Files
Aislo/B07_DesignDetail/openwebcad/src/tools/modify/modify.helpers.ts
T
eomsangdonandClaude Opus 5 ea5ce92725 feat(B07): 표를 객체로 만들어 도면의 표가 진짜 표가 되게 한다
표가 DXF의 표로 나가야 한다(사용자 확정). 지금까지 도면의 표는 선과 문자 뭉치라
내보낼 때 고를 수 있는 길이 하나뿐이었다.

- TableEntity: 열별 폭·행별 높이·칸 문자·병합을 한 객체가 들고 있다. 격자선은 담지
  않고 병합 자리에서 선을 끊는 규칙을 표가 스스로 안다(helpers/table-geometry.ts).
  회전·대칭은 지원하지 않는다 — 표는 축에 붙어 있다.
- 명령: TABLE을 표 객체 생성으로 다시 쓰고 TABLEEDIT(칸 문자)·TABLEROW·TABLECOL·
  TABLEMERGE·TABLEUNMERGE를 더했다. EXPLODE는 표를 선과 문자로 흩는다.
- 그립: 좌측 상단으로 표를 옮기고, 열·행 경계로 폭·높이를 바꾼다.
- 백엔드: 유역 정보표와 횡단 수량 산출표를 표 객체로 낸다. 횡단표는 머리행이 폭
  8등분, 본문이 11열 가중치로 격자가 서로 달라 두 경계를 합친 18열로 만들고 병합으로
  원래 칸을 되살렸다 — 손으로 하던 가로선 끊기가 사라졌다.
- 수량 역추출: 값 Text의 결정적 id로 읽던 것을 칸에 실은 key로 읽도록 옮겼다. 이미
  저장된 도면을 위해 옛 방식을 폴백으로 남겼다.

토적도·종단표는 값이 칸이 아니라 측점 위치에 놓이는 성격이라 이관하지 않았다.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-30 15:12:19 +09:00

270 lines
10 KiB
TypeScript

/**
* 수정 명령의 객체 조작 — 간격띄우기·연장·길이조정·분해·결합·중복정리.
* 기하 계산은 helpers/geometry의 순수 함수를 쓰고, 여기서는 엔티티로 바꾼다.
*/
import { Circle, Point, Segment, Vector } from '@flatten-js/core';
import { ArcEntity } from '../../entities/ArcEntity';
import { CircleEntity } from '../../entities/CircleEntity';
import { type Entity, EntityName } from '../../entities/Entity';
import type { HatchEntity } from '../../entities/HatchEntity';
import { LineEntity } from '../../entities/LineEntity';
import { PolyLineEntity } from '../../entities/PolyLineEntity';
import type { RectangleEntity } from '../../entities/RectangleEntity';
import type { TableEntity } from '../../entities/TableEntity';
import { TextEntity } from '../../entities/TextEntity';
import { dedupeConsecutive, sampleEntityPoints } from '../../helpers/geometry/sample-entity';
import { intersectLines, offsetPolylinePoints } from '../../helpers/geometry/shape-points';
import { polygonToSegments } from '../../helpers/polygon-to-segments';
import { cellRect, cellTextAnchor, tableBorders } from '../../helpers/table-geometry';
import { getActiveLayerId } from '../../state';
/** 원본 객체의 표시 특성을 새 객체에 옮긴다 */
export function copyStyle<T extends Entity>(source: Entity, target: T): T {
target.lineColor = source.lineColor;
target.lineWidth = source.lineWidth;
target.lineDash = source.lineDash;
target.layerId = source.layerId;
return target;
}
const makeLine = (source: Entity, start: Point, end: Point): LineEntity =>
copyStyle(source, new LineEntity(source.layerId || getActiveLayerId(), start, end));
const makePolyLine = (source: Entity, points: Point[]): PolyLineEntity | null => {
if (points.length < 2) return null;
const segments: Entity[] = [];
for (let index = 1; index < points.length; index++) {
segments.push(makeLine(source, points[index - 1], points[index]));
}
return copyStyle(source, new PolyLineEntity(source.layerId || getActiveLayerId(), segments));
};
/** 점이 선의 어느 쪽에 있는지 (+1 왼쪽, -1 오른쪽) */
function sideOfLine(start: Point, end: Point, point: Point): number {
const cross = (end.x - start.x) * (point.y - start.y) - (end.y - start.y) * (point.x - start.x);
return cross >= 0 ? 1 : -1;
}
/** OFFSET — 객체를 distance만큼 sidePoint 쪽으로 민 새 객체 */
export function offsetEntity(entity: Entity, distance: number, sidePoint: Point): Entity | null {
const shape = entity.getShape();
if (shape instanceof Segment) {
const side = sideOfLine(shape.start, shape.end, sidePoint);
const points = offsetPolylinePoints([shape.start, shape.end], distance * side);
return makeLine(entity, points[0], points[points.length - 1]);
}
if (shape instanceof Circle) {
const outward = sidePoint.distanceTo(shape.center)[0] > Number(shape.r);
const radius = Number(shape.r) + (outward ? distance : -distance);
if (radius <= 0) return null;
return copyStyle(entity, new CircleEntity(entity.layerId, shape.center, radius));
}
if (entity.getType() === EntityName.Arc) {
const arcShape = entity.getShape() as unknown as {
center: Point;
r: number;
startAngle: number;
endAngle: number;
counterClockwise: boolean;
};
const outward = sidePoint.distanceTo(arcShape.center)[0] > Number(arcShape.r);
const radius = Number(arcShape.r) + (outward ? distance : -distance);
if (radius <= 0) return null;
return copyStyle(
entity,
new ArcEntity(
entity.layerId,
arcShape.center,
radius,
arcShape.startAngle,
arcShape.endAngle,
arcShape.counterClockwise
)
);
}
// 폴리선·사각형·해치 등은 점렬을 밀어서 만든다
const points = sampleEntityPoints(entity);
if (points.length < 2) return null;
const side = sideOfLine(points[0], points[1], sidePoint);
return makePolyLine(entity, offsetPolylinePoints(points, distance * side));
}
/** EXTEND — 대상 선을 경계 객체와 만나는 곳까지 늘린다 */
export function extendLineToBoundary(target: Entity, boundary: Entity): Entity | null {
const shape = target.getShape();
if (!(shape instanceof Segment)) return null;
const boundaryPoints = sampleEntityPoints(boundary);
if (boundaryPoints.length < 2) return null;
let best: { point: Point; distance: number; fromStart: boolean } | null = null;
for (let index = 1; index < boundaryPoints.length; index++) {
const crossing = intersectLines(
shape.start,
shape.end,
boundaryPoints[index - 1],
boundaryPoints[index]
);
if (!crossing) continue;
// 교점이 경계 선분 안에 있어야 한다
if (!isBetween(crossing, boundaryPoints[index - 1], boundaryPoints[index])) continue;
const fromEnd = shape.end.distanceTo(crossing)[0];
const fromStart = shape.start.distanceTo(crossing)[0];
const useStart = fromStart < fromEnd;
const distance = Math.min(fromStart, fromEnd);
if (!best || distance < best.distance) {
best = { point: crossing, distance, fromStart: useStart };
}
}
if (!best) return null;
return best.fromStart
? makeLine(target, best.point, shape.end)
: makeLine(target, shape.start, best.point);
}
/** 점이 두 점 사이 선분 위(오차 허용)에 있는가 */
export function isBetween(point: Point, start: Point, end: Point, tolerance = 1e-6): boolean {
const minX = Math.min(start.x, end.x) - tolerance;
const maxX = Math.max(start.x, end.x) + tolerance;
const minY = Math.min(start.y, end.y) - tolerance;
const maxY = Math.max(start.y, end.y) + tolerance;
return point.x >= minX && point.x <= maxX && point.y >= minY && point.y <= maxY;
}
/** LENGTHEN — 선의 끝을 delta만큼 늘리거나(양수) 줄인다(음수) */
export function lengthenLine(entity: Entity, delta: number, nearPoint: Point): Entity | null {
const shape = entity.getShape();
if (!(shape instanceof Segment)) return null;
const atStart = shape.start.distanceTo(nearPoint)[0] < shape.end.distanceTo(nearPoint)[0];
const length = shape.start.distanceTo(shape.end)[0] || 1;
const dx = (shape.end.x - shape.start.x) / length;
const dy = (shape.end.y - shape.start.y) / length;
if (atStart) {
return makeLine(
entity,
new Point(shape.start.x - dx * delta, shape.start.y - dy * delta),
shape.end
);
}
return makeLine(
entity,
shape.start,
new Point(shape.end.x + dx * delta, shape.end.y + dy * delta)
);
}
/** EXPLODE — 복합 객체를 구성요소로 나눈다. 나눌 게 없으면 빈 배열 */
export function explodeEntity(entity: Entity): Entity[] {
if (entity.getType() === EntityName.PolyLine) {
return (entity as PolyLineEntity).getEntities().map((child) => copyStyle(entity, child));
}
if (entity.getType() === EntityName.Rectangle) {
const polygon = (entity as RectangleEntity).getShape();
if (!polygon) return [];
return polygonToSegments(polygon as never).map((segment) =>
makeLine(entity, segment.start, segment.end)
);
}
if (entity.getType() === EntityName.Table) {
return explodeTable(entity as TableEntity);
}
if (entity.getType() === EntityName.Hatch) {
const boundary = makePolyLine(entity, (entity as HatchEntity).getPoints());
return boundary ? [boundary] : [];
}
return [];
}
/** 표를 경계선과 칸 문자로 흩는다 (EXPLODE) */
function explodeTable(table: TableEntity): Entity[] {
const origin = table.getOrigin();
const columnWidths = table.getColumnWidths();
const rowHeights = table.getRowHeights();
const style = table.getStyle();
const parts: Entity[] = tableBorders(origin, columnWidths, rowHeights, table.getCells()).map(
(border) => makeLine(table, new Point(border.x1, border.y1), new Point(border.x2, border.y2))
);
for (let row = 0; row < rowHeights.length; row += 1) {
for (let column = 0; column < columnWidths.length; column += 1) {
const cell = table.getCell(row, column);
if (!cell?.text) continue;
const rect = cellRect(origin, columnWidths, rowHeights, row, column, cell);
const anchor = cellTextAnchor(rect, cell.align, style.padding);
const text = new TextEntity(table.layerId, cell.text, new Point(anchor.x, anchor.y), {
textDirection: new Vector(1, 0),
textAlign: cell.align ?? 'center',
textColor: cell.color ?? style.textColor,
fontSize: cell.fontSize ?? style.fontSize,
fontFamily: style.fontFamily,
bold: cell.bold,
italic: cell.italic,
});
parts.push(copyStyle(table, text));
}
}
return parts;
}
/** JOIN — 끝점이 맞닿는 객체들을 하나의 폴리선으로 잇는다 */
export function joinEntities(entities: Entity[], tolerance = 1e-3): PolyLineEntity | null {
const chains = entities
.map((entity) => sampleEntityPoints(entity))
.filter((points) => points.length >= 2);
if (chains.length < 2) return null;
const near = (a: Point, b: Point) =>
Math.abs(a.x - b.x) <= tolerance && Math.abs(a.y - b.y) <= tolerance;
const remaining = [...chains];
let joined = remaining.shift() as Point[];
let progress = true;
while (remaining.length && progress) {
progress = false;
const head = joined[0];
const tail = joined[joined.length - 1];
for (let index = 0; index < remaining.length; index++) {
const chain = remaining[index];
const start = chain[0];
const end = chain[chain.length - 1];
if (near(start, tail)) joined = [...joined, ...chain.slice(1)];
else if (near(end, tail)) joined = [...joined, ...[...chain].reverse().slice(1)];
else if (near(end, head)) joined = [...chain.slice(0, -1), ...joined];
else if (near(start, head)) joined = [...[...chain].reverse().slice(0, -1), ...joined];
else continue;
remaining.splice(index, 1);
progress = true;
break;
}
}
if (remaining.length === chains.length - 1) return null; // 하나도 못 이었다
return makePolyLine(entities[0], dedupeConsecutive(joined));
}
/** REVERSE — 방향을 뒤집은 새 객체 */
export function reverseEntity(entity: Entity): Entity | null {
const shape = entity.getShape();
if (shape instanceof Segment) return makeLine(entity, shape.end, shape.start);
const points = sampleEntityPoints(entity);
if (points.length < 2) return null;
return makePolyLine(entity, [...points].reverse());
}
/** OVERKILL — 형상이 같은 객체의 중복분을 골라낸다 */
export function findDuplicateEntities(entities: Entity[], precision = 4): Entity[] {
const seen = new Set<string>();
const duplicates: Entity[] = [];
for (const entity of entities) {
const signature = `${entity.getType()}|${sampleEntityPoints(entity)
.map((point) => `${point.x.toFixed(precision)},${point.y.toFixed(precision)}`)
.join(';')}`;
if (seen.has(signature)) duplicates.push(entity);
else seen.add(signature);
}
return duplicates;
}