return abc * abd <= 0 && cda * cdb <= 0; } /** * aLine의 좌표를 추출하는 함수 */ function getACoords(line) { return { start: { x: line.newPStart.x, y: line.newPStart.y }, end: { x: line.newPEnd.x, y: line.newPEnd.y } }; } /** * bLine의 좌표를 추출하는 함수 * (left, top을 시작점으로 보고 width, height를 더해 끝점을 계산) */ function getBCoords(line) { // QLine 데이터 구조상 left/top이 시작점, width/height가 델타값으로 가정 return { start: { x: line.left, y: line.top }, end: { x: line.left + line.width, y: line.top + line.height } }; } /** * 메인 로직 함수 * 1. aLines 순회 * 2. aLine과 교차하는 bLines 찾기 (Level 1) * 3. 찾은 bLine과 교차하는 또 다른 bLines 찾기 (Level 2) */ function findConnectedLines(aLines, bLines, canvas, roofId, roof) { const results = []; aLines.forEach(aLine => { const aCoords = getACoords(aLine); const intersections = []; // 1단계: aLine과 교차하는 bLines 찾기 bLines.forEach(bLine1 => { const bCoords1 = getBCoords(bLine1); if (checkIntersection(aCoords.start, aCoords.end, bCoords1.start, bCoords1.end)) { // 2단계: 위에서 찾은 bLine1과 교차하는 다른 bLines 찾기 const connectedToB1 = []; bLines.forEach(bLine2 => { // 자기 자신은 제외 if (bLine1 === bLine2) return; const bCoords2 = getBCoords(bLine2); if (checkIntersection(bCoords1.start, bCoords1.end, bCoords2.start, bCoords2.end)) { connectedToB1.push(bLine2); let testLine = new QLine([bLine2.x1, bLine2.y1, bLine2.x2, bLine2.y2], { stroke: 'orange', strokeWidth: 10, property: 'normal', fontSize: 14, lineName: 'helpLine', roofId:roofId, parentId: roof.id, }); canvas.add(testLine) } }); intersections.push({ targetBLine: bLine1, // aLine과 만난 녀석 connectedBLines: connectedToB1 // 그 녀석과 만난 다른 bLines }); } }); // 결과가 있는 경우에만 저장 (필요에 따라 조건 제거 가능) if (intersections.length > 0) { results.push({ sourceALine: aLine, intersections: intersections }); } }); return results; } export const processEaveHelpLines = (lines) => { if (!lines || lines.length === 0) return []; // 수직/수평 라인 분류 (부동소수점 오차 고려) const verticalLines = lines.filter(line => Math.abs(line.x1 - line.x2) < 0.1); const horizontalLines = lines.filter(line => Math.abs(line.y1 - line.y2) < 0.1); // 라인 병합 (더 엄격한 조건으로) const mergedVertical = mergeLines(verticalLines, 'vertical'); const mergedHorizontal = mergeLines(horizontalLines, 'horizontal'); // 결과 확인용 로그 console.log('Original lines:', lines.length); console.log('Merged vertical:', mergedVertical.length); console.log('Merged horizontal:', mergedHorizontal.length); return [...mergedVertical, ...mergedHorizontal]; }; const mergeLines = (lines, direction) => { if (!lines || lines.length < 2) return lines || []; // 방향에 따라 정렬 (수직: y1 기준, 수평: x1 기준) lines.sort((a, b) => { const aPos = direction === 'vertical' ? a.y1 : a.x1; const bPos = direction === 'vertical' ? b.y1 : b.x1; return aPos - bPos; }); const merged = []; let current = { ...lines[0] }; for (let i = 1; i < lines.length; i++) { const line = lines[i]; // 같은 선상에 있는지 확인 (부동소수점 오차 고려) const isSameLine = direction === 'vertical' ? Math.abs(current.x1 - line.x1) < 0.1 : Math.abs(current.y1 - line.y1) < 0.1; // 연결 가능한지 확인 (약간의 겹침 허용) const isConnected = direction === 'vertical' ? current.y2 + 0.1 >= line.y1 // 약간의 오차 허용 : current.x2 + 0.1 >= line.x1; if (isSameLine && isConnected) { // 라인 병합 current.y2 = Math.max(current.y2, line.y2); current.x2 = direction === 'vertical' ? current.x1 : current.x2; } else { merged.push(current); current = { ...line }; } } merged.push(current); // 병합 결과 로그 console.log(`Merged ${direction} lines:`, merged); return merged; }; function mergeMovedLines(movedLines) { if (!movedLines || movedLines.length < 2) return movedLines; const result = [...movedLines]; // Start with all original lines const processed = new Set(); // First pass: find and merge connected lines for (let i = 0; i < result.length; i++) { if (processed.has(i)) continue; for (let j = i + 1; j < result.length; j++) { if (processed.has(j)) continue; const line1 = result[i]; const line2 = result[j]; // Skip if lines are not the same type (vertical/horizontal) const line1Type = getLineType(line1); const line2Type = getLineType(line2); if (line1Type !== line2Type) continue; if (areLinesConnected(line1, line2, line1Type)) { // Merge the lines const merged = mergeTwoLines(line1, line2, line1Type); // Replace the first line with merged result result[i] = merged; // Mark the second line for removal processed.add(j); } } } // Remove processed lines and keep the order return result.filter((_, index) => !processed.has(index)); } function getLineType(line) { if (Math.abs(line.p1.x - line.p2.x) < 0.1) return 'vertical'; if (Math.abs(line.p1.y - line.p2.y) < 0.1) return 'horizontal'; return 'other'; } function areLinesConnected(line1, line2, type) { if (type === 'vertical') { // For vertical lines, check if x coordinates are the same and y ranges overlap return Math.abs(line1.p1.x - line2.p1.x) < 0.1 && Math.min(line1.p2.y, line2.p2.y) >= Math.max(line1.p1.y, line2.p1.y) - 0.1; } else if (type === 'horizontal') { // For horizontal lines, check if y coordinates are the same and x ranges overlap return Math.abs(line1.p1.y - line2.p1.y) < 0.1 && Math.min(line1.p2.x, line2.p2.x) >= Math.max(line1.p1.x, line2.p1.x) - 0.1; } return false; } function mergeTwoLines(line1, line2, type) { if (type === 'vertical') { return { ...line1, // Preserve original properties p1: { x: line1.p1.x, y: Math.min(line1.p1.y, line1.p2.y, line2.p1.y, line2.p2.y) }, p2: { x: line1.p1.x, y: Math.max(line1.p1.y, line1.p2.y, line2.p1.y, line2.p2.y) } }; } else { // horizontal return { ...line1, // Preserve original properties p1: { x: Math.min(line1.p1.x, line1.p2.x, line2.p1.x, line2.p2.x), y: line1.p1.y }, p2: { x: Math.max(line1.p1.x, line1.p2.x, line2.p1.x, line2.p2.x), y: line1.p1.y } }; } } /** * Adjusts line points based on movement type and orientation * @param {Object} params - Configuration object * @param {Object} params.roofLine - The original roof line * @param {Object} params.currentRoofLine - The current roof line after movement * @param {Object} params.wallBaseLine - The wall base line * @param {Object} params.origin - The original position before movement * @param {string} params.moveType - Type of movement: 'start' | 'end' | 'both' * @returns {{newPStart: {x: number, y: number}, newPEnd: {x: number, y: number}}} */ function adjustLinePoints({ roofLine, currentRoofLine, wallBaseLine, origin, moveType }) { const isHorizontal = getOrientation(roofLine) === 'horizontal'; const isVertical = !isHorizontal; // Initialize points let newPStart = { x: roofLine.x1, y: roofLine.y1 }; let newPEnd = { x: roofLine.x2, y: roofLine.y2 }; // Check if lines cross (same as original isCross logic) let isCross = false; if (isVertical) { isCross = Math.abs(currentRoofLine.x2 - roofLine.x1) < 0.1 || Math.abs(currentRoofLine.x1 - roofLine.x2) < 0.1; } else { isCross = Math.abs(currentRoofLine.y1 - roofLine.y2) < 0.1 || Math.abs(currentRoofLine.y2 - roofLine.y1) < 0.1; } // Determine which points to adjust const adjustStart = moveType === 'start' || moveType === 'both'; const adjustEnd = moveType === 'end' || moveType === 'both'; if (isVertical) { // Vertical line adjustments if (adjustStart) { newPStart = { x: roofLine.x1, y: isCross ? currentRoofLine.y1 : wallBaseLine.y1 }; } if (adjustEnd) { newPEnd = { x: roofLine.x2, y: isCross ? currentRoofLine.y2 : wallBaseLine.y2 }; } } else { // Horizontal line adjustments if (adjustStart) { newPStart = { y: roofLine.y1, x: isCross ? currentRoofLine.x1 : wallBaseLine.x1 }; } if (adjustEnd) { newPEnd = { y: roofLine.y2, x: isCross ? currentRoofLine.x2 : wallBaseLine.x2 }; } } return { newPStart, newPEnd }; }