2024-07-11 12:01:40 +09:00

527 lines
13 KiB
JavaScript

import { fabric } from 'fabric'
import {
distanceBetweenPoints,
findTopTwoIndexesByDistance,
getDegreeByChon,
getDirectionByPoint,
getRoofHeight,
getRoofHypotenuse,
sortedPoints,
} from '@/util/canvas-util'
import { QLine } from '@/components/fabric/QLine'
export default class QPolygon extends fabric.Group {
type = 'QPolygon'
polygon
points
texts = []
lines = []
canvas
fontSize
qCells = []
name
shape = 0 // 점 6개일때의 shape 모양
constructor(points, options, canvas) {
if (!options.fontSize) {
throw new Error('Font size is required.')
}
if (!canvas) {
throw new Error('Canvas is required.')
}
const sortPoints = sortedPoints(points)
const polygon = new fabric.Polygon(sortPoints, options)
super([polygon], {})
this.fontSize = options.fontSize
this.points = sortPoints
this.polygon = polygon
this.name = options.name
this.#init()
this.#addEvent()
this.#initLines()
this.setShape()
}
#initLines() {
this.points.forEach((point, i) => {
const nextPoint = this.points[(i + 1) % this.points.length]
const line = new QLine([point.x, point.y, nextPoint.x, nextPoint.y], {
stroke: this.stroke,
strokeWidth: this.strokeWidth,
fontSize: this.fontSize,
direction: getDirectionByPoint(point, nextPoint),
})
this.lines.push(line)
})
}
#init() {
this.#addLengthText()
}
#addEvent() {
this.on('scaling', (e) => {
this.#updateLengthText()
})
this.on('selected', function () {
// 모든 컨트롤 떼기
Object.keys(this.controls).forEach((controlKey) => {
if (controlKey !== 'mtr') {
this.setControlVisible(controlKey, false)
}
})
})
}
setFontSize(fontSize) {
this.fontSize = fontSize
this.texts.forEach((text) => {
text.set({ fontSize })
})
this.getObjects().forEach((obj) => {
if (obj.type[0] === 'Q') {
obj.setFontSize(fontSize)
}
})
this.addWithUpdate()
}
#addLengthText() {
if (this.texts.length > 0) {
this.texts.forEach((text) => {
this.canvas.remove(text)
})
this.texts = []
}
const points = this.points
points.forEach((start, i) => {
const end = points[(i + 1) % points.length]
const dx = end.x - start.x
const dy = end.y - start.y
const length = Math.sqrt(dx * dx + dy * dy)
const midPoint = new fabric.Point(
(start.x + end.x) / 2,
(start.y + end.y) / 2,
)
// Create new text object if it doesn't exist
const text = new fabric.Text(length.toFixed(0), {
left: midPoint.x,
top: midPoint.y,
fontSize: this.fontSize,
selectable: false,
})
this.texts.push(text)
this.addWithUpdate(text)
})
this.canvas.renderAll()
}
#updateLengthText() {
const points = this.getCurrentPoints()
points.forEach((start, i) => {
const end = points[(i + 1) % points.length]
const dx = end.x - start.x
const dy = end.y - start.y
const length = Math.sqrt(dx * dx + dy * dy)
// Update the text object with the new length
this.texts[i].set({ text: length.toFixed(0) })
})
this.canvas.renderAll()
}
fillCell(cell = { width: 50, height: 100, padding: 10 }) {
const points = this.getCurrentPoints()
let bounds
try {
bounds = fabric.util.makeBoundingBoxFromPoints(points)
} catch (error) {
alert('다각형의 꼭지점이 4개 이상이어야 합니다.')
return
}
for (
let x = bounds.left;
x < bounds.left + bounds.width;
x += cell.width + cell.padding
) {
for (
let y = bounds.top;
y < bounds.top + bounds.height;
y += cell.height + cell.padding
) {
const rect = new fabric.Rect({
left: x,
top: y,
width: cell.width,
height: cell.height,
fill: 'transparent',
stroke: 'black',
selectable: false,
})
const rectPoints = [
new fabric.Point(rect.left, rect.top),
new fabric.Point(rect.left + rect.width, rect.top),
new fabric.Point(rect.left, rect.top + rect.height),
new fabric.Point(rect.left + rect.width, rect.top + rect.height),
]
const isInside = rectPoints.every(
(rectPoint) =>
this.inPolygon(rectPoint) &&
this.#distanceFromEdge(rectPoint) >= cell.padding,
)
if (isInside) {
this.addWithUpdate(rect)
}
}
}
this.canvas.renderAll()
}
inPolygon(point) {
const vertices = this.getCurrentPoints()
let intersects = 0
for (let i = 0; i < vertices.length; i++) {
let vertex1 = vertices[i]
let vertex2 = vertices[(i + 1) % vertices.length]
if (vertex1.y > vertex2.y) {
let tmp = vertex1
vertex1 = vertex2
vertex2 = tmp
}
if (point.y === vertex1.y || point.y === vertex2.y) {
point.y += 0.01
}
if (point.y <= vertex1.y || point.y > vertex2.y) {
continue
}
let xInt =
((point.y - vertex1.y) * (vertex2.x - vertex1.x)) /
(vertex2.y - vertex1.y) +
vertex1.x
if (xInt < point.x) {
intersects++
}
}
return intersects % 2 === 1
}
#distanceFromEdge(point) {
const vertices = this.getCurrentPoints()
let minDistance = Infinity
for (let i = 0; i < vertices.length; i++) {
let vertex1 = vertices[i]
let vertex2 = vertices[(i + 1) % vertices.length]
const dx = vertex2.x - vertex1.x
const dy = vertex2.y - vertex1.y
const t =
((point.x - vertex1.x) * dx + (point.y - vertex1.y) * dy) /
(dx * dx + dy * dy)
let closestPoint
if (t < 0) {
closestPoint = vertex1
} else if (t > 1) {
closestPoint = vertex2
} else {
closestPoint = new fabric.Point(vertex1.x + t * dx, vertex1.y + t * dy)
}
const distance = distanceBetweenPoints(point, closestPoint)
if (distance < minDistance) {
minDistance = distance
}
}
return minDistance
}
setViewLengthText(boolean) {
this.texts.forEach((text) => {
text.visible = boolean
})
this.canvas.renderAll()
}
getCurrentPoints() {
const scaleX = this.scaleX
const scaleY = this.scaleY
const left = this.left
const top = this.top
// 시작점
const point = this.points[0]
const movingX = left - point.x * scaleX
const movingY = top - point.y * scaleY
return this.points.map((point) => {
return {
x: point.x * scaleX + movingX,
y: point.y * scaleY + movingY,
}
})
}
fillBackground(pattern) {
this.polygon.set({ fill: pattern })
this.canvas.requestRenderAll()
}
// 보조선 그리기 사각형에서만
drawHelpLine(chon = 4) {
if (this.lines.length === 4) {
this.#drawHelpLineInRect(chon)
}
}
/**
* 현재 점 6개만 가능
*/
setShape() {
let shape = 0
if (this.lines.length !== 6) {
return
}
//외각선 기준
const topIndex = findTopTwoIndexesByDistance(this.lines) //배열중에 큰 2값을 가져옴 TODO: 나중에는 인자로 받아서 다각으로 수정 해야됨
//일단 배열 6개 짜리 기준의 선 번호
if (topIndex[0] === 4) {
if (topIndex[1] === 5) {
//1번
shape = 1
}
} else if (topIndex[0] === 1) {
//4번
if (topIndex[1] === 2) {
shape = 4
}
} else if (topIndex[0] === 0) {
if (topIndex[1] === 1) {
//2번
shape = 2
} else if (topIndex[1] === 5) {
//3번
shape = 3
}
}
this.shape = shape
}
/**
* 현재 점 6개만 가능
* @returns {number}
*/
getShape() {
return this.shape
}
#drawHelpLineInRect(chon) {
let type
let smallestLength = Infinity
let maxLength = 0
this.lines.forEach((line) => {
if (line.length < smallestLength) {
smallestLength = line.length
}
if (line.length > maxLength) {
maxLength = line.length
}
})
// QPolygon 객체의 모든 선들을 가져옵니다.
const lines = [...this.lines]
// 이 선들을 길이에 따라 정렬합니다.
lines.sort((a, b) => a.length - b.length)
// 정렬된 배열에서 가장 작은 두 선을 선택합니다.
let smallestLines
if (smallestLength === maxLength) {
// 정사각형인 경우 0, 2번째 라인이 가장 짧은 라인
smallestLines = [lines[0], lines[2]]
} else {
smallestLines = lines.slice(0, 2)
}
let needPlusLine
let needMinusLine
const direction = smallestLines[0].direction
if (direction === 'top' || direction === 'bottom') {
needPlusLine =
smallestLines[0].x1 < smallestLines[1].x1
? smallestLines[0]
: smallestLines[1]
needMinusLine =
needPlusLine === smallestLines[0] ? smallestLines[1] : smallestLines[0]
type = 1 // 가로가 긴 사각형
}
if (direction === 'left' || direction === 'right') {
needPlusLine =
smallestLines[0].y1 < smallestLines[1].y1
? smallestLines[0]
: smallestLines[1]
needMinusLine =
needPlusLine === smallestLines[0] ? smallestLines[1] : smallestLines[0]
type = 2 // 세로가 긴 사각형
}
let point1
let point2
if (type === 1) {
point1 = {
x: needPlusLine.x1 + smallestLength / 2,
y:
needPlusLine.y1 > needPlusLine.y2
? needPlusLine.y1 - smallestLength / 2
: needPlusLine.y2 - smallestLength / 2,
}
point2 = {
x: needMinusLine.x1 - smallestLength / 2,
y:
needMinusLine.y1 > needMinusLine.y2
? needMinusLine.y1 - smallestLength / 2
: needMinusLine.y2 - smallestLength / 2,
}
} else if (type === 2) {
point1 = {
x:
needPlusLine.x1 > needPlusLine.x2
? needPlusLine.x1 - smallestLength / 2
: needPlusLine.x2 - smallestLength / 2,
y: needPlusLine.y1 + smallestLength / 2,
}
point2 = {
x:
needMinusLine.x1 > needMinusLine.x2
? needMinusLine.x1 - smallestLength / 2
: needMinusLine.x2 - smallestLength / 2,
y: needMinusLine.y1 - smallestLength / 2,
}
}
// 빗변1
const realLine1 = new QLine(
[needPlusLine.x1, needPlusLine.y1, point1.x, point1.y],
{ fontSize: this.fontSize, stroke: 'black', strokeWidth: 1 },
getRoofHypotenuse(smallestLength / 2),
)
// 빗변2
const realLine2 = new QLine(
[needPlusLine.x2, needPlusLine.y2, point1.x, point1.y],
{ fontSize: this.fontSize, stroke: 'black', strokeWidth: 1 },
getRoofHypotenuse(smallestLength / 2),
)
// 빗변3
const realLine3 = new QLine(
[needMinusLine.x1, needMinusLine.y1, point2.x, point2.y],
{ fontSize: this.fontSize, stroke: 'black', strokeWidth: 1 },
getRoofHypotenuse(smallestLength / 2),
)
// 빗변4
const realLine4 = new QLine(
[needMinusLine.x2, needMinusLine.y2, point2.x, point2.y],
{ fontSize: this.fontSize, stroke: 'black', strokeWidth: 1 },
getRoofHypotenuse(smallestLength / 2),
)
let centerPoint1
let centerPoint2
if (type === 1) {
centerPoint1 = { x: point1.x - smallestLength / 2, y: point1.y }
centerPoint2 = { x: point2.x + smallestLength / 2, y: point2.y }
} else if (type === 2) {
centerPoint1 = { x: point1.x, y: point1.y - smallestLength / 2 }
centerPoint2 = { x: point2.x, y: point2.y + smallestLength / 2 }
}
// 옆으로 누워있는 지붕의 높이
const realLine5 = new QLine(
[point1.x, point1.y, centerPoint1.x, centerPoint1.y],
{
fontSize: this.fontSize,
stroke: 'black',
strokeWidth: 1,
strokeDashArray: [5, 5],
},
getRoofHeight(smallestLength / 2, getDegreeByChon(chon)),
)
// 옆으로 누워있는 지붕의 높이
const realLine6 = new QLine(
[point2.x, point2.y, centerPoint2.x, centerPoint2.y],
{
fontSize: this.fontSize,
stroke: 'black',
strokeWidth: 1,
strokeDashArray: [5, 5],
},
getRoofHeight(smallestLength / 2, getDegreeByChon(chon)),
)
// 용마루
const ridge = new QLine([point1.x, point1.y, point2.x, point2.y], {
fontSize: this.fontSize,
stroke: 'black',
strokeWidth: 1,
})
this.addWithUpdate(realLine1)
this.addWithUpdate(realLine2)
this.addWithUpdate(realLine3)
this.addWithUpdate(realLine4)
this.addWithUpdate(realLine5)
this.addWithUpdate(realLine6)
if (smallestLength !== maxLength) {
// 정사각형이 아닌경우에만 용마루를 추가한다.
this.canvas.add(ridge)
}
}
}