qcast-front/src/hooks/useMode.js

3411 lines
120 KiB
JavaScript

import { useEffect, useRef, useState } from 'react'
import QRect from '@/components/fabric/QRect'
import { findTopTwoIndexesByDistance, getCenterPoint, getDirection, getStartIndex, rearrangeArray } from '@/util/canvas-util'
import { useRecoilState } from 'recoil'
import {
canvasSizeState,
drewRoofCellsState,
fontSizeState,
roofPolygonArrayState,
roofPolygonPatternArrayState,
roofState,
sortedPolygonArray,
templateTypeState,
wallState,
} from '@/store/canvasAtom'
import { QLine } from '@/components/fabric/QLine'
import { fabric } from 'fabric'
import { QPolygon } from '@/components/fabric/QPolygon'
export const Mode = {
DRAW_LINE: 'drawLine', // 기준선 긋기모드`
EDIT: 'edit',
TEMPLATE: 'template',
PATTERNA: 'patterna',
PATTERNB: 'patternb',
TEXTBOX: 'textbox',
DRAW_RECT: 'drawRect',
ROOF_PATTERN: 'roofPattern', //지붕패턴 모드
ROOF_TRESTLE: 'roofTrestle', //지붕가대 모드
FILL_CELLS: 'fillCells', //태양광셀 모드
DEFAULT: 'default',
}
export function useMode() {
const [mode, setMode] = useState()
const points = useRef([])
const historyPoints = useRef([])
const historyLines = useRef([])
const startPoint = useRef()
const [canvas, setCanvas] = useState(null)
const [zoom, setZoom] = useState(100)
const [fontSize] = useRecoilState(fontSizeState)
const [shape, setShape] = useState(0)
const [sortedArray, setSortedArray] = useRecoilState(sortedPolygonArray)
const [roof, setRoof] = useRecoilState(roofState)
const [wall, setWall] = useRecoilState(wallState)
const [endPoint, setEndPoint] = useState(null)
const pointCount = useRef(0)
const [roofPolygonPattern, setRoofPolygonPattern] = useRecoilState(roofPolygonPatternArrayState)
const [roofPolygonArray, setRoofPolygonArray] = useRecoilState(roofPolygonArrayState)
const [templateType, setTemplateType] = useRecoilState(templateTypeState)
const [canvasSize] = useRecoilState(canvasSizeState)
const [selectedCellRoofArray, setSelectedCellRoofArray] = useState([])
const [drewRoofCells, setDrewRoofCells] = useRecoilState(drewRoofCellsState)
useEffect(() => {
// 이벤트 리스너 추가
if (!canvas) {
return
}
document.addEventListener('keydown', handleKeyDown)
// 컴포넌트가 언마운트될 때 이벤트 리스너 제거
return () => {
document.removeEventListener('keydown', handleKeyDown)
}
}, [canvas]) // 빈 배열을 전달하여 컴포넌트가 마운트될 때만 실행되도록 함
useEffect(() => {
if (canvas?.getObjects().find((obj) => obj.name === 'connectLine')) {
canvas?.remove(canvas?.getObjects().find((obj) => obj.name === 'connectLine'))
}
canvas?.off('mouse:move', (e) => addLineEndPointToMousePoint(e, endPoint))
canvas?.off('mouse:move')
canvas?.on('mouse:move', drawMouseLines)
canvas?.off('mouse:out', removeMouseLines)
canvas?.on('mouse:out', removeMouseLines)
if (!endPoint) {
return
}
canvas?.on('mouse:move', (e) => addLineEndPointToMousePoint(e, endPoint))
}, [endPoint])
const drawMouseLines = (e) => {
// 현재 마우스 포인터의 위치를 가져옵니다.
const pointer = canvas?.getPointer(e.e)
// 기존에 그려진 가이드라인을 제거합니다.
removeMouseLines()
if (canvas?.getActiveObject()) {
return
}
// 가로선을 그립니다.
const horizontalLine = new fabric.Line([0, pointer.y, canvasSize.horizontal, pointer.y], {
stroke: 'black',
strokeWidth: 1,
selectable: false,
name: 'mouseLine',
})
// 세로선을 그립니다.
const verticalLine = new fabric.Line([pointer.x, 0, pointer.x, canvasSize.vertical], {
stroke: 'black',
strokeWidth: 1,
selectable: false,
name: 'mouseLine',
})
// 선들을 캔버스에 추가합니다.
canvas?.add(horizontalLine, verticalLine)
// 캔버스를 다시 그립니다.
canvas?.renderAll()
}
useEffect(() => {
if (pointCount.current <= 2) {
removeGuideLines()
return
}
drawGuideLines()
}, [pointCount.current])
const removeGuideLines = () => {
const guideLines = canvas?._objects.filter((obj) => obj.name === 'guideLine')
guideLines?.forEach((item) => canvas?.remove(item))
}
const drawGuideLines = () => {
// 이름이 guideLine인 가이드라인을 제거합니다.
removeGuideLines()
const arrivalX = startPoint.current?.left
const arrivalY = startPoint.current?.top
const lastX = endPoint?.left
const lastY = endPoint?.top
if (lastX === arrivalX || lastY === arrivalY) {
// 둘중 하나라도 같으면 guideLine은 한개만 생성
const guideLine = new QLine([lastX, lastY, arrivalX, arrivalY], {
fontSize: fontSize,
stroke: 'black',
strokeWidth: 1,
strokeDashArray: [1, 1, 1],
})
guideLine.name = 'guideLine'
canvas?.add(guideLine)
} else {
const guideLine1 = new QLine([lastX, lastY, lastX, arrivalY], {
fontSize: fontSize,
stroke: 'black',
strokeWidth: 1,
strokeDashArray: [1, 1, 1],
})
const guideLine2 = new QLine([guideLine1.x2, guideLine1.y2, arrivalX, arrivalY], {
fontSize: fontSize,
stroke: 'black',
strokeWidth: 1,
strokeDashArray: [1, 1, 1],
})
guideLine1.name = 'guideLine'
guideLine2.name = 'guideLine'
canvas?.add(guideLine1)
canvas?.add(guideLine2)
}
}
/**
* 마우스 포인터의 가이드라인을 제거합니다.
*/
const removeMouseLines = () => {
if (canvas?._objects.length > 0) {
const mouseLines = canvas?._objects.filter((obj) => obj.name === 'mouseLine')
mouseLines.forEach((item) => canvas?.remove(item))
}
canvas?.renderAll()
}
const addLineEndPointToMousePoint = (e, endPoint) => {
if (canvas?.getObjects().find((obj) => obj.name === 'connectLine')) {
canvas?.remove(canvas?.getObjects().find((obj) => obj.name === 'connectLine'))
}
if (!endPoint) {
return
}
const pointer = canvas?.getPointer(e.e)
// 마우스 포인터 위치랑 endPoint를 연결하는 line 생성
const line = new fabric.Line([endPoint.left, endPoint.top, pointer.x, pointer.y], {
stroke: 'black',
strokeWidth: 1,
selectable: false,
})
line.set({ name: 'connectLine' })
canvas?.add(line)
canvas?.renderAll()
}
const addEvent = (mode) => {
switch (mode) {
case 'drawLine':
drawLineMode()
break
case 'edit':
editMode()
break
case 'template':
templateMode()
break
case 'patterna':
applyTemplateA()
break
case 'patternb':
applyTemplateB()
break
case 'textbox':
textboxMode()
break
case 'drawRect':
drawRectMode()
break
case 'roofPattern':
makeRoofPatternPolygon()
break
case 'roofTrestle':
makeRoofTrestle()
break
case 'fillCells':
makeRoofFillCells()
break
case 'default':
canvas?.off('mouse:down')
break
}
}
const keyValid = () => {
if (points.current.length === 0) {
alert('시작점을 선택해주세요')
return false
}
return true
}
const drawCircleAndLine = (verticalLength, horizontalLength) => {
const circle = new fabric.Circle({
radius: 5,
fill: 'transparent', // 원 안을 비웁니다.
stroke: 'black', // 원 테두리 색상을 검은색으로 설정합니다.
left: points.current[points.current.length - 1].left + horizontalLength - 5,
top: points.current[points.current.length - 1].top + verticalLength - 5,
originX: 'center',
originY: 'center',
selectable: false,
})
historyPoints.current.push(circle)
points.current.push(circle)
canvas?.add(circle)
canvas?.renderAll()
// length 값이 숫자가 아닌 경우
if (isNaN(length) || Math.max(Math.abs(verticalLength), Math.abs(horizontalLength)) === 0) {
//마지막 추가 된 points 제거합니다.
const lastPoint = historyPoints.current[historyPoints.current.length - 1]
canvas?.remove(lastPoint)
historyPoints.current.pop()
points.current.pop()
return
}
const line = new QLine(
[points.current[0].left, points.current[0].top, points.current[0].left + horizontalLength, points.current[0].top + verticalLength],
{
stroke: 'black',
strokeWidth: 2,
selectable: false,
viewLengthText: true,
direction: getDirection(points.current[0], points.current[1]),
fontSize: fontSize,
},
)
pushHistoryLine(line)
// 라인의 끝에 점을 추가합니다.
const endPointCircle = new fabric.Circle({
radius: 1,
fill: 'transparent', // 원 안을 비웁니다.
stroke: 'black', // 원 테두리 색상을 검은색으로 설정합니다.
left: points.current[0].left + horizontalLength,
top: points.current[0].top + verticalLength,
originX: 'center',
originY: 'center',
selectable: false,
})
canvas?.add(endPointCircle)
historyPoints.current.push(endPointCircle)
points.current.forEach((point) => {
canvas?.remove(point)
})
setEndPoint(endPointCircle)
pointCount.current = pointCount.current + 1
points.current = [endPointCircle]
canvas?.renderAll()
}
const handleKeyDown = (e) => {
switch (e.key) {
case 'ArrowDown': {
if (!keyValid()) {
return
}
const verticalLength = Number(prompt('길이를 입력하세요:'))
const horizontalLength = 0
drawCircleAndLine(verticalLength, horizontalLength)
break
}
case 'ArrowUp': {
if (!keyValid()) {
return
}
const verticalLength = -Number(prompt('길이를 입력하세요:'))
const horizontalLength = 0
drawCircleAndLine(verticalLength, horizontalLength)
break
}
case 'ArrowLeft': {
if (!keyValid()) {
return
}
const verticalLength = 0
const horizontalLength = -Number(prompt('길이를 입력하세요:'))
drawCircleAndLine(verticalLength, horizontalLength)
break
}
case 'ArrowRight': {
if (!keyValid()) {
return
}
const verticalLength = 0
const horizontalLength = Number(prompt('길이를 입력하세요:'))
drawCircleAndLine(verticalLength, horizontalLength)
break
}
case 'Enter': {
const result = prompt('입력하세요 (a(A패턴),b(B패턴),t(지붕))')
switch (result) {
case 'a':
applyTemplateA()
break
case 'b':
applyTemplateB()
break
case 't':
templateMode()
break
}
}
}
}
const changeMode = (canvas, mode) => {
setEndPoint(null)
pointCount.current = 0
setMode(mode)
// mode변경 시 이전 이벤트 제거
setCanvas(canvas)
canvas?.off('mouse:down')
addEvent(mode)
}
const editMode = () => {
canvas?.on('mouse:down', function (options) {
const pointer = canvas?.getPointer(options.e)
const circle = new fabric.Circle({
radius: 5,
fill: 'transparent', // 원 안을 비웁니다.
stroke: 'red', // 원 테두리 색상을 검은색으로 설정합니다.
left: pointer.x - 5,
top: pointer.y - 5,
originX: 'center',
originY: 'center',
selectable: false,
})
if (!startPoint.current) {
startPoint.current = circle
pointCount.current = pointCount.current + 1
}
setEndPoint(circle)
historyPoints.current.push(circle)
points.current.push(circle)
canvas?.add(circle)
if (points.current.length === 2) {
const length = Number(prompt('길이를 입력하세요:'))
// length 값이 숫자가 아닌 경우
if (isNaN(length) || length === 0) {
//마지막 추가 된 points 제거합니다.
const lastPoint = historyPoints.current[historyPoints.current.length - 1]
canvas?.remove(lastPoint)
historyPoints.current.pop()
points.current.pop()
return
}
if (length) {
const vector = {
x: points.current[1].left - points.current[0].left,
y: points.current[1].top - points.current[0].top,
}
const slope = Math.abs(vector.y / vector.x) // 기울기 계산
let scaledVector
if (slope >= 1) {
// 기울기가 1 이상이면 x축 방향으로 그림
scaledVector = {
x: 0,
y: vector.y >= 0 ? Number(length) : -Number(length),
}
} else {
// 기울기가 1 미만이면 y축 방향으로 그림
scaledVector = {
x: vector.x >= 0 ? Number(length) : -Number(length),
y: 0,
}
}
const verticalLength = scaledVector.y
const horizontalLength = scaledVector.x
drawCircleAndLine(verticalLength, horizontalLength)
}
}
canvas?.renderAll()
})
}
const pushHistoryLine = (line) => {
if (historyLines.current.length > 0 && historyLines.current[historyLines.current.length - 1].direction === line.direction) {
// 같은 방향의 선이 두 번 연속으로 그려지면 이전 선을 제거하고, 새로운 선과 merge한다.
const lastLine = historyLines.current.pop()
canvas?.remove(lastLine)
const mergedLine = new QLine([lastLine.x1, lastLine.y1, line.x2, line.y2], {
stroke: 'black',
strokeWidth: 2,
selectable: false,
viewLengthText: true,
direction: lastLine.direction,
fontSize: fontSize,
})
historyLines.current.push(mergedLine)
canvas?.add(mergedLine)
} else {
historyLines.current.push(line)
canvas?.add(line)
}
}
/**
* 마우스로 그린 점 기준으로 외벽선을 완성시켜준다.
* makePolygon 함수에 포함되어있던 내용을 다른 템플릿 적용에서도 사용할수 있도록 함수로 대체
*/
const drawWallPolygon = () => {
const firstPoint = historyPoints.current[0]
const lastPoint = historyPoints.current[historyPoints.current.length - 1]
historyPoints.current.forEach((point) => {
canvas?.remove(point)
})
drawLineWithLength(lastPoint, firstPoint)
points.current = []
historyPoints.current = []
// handleOuterlines()
const wall = makePolygon()
setWall(wall)
return wall
}
const templateMode = () => {
changeMode(canvas, Mode.EDIT)
if (historyPoints.current.length >= 4) {
const wall = drawWallPolygon()
handleOuterlinesTest2(wall)
/*setWall(wall)
roof.drawHelpLine()*/
}
}
const textboxMode = () => {
canvas?.on('mouse:down', function (options) {
if (canvas?.getActiveObject()?.type === 'textbox') return
const pointer = canvas?.getPointer(options.e)
const textbox = new fabric.Textbox('텍스트를 입력하세요', {
left: pointer.x,
top: pointer.y,
width: 150, // 텍스트박스의 너비를 설정합니다.
fontSize: fontSize, // 텍스트의 크기를 설정합니다.
})
canvas?.add(textbox)
canvas?.setActiveObject(textbox) // 생성된 텍스트박스를 활성 객체로 설정합니다.
canvas?.renderAll()
// textbox가 active가 풀린 경우 editing mode로 변경
textbox?.on('editing:exited', function () {
changeMode(canvas, Mode.EDIT)
})
})
}
const drawLineMode = () => {
canvas?.on('mouse:down', function (options) {
const pointer = canvas?.getPointer(options.e)
const line = new QLine(
[pointer.x, 0, pointer.x, canvas.height], // y축에 1자 선을 그립니다.
{
stroke: 'black',
strokeWidth: 2,
viewLengthText: true,
selectable: false,
fontSize: fontSize,
},
)
canvas?.add(line)
canvas?.renderAll()
})
}
const drawRectMode = () => {
let rect, isDown, origX, origY
canvas.on('mouse:down', function (o) {
isDown = true
const pointer = canvas.getPointer(o.e)
origX = pointer.x
origY = pointer.y
rect = new fabric.Rect({
left: origX,
top: origY,
originX: 'left',
originY: 'top',
width: pointer.x - origX,
height: pointer.y - origY,
angle: 0,
fill: 'transparent',
stroke: 'black',
transparentCorners: false,
})
canvas.add(rect)
})
canvas.on('mouse:move', function (o) {
if (!isDown) return
const pointer = canvas.getPointer(o.e)
if (origX > pointer.x) {
rect.set({ left: Math.abs(pointer.x) })
}
if (origY > pointer.y) {
rect.set({ top: Math.abs(pointer.y) })
}
rect.set({ width: Math.abs(origX - pointer.x) })
rect.set({ height: Math.abs(origY - pointer.y) })
})
canvas.on('mouse:up', function (o) {
const pointer = canvas.getPointer(o.e)
const qRect = new QRect({
left: origX,
top: origY,
originX: 'left',
originY: 'top',
width: pointer.x - origX,
height: pointer.y - origY,
angle: 0,
viewLengthText: true,
fill: 'transparent',
stroke: 'black',
transparentCorners: false,
fontSize: fontSize,
})
canvas.remove(rect)
canvas.add(qRect)
isDown = false
})
}
/**
* 두 점을 연결하는 선과 길이를 그립니다.
* a : 시작점, b : 끝점
*/
const drawLineWithLength = (a, b) => {
if (!a || !b) {
return
}
const line = new QLine([a.left, a.top, b.left, b.top], {
stroke: 'black',
strokeWidth: 2,
selectable: false,
viewLengthText: true,
direction: getDirection(a, b),
fontSize: fontSize,
})
pushHistoryLine(line)
canvas?.renderAll()
}
const makePolygon = (otherLines) => {
// 캔버스에서 모든 라인 객체를 찾습니다.
const lines = otherLines || historyLines.current
if (!otherLines) {
//외각선 기준
const topIndex = findTopTwoIndexesByDistance(sortedArray) //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
setShape(1)
}
} else if (topIndex[0] === 1) {
//4번
if (topIndex[1] === 2) {
setShape(4)
}
} else if (topIndex[0] === 0) {
if (topIndex[1] === 1) {
//2번
setShape(2)
} else if (topIndex[1] === 5) {
setShape(3)
}
}
historyLines.current = []
}
// 각 라인의 시작점과 끝점을 사용하여 다각형의 점 배열을 생성합니다.
const points = lines.map((line) => ({ x: line.x1, y: line.y1 }))
// 모든 라인 객체를 캔버스에서 제거합니다.
lines.forEach((line) => {
canvas?.remove(line)
})
// 점 배열을 사용하여 새로운 다각형 객체를 생성합니다.
const polygon = new QPolygon(
points,
{
stroke: 'black',
fill: 'transparent',
viewLengthText: true,
fontSize: fontSize,
},
canvas,
)
// 새로운 다각형 객체를 캔버스에 추가합니다.
canvas.add(polygon)
// 캔버스를 다시 그립니다.
if (!otherLines) {
// polygon.fillCell()
canvas?.renderAll()
// polygon.setViewLengthText(false)
setMode(Mode.DEFAULT)
}
return polygon
}
/**
* 해당 캔버스를 비운다.
*/
const handleClear = () => {
canvas?.clear()
startPoint.current = null
setEndPoint(null)
points.current = []
historyPoints.current = []
historyLines.current = []
}
const zoomIn = () => {
canvas?.setZoom(canvas.getZoom() + 0.1)
setZoom(Math.round(zoom + 10))
}
const zoomOut = () => {
canvas?.setZoom(canvas.getZoom() - 0.1)
setZoom(Math.ceil(zoom - 10))
}
const handleOuterlines = () => {
const newOuterlines = []
for (let i = 0; i < historyLines.current.length; i++) {
const next = historyLines.current[i + 1]
const prev = historyLines.current[i - 1] ?? historyLines.current[historyLines.current.length - 1]
if (next) {
if (next.direction === 'right') {
// 다름 라인이 오른쪽으로 이동
if (historyLines.current[i].direction === 'top') {
if (prev.direction !== 'right') {
if (historyLines.current.length === 4) {
newOuterlines.push({
x1: historyLines.current[i].x1 - 50,
y1: historyLines.current[i].y1 + 50,
x2: historyLines.current[i].x2 - 50,
y2: historyLines.current[i].y2 - 50,
})
} else if (historyLines.current.length === 6) {
newOuterlines.push({
x1: historyLines.current[i].x1 - 50,
y1: historyLines.current[i].y1 + 50,
x2: historyLines.current[i].x2 - 50,
y2: historyLines.current[i].y2 - 50,
})
} else if (historyLines.current.length === 8) {
newOuterlines.push({
x1: historyLines.current[i].x1 + 50,
y1: historyLines.current[i].y1 - 50,
x2: historyLines.current[i].x2 + 50,
y2: historyLines.current[i].y2 + 50,
})
}
} else {
newOuterlines.push({
x1: historyLines.current[i].x1 + 50,
y1: historyLines.current[i].y1 + 50,
x2: historyLines.current[i].x2 + 50,
y2: historyLines.current[i].y2 + 50,
})
}
} else {
// bottom
if (prev?.direction !== 'right') {
if (historyLines.current.length === 4) {
newOuterlines.push({
x1: historyLines.current[i].x1 - 50,
y1: historyLines.current[i].y1 - 50,
x2: historyLines.current[i].x2 - 50,
y2: historyLines.current[i].y2 + 50,
})
} else if (historyLines.current.length === 6) {
newOuterlines.push({
x1: historyLines.current[i].x1 - 50,
y1: historyLines.current[i].y1 - 50,
x2: historyLines.current[i].x2 - 50,
y2: historyLines.current[i].y2 + 50,
})
} else if (historyLines.current.length === 8) {
newOuterlines.push({
x1: historyLines.current[i].x1 + 50,
y1: historyLines.current[i].y1 + 50,
x2: historyLines.current[i].x2 + 50,
y2: historyLines.current[i].y2 - 50,
})
}
} else {
newOuterlines.push({
x1: historyLines.current[i].x1 - 50,
y1: historyLines.current[i].y1 + 50,
x2: historyLines.current[i].x2 - 50,
y2: historyLines.current[i].y2 + 50,
})
}
}
} else if (next.direction === 'left') {
if (historyLines.current[i].direction === 'top') {
if (prev?.direction !== 'left') {
if (historyLines.current.length === 4) {
newOuterlines.push({
x1: historyLines.current[i].x1 + 50,
y1: historyLines.current[i].y1 + 50,
x2: historyLines.current[i].x2 + 50,
y2: historyLines.current[i].y2 - 50,
})
} else if (historyLines.current.length === 6) {
newOuterlines.push({
x1: historyLines.current[i].x1 + 50,
y1: historyLines.current[i].y1 + 50,
x2: historyLines.current[i].x2 + 50,
y2: historyLines.current[i].y2 - 50,
})
} else if (historyLines.current.length === 8) {
newOuterlines.push({
x1: historyLines.current[i].x1 - 50,
y1: historyLines.current[i].y1 - 50,
x2: historyLines.current[i].x2 - 50,
y2: historyLines.current[i].y2 + 50,
})
}
} else {
newOuterlines.push({
x1: historyLines.current[i].x1 + 50,
y1: historyLines.current[i].y1 - 50,
x2: historyLines.current[i].x2 + 50,
y2: historyLines.current[i].y2 - 50,
})
}
} else {
// bottom
if (prev?.direction !== 'left') {
if (historyLines.current.length === 4) {
newOuterlines.push({
x1: historyLines.current[i].x1 + 50,
y1: historyLines.current[i].y1 - 50,
x2: historyLines.current[i].x2 + 50,
y2: historyLines.current[i].y2 + 50,
})
} else if (historyLines.current.length === 6) {
newOuterlines.push({
x1: historyLines.current[i].x1 + 50,
y1: historyLines.current[i].y1 - 50,
x2: historyLines.current[i].x2 + 50,
y2: historyLines.current[i].y2 + 50,
})
} else if (historyLines.current.length === 8) {
newOuterlines.push({
x1: historyLines.current[i].x1 - 50,
y1: historyLines.current[i].y1 + 50,
x2: historyLines.current[i].x2 - 50,
y2: historyLines.current[i].y2 - 50,
})
}
} else {
newOuterlines.push({
x1: historyLines.current[i].x1 - 50,
y1: historyLines.current[i].y1 - 50,
x2: historyLines.current[i].x2 - 50,
y2: historyLines.current[i].y2 - 50,
})
}
}
} else if (next.direction === 'top') {
if (historyLines.current[i].direction === 'right') {
if (prev?.direction !== 'top') {
if (historyLines.current.length === 4) {
newOuterlines.push({
x1: historyLines.current[i].x1 - 50,
y1: historyLines.current[i].y1 + 50,
x2: historyLines.current[i].x2 + 50,
y2: historyLines.current[i].y2 + 50,
})
} else if (historyLines.current.length === 6) {
newOuterlines.push({
x1: historyLines.current[i].x1 - 50,
y1: historyLines.current[i].y1 + 50,
x2: historyLines.current[i].x2 + 50,
y2: historyLines.current[i].y2 + 50,
})
} else if (historyLines.current.length === 8) {
newOuterlines.push({
x1: historyLines.current[i].x1 + 50,
y1: historyLines.current[i].y1 - 50,
x2: historyLines.current[i].x2 - 50,
y2: historyLines.current[i].y2 - 50,
})
}
} else {
newOuterlines.push({
x1: historyLines.current[i].x1 + 50,
y1: historyLines.current[i].y1 + 50,
x2: historyLines.current[i].x2 + 50,
y2: historyLines.current[i].y2 + 50,
})
}
} else {
// left
if (prev?.direction !== 'top') {
if (historyLines.current.length === 4) {
newOuterlines.push({
x1: historyLines.current[i].x1 + 50,
y1: historyLines.current[i].y1 + 50,
x2: historyLines.current[i].x2 - 50,
y2: historyLines.current[i].y2 + 50,
})
} else if (historyLines.current.length === 6) {
newOuterlines.push({
x1: historyLines.current[i].x1 + 50,
y1: historyLines.current[i].y1 + 50,
x2: historyLines.current[i].x2 - 50,
y2: historyLines.current[i].y2 + 50,
})
} else if (historyLines.current.length === 8) {
newOuterlines.push({
x1: historyLines.current[i].x1 - 50,
y1: historyLines.current[i].y1 - 50,
x2: historyLines.current[i].x2 + 50,
y2: historyLines.current[i].y2 - 50,
})
}
} else {
newOuterlines.push({
x1: historyLines.current[i].x1 + 50,
y1: historyLines.current[i].y1 - 50,
x2: historyLines.current[i].x2 + 50,
y2: historyLines.current[i].y2 - 50,
})
}
}
} else if (next.direction === 'bottom') {
if (historyLines.current[i].direction === 'right') {
if (prev?.direction !== 'bottom') {
if (historyLines.current.length === 4) {
newOuterlines.push({
x1: historyLines.current[i].x1 - 50,
y1: historyLines.current[i].y1 - 50,
x2: historyLines.current[i].x2 + 50,
y2: historyLines.current[i].y2 - 50,
})
} else if (historyLines.current.length === 6) {
newOuterlines.push({
x1: historyLines.current[i].x1 - 50,
y1: historyLines.current[i].y1 - 50,
x2: historyLines.current[i].x2 + 50,
y2: historyLines.current[i].y2 - 50,
})
} else if (historyLines.current.length === 8) {
newOuterlines.push({
x1: historyLines.current[i].x1 + 50,
y1: historyLines.current[i].y1 + 50,
x2: historyLines.current[i].x2 - 50,
y2: historyLines.current[i].y2 + 50,
})
}
} else {
newOuterlines.push({
x1: historyLines.current[i].x1 - 50,
y1: historyLines.current[i].y1 + 50,
x2: historyLines.current[i].x2 - 50,
y2: historyLines.current[i].y2 + 50,
})
}
} else {
// left
if (prev.direction !== 'bottom') {
if (historyLines.current.length === 4) {
newOuterlines.push({
x1: historyLines.current[i].x1 + 50,
y1: historyLines.current[i].y1 - 50,
x2: historyLines.current[i].x2 - 50,
y2: historyLines.current[i].y2 - 50,
})
} else if (historyLines.current.length === 6) {
newOuterlines.push({
x1: historyLines.current[i].x1 + 50,
y1: historyLines.current[i].y1 - 50,
x2: historyLines.current[i].x2 - 50,
y2: historyLines.current[i].y2 - 50,
})
} else if (historyLines.current.length === 8) {
newOuterlines.push({
x1: historyLines.current[i].x1 - 50,
y1: historyLines.current[i].y1 + 50,
x2: historyLines.current[i].x2 + 50,
y2: historyLines.current[i].y2 + 50,
})
}
} else {
newOuterlines.push({
x1: historyLines.current[i].x1 - 50,
y1: historyLines.current[i].y1 - 50,
x2: historyLines.current[i].x2 + 50,
y2: historyLines.current[i].y2 - 50,
})
}
}
}
} else {
const tmp = newOuterlines[newOuterlines.length - 1]
newOuterlines.push({
x1: tmp.x2,
y1: tmp.y2,
x2: newOuterlines[0].x1,
y2: newOuterlines[0].y1,
})
}
}
makePolygon(newOuterlines)
}
/**
*벽 지붕 외곽선 생성
*/
const handleOuterlinesTest = (polygon, offsetInputX, offsetInputY = 0) => {
let offsetPoints = []
const originalMax = 71
const transformedMax = 100
offsetInputY = offsetInputY !== 0 ? offsetInputY : offsetInputX
const offsetX = (offsetInputX / transformedMax) * originalMax * 2
const offsetY = (offsetInputY / transformedMax) * originalMax * 2
const sortedIndex = getStartIndex(polygon.lines)
let tmpArraySorted = rearrangeArray(polygon.lines, sortedIndex)
if (tmpArraySorted[0].direction === 'right') {
//시계방향
tmpArraySorted = tmpArraySorted.reverse() //그럼 배열을 거꾸로 만들어서 무조건 반시계방향으로 배열 보정
}
setSortedArray(tmpArraySorted) //recoil에 넣음
const points = tmpArraySorted.map((line) => ({
x: line.x1,
y: line.y1,
}))
for (var i = 0; i < points.length; i++) {
var prev = points[(i - 1 + points.length) % points.length]
var current = points[i]
var next = points[(i + 1) % points.length]
// 두 벡터 계산 (prev -> current, current -> next)
var vector1 = { x: current.x - prev.x, y: current.y - prev.y }
var vector2 = { x: next.x - current.x, y: next.y - current.y }
// 벡터의 길이 계산
var length1 = Math.sqrt(vector1.x * vector1.x + vector1.y * vector1.y)
var length2 = Math.sqrt(vector2.x * vector2.x + vector2.y * vector2.y)
// 벡터를 단위 벡터로 정규화
var unitVector1 = { x: vector1.x / length1, y: vector1.y / length1 }
var unitVector2 = { x: vector2.x / length2, y: vector2.y / length2 }
// 법선 벡터 계산 (왼쪽 방향)
var normal1 = { x: -unitVector1.y, y: unitVector1.x }
var normal2 = { x: -unitVector2.y, y: unitVector2.x }
// 법선 벡터 평균 계산
var averageNormal = {
x: (normal1.x + normal2.x) / 2,
y: (normal1.y + normal2.y) / 2,
}
// 평균 법선 벡터를 단위 벡터로 정규화
var lengthNormal = Math.sqrt(averageNormal.x * averageNormal.x + averageNormal.y * averageNormal.y)
var unitNormal = {
x: averageNormal.x / lengthNormal,
y: averageNormal.y / lengthNormal,
}
// 오프셋 적용
var offsetPoint = {
x1: current.x + unitNormal.x * offsetX,
y1: current.y + unitNormal.y * offsetY,
}
offsetPoints.push(offsetPoint)
}
return makePolygon(offsetPoints)
}
/**
*벽 지붕 외곽선 생성 polygon을 입력받아 만들기
*/
const handleOuterlinesTest2 = (polygon, offset = 71) => {
const offsetPoints = []
const sortedIndex = getStartIndex(polygon.lines)
let tmpArraySorted = rearrangeArray(polygon.lines, sortedIndex)
if (tmpArraySorted[0].direction === 'right') {
//시계방향
tmpArraySorted = tmpArraySorted.reverse() //그럼 배열을 거꾸로 만들어서 무조건 반시계방향으로 배열 보정
}
setSortedArray(tmpArraySorted) //recoil에 넣음
const points = tmpArraySorted.map((line) => ({
x: line.x1,
y: line.y1,
}))
for (let i = 0; i < points.length; i++) {
const prev = points[(i - 1 + points.length) % points.length]
const current = points[i]
const next = points[(i + 1) % points.length]
// 두 벡터 계산 (prev -> current, current -> next)
const vector1 = { x: current.x - prev.x, y: current.y - prev.y }
const vector2 = { x: next.x - current.x, y: next.y - current.y }
// 벡터의 길이 계산
const length1 = Math.sqrt(vector1.x * vector1.x + vector1.y * vector1.y)
const length2 = Math.sqrt(vector2.x * vector2.x + vector2.y * vector2.y)
// 벡터를 단위 벡터로 정규화
const unitVector1 = { x: vector1.x / length1, y: vector1.y / length1 }
const unitVector2 = { x: vector2.x / length2, y: vector2.y / length2 }
// 법선 벡터 계산 (왼쪽 방향)
const normal1 = { x: -unitVector1.y, y: unitVector1.x }
const normal2 = { x: -unitVector2.y, y: unitVector2.x }
// 법선 벡터 평균 계산
const averageNormal = {
x: (normal1.x + normal2.x) / 2,
y: (normal1.y + normal2.y) / 2,
}
// 평균 법선 벡터를 단위 벡터로 정규화
const lengthNormal = Math.sqrt(averageNormal.x * averageNormal.x + averageNormal.y * averageNormal.y)
const unitNormal = {
x: averageNormal.x / lengthNormal,
y: averageNormal.y / lengthNormal,
}
// 오프셋 적용
const offsetPoint = {
x1: current.x + unitNormal.x * offset,
y1: current.y + unitNormal.y * offset,
}
offsetPoints.push(offsetPoint)
}
const roof = makePolygon(offsetPoints)
roof.setWall(polygon)
setRoof(roof)
roof.drawHelpLine()
roof.divideLine()
}
const togglePolygonLine = (obj) => {
const rtnLines = []
if (obj.type === 'QPolygon') {
const points = obj.getCurrentPoints()
points.forEach((point, index) => {
const nextPoint = points[(index + 1) % points.length] // 마지막 점이면 첫 번째 점으로 연결
const line = new QLine([point.x, point.y, nextPoint.x, nextPoint.y], {
stroke: 'black',
strokeWidth: 2,
selectable: false,
fontSize: fontSize, // fontSize는 필요에 따라 조정
parent: obj,
})
obj.visible = false
canvas.add(line)
rtnLines.push(line)
})
canvas?.renderAll()
}
if (obj.type === 'QLine') {
const parent = obj.parent
canvas
?.getObjects()
.filter((obj) => obj.parent === parent)
.forEach((obj) => {
rtnLines.push(obj)
canvas.remove(obj)
})
parent.visible = true
canvas?.renderAll()
}
return rtnLines
}
const applyTemplateA = () => {
changeMode(canvas, Mode.EDIT)
const polygon = drawWallPolygon()
handleClear()
if (polygon.lines.length === 4) {
//4각형
handleOuterLineTemplateA4Points(polygon)
} else if (polygon.lines.length === 6) {
//6각형
handleOuterLineTemplateA6Points(polygon)
} else if (polygon.lines.length === 8) {
handleOuterLineTemplateA8Points(polygon)
}
setTemplateType(2)
}
const handleOuterLineTemplateA4Points = (polygon) => {
const edge = 20
const eaves = 50
// 폴리곤의 각 변을 선으로 생성
const createLine = (start, end, stroke, property) =>
new QLine([start.x, start.y, end.x, end.y], {
stroke,
strokeWidth: 5,
property,
fontSize: 14,
})
const lines = polygon.points.map((start, i) => {
const end = polygon.points[(i + 1) % polygon.points.length]
const line = createLine(start, end, '#A0D468', 'normal')
canvas.add(line)
return line
})
let edgeIndexArray = []
let normalIndexArray = []
lines.forEach((line, i) => {
if (i % 2 === 0) {
line.set('stroke', 'skyblue').set('property', 'edge')
edgeIndexArray.push(i)
} else {
normalIndexArray.push(i)
}
canvas.add(line)
})
const centerPointX = (lines[1].x1 + lines[1].x2) / 2
const centerPointY = (lines[0].y1 + lines[0].y2) / 2
const horiCenterHalfLine = (lines[1].x2 - lines[1].x1) / 2
const createCenterLine = (x1, y1, x2, y2, stroke, strokeWidth, property, dashArray = []) =>
new QLine([x1, y1, x2, y2], {
stroke,
strokeWidth,
property,
fontSize: 14,
strokeDashArray: dashArray,
})
const vertCenterLine = createCenterLine(centerPointX, lines[0].y1 - edge, centerPointX, lines[0].y2 + edge, 'blue', 4, 'center')
canvas.add(vertCenterLine)
const horiCenterLineLeft = createCenterLine(
lines[1].x1 - eaves,
centerPointY,
lines[1].x1 + horiCenterHalfLine,
centerPointY,
'black',
2,
'center',
[5, 5],
)
canvas.add(horiCenterLineLeft)
const horiCenterLineRight = createCenterLine(
horiCenterLineLeft.x2,
centerPointY,
horiCenterLineLeft.x2 + horiCenterHalfLine + eaves,
centerPointY,
'black',
2,
'center',
[5, 5],
)
canvas.add(horiCenterLineRight)
const drawArray = lines
.map((line) => {
if (line.x1 === line.x2 && line.y1 < line.y2) {
return [{ x1: line.x1 - eaves, y1: line.y1 - edge, x2: line.x1 - eaves, y2: line.y2 + edge }]
} else if (line.x1 === line.x2 && line.y1 > line.y2) {
return [{ x1: line.x1 + eaves, y1: line.y1 + edge, x2: line.x1 + eaves, y2: line.y2 - edge }]
} else if (line.x1 < line.x2 && line.y1 === line.y2) {
return [
{ x1: line.x1 - eaves, y1: line.y1 + edge, x2: line.x1 + horiCenterHalfLine, y2: line.y2 + edge },
{
x1: line.x1 + horiCenterHalfLine,
y1: line.y1 + edge,
x2: line.x1 + horiCenterHalfLine + horiCenterHalfLine + eaves,
y2: line.y2 + edge,
},
]
} else if (line.x1 > line.x2 && line.y1 === line.y2) {
return [
{ x1: line.x2 - eaves, y1: line.y1 - edge, x2: line.x2 + horiCenterHalfLine, y2: line.y2 - edge },
{
x1: line.x2 + horiCenterHalfLine,
y1: line.y1 - edge,
x2: line.x2 + horiCenterHalfLine + horiCenterHalfLine + eaves,
y2: line.y2 - edge,
},
]
}
return []
})
.flat()
drawArray.forEach((line) => {
const outLine = createLine({ x: line.x1, y: line.y1 }, { x: line.x2, y: line.y2 }, 'blue', 'normal')
canvas.add(outLine)
})
}
//탬플릿A 적용
const handleOuterLineTemplateA6Points = (polygon) => {
let lines = []
let outLines = []
let halfLength = 0
const dashedCenterLineOpt = {
stroke: 'black',
strokeWidth: 1,
property: 'centerLine',
strokeDashArray: [10, 5],
fontSize: 14,
}
const centerLineOpt = {
stroke: 'blue',
strokeWidth: 1,
property: 'bigHoriCenter',
fontSize: 14,
}
// 폴리곤의 각 변을 선으로 생성
for (let i = 0; i < polygon.points.length; i++) {
const start = polygon.points[i]
const end = polygon.points[(i + 1) % polygon.points.length] // 다음 점, 마지막 점의 경우 첫 점으로
const line = new QLine([start.x, start.y, end.x, end.y], {
stroke: '#A0D468',
strokeWidth: 2,
property: 'normal',
fontSize: 14,
})
// 선을 배열에 추가
lines.push(line)
canvas.add(line)
}
let highLineLength = 0
let lowLineLength = 0
let prevHighIndex = 0
let prevHighLength = 0
let prevLowIndex = 0
let prevLowLength = 0
let edgeIndexArray = []
let normalIndexArray = []
for (let i = 0; i < lines.length; i++) {
let line = lines[i]
if (!(i % 2) == 0) {
//홀수일떄
line.line.set('stroke', 'skyblue').set('property', 'egde')
let length = Math.abs(line.get('x1') - line.get('x2')) + Math.abs(line.get('y1') - line.get('y2'))
if (length > prevHighLength) {
//잴긴거 찾음
prevHighIndex = i
prevHighLength = length
highLineLength = length
}
if (prevLowLength === 0 || length <= prevLowLength) {
//최초에는 없어서 한번 넣음
prevLowIndex = i
prevLowLength = length
lowLineLength = length
}
edgeIndexArray.push(i)
} else {
normalIndexArray.push(i)
}
// 캔버스에 선 추가
canvas.add(line)
}
let prevDirecArray //긴선 앞배열
let nextDirecArray //긴선 뒷배열
let horizontalDirection //뽈록이 좌우 방향
if (prevHighIndex === 1) {
//카라바 기준 1과 5밖에 없음
prevDirecArray = lines[prevHighIndex - 1]
nextDirecArray = lines[prevHighIndex + 1]
//밑에쪽이 긴 방향
horizontalDirection = prevDirecArray.height > nextDirecArray.height ? 'left' : 'right'
} else {
prevDirecArray = lines[prevHighIndex - 1]
nextDirecArray = lines[0]
//위에가 긴 방향
horizontalDirection = prevDirecArray.height > nextDirecArray.height ? 'right' : 'left'
}
const edge = 20 //케라바
const eaves = 50 //처마
let firstLine = lines[1]
let secondLine = lines[3]
let lastLine = lines[5]
let vertCenterLine
let secondVertCenterLine
let templatePolygonObj = {}
let roofPatternPolygonArray = []
let bigRoofPolygon = []
let middleRoofPolygon = []
let smallRoofPolygon = []
if (prevHighIndex === 1) {
if (horizontalDirection === 'left') {
//배열 순서대로 뒤에꺼를 찾아서 계산한다
const firstSubLine = lines[2]
const middleSubLine = lines[4]
//ㄴ자 일경우
//긴면 세로선 그리기
let vertCenterPoint = (firstLine.x1 + firstLine.x2) / 2 //가장 긴선 중앙선 가운데 점
vertCenterLine = new QLine(
[
vertCenterPoint,
firstSubLine.y1 + edge, //다음 선의 높이만큼 가져와서 edge길이를 합함
vertCenterPoint,
firstSubLine.y2 - edge, //다음 선의 높이만큼 가져옴 edge길이를 합함
],
centerLineOpt,
)
canvas.add(vertCenterLine)
outLines.push(vertCenterLine)
//긴면 가로선 그리기
let horiCenterPoint = (firstSubLine.y1 + firstSubLine.y2) / 2
let horiCenterLine1 = new QLine(
[firstLine.x1 - eaves, horiCenterPoint, firstLine.x1 - eaves + firstLine.length / 2 + eaves, horiCenterPoint],
dashedCenterLineOpt,
)
canvas.add(horiCenterLine1)
let horiCenterLine2 = new QLine(
[
firstLine.x1 - eaves + firstLine.length / 2 + eaves,
horiCenterPoint,
firstLine.x1 - eaves + firstLine.length / 2 + eaves + firstLine.length / 2 + eaves,
horiCenterPoint,
],
dashedCenterLineOpt,
)
canvas.add(horiCenterLine2)
//작은 지붕쪽 높이 길이를 구하는 로직
let secondVertCenterPoint = (lastLine.x1 + lastLine.x2) / 2
secondVertCenterLine = new QLine([secondVertCenterPoint, middleSubLine.y1, secondVertCenterPoint, middleSubLine.y2 - edge], centerLineOpt)
canvas.add(secondVertCenterLine)
outLines.push(secondVertCenterLine)
//작은 지붕쪽 너비 길이를 구한는 로직
let secondHoriCenterLength = (Math.abs(lastLine.get('x1') - lastLine.get('x2')) + Math.abs(lastLine.get('y1') - lastLine.get('y2'))) / 2
let secondHoriCenterPoint = (secondVertCenterLine.y1 + secondVertCenterLine.y2) / 2
let secondHoriCenterLine = new QLine(
[secondVertCenterLine.x1, secondHoriCenterPoint, secondVertCenterLine.x1 + secondHoriCenterLength + eaves, secondHoriCenterPoint],
dashedCenterLineOpt,
)
canvas.add(secondHoriCenterLine)
//일반라인 외각선 그리기
normalIndexArray.forEach((index) => {
const line = lines[index]
let points = []
if (index === 0) {
points.push(line.x1 - eaves, line.y1 - edge, line.x2 - eaves, line.y2 + edge)
} else {
let tmpEdge = index === 2 ? edge : 0
points.push(line.x1 + eaves, line.y1 + tmpEdge, line.x2 + eaves, line.y2 - edge)
}
let drawline = new QLine(points, centerLineOpt)
canvas.add(drawline)
outLines.push(drawline)
})
//케라바 라인 외각선 그리기
const firstOuterLine = lines[1]
const middleOuterLine = lines[3]
const lastOuterLine = lines[5]
//첫번째 외곽선 1번
halfLength = firstOuterLine.length / 2
let drawFirstLine1 = new QLine(
[firstOuterLine.x1 - eaves, firstOuterLine.y1 + edge, firstOuterLine.x1 + halfLength, firstOuterLine.y2 + edge],
centerLineOpt,
)
canvas.add(drawFirstLine1)
outLines.push(drawFirstLine1)
//첫번째 외곽선 2번
let drawFirstLine2 = new QLine(
[drawFirstLine1.x2, firstOuterLine.y1 + edge, firstOuterLine.x2 + eaves, firstOuterLine.y2 + edge],
centerLineOpt,
)
canvas.add(drawFirstLine2)
outLines.push(drawFirstLine2)
//중간라인 외각선
let drawMiddleLine = new QLine([drawFirstLine2.x2, middleOuterLine.y1 - edge, drawFirstLine2.x1, middleOuterLine.y2 - edge], centerLineOpt)
canvas.add(drawMiddleLine)
outLines.push(drawMiddleLine)
//마지막 외각선
halfLength = lastLine.length / 2
let drawLastLine1 = new QLine(
[lastOuterLine.x2 + halfLength, lastOuterLine.y1 - edge, lastOuterLine.x2 - eaves, lastOuterLine.y2 - edge],
centerLineOpt,
)
canvas.add(drawLastLine1)
outLines.push(drawLastLine1)
let drawLastLine2 = new QLine(
[drawLastLine1.x1, lastOuterLine.y1 - edge, lastOuterLine.x1 + length + eaves, lastOuterLine.y2 - edge],
centerLineOpt,
)
canvas.add(drawLastLine2)
outLines.push(drawLastLine2)
let drawLastInLine1 = new QLine(
[secondVertCenterLine.x1, secondVertCenterLine.y1, secondVertCenterLine.x1 + halfLength + eaves, secondVertCenterLine.y1],
centerLineOpt,
)
canvas.add(drawLastInLine1)
let drawLastInLine2 = new QLine([secondVertCenterLine.x1, vertCenterLine.y2, vertCenterLine.x2, vertCenterLine.y2], centerLineOpt)
canvas.add(drawLastInLine2)
bigRoofPolygon = [
{ x: outLines[2].x1, y: outLines[2].y1 },
{ x: outLines[2].x2, y: outLines[2].y2 },
{ x: outLines[0].x1, y: outLines[0].y1 },
{ x: outLines[0].x2, y: outLines[0].y2 },
{ x: outLines[1].x2, y: outLines[0].y2 },
{ x: outLines[1].x2, y: outLines[1].y2 },
]
middleRoofPolygon = [
{ x: outLines[0].x2, y: outLines[0].y2 },
{ x: outLines[0].x1, y: outLines[0].y1 },
{ x: outLines[3].x2, y: outLines[3].y2 },
{ x: outLines[3].x1, y: outLines[3].y1 },
]
smallRoofPolygon = [
{ x: outLines[1].x2, y: outLines[1].y2 },
{ x: outLines[1].x1, y: outLines[1].y1 },
{ x: outLines[4].x2, y: outLines[4].y2 },
{ x: outLines[4].x1, y: outLines[4].y1 },
]
} else {
//아래쪽 길게 오른쪽 방향
//배열 순서대로 뒤에꺼를 찾아서 계산한다
firstLine = lines[1]
secondLine = lines[5]
lastLine = lines[3]
const firstSubLine = lines[0]
const middleSubLine = lines[4]
//ㄴ자 일경우
//긴면 세로선 그리기
let vertCenterPoint = (firstLine.x1 + firstLine.x2) / 2 //가장 긴선 중앙선 가운데 점
vertCenterLine = new QLine(
[
vertCenterPoint,
firstSubLine.y1 - edge, //다음 선의 높이만큼 가져와서 edge길이를 합함
vertCenterPoint,
firstSubLine.y2 + edge, //다음 선의 높이만큼 가져옴 edge길이를 합함
],
centerLineOpt,
)
canvas.add(vertCenterLine)
outLines.push(vertCenterLine)
//긴면 가로선 그리기
let horiCenterPoint = (firstSubLine.y1 + firstSubLine.y2) / 2
let horiCenterLine1 = new QLine(
[firstLine.x1 - eaves, horiCenterPoint, firstLine.x1 - eaves + firstLine.length / 2 + eaves, horiCenterPoint],
dashedCenterLineOpt,
)
canvas.add(horiCenterLine1)
let horiCenterLine2 = new QLine(
[
firstLine.x1 - eaves + firstLine.length / 2 + eaves,
horiCenterPoint,
firstLine.x1 - eaves + firstLine.length / 2 + eaves + firstLine.length / 2 + eaves,
horiCenterPoint,
],
dashedCenterLineOpt,
)
canvas.add(horiCenterLine2)
//작은 지붕쪽 높이 길이를 구하는 로직
let secondVertCenterPoint = (lastLine.x1 + lastLine.x2) / 2
secondVertCenterLine = new QLine([secondVertCenterPoint, middleSubLine.y1 - edge, secondVertCenterPoint, middleSubLine.y2], centerLineOpt)
canvas.add(secondVertCenterLine)
outLines.push(secondVertCenterLine)
//작은 지붕쪽 너비 길이를 구한는 로직
let secondHoriCenterLength = (Math.abs(lastLine.get('x1') - lastLine.get('x2')) + Math.abs(lastLine.get('y1') - lastLine.get('y2'))) / 2
let secondHoriCenterPoint = (secondVertCenterLine.y1 + secondVertCenterLine.y2) / 2
let secondHoriCenterLine = new QLine(
[secondVertCenterLine.x1 - secondHoriCenterLength - eaves, secondHoriCenterPoint, secondVertCenterLine.x1, secondHoriCenterPoint],
dashedCenterLineOpt,
)
canvas.add(secondHoriCenterLine)
//일반라인 외각선 그리기
normalIndexArray.forEach((index) => {
const line = lines[index]
let points = []
if (index === 0 || index === 4) {
let tmpEdge = index === 4 ? 0 : edge
points = [line.x1 - eaves, line.y1 - edge, line.x2 - eaves, line.y2 + tmpEdge]
} else {
points = [line.x1 + eaves, line.y1 + edge, line.x2 + eaves, line.y2 - edge]
}
let drawline = new QLine(points, centerLineOpt)
canvas.add(drawline)
outLines.push(drawline)
})
//케라바 라인 외각선 그리기
const firstOuterLine = lines[1]
const middleOuterLine = lines[5]
const lastOuterLine = lines[3]
//첫번째 외곽선 1번
halfLength = firstOuterLine.length / 2
let drawFirstLine1 = new QLine(
[firstOuterLine.x1 - eaves, firstOuterLine.y1 + edge, firstOuterLine.x1 + halfLength, firstOuterLine.y2 + edge],
centerLineOpt,
)
canvas.add(drawFirstLine1)
outLines.push(drawFirstLine1)
//첫번째 외곽선 2번
let drawFirstLine2 = new QLine(
[drawFirstLine1.x2, firstOuterLine.y1 + edge, firstOuterLine.x2 + eaves, firstOuterLine.y2 + edge],
centerLineOpt,
)
canvas.add(drawFirstLine2)
outLines.push(drawFirstLine2)
//중간라인 외각선
let drawMiddleLine = new QLine([drawFirstLine1.x1, middleOuterLine.y1 - edge, drawFirstLine1.x2, middleOuterLine.y2 - edge], centerLineOpt)
canvas.add(drawMiddleLine)
outLines.push(drawMiddleLine)
//마지막 외각선
halfLength = lastLine.length / 2
let drawLastLine1 = new QLine(
[lastOuterLine.x2 - eaves, lastOuterLine.y1 - edge, lastOuterLine.x1 - halfLength, lastOuterLine.y2 - edge],
centerLineOpt,
)
canvas.add(drawLastLine1)
let drawLastLine2 = new QLine(
[drawLastLine1.x1, lastOuterLine.y1 - edge, lastOuterLine.x1 + length + eaves, lastOuterLine.y2 - edge],
centerLineOpt,
)
canvas.add(drawLastLine2)
let drawLastInLine1 = new QLine(
[secondVertCenterLine.x1, secondVertCenterLine.y2, secondVertCenterLine.x1 - halfLength - eaves, secondVertCenterLine.y2],
centerLineOpt,
)
canvas.add(drawLastInLine1)
let drawLastInLine2 = new QLine([secondVertCenterLine.x2, vertCenterLine.y1, vertCenterLine.x1, vertCenterLine.y1], centerLineOpt)
canvas.add(drawLastInLine2)
bigRoofPolygon = [
{ x: outLines[0].x1, y: outLines[0].y1 },
{ x: outLines[0].x2, y: outLines[0].y2 },
{ x: outLines[3].x1, y: outLines[3].y1 },
{ x: outLines[3].x2, y: outLines[3].y2 },
{ x: outLines[1].x1, y: outLines[1].y1 },
{ x: outLines[1].x2, y: outLines[0].y1 },
]
middleRoofPolygon = [
{ x: outLines[2].x1, y: outLines[2].y1 },
{ x: outLines[2].x2, y: outLines[2].y2 },
{ x: outLines[0].x2, y: outLines[0].y2 },
{ x: outLines[0].x1, y: outLines[0].y1 },
]
smallRoofPolygon = [
{ x: outLines[4].x1, y: outLines[4].y1 },
{ x: outLines[4].x2, y: outLines[4].y2 },
{ x: outLines[1].x2, y: outLines[1].y2 },
{ x: outLines[1].x1, y: outLines[1].y1 },
]
}
} else {
if (horizontalDirection === 'left') {
//아래쪽 길게 오른쪽 방향
//배열 순서대로 뒤에꺼를 찾아서 계산한다
firstLine = lines[5]
secondLine = lines[3]
lastLine = lines[1]
const firstSubLine = lines[4]
const middleSubLine = lines[2]
//ㄴ자 일경우
//긴면 세로선 그리기
let vertCenterPoint = (firstLine.x1 + firstLine.x2) / 2 //가장 긴선 중앙선 가운데 점
vertCenterLine = new QLine(
[
vertCenterPoint,
firstSubLine.y2 - edge, //다음 선의 높이만큼 가져와서 edge길이를 합함
vertCenterPoint,
firstSubLine.y1 + edge, //다음 선의 높이만큼 가져옴 edge길이를 합함
],
centerLineOpt,
)
canvas.add(vertCenterLine)
outLines.push(vertCenterLine)
//긴면 가로선 그리기
let horiCenterPoint = (firstSubLine.y1 + firstSubLine.y2) / 2
let horiCenterLine1 = new QLine(
[firstLine.x2 - eaves, horiCenterPoint, firstLine.x2 - eaves + firstLine.length / 2 + eaves, horiCenterPoint],
dashedCenterLineOpt,
)
canvas.add(horiCenterLine1)
let horiCenterLine2 = new QLine(
[
firstLine.x2 - eaves + firstLine.length / 2 + eaves,
horiCenterPoint,
firstLine.x2 - eaves + firstLine.length / 2 + eaves + firstLine.length / 2 + eaves,
horiCenterPoint,
],
dashedCenterLineOpt,
)
canvas.add(horiCenterLine2)
//작은 지붕쪽 높이 길이를 구하는 로직
let secondVertCenterPoint = (lastLine.x1 + lastLine.x2) / 2
secondVertCenterLine = new QLine([secondVertCenterPoint, middleSubLine.y1 + edge, secondVertCenterPoint, middleSubLine.y2], centerLineOpt)
canvas.add(secondVertCenterLine)
outLines.push(secondVertCenterLine)
//작은 지붕쪽 너비 길이를 구한는 로직
let secondHoriCenterLength = (Math.abs(lastLine.get('x1') - lastLine.get('x2')) + Math.abs(lastLine.get('y1') - lastLine.get('y2'))) / 2
let secondHoriCenterPoint = (secondVertCenterLine.y1 + secondVertCenterLine.y2) / 2
let secondHoriCenterLine = new QLine(
[secondVertCenterLine.x1 + secondHoriCenterLength + eaves, secondHoriCenterPoint, secondVertCenterLine.x1, secondHoriCenterPoint],
dashedCenterLineOpt,
)
canvas.add(secondHoriCenterLine)
//일반라인 외각선 그리기
normalIndexArray.forEach((index) => {
const line = lines[index]
let points = []
if (index === 0) {
points = [line.x1 - eaves, line.y1 - edge, line.x2 - eaves, line.y2 + edge]
} else {
let tmpEdge = index === 2 ? 0 : edge
points = [line.x1 + eaves, line.y1 + edge, line.x2 + eaves, line.y2 - tmpEdge]
}
let drawline = new QLine(points, centerLineOpt)
canvas.add(drawline)
outLines.push(drawline)
})
//케라바 라인 외각선 그리기
const firstOuterLine = lines[5]
const middleOuterLine = lines[3]
const lastOuterLine = lines[1]
//첫번째 외곽선 1번
halfLength = firstOuterLine.length / 2
let drawFirstLine1 = new QLine(
[firstOuterLine.x2 - eaves, firstOuterLine.y1 - edge, firstOuterLine.x2 + halfLength, firstOuterLine.y2 - edge],
centerLineOpt,
)
canvas.add(drawFirstLine1)
//첫번째 외곽선 2번
let drawFirstLine2 = new QLine(
[drawFirstLine1.x2, drawFirstLine1.y1, drawFirstLine1.x2 + halfLength + eaves, drawFirstLine1.y2],
centerLineOpt,
)
canvas.add(drawFirstLine2)
//중간라인 외각선
let drawMiddleLine = new QLine([drawFirstLine2.x1, middleOuterLine.y1 + edge, drawFirstLine2.x2, middleOuterLine.y2 + edge], centerLineOpt)
canvas.add(drawMiddleLine)
//마지막 외각선
halfLength = lastLine.length / 2
let drawLastLine1 = new QLine(
[lastOuterLine.x1 - eaves, lastOuterLine.y1 + edge, lastOuterLine.x1 + halfLength, lastOuterLine.y2 + edge],
centerLineOpt,
)
canvas.add(drawLastLine1)
let drawLastLine2 = new QLine([drawLastLine1.x2, drawLastLine1.y1, drawLastLine1.x2 + halfLength + eaves, drawLastLine1.y1], centerLineOpt)
canvas.add(drawLastLine2)
let drawLastInLine1 = new QLine(
[secondVertCenterLine.x1, secondVertCenterLine.y2, secondVertCenterLine.x1 + halfLength + eaves, secondVertCenterLine.y2],
centerLineOpt,
)
canvas.add(drawLastInLine1)
let drawLastInLine2 = new QLine([vertCenterLine.x1, vertCenterLine.y2, secondVertCenterLine.x2, vertCenterLine.y2], centerLineOpt)
canvas.add(drawLastInLine2)
bigRoofPolygon = [
{ x: outLines[2].x1, y: outLines[2].y1 },
{ x: outLines[2].x2, y: outLines[2].y2 },
{ x: outLines[1].x1, y: outLines[1].y1 },
{ x: outLines[1].x2, y: outLines[0].y2 },
{ x: outLines[0].x1, y: outLines[0].y2 },
{ x: outLines[0].x1, y: outLines[0].y1 },
]
middleRoofPolygon = [
{ x: outLines[0].x1, y: outLines[0].y1 },
{ x: outLines[0].x2, y: outLines[0].y2 },
{ x: outLines[4].x2, y: outLines[4].y2 },
{ x: outLines[4].x1, y: outLines[4].y1 },
]
smallRoofPolygon = [
{ x: outLines[1].x2, y: outLines[1].y2 },
{ x: outLines[1].x1, y: outLines[1].y1 },
{ x: outLines[3].x2, y: outLines[3].y2 },
{ x: outLines[3].x1, y: outLines[3].y1 },
]
} else {
//윗쪽 길게 오른쪽 방향
//배열 순서대로 뒤에꺼를 찾아서 계산한다
firstLine = lines[5]
secondLine = lines[1]
lastLine = lines[3]
const firstSubLine = lines[0]
const middleSubLine = lines[2]
//ㄴ자 일경우
//긴면 세로선 그리기
let vertCenterPoint = (firstLine.x1 + firstLine.x2) / 2 //가장 긴선 중앙선 가운데 점
vertCenterLine = new QLine(
[
vertCenterPoint,
firstSubLine.y1 - edge, //다음 선의 높이만큼 가져와서 edge길이를 합함
vertCenterPoint,
firstSubLine.y2 + edge, //다음 선의 높이만큼 가져옴 edge길이를 합함
],
centerLineOpt,
)
canvas.add(vertCenterLine)
outLines.push(vertCenterLine)
//긴면 가로선 그리기
let horiCenterPoint = (firstSubLine.y1 + firstSubLine.y2) / 2
let horiCenterLine1 = new QLine(
[firstLine.x2 - eaves, horiCenterPoint, firstLine.x2 - eaves + firstLine.length / 2 + eaves, horiCenterPoint],
dashedCenterLineOpt,
)
canvas.add(horiCenterLine1)
let horiCenterLine2 = new QLine(
[
firstLine.x2 - eaves + firstLine.length / 2 + eaves,
horiCenterPoint,
firstLine.x2 - eaves + firstLine.length / 2 + eaves + firstLine.length / 2 + eaves,
horiCenterPoint,
],
dashedCenterLineOpt,
)
canvas.add(horiCenterLine2)
//작은 지붕쪽 높이 길이를 구하는 로직
let secondVertCenterPoint = (lastLine.x1 + lastLine.x2) / 2
secondVertCenterLine = new QLine([secondVertCenterPoint, middleSubLine.y1, secondVertCenterPoint, middleSubLine.y2 + edge], {
stroke: 'blue',
strokeWidth: 4,
property: 'centerLine',
fontSize: 14,
})
canvas.add(secondVertCenterLine)
outLines.push(secondVertCenterLine)
//작은 지붕쪽 너비 길이를 구한는 로직
let secondHoriCenterLength = (Math.abs(lastLine.get('x1') - lastLine.get('x2')) + Math.abs(lastLine.get('y1') - lastLine.get('y2'))) / 2
let secondHoriCenterPoint = (secondVertCenterLine.y1 + secondVertCenterLine.y2) / 2
let secondHoriCenterLine = new QLine(
[secondVertCenterLine.x1, secondHoriCenterPoint, secondVertCenterLine.x1 - secondHoriCenterLength - eaves, secondHoriCenterPoint],
dashedCenterLineOpt,
)
canvas.add(secondHoriCenterLine)
//일반라인 외각선 그리기
normalIndexArray.forEach((index) => {
const line = lines[index]
let drawline
if (index === 0 || index === 2) {
let tmpEdge = index === 2 ? 0 : edge
drawline = new QLine([line.x1 - eaves, line.y1 - tmpEdge, line.x2 - eaves, line.y2 + edge], centerLineOpt)
canvas.add(drawline)
} else {
drawline = new QLine([line.x1 + eaves, line.y1 + edge, line.x2 + eaves, line.y2 - edge], centerLineOpt)
canvas.add(drawline)
}
outLines.push(drawline)
})
//케라바 라인 외각선 그리기
const firstOuterLine = lines[5]
const middleOuterLine = lines[1]
const lastOuterLine = lines[3]
//첫번째 외곽선 1번
halfLength = firstOuterLine.length / 2
let drawFirstLine1 = new QLine(
[firstOuterLine.x2 - eaves, firstOuterLine.y1 - edge, firstOuterLine.x2 + halfLength, firstOuterLine.y2 - edge],
centerLineOpt,
)
canvas.add(drawFirstLine1)
//첫번째 외곽선 2번
let drawFirstLine2 = new QLine(
[drawFirstLine1.x2, drawFirstLine1.y1, drawFirstLine1.x2 + halfLength + eaves, drawFirstLine1.y2],
centerLineOpt,
)
canvas.add(drawFirstLine2)
//중간라인 외각선
let drawMiddleLine = new QLine([drawFirstLine1.x1, middleOuterLine.y1 + edge, drawFirstLine1.x2, middleOuterLine.y2 + edge], centerLineOpt)
canvas.add(drawMiddleLine)
//마지막 외각선
halfLength = lastLine.length / 2
let drawLastLine1 = new QLine(
[lastOuterLine.x1 - eaves, lastOuterLine.y1 + edge, lastOuterLine.x1 + halfLength, lastOuterLine.y2 + edge],
centerLineOpt,
)
canvas.add(drawLastLine1)
let drawLastLine2 = new QLine([drawLastLine1.x2, drawLastLine1.y1, drawLastLine1.x2 + halfLength + eaves, drawLastLine1.y1], centerLineOpt)
canvas.add(drawLastLine2)
let drawLastInLine1 = new QLine([vertCenterLine.x2, vertCenterLine.y2, secondVertCenterLine.x1, vertCenterLine.y2], centerLineOpt)
canvas.add(drawLastInLine1)
let drawLastInLine2 = new QLine([secondLine.x2 - eaves, secondLine.y1, drawLastLine1.x2, secondLine.y1], centerLineOpt)
canvas.add(drawLastInLine2)
bigRoofPolygon = [
{ x: outLines[0].x1, y: outLines[0].y1 },
{ x: outLines[0].x2, y: outLines[0].y2 },
{ x: outLines[1].x1, y: outLines[0].y2 },
{ x: outLines[1].x2, y: outLines[1].y2 },
{ x: outLines[4].x1, y: outLines[4].y1 },
{ x: outLines[4].x2, y: outLines[4].y2 },
]
middleRoofPolygon = [
{ x: outLines[2].x1, y: outLines[2].y1 },
{ x: outLines[2].x2, y: outLines[2].y2 },
{ x: outLines[0].x2, y: outLines[0].y2 },
{ x: outLines[0].x1, y: outLines[0].y1 },
]
smallRoofPolygon = [
{ x: outLines[3].x1, y: outLines[3].y1 },
{ x: outLines[3].x2, y: outLines[3].y2 },
{ x: outLines[1].x2, y: outLines[1].y2 },
{ x: outLines[1].x1, y: outLines[1].y1 },
]
}
}
roofPatternPolygonArray.push(bigRoofPolygon) //지붕폴리곤
roofPatternPolygonArray.push(middleRoofPolygon) //중간라인 폴리곤
roofPatternPolygonArray.push(smallRoofPolygon) //작은지붕폴리곤
setRoofPolygonPattern({ roofPatternPolygonArray, lines }) //모든 행을 저장
canvas?.renderAll()
}
const handleOuterLineTemplateA8Points = (polygon, offsetInputX = 20, offsetInputY = 50) => {
let offsetPoints = []
const originalMax = 71
const transformedMax = 100
let lines = [] //내각라인
let outLines = [] //아웃라인
let halfLength = 0 //선길이
let offsetX
let offsetY
const dashedCenterLineOpt = {
stroke: 'black',
strokeWidth: 1,
property: 'centerLine',
strokeDashArray: [8, 4],
fontSize: 14,
}
const centerLineOpt = {
stroke: 'blue',
strokeWidth: 2,
property: 'bigHoriCenter',
fontSize: 14,
}
// 폴리곤의 각 변을 선으로 생성
for (let i = 0; i < polygon.points.length; i++) {
const start = polygon.points[i]
const end = polygon.points[(i + 1) % polygon.points.length] // 다음 점, 마지막 점의 경우 첫 점으로
const line = new QLine([start.x, start.y, end.x, end.y], {
stroke: '#A0D468',
strokeWidth: 2,
property: 'normal',
fontSize: 14,
})
// 선을 배열에 추가
lines.push(line)
canvas.add(line)
}
offsetInputY = offsetInputY !== 0 ? offsetInputY : offsetInputX
const sortedIndex = getStartIndex(polygon.lines)
let tmpArraySorted = rearrangeArray(polygon.lines, sortedIndex)
setSortedArray(tmpArraySorted) //recoil에 넣음
const points = tmpArraySorted.map((line) => ({
x: line.x1,
y: line.y1,
}))
//좌표 재정렬
function reSortQlineArray(array) {
let tmpArray = []
let minX, minY, maxX, maxY
let tmp
array.forEach((arr, index) => {
tmp = arr
if (arr.x2 < arr.x1 || arr.y2 < arr.y1) {
minX = arr.x2
minY = arr.y2
maxX = arr.x1
maxY = arr.y1
tmp['x1'] = minX
tmp['y1'] = minY
tmp['x2'] = maxX
tmp['y2'] = maxY
tmp.line['x1'] = minX
tmp.line['y1'] = minY
tmp.line['x2'] = maxX
tmp.line['y2'] = maxY
}
tmpArray.push(tmp)
})
return tmpArray
}
// 외적을 계산하는 함수
function crossProduct(p1, p2, p3) {
const dx1 = p2.x - p1.x
const dy1 = p2.y - p1.y
const dx2 = p3.x - p2.x
const dy2 = p3.y - p2.y
return dx1 * dy2 - dy1 * dx2
}
let concaveIndices = [] //볼록한 부분 인덱스 배열
let concavePointIndices = [] //오목한 부분 인덱스 배열
// 오목한 부분 찾기
function findConcavePointIndices(points) {
let concaveIndices = []
for (let i = 0; i < points.length; i++) {
const p1 = points[i]
const p2 = points[(i + 1) % points.length]
const p3 = points[(i + 2) % points.length]
const cross = crossProduct(p1, p2, p3)
if (cross < 0) {
concaveIndices.push((i + 1) % points.length)
} else {
concavePointIndices.push((i + 1) % points.length)
}
}
return concaveIndices
}
// 오목한 부분 인덱스 찾기
concaveIndices = findConcavePointIndices(points) //오목한 부분을 제외한 인덱스
const concavePoints = concaveIndices.map((index) => points[index])
const concaveLine = {
index: concavePointIndices[0],
line: lines[concavePointIndices[0]],
}
for (let i = 0; i < points.length; i++) {
let prev = points[(i - 1 + points.length) % points.length]
let current = points[i]
let next = points[(i + 1) % points.length]
// 두 벡터 계산 (prev -> current, current -> next)
let vector1 = { x: current.x - prev.x, y: current.y - prev.y }
let vector2 = { x: next.x - current.x, y: next.y - current.y }
// 벡터의 길이 계산
let length1 = Math.sqrt(vector1.x * vector1.x + vector1.y * vector1.y)
let length2 = Math.sqrt(vector2.x * vector2.x + vector2.y * vector2.y)
// 벡터를 단위 벡터로 정규화
let unitVector1 = { x: vector1.x / length1, y: vector1.y / length1 }
let unitVector2 = { x: vector2.x / length2, y: vector2.y / length2 }
// 법선 벡터 계산 (왼쪽 방향)
let normal1 = { x: -unitVector1.y, y: unitVector1.x }
let normal2 = { x: -unitVector2.y, y: unitVector2.x }
// 법선 벡터 평균 계산
let averageNormal = {
x: (normal1.x + normal2.x) / 2,
y: (normal1.y + normal2.y) / 2,
}
// 평균 법선 벡터를 단위 벡터로 정규화
let lengthNormal = Math.sqrt(averageNormal.x * averageNormal.x + averageNormal.y * averageNormal.y)
let unitNormal = {
x: averageNormal.x / lengthNormal,
y: averageNormal.y / lengthNormal,
}
offsetX = (offsetInputX / transformedMax) * originalMax * 2
offsetY = (offsetInputY / transformedMax) * originalMax * 2
// 오프셋 적용
let offsetPoint = {
x1: current.x + unitNormal.x * offsetX,
y1: current.y + unitNormal.y * offsetY,
}
offsetPoints.push(offsetPoint)
}
const outlinePolygon = makePolygon(offsetPoints)
outlinePolygon.setViewLengthText(false)
// 아웃라인 폴리곤의 각 변을 선으로 생성
for (let i = 0; i < outlinePolygon.points.length; i++) {
const start = outlinePolygon.points[i]
const end = outlinePolygon.points[(i + 1) % outlinePolygon.points.length] // 다음 점, 마지막 점의 경우 첫 점으로
const line = new QLine([start.x, start.y, end.x, end.y], {
stroke: 'blue',
strokeWidth: 2,
property: 'normal',
fontSize: 14,
idx: i,
})
// 선을 배열에 추가
outLines.push(line)
canvas.add(line)
}
canvas?.remove(outlinePolygon) //임시 폴리곤을 삭제
let parallelLinesIdx = concavePointIndices[0] + 4 //들어간선에 무조건 평행하는 선 찾기
if (parallelLinesIdx >= outLines.length) {
parallelLinesIdx = parallelLinesIdx - outLines.length
}
let vertCenterLine = []
let halfHoriCenterLinePoint = [] //카라바선의 2분할의 1번 배열
let horiCenterLine = []
let shorVertCenterLine = []
let edgeIndexArray = []
if (concavePointIndices[0] % 2 === 0) {
//concave가 짝수면 좌우로 그려진 ㄷ자
//케라바 색을 바꾼다
lines.forEach((line, index) => {
if (index % 2 === 0) {
line.line.set('stroke', 'skyblue')
if (concavePointIndices[0] !== index) {
edgeIndexArray.push(index)
}
}
})
outLines = reSortQlineArray(outLines)
edgeIndexArray.forEach((idx, index) => {
//가로라인이 케라바 라인임
if (concavePointIndices[0] !== idx) {
//오목이가 아니면 반으로 갈라서 계산
//카라바 선의 2분할 치수를 그림
let halfLength = outLines[idx].length / 2
let centerLine1 = new QLine([outLines[idx].x1, outLines[idx].y1, outLines[idx].x1, outLines[idx].y1 + halfLength], centerLineOpt)
canvas.add(centerLine1)
let centerLine2 = new QLine([outLines[idx].x1, centerLine1.y2, outLines[idx].x2, centerLine1.y2 + halfLength], centerLineOpt)
canvas.add(centerLine2)
canvas.remove(outLines[idx]) //기존 라인 삭제
halfHoriCenterLinePoint.push({
index: idx,
x1: centerLine1.x1,
y1: centerLine1.y1,
x2: centerLine1.x2,
y2: centerLine1.y2,
}) //각 카라바 라인의 1번이 마지막점을 잡아서 센터선으로 설정
}
})
// //각 센터 라인을 그림
halfHoriCenterLinePoint.forEach((centerPoint) => {
let tmpX2 = parallelLinesIdx !== centerPoint.index ? concaveLine.line.x2 : outLines[concavePointIndices[0]].x1 //평행선에서 내려오는 선은 아웃라인에 닿아야한다
let line = new QLine([centerPoint.x2, centerPoint.y2, tmpX2, centerPoint.y2], centerLineOpt)
canvas.add(line)
line['arrayIndex'] = centerPoint.index //커스텀으로 기존 index를 넣어줌
vertCenterLine.push(line)
})
vertCenterLine = reSortQlineArray(vertCenterLine)
lines = reSortQlineArray(lines)
//해당라인에서 만나는점을 계산
vertCenterLine.forEach((vertLine) => {
if (parallelLinesIdx !== vertLine.arrayIndex) {
//평행선을 제외한 애들만 네모를 연결
let nearLine
let nearOutline
if (vertLine.arrayIndex > concaveLine.index) {
//센터에 인덱스가 오목점 보다 크면 다음 작으면 앞에꺼
nearLine = lines[concaveLine.index + 1]
nearOutline = outLines[concaveLine.index + 1]
} else {
nearLine = lines[concaveLine.index - 1]
nearOutline = outLines[concaveLine.index - 1]
}
let nearLineY = nearLine.y1
if (parallelLinesIdx < concaveLine.index) {
//오목점 위치가 평행선보다 크면 위쪽으로 오목
nearLineY = nearLine.y2
}
//기존에 있는 라인에서 연장해서 새로 그림
let centerExtendHoriLine = new QLine([vertLine.x1, nearOutline.line.y1, vertLine.x2, nearOutline.line.y2], centerLineOpt)
canvas.add(centerExtendHoriLine)
canvas.remove(nearOutline)
outLines.splice(nearOutline.idx, 1, centerExtendHoriLine) //아웃라인에 데이터를 다시 넣는다
//가로형에선 기본으로 ㄷ자 형태로 한다
let centerExtendLine = new QLine([vertLine.line.x1, vertLine.line.y1, centerExtendHoriLine.x1, centerExtendHoriLine.y1], centerLineOpt)
//오목이가 배열에 반보다 작으면 역 ㄷ자 여서 변경
if (concavePointIndices[0] < outLines.length / 2) {
centerExtendLine = new QLine([vertLine.line.x2, vertLine.line.y2, centerExtendHoriLine.x2, centerExtendHoriLine.y2], centerLineOpt)
}
canvas.add(centerExtendLine) //새로그리고
let betweenCenterLine = (vertLine.line.x1 + vertLine.line.x2) / 2
let centerDashLine = new QLine([betweenCenterLine, centerExtendLine.y1, betweenCenterLine, centerExtendLine.y2], dashedCenterLineOpt)
canvas.add(centerDashLine)
horiCenterLine.push(centerDashLine)
shorVertCenterLine.push(vertLine) //마지막에 가운데 선을 긋기 위해 담음
} else {
let longDashLine = halfHoriCenterLinePoint.find((obj) => obj.index === parallelLinesIdx) //평행선
let dashCenterExtendLineLength = longDashLine.y2 - longDashLine.y1 //y반개 길이
let betweenCenterLine = (vertLine.line.x1 + vertLine.line.x2) / 2 //y의 길이
let totalLength = ((longDashLine.y2 - longDashLine.y1) * 2) / dashCenterExtendLineLength //2개로 나눔
//반 쪼개서 그린다
for (let i = 0; i < totalLength; i++) {
//2번에 나눠서
let startY = i === 0 ? longDashLine.y1 : longDashLine.y1 + dashCenterExtendLineLength //시작 하는 y의 좌표
//x값은 고정이임 //TODO: 지붕 각도 계산법에 의해 재계산해야함
let centerDashLine = new QLine([betweenCenterLine, startY, betweenCenterLine, startY + dashCenterExtendLineLength], dashedCenterLineOpt)
canvas.add(centerDashLine)
horiCenterLine.push(centerDashLine)
}
}
})
//마지막에 오목한 외곽선을 연장한다
const tmpLastOutLine = outLines[concavePointIndices[0]]
const lastOutLine = new QLine([tmpLastOutLine.x1, shorVertCenterLine[0].y1, tmpLastOutLine.x1, shorVertCenterLine[1].y1], centerLineOpt)
canvas.add(lastOutLine)
canvas.remove(tmpLastOutLine)
//폴리곤 패턴을 그리기 위해 작성
let tmpVertCenterLine = outLines.filter((x, index) => index % 2 !== 0) //세로만 찾음
tmpVertCenterLine = tmpVertCenterLine.concat(vertCenterLine)
tmpVertCenterLine.sort((a, b) => a.y1 - b.y1)
tmpVertCenterLine.push(lastOutLine)
let roofPatternPolygonArray = []
let tmpArray = []
let tmpBigArray = []
console.log('tmpVertCenterLine', tmpVertCenterLine)
const lastCenterLine = tmpVertCenterLine[tmpVertCenterLine.length - 1] //마지막 센터라인을 정의
for (let i = 0; i < tmpVertCenterLine.length - 1; i++) {
//-1인건 마지막은 오목한 선이라 돌 필요 없음
//라인 하나에 두점씩 나온다
let firstPointObj = {}
let secondPointObj = {}
let x1 = tmpVertCenterLine[i].x1
let y1 = tmpVertCenterLine[i].y1
let x2 = tmpVertCenterLine[i].x2
let y2 = tmpVertCenterLine[i].y2
if (i === 2 || i === 4) {
//작은 네모들
tmpArray = []
const prevLine = tmpVertCenterLine[i - 1] //뒤에서 앞라인을 찾는다
const nextLine = tmpVertCenterLine[i + 1]
//내 앞뒤 라인
const tmpX1 = i === 2 ? prevLine.x1 : nextLine.x1
const tmpY1 = i === 2 ? prevLine.y1 : nextLine.y1
const tmpX2 = i === 2 ? prevLine.x2 : nextLine.x2
const tmpY2 = i === 2 ? prevLine.y2 : nextLine.y2
firstPointObj = { x: tmpX1, y: tmpY1 }
secondPointObj = { x: tmpX2, y: tmpY2 }
tmpArray.push(firstPointObj)
tmpArray.push(secondPointObj)
//현재 내 선
firstPointObj = { x: x1, y: y1 }
secondPointObj = { x: x2, y: y2 }
tmpArray.push(firstPointObj)
tmpArray.push(secondPointObj)
roofPatternPolygonArray.push(tmpArray)
} else {
//큰 육각
if (i === 1 || i === 5) {
// 큰 폴리곤은 가운데 선으로 되야됨
if (outLines.length / 2 > concavePointIndices[0]) {
x2 = i === 1 ? lastCenterLine.x1 : lastCenterLine.x2
y2 = i === 1 ? lastCenterLine.y1 : lastCenterLine.y2
} else {
//오목이가 배열 전체보다 크면 오른쪽 오목이
x1 = i === 1 ? lastCenterLine.x1 : lastCenterLine.x2
y1 = i === 1 ? lastCenterLine.y2 : lastCenterLine.y1
}
}
if (i === 5) {
//5번일때는 앞에 3번에 선이 필요하다
let prevX1 = tmpVertCenterLine[i - 2].x1
let prevY1 = tmpVertCenterLine[i - 2].y1
let prevX2 = tmpVertCenterLine[i - 2].x2
let prevY2 = tmpVertCenterLine[i - 2].y2
firstPointObj = { x: prevX1, y: prevY1 }
secondPointObj = { x: prevX2, y: prevY2 }
tmpBigArray.push(firstPointObj)
tmpBigArray.push(secondPointObj)
}
firstPointObj = { x: x1, y: y1 }
secondPointObj = { x: x2, y: y2 }
tmpBigArray.push(firstPointObj)
tmpBigArray.push(secondPointObj)
if (i === 3 || i === 6) {
roofPatternPolygonArray.push(tmpBigArray)
tmpBigArray = []
}
}
}
console.log('roofPatternPolygonArray', roofPatternPolygonArray)
setRoofPolygonPattern({ roofPatternPolygonArray, lines })
} else {
// 오목한 부분이 세로선일때 아래ㄷ, 위ㄷ
//라인들을 좌측에서 -> 우측으로 그리는거처럼 데이터 보정
lines.forEach((line, index) => {
if (!(index % 2 === 0)) {
line.line.set('stroke', 'skyblue')
}
})
outLines = reSortQlineArray(outLines)
outLines.forEach((outline, index) => {
if (!(index % 2 === 0)) {
//세로라인이 케라바 라인임
if (concavePointIndices[0] !== index) {
//오목이가 아니면 반으로 갈라서 계산
//카라바 선의 2분할 치수를 그림
let halfLength = outline.length / 2
let centerLine1 = new QLine([outline.x1, outline.y1, outline.x1 + halfLength, outline.y1], centerLineOpt)
canvas.add(centerLine1)
let centerLine2 = new QLine([centerLine1.x2, outline.y1, centerLine1.x2 + halfLength, outline.y1], centerLineOpt)
canvas.add(centerLine2)
canvas.remove(outline) //기존 라인 삭제
halfHoriCenterLinePoint.push({
index: index,
x1: centerLine1.x1,
y1: centerLine1.y1,
x2: centerLine1.x2,
y2: centerLine1.y2,
}) //각 카라바 라인의 1번이 마지막점을 잡아서 센터선으로 설정
}
}
})
//각 센터 라인을 그림
halfHoriCenterLinePoint.forEach((centerPoint) => {
let tmpY2 = parallelLinesIdx !== centerPoint.index ? concaveLine.line.y1 : outLines[concavePointIndices[0]].y2 //평행선에서 내려오는 선은 아웃라인에 닿아야한다
let line = new QLine([centerPoint.x2, centerPoint.y1, centerPoint.x2, tmpY2], centerLineOpt)
canvas.add(line)
line['arrayIndex'] = centerPoint.index //커스텀으로 기존 index를 넣어줌
vertCenterLine.push(line)
})
vertCenterLine = reSortQlineArray(vertCenterLine)
lines = reSortQlineArray(lines)
//해당라인에서 만나는점을 계산
vertCenterLine.forEach((vertLine) => {
if (parallelLinesIdx !== vertLine.arrayIndex) {
//평행선을 제외한 애들만 네모를 연결
let nearLine
let nearOutline
if (vertLine.arrayIndex > concaveLine.index) {
//센터에 인덱스가 오목점 보다 크면 다음 작으면 앞에꺼
nearLine = lines[concaveLine.index + 1]
nearOutline = outLines[concaveLine.index + 1]
} else {
nearLine = lines[concaveLine.index - 1]
nearOutline = outLines[concaveLine.index - 1]
}
let nearLineY = nearLine.y1
if (parallelLinesIdx < concaveLine.index) {
//오목점 위치가 평행선보다 크면 위쪽으로 오목
nearLineY = nearLine.y2
}
let centerExtendLine = new QLine([vertLine.line.x1, nearLineY, nearOutline.x1, nearLineY], centerLineOpt)
canvas.add(centerExtendLine) //새로그리고
//기존에 있는 라인에서 연장해서 새로 그림
let centerExtendHoriLine = new QLine([nearOutline.line.x1, vertLine.y1, nearOutline.line.x2, vertLine.line.y2], centerLineOpt)
canvas.add(centerExtendHoriLine)
canvas.remove(nearOutline)
outLines.splice(nearOutline.idx, 1, centerExtendHoriLine) //아웃라인에 데이터를 다시 넣는다
let betweenCenterLine = (vertLine.line.y1 + vertLine.line.y2) / 2
let centerDashLine = new QLine([vertLine.line.x1, betweenCenterLine, nearOutline.x1, betweenCenterLine], dashedCenterLineOpt)
canvas.add(centerDashLine)
horiCenterLine.push(centerDashLine)
shorVertCenterLine.push(vertLine) //마지막에 가운데 선을 긋기 위해 담음
} else {
let longDashLine = halfHoriCenterLinePoint.find((obj) => obj.index === parallelLinesIdx)
let dashCenterExtendLineLength = longDashLine.x2 - longDashLine.x1
let betweenCenterLine = (vertLine.line.y1 + vertLine.line.y2) / 2
let totalLength = ((longDashLine.x2 - longDashLine.x1) * 2) / dashCenterExtendLineLength
//반 쪼개서 그린다
for (let i = 0; i < totalLength; i++) {
let startX = i === 0 ? longDashLine.x1 : longDashLine.x1 + dashCenterExtendLineLength
let centerDashLine = new QLine([startX, betweenCenterLine, startX + dashCenterExtendLineLength, betweenCenterLine], dashedCenterLineOpt)
canvas.add(centerDashLine)
horiCenterLine.push(centerDashLine)
}
}
})
//마지막에 오목한 외곽선을 연장한다
const tmpLastOutLine = outLines[concavePointIndices[0]]
const lastOutLine = new QLine([shorVertCenterLine[0].x1, tmpLastOutLine.y1, shorVertCenterLine[1].x1, tmpLastOutLine.y2], centerLineOpt)
canvas.add(lastOutLine)
canvas.remove(tmpLastOutLine)
let tmpVertCenterLine = outLines.filter((x, index) => index % 2 === 0) //세로만 찾음
tmpVertCenterLine = tmpVertCenterLine.concat(vertCenterLine)
tmpVertCenterLine.sort((a, b) => a.x1 - b.x1)
tmpVertCenterLine.push(lastOutLine)
let roofPatternPolygonArray = []
let tmpArray = []
let tmpBigArray = []
const lastCenterLine = tmpVertCenterLine[tmpVertCenterLine.length - 1] //마지막 센터라인을 정의
for (let i = 0; i < tmpVertCenterLine.length - 1; i++) {
//-1인건 마지막은 오목한 선이라 돌 필요 없음
//라인 하나에 두점씩 나온다
let firstPointObj = {}
let secondPointObj = {}
let x1 = tmpVertCenterLine[i].x1
let y1 = tmpVertCenterLine[i].y1
let x2 = tmpVertCenterLine[i].x2
let y2 = tmpVertCenterLine[i].y2
if (i === 2 || i === 4) {
tmpArray = []
const prevLine = tmpVertCenterLine[i - 1] //뒤에서 앞라인을 찾는다
const nextLine = tmpVertCenterLine[i + 1]
//내 앞뒤 라인
const tmpX1 = i === 2 ? prevLine.x1 : nextLine.x1
const tmpY1 = i === 2 ? prevLine.y1 : nextLine.y1
const tmpX2 = i === 2 ? prevLine.x2 : nextLine.x2
const tmpY2 = i === 2 ? prevLine.y2 : nextLine.y2
firstPointObj = { x: tmpX1, y: tmpY1 }
secondPointObj = { x: tmpX2, y: tmpY2 }
tmpArray.push(firstPointObj)
tmpArray.push(secondPointObj)
//현재 내 선
firstPointObj = { x: x1, y: y1 }
secondPointObj = { x: x2, y: y2 }
tmpArray.push(firstPointObj)
tmpArray.push(secondPointObj)
roofPatternPolygonArray.push(tmpArray)
} else {
if (i === 1 || i === 5) {
// 큰 폴리곤은 가운데 선으로 되야됨
if (outLines.length / 2 < concavePointIndices[0]) {
//오목이가 배열 전체보다 크면 위쪽 방향
x2 = i === 1 ? lastCenterLine.x2 : lastCenterLine.x1
y2 = i === 1 ? lastCenterLine.y2 : lastCenterLine.y1
} else {
x1 = i === 1 ? lastCenterLine.x1 : lastCenterLine.x2
y1 = i === 1 ? lastCenterLine.y1 : lastCenterLine.y2
}
}
if (i === 5) {
//5번일때는 앞에 3번에 선이 필요하다
let prevX1 = tmpVertCenterLine[i - 2].x1
let prevY1 = tmpVertCenterLine[i - 2].y1
let prevX2 = tmpVertCenterLine[i - 2].x2
let prevY2 = tmpVertCenterLine[i - 2].y2
firstPointObj = { x: prevX1, y: prevY1 }
secondPointObj = { x: prevX2, y: prevY2 }
tmpBigArray.push(firstPointObj)
tmpBigArray.push(secondPointObj)
}
firstPointObj = { x: x1, y: y1 }
secondPointObj = { x: x2, y: y2 }
tmpBigArray.push(firstPointObj)
tmpBigArray.push(secondPointObj)
if (i === 3 || i === 6) {
roofPatternPolygonArray.push(tmpBigArray)
tmpBigArray = []
}
}
}
setRoofPolygonPattern({ roofPatternPolygonArray, lines })
}
canvas?.renderAll()
}
/**
* 템플릿 B 적용
*/
const applyTemplateB = () => {
changeMode(canvas, Mode.EDIT)
const polygon = drawWallPolygon()
const params = {
eaves: 50,
edge: 20,
polygon,
}
handleInnerLineColor(polygon)
// handleOuterLineTemplateB(params)
console.log(polygon.lines.length)
if (polygon.lines.length === 4) {
console.log('4각형')
handleTemplateBRect(params)
} else if (polygon.lines.length === 6) {
console.log('6각형')
handleTemplateB(params)
}
setTemplateType(3)
}
/**
* 4각형일때 계산 로직
* @param {obj} params
*/
const handleTemplateBRect = (params) => {
const { eaves, edge, polygon } = params
const centerLinePoint = {}
const centerDashLinePoint = {}
const qlineOpt = {
stroke: 'blue',
strokeWidth: 2,
selectable: false,
fontSize: fontSize,
}
const qlineOptDash = {
stroke: 'black',
strokeWidth: 2,
strokeDashArray: [5, 5],
selectable: false,
fontSize: fontSize,
}
const qlineOptDashWithoutLength = {
...qlineOptDash,
isActiveLengthText: false,
}
const bigRoofPolygon = []
const middleRoofPolygon = []
polygon.lines.forEach((line, index) => {
let outline
if (index === 0) {
outline = new QLine([line.x1 - edge, line.y1 - eaves, line.x2 - edge, line.y2 + eaves], qlineOpt)
const centeredPoint = getCenterPoint(line.y1, line.y2)
centerLinePoint.x1 = line.x1 - edge
centerLinePoint.y1 = centeredPoint
centerLinePoint.y2 = centeredPoint
centerDashLinePoint.y1 = line.y1 - eaves
centerDashLinePoint.y2 = line.y2 + eaves
bigRoofPolygon[0] = { x: line.x1 - edge, y: line.y1 - eaves }
middleRoofPolygon[0] = { x: line.x1 - edge, y: centeredPoint }
middleRoofPolygon[1] = { x: line.x2 - edge, y: line.y2 + eaves }
} else if (index === 1) {
outline = new QLine([line.x1 - edge, line.y1 + eaves, line.x2 + edge, line.y2 + eaves], qlineOpt)
const centeredPoint = getCenterPoint(line.x1, line.x2)
centerLinePoint.x2 = line.x2 + edge
centerDashLinePoint.x1 = centeredPoint
centerDashLinePoint.x2 = centeredPoint
} else if (index === 2) {
outline = new QLine([line.x1 + edge, line.y1 + eaves, line.x2 + edge, line.y2 - eaves], qlineOpt)
bigRoofPolygon[3] = { x: line.x2 + edge, y: line.y2 - eaves }
middleRoofPolygon[2] = { x: line.x1 + edge, y: line.y1 + eaves }
} else if (index === 3) {
outline = new QLine([line.x1 + edge, line.y1 - eaves, line.x2 - edge, line.y2 - eaves], qlineOpt)
}
canvas.add(outline)
})
const centerLine = new QLine([centerLinePoint.x1, centerLinePoint.y1, centerLinePoint.x2, centerLinePoint.y2], qlineOpt)
canvas.add(centerLine)
const centerDashLine1 = new QLine(
[centerDashLinePoint.x1, centerDashLinePoint.y1, centerDashLinePoint.x2, getCenterPoint(centerDashLinePoint.y1, centerDashLinePoint.y2)],
qlineOptDashWithoutLength,
)
canvas.add(centerDashLine1)
const centerDashLine2 = new QLine(
[centerDashLinePoint.x1, getCenterPoint(centerDashLinePoint.y1, centerDashLinePoint.y2), centerDashLinePoint.x2, centerDashLinePoint.y2],
qlineOptDashWithoutLength,
)
canvas.add(centerDashLine2)
bigRoofPolygon[1] = { x: centerLine.x1, y: centerLine.y1 }
bigRoofPolygon[2] = { x: centerLine.x2, y: centerLine.y2 }
middleRoofPolygon[3] = { x: centerLinePoint.x2, y: centerLinePoint.y2 }
const roofPatternPolygonArray = []
roofPatternPolygonArray.push(bigRoofPolygon)
roofPatternPolygonArray.push(middleRoofPolygon)
if (roofPatternPolygonArray.length > 0) {
setRoofPolygonPattern({ roofPatternPolygonArray, lines: polygon.lines })
}
canvas?.renderAll()
}
/**
* 6각형일때 계산 로직
* @param {obj} params
*/
const handleTemplateB = (params) => {
const { eaves, edge, polygon } = params
// 가장 긴 라인이 첫번째일때
let shapeType = 0
console.log(polygon)
const odd = polygon.lines.filter((line, index) => index % 2 === 0)
const even = polygon.lines.filter((line, index) => index % 2 !== 0)
const rerangeOdd = chgLineDirectionVertical(odd)
const rerangeEven = chgLineDirectionHorizontal(even)
// 가장 긴 라인이 첫번째인지 판단
chkLengthIndex({ arr: odd, type: 'L' }) !== 0 ? (shapeType = 1) : null
// 가장 짧은 라인의 인덱스 반환
const shortIndex = chkLengthIndex({ arr: odd, type: 'S' })
const centralLinePoint = {
x1: 0,
y1: 0,
x2: 0,
y2: 0,
}
const centralSubLinePoint = {
x1: 0,
y1: 0,
x2: 0,
y2: 0,
}
const centralDashLinePoint = {
x1: 0,
y1: 0,
x2: 0,
y2: 0,
}
const centralSubDashLinePoint = {
x1: 0,
y1: 0,
x2: 0,
y2: 0,
}
const qlineOpt = {
stroke: 'blue',
strokeWidth: 2,
selectable: false,
fontSize: fontSize,
}
const qlineOptDash = {
stroke: 'black',
strokeWidth: 2,
strokeDashArray: [5, 5],
selectable: false,
fontSize: fontSize,
}
/**
* 지붕 패턴을 위한 폴리곤 좌표 생성
*/
const bigRoofPolygon = []
const middleRoofPolygon = []
const smallRoofPolygon = []
rerangeOdd.forEach((line, index) => {
const centeredPoint = getCenterPoint(line.y1, line.y2)
let points1 = []
let points2 = []
if (polygon.shape === 2 || polygon.shape === 3) {
if (index === 0) {
points1 = [line.x1 - edge, line.y1 - eaves, line.x1 - edge, centeredPoint]
points2 = [line.x2 - edge, centeredPoint, line.x2 - edge, line.y2 + eaves]
centralLinePoint.x1 = line.x1 - edge
centralLinePoint.y1 = centeredPoint
centralLinePoint.y2 = centeredPoint
centralDashLinePoint.y1 = line.y1 - eaves
centralDashLinePoint.y2 = line.y2 + eaves
if (polygon.shape === 2) {
middleRoofPolygon[0] = { x: line.x1 - edge, y: line.y1 - eaves }
middleRoofPolygon[1] = { x: line.x1 - edge, y: centeredPoint }
} else {
bigRoofPolygon[1] = { x: line.x1 - edge, y: centeredPoint }
bigRoofPolygon[0] = { x: line.x1 - edge, y: line.y1 - eaves }
middleRoofPolygon[1] = { x: line.x2 - edge, y: line.y2 + eaves }
}
} else if (index === 1) {
if (polygon.shape === 2) {
points1 = [line.x1 + edge, line.y1 - eaves, line.x1 + edge, centeredPoint]
points2 = [line.x1 + edge, centeredPoint, line.x2 + edge, line.y2 + eaves]
centralSubLinePoint.x2 = line.x1 + edge
centralSubLinePoint.y2 = centeredPoint
bigRoofPolygon[2] = { x: line.x2 + edge, y: line.y2 + eaves }
bigRoofPolygon[3] = { x: line.x2 + edge, y: centeredPoint }
smallRoofPolygon[0] = { x: line.x1 + edge, y: centeredPoint }
smallRoofPolygon[1] = { x: line.x1 + edge, y: line.y1 - eaves }
} else {
points1 = [line.x1 + edge, getCenterPoint(rerangeOdd[2].y1, rerangeOdd[2].y2), line.x2 + edge, line.y2 + eaves]
points2 = [line.x1, getCenterPoint(rerangeOdd[2].y1, rerangeOdd[2].y2), line.x1, line.y1 + eaves]
centralLinePoint.x2 = line.x1 + edge
centralSubLinePoint.y1 = getCenterPoint(rerangeOdd[2].y1, rerangeOdd[2].y2)
centralSubLinePoint.y2 = getCenterPoint(rerangeOdd[2].y1, rerangeOdd[2].y2)
bigRoofPolygon[3] = { x: line.x1 + edge, y: centralSubLinePoint.y1 }
middleRoofPolygon[2] = { x: line.x2 + edge, y: line.y2 + eaves }
smallRoofPolygon[0] = { x: line.x1, y: centralSubLinePoint.y1 }
smallRoofPolygon[1] = { x: line.x1, y: line.y1 + eaves }
}
} else if (index === 2) {
if (polygon.shape === 2) {
points1 = [line.x1 + edge, line.y1 - eaves, line.x2 + edge, centralSubLinePoint.y2]
points2 = [line.x2, line.y2 - eaves, line.x2, centralSubLinePoint.y2]
bigRoofPolygon[4] = { x: line.x2 + edge, y: centralSubLinePoint.y2 }
middleRoofPolygon[3] = { x: line.x1 + edge, y: line.y1 - eaves }
smallRoofPolygon[2] = { x: line.x2, y: line.y2 - eaves }
smallRoofPolygon[3] = { x: line.x2, y: centralSubLinePoint.y2 }
} else {
points1 = [line.x1 + edge, line.y1 - eaves, line.x2 + edge, centeredPoint]
points2 = [line.x2 + edge, centeredPoint, line.x2 + edge, line.y2 + eaves]
bigRoofPolygon[4] = { x: line.x1 + edge, y: centralSubLinePoint.y2 }
bigRoofPolygon[5] = { x: line.x1 + edge, y: line.y1 - eaves }
smallRoofPolygon[2] = { x: line.x2 + edge, y: line.y2 + eaves }
smallRoofPolygon[3] = { x: line.x2 + edge, y: centeredPoint }
}
}
} else {
if (index === 0) {
points1 = [line.x1 - edge, line.y1 - eaves, line.x2 - edge, line.y2 + eaves]
centralSubLinePoint.x1 = line.x1 - edge
centralSubLinePoint.y1 = getCenterPoint(line.y1, line.y2)
centralSubLinePoint.y2 = getCenterPoint(line.y1, line.y2)
if (polygon.shape === 1) {
bigRoofPolygon[0] = { x: line.x1 - edge, y: line.y1 - eaves }
bigRoofPolygon[1] = { x: line.x1 - edge, y: getCenterPoint(line.y1, line.y2) }
smallRoofPolygon[0] = { x: line.x1 - edge, y: getCenterPoint(line.y1, line.y2) }
smallRoofPolygon[1] = { x: line.x2 - edge, y: line.y2 + eaves }
} else {
bigRoofPolygon[0] = { x: line.x1 - edge, y: centeredPoint }
bigRoofPolygon[1] = { x: line.x1 - edge, y: line.y2 + eaves }
smallRoofPolygon[0] = { x: line.x1 - edge, y: line.y1 - eaves }
smallRoofPolygon[1] = { x: centralSubLinePoint.x1, y: centralSubLinePoint.y1 }
}
} else if (index === 1) {
if (polygon.shape === 1) {
points1 = [line.x1 - edge, centralSubLinePoint.y1, line.x2 - edge, line.y2 + eaves]
points2 = [line.x1, centralSubLinePoint.y1, line.x1, line.y1 + eaves]
centralLinePoint.x1 = line.x1 - edge
centralSubLinePoint.x2 = line.x2
bigRoofPolygon[2] = { x: line.x1 - edge, y: centralSubLinePoint.y2 }
middleRoofPolygon[1] = { x: line.x2 - edge, y: line.y2 + eaves }
smallRoofPolygon[2] = { x: line.x1, y: line.y1 + eaves }
} else {
points1 = [line.x1 + edge, line.y1 - eaves, line.x2 + edge, centeredPoint]
points2 = [line.x2 + edge, centeredPoint, line.x2 + edge, line.y2 + eaves]
centralLinePoint.x2 = line.x1 + edge
centralLinePoint.y1 = centeredPoint
centralLinePoint.y2 = centeredPoint
centralDashLinePoint.y1 = line.y1 - eaves
centralDashLinePoint.y2 = line.y2 + eaves
bigRoofPolygon[2] = { x: line.x2 + edge, y: line.y2 + eaves }
bigRoofPolygon[3] = { x: line.x2 + edge, y: centralLinePoint.y2 }
middleRoofPolygon[3] = { x: line.x1 + edge, y: line.y1 - eaves }
}
} else {
if (polygon.shape === 1) {
points1 = [line.x1 + edge, line.y1 - eaves, line.x1 + edge, centeredPoint]
points2 = [line.x2 + edge, centeredPoint, line.x2 + edge, line.y2 + eaves]
centralLinePoint.x2 = line.x1 + edge
centralLinePoint.y1 = centeredPoint
centralLinePoint.y2 = centeredPoint
centralDashLinePoint.y1 = line.y1 - eaves
centralDashLinePoint.y2 = line.y2 + eaves
bigRoofPolygon[5] = { x: line.x1 + edge, y: line.y1 - eaves }
middleRoofPolygon[2] = { x: line.x2 + edge, y: line.y2 + eaves }
} else {
points1 = [line.x1 - edge, line.y1 - eaves, line.x2 - edge, centralSubLinePoint.y1]
points2 = [line.x2, line.y2 - eaves, line.x2, centralSubLinePoint.y2]
centralLinePoint.x1 = line.x1 - edge
centralSubLinePoint.x2 = line.x2
bigRoofPolygon[4] = { x: line.x2 - edge, y: centralLinePoint.y1 }
bigRoofPolygon[5] = { x: line.x2 - edge, y: centralSubLinePoint.y2 }
middleRoofPolygon[0] = { x: line.x1 - edge, y: line.y1 - eaves }
smallRoofPolygon[2] = { x: line.x2, y: centralSubLinePoint.y2 }
smallRoofPolygon[3] = { x: line.x2, y: line.y2 - eaves }
}
}
}
if (points1.length > 0) {
const subLine1 = new QLine(points1, qlineOpt)
canvas.add(subLine1)
}
if (points2.length > 0) {
const subLine2 = new QLine(points2, qlineOpt)
canvas.add(subLine2)
}
})
rerangeEven.forEach((line, index) => {
let points = []
if (polygon.shape === 2 || polygon.shape === 3) {
if (index === 0) {
points = [line.x1 - edge, line.y1 + eaves, line.x2 + edge, line.y2 + eaves]
if (polygon.shape === 3) {
centralDashLinePoint.x1 = getCenterPoint(line.x1, line.x2)
centralDashLinePoint.x2 = getCenterPoint(line.x1, line.x2)
}
} else if (index === 2) {
points = [line.x1 - edge, line.y1 - eaves, line.x2 + edge, line.y2 - eaves]
if (polygon.shape === 2) {
centralDashLinePoint.x1 = getCenterPoint(line.x1, line.x2)
centralDashLinePoint.x2 = getCenterPoint(line.x1, line.x2)
centralLinePoint.x2 = line.x2 + edge
}
} else {
if (polygon.shape === 2) {
const subLines = [
[line.x1, line.y1 - eaves, line.x2 + edge, line.y2 - eaves],
[line.x1, centralSubLinePoint.y2, centralSubLinePoint.x2, centralSubLinePoint.y2],
]
subLines.forEach((sLine, index) => {
const subLine = new QLine(sLine, qlineOpt)
canvas.add(subLine)
})
centralSubDashLinePoint.x1 = getCenterPoint(line.x1, line.x2 + edge)
centralSubDashLinePoint.x2 = getCenterPoint(line.x1, line.x2 + edge)
centralSubDashLinePoint.y1 = line.y1 - eaves
centralSubDashLinePoint.y2 = centralSubLinePoint.y2
} else {
const subLines = [
[line.x1, line.y1 + eaves, line.x2 + edge, line.y2 + eaves],
[line.x1, centralSubLinePoint.y1, line.x2 + edge, centralSubLinePoint.y2],
]
subLines.forEach((sLine, index) => {
const subLine = new QLine(sLine, qlineOpt)
canvas.add(subLine)
})
centralSubDashLinePoint.x1 = getCenterPoint(line.x1, line.x2 + edge)
centralSubDashLinePoint.x2 = getCenterPoint(line.x1, line.x2 + edge)
centralSubDashLinePoint.y1 = centralSubLinePoint.y1
centralSubDashLinePoint.y2 = line.y2 + eaves
}
}
} else {
if (index === 0) {
if (polygon.shape === 1) {
const subLines = [
[centralSubLinePoint.x1, centralSubLinePoint.y1, centralSubLinePoint.x2, centralSubLinePoint.y2],
[line.x1 - edge, line.y1 + eaves, line.x2, line.y1 + eaves],
]
subLines.forEach((sLine, index) => {
const subLine = new QLine(sLine, qlineOpt)
canvas.add(subLine)
})
centralSubDashLinePoint.x1 = getCenterPoint(line.x1 - edge, line.x2)
centralSubDashLinePoint.x2 = getCenterPoint(line.x1 - edge, line.x2)
centralSubDashLinePoint.y1 = centralSubLinePoint.y1
centralSubDashLinePoint.y2 = line.y2 + eaves
} else {
points = [line.x1 - edge, line.y1 + eaves, line.x2 + edge, line.y2 + eaves]
}
} else if (index === 1) {
if (polygon.shape === 1) {
points = [line.x1 - edge, line.y1 + eaves, line.x2 + edge, line.y2 + eaves]
centralDashLinePoint.x1 = getCenterPoint(line.x1, line.x2)
centralDashLinePoint.x2 = getCenterPoint(line.x1, line.x2)
} else {
points = [line.x1 - edge, line.y1 - eaves, line.x2 + edge, line.y2 - eaves]
centralDashLinePoint.x1 = getCenterPoint(line.x1, line.x2)
centralDashLinePoint.x2 = getCenterPoint(line.x1, line.x2)
}
} else {
if (polygon.shape === 1) {
points = [line.x1 - edge, line.y1 - eaves, line.x2 + edge, line.y2 - eaves]
} else {
const subLines = [
[centralSubLinePoint.x1, centralSubLinePoint.y1, centralSubLinePoint.x2, centralSubLinePoint.y2],
[line.x1 - edge, line.y1 - eaves, line.x2, line.y1 - eaves],
]
subLines.forEach((sLine, index) => {
const subLine = new QLine(sLine, qlineOpt)
canvas.add(subLine)
})
centralSubDashLinePoint.x1 = getCenterPoint(line.x1 - edge, line.x2)
centralSubDashLinePoint.x2 = getCenterPoint(line.x1 - edge, line.x2)
centralSubDashLinePoint.y1 = line.y1 - eaves
centralSubDashLinePoint.y2 = centralSubLinePoint.y2
}
}
}
if (points.length > 0) {
const subLine = new QLine(points, qlineOpt)
canvas.add(subLine)
}
})
const centralLine = new QLine([centralLinePoint.x1, centralLinePoint.y1, centralLinePoint.x2, centralLinePoint.y2], qlineOpt)
canvas.add(centralLine)
const centralDashLine1 = new QLine([centralDashLinePoint.x1, centralDashLinePoint.y1, centralDashLinePoint.x1, centralLinePoint.y2], qlineOptDash)
canvas.add(centralDashLine1)
const centralDashLine2 = new QLine([centralDashLine1.x2, centralDashLine1.y2, centralDashLinePoint.x2, centralDashLinePoint.y2], qlineOptDash)
canvas.add(centralDashLine2)
const centralSubDashLine = new QLine(
[centralSubDashLinePoint.x1, centralSubDashLinePoint.y1, centralSubDashLinePoint.x2, centralSubDashLinePoint.y2],
qlineOptDash,
)
canvas.add(centralSubDashLine)
if (polygon.shape === 1) {
bigRoofPolygon[3] = { x: centralLine.x1, y: centralLine.y1 }
bigRoofPolygon[4] = { x: centralLine.x2, y: centralLine.y2 }
middleRoofPolygon[0] = { x: centralLine.x1, y: centralLine.y1 }
middleRoofPolygon[3] = { x: centralLine.x2, y: centralLine.y2 }
smallRoofPolygon[3] = { x: centralSubLinePoint.x2, y: centralSubLinePoint.y2 }
} else if (polygon.shape === 2) {
bigRoofPolygon[0] = { x: centralLinePoint.x1, y: centralLinePoint.y1 }
bigRoofPolygon[1] = { x: centralLinePoint.x1, y: centralDashLinePoint.y2 }
bigRoofPolygon[5] = { x: centralLinePoint.x2, y: centralLinePoint.y2 }
middleRoofPolygon[2] = { x: centralLine.x2, y: centralLine.y2 }
} else if (polygon.shape === 3) {
bigRoofPolygon[2] = { x: centralLine.x2, y: centralLine.y2 }
middleRoofPolygon[0] = { x: centralLine.x1, y: centralLine.y1 }
middleRoofPolygon[3] = { x: centralLine.x2, y: centralLine.y2 }
} else if (polygon.shape === 4) {
middleRoofPolygon[1] = { x: centralLine.x1, y: centralLine.y1 }
middleRoofPolygon[2] = { x: centralLine.x2, y: centralLine.y2 }
}
const roofPatternPolygonArray = []
// if (bigRoofPolygon.length > 0 && middleRoofPolygon.length > 0 && smallRoofPolygon.length > 0) {
roofPatternPolygonArray.push(bigRoofPolygon)
roofPatternPolygonArray.push(middleRoofPolygon)
roofPatternPolygonArray.push(smallRoofPolygon)
setRoofPolygonPattern({ roofPatternPolygonArray, lines: polygon.lines })
// }
canvas?.renderAll()
}
/**
* 세로 방샹 라인의 좌표 순서를 위에서 아래로 변경
* @param {array} arr
* @returns
*/
const chgLineDirectionVertical = (arr) => {
const newArr = arr.map((line, index) => {
if (line.direction !== 'bottom') {
const newPoint = { x1: line.x2, y1: line.y2, x2: line.x1, y2: line.y1 }
return newPoint
} else {
return line
}
})
return newArr
}
/**
* 가로 방향 라인의 좌표 순서를 왼쪽에서 오른쪽으로 변경
* @param {array} arr
* @returns
*/
const chgLineDirectionHorizontal = (arr) => {
const newArr = arr.map((line, index) => {
if (line.direction !== 'right') {
const newPoint = { x1: line.x2, y1: line.y2, x2: line.x1, y2: line.y1 }
return newPoint
} else {
return line
}
})
return newArr
}
/**
* 라인 배열 중 가장 긴 라인의 인덱스를 반환합니다.
*/
const chkLengthIndex = (params) => {
const { arr, type } = params
let maxIndex = 0
for (let i = 1; i < arr.length; i++) {
if (type === 'L') {
if (arr[maxIndex].length < arr[i].length) {
maxIndex = i
}
} else {
if (arr[maxIndex].length > arr[i].length) {
maxIndex = i
}
}
}
return maxIndex
}
/**
* 외벽선 색깔을 변경
* @param {array} polygon
*/
const handleInnerLineColor = (polygon) => {
polygon.lines.forEach((line, index) => {
if (index % 2 === 0) {
line.set('stroke', 'rgb(0, 220, 221)')
} else {
line.set('stroke', 'rgb(0, 224, 61)')
}
const overLine = new QLine([line.x1, line.y1, line.x2, line.y2], {
stroke: line.stroke,
strokeWidth: 2,
selectable: false,
fontSize: fontSize,
isActiveLengthText: false,
})
canvas.add(overLine)
})
canvas?.renderAll()
}
/**
* 지붕 패턴 생성 로직
* @param roofStyle
*/
const makeRoofPatternPolygon = (roofStyle) => {
if (Object.keys(roofPolygonPattern).length === 0 && roofPolygonPattern.constructor === Object) {
alert('객체가 비어있습니다.')
return
}
//내부 선 점선으로 변경 추후에 다시 되돌리는 로직 필요
roofPolygonPattern.lines.forEach((line, index) => {
line.line.set('strokeDashArray', [10, 5, 2, 5])
line.line.set('stroke', 'blue')
line.line.set('strokeWidth', 1)
})
const ratio = window.devicePixelRatio || 1
const inputPatternSize = { width: 30, height: 20 } //임시 사이즈
const patternSize = { ...inputPatternSize } // 입력된 값을 뒤집기 위해
if (templateType === 2) {
//세로형이면 width height를 바꿈
;[patternSize.width, patternSize.height] = [inputPatternSize.height, patternSize.width]
}
// 패턴 소스를 위한 임시 캔버스 생성
const patternSourceCanvas = document.createElement('canvas')
patternSourceCanvas.width = roofStyle === 2 ? patternSize.width * 2 * ratio : patternSize.width * ratio
patternSourceCanvas.height = roofStyle === 2 ? patternSize.height * 2 * ratio : patternSize.height * ratio
const ctx = patternSourceCanvas.getContext('2d')
// 벽돌 패턴 그리기
ctx.scale(ratio, ratio)
ctx.strokeStyle = 'green'
ctx.lineWidth = 0.4
// 첫 번째 행 벽돌
if (roofStyle === 2) {
patternSize.width = patternSize.width * 2
patternSize.height = patternSize.height * 2
//지그재그
// // 두 번째 행 벽돌
if (templateType === 2) {
ctx.strokeRect(0, 0, patternSize.width / 2, patternSize.height)
ctx.strokeRect(patternSize.width / 2, patternSize.height / 2, patternSize.width / 2, patternSize.height)
} else if (templateType === 3) {
ctx.strokeRect(0, 0, patternSize.width, patternSize.height / 2)
ctx.strokeRect(patternSize.width / 2, patternSize.height / 2, patternSize.width, patternSize.height / 2)
}
} else {
ctx.strokeRect(0, 0, patternSize.width, patternSize.height) // 원패턴일때랑 지그재그일때랑은 다르게 들어가야함
}
// 패턴 생성
const pattern = new fabric.Pattern({
source: patternSourceCanvas,
repeat: 'repeat',
})
const commonOption = {
fill: pattern,
selectable: false,
fontSize: 15, // fontSize는 필요에 따라 조정
sort: false,
lockMovementX: true,
lockMovementY: true,
lockRotation: true,
lockScalingY: true,
lockScalingX: true,
}
let polygonArray = []
//패턴 폴리곤을 생성 후 배열에 담음
roofPolygonPattern.roofPatternPolygonArray.forEach((patternPolygon, index) => {
const drawPolygon = new QPolygon(patternPolygon, commonOption)
canvas.add(drawPolygon)
drawPolygon.setViewLengthText(false)
drawPolygon.set('customIndex', index)
polygonArray.push(drawPolygon)
})
canvas?.renderAll()
//지붕 폴리곤 recoil에 담음
setRoofPolygonArray(polygonArray)
}
/**
* 가대 생성 로직
*/
const makeRoofTrestle = () => {
if (Object.keys(roofPolygonPattern).length === 0 && roofPolygonPattern.constructor === Object) {
alert('객체가 비어있습니다.')
return
}
const polygons = roofPolygonArray //리코일에 있는 패턴그린 폴리곤가져옴
let selectedAreaArray = []
const defualtStrokeStyle = {
stroke: 'red',
strokeDashArray: [9, 5],
strokeWidth: 0.3,
}
const selectedStrokeStyle = {
stroke: 'red',
strokeWidth: 3,
}
/**
* 지붕가대 생성 후 가대 선택 이벤트를 추가하는 로직
* @param polygon
*/
function toggleSelection(polygon) {
if (polygon.strokeWidth === defualtStrokeStyle.strokeWidth) {
//기본 선택이랑 스트로크 굵기가 같으면 선택 안됨으로 봄
polygon.set({
stroke: selectedStrokeStyle.stroke,
strokeWidth: selectedStrokeStyle.strokeWidth,
strokeDashArray: [0],
})
canvas.discardActiveObject() // 객체의 활성 상태 해제
selectedAreaArray.push(polygon)
} else {
//선택후 재선택하면 선택안됨으로 변경
polygon.set({
stroke: defualtStrokeStyle.stroke,
strokeWidth: defualtStrokeStyle.strokeWidth,
strokeDashArray: defualtStrokeStyle.strokeDashArray,
})
canvas.discardActiveObject() // 객체의 활성 상태 해제
//폴리곤에 커스텀 인덱스를 가지고 해당 배열 인덱스를 찾아 삭제함
const removeIndex = polygon.customIndex
const removeArrayIndex = selectedAreaArray.findIndex((x) => x.customIndex === removeIndex)
selectedAreaArray.splice(removeArrayIndex, 1)
}
canvas?.renderAll()
}
//외각선을 안쪽으로 그려 가대선을 그린다.
polygons.forEach((polygon, index) => {
const trestlePolygon = handleOuterlinesTest(polygon, -12)
trestlePolygon.setViewLengthText(false) //얘는 set으로 안먹는다...
trestlePolygon.set({
stroke: 'red',
strokeDashArray: [9, 5],
strokeWidth: 0.3,
lockMovementX: true,
lockMovementY: true,
lockRotation: true,
lockScalingX: true,
lockScalingY: true,
bringToFront: true,
customIndex: polygon.customIndex, //가대 폴리곤의 임시 인덱스를 넣어줌
})
/**
* 가대 선택 이벤트
*/
trestlePolygon.on('mousedown', function () {
toggleSelection(trestlePolygon)
})
})
setSelectedCellRoofArray(selectedAreaArray)
}
/**
* 가대 선택 후 셀 채우기
*/
const makeRoofFillCells = () => {
const drawCellsArray = []
if (selectedCellRoofArray.length === 0) {
//배열에 선택된 가대 셀이 없으면 리턴
alert('선택된 영역이 없습니다.')
setMode(Mode.DEFAULT) //default 모드로 변경
return
}
if (drewRoofCells.length > 0) {
//리코일에
if (confirm('패널이 초기화 됩니다.')) {
drewRoofCells.forEach((cells, index) => {
cells.drawCells.forEach((cell) => {
canvas?.remove(cell)
})
})
setDrewRoofCells([])
canvas?.renderAll()
}
}
const inputCellSize = { width: 172, height: 113 }
const cellSize = { ...inputCellSize } //기본으로 가로형으로 넣고
if (templateType === 2) {
;[cellSize.width, cellSize.height] = [cellSize.height, cellSize.width]
}
selectedCellRoofArray.forEach((polygon, index) => {
const drawCells = polygon.fillCell({ width: cellSize.width, height: cellSize.height, padding: 10 })
drawCellsArray.push({ roofIndex: polygon.customIndex, drawCells: drawCells })
})
setDrewRoofCells(drawCellsArray)
setMode(Mode.DEFAULT) //default 모드로 변경
}
return {
mode,
setMode,
changeMode,
setCanvas,
handleClear,
zoomIn,
zoomOut,
zoom,
togglePolygonLine,
handleOuterlinesTest,
handleOuterlinesTest2,
makeRoofPatternPolygon,
makeRoofTrestle,
}
}