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| 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 | import { Point } from '../Point'
import { Line } from '../Line'
import { mmTolerance, mmTolerance3dNode } from '../../config'
import {
isAlmostSamePoint3D,
isAlmostSameSegment2D,
isAlmostSameSegment3D,
isAlmostSamePoint2D,
verticalProjectionOnPlane
} from '../../geometry'
export function generateNodes2D(polygons) {
let nodes2D = []
polygons
.filter((poly) =>
[
'roof',
'obstacle',
'tmpModuleField',
'moduleField',
'construction'
].includes(poly.layer)
)
.forEach((polygon) => {
const outline = polygon.outline
outline.forEach((point, i) => {
//check if nodes2D already exist
let node2D = nodes2D.find(
(node) =>
isAlmostSamePoint2D(node, point, mmTolerance) &&
node.layer == polygon.layer
)
if (!node2D) {
node2D = new Point(point.x, point.y, point.z, polygon.layer)
node2D.belongsTo = []
node2D.id = 'node2D'
node2D.itemType = 'node2D'
node2D.layer = polygon.layer
node2D.masterHandle = {
id: node2D.id,
itemType: 'masterHandle',
open: null,
selected: null
}
nodes2D.push(node2D)
}
node2D.belongsTo.push({
polygonId: polygon.id,
index: i,
polygon
})
node2D.id += '_' + polygon.id + '_' + i
})
})
//all nodes has been created. now lets update open/selected field
nodes2D.forEach((node2D) => {
if (node2D.masterHandle) {
node2D.masterHandle.open = node2D.belongsTo.some(
(item) => item.index == null || item.polygon.outline[item.index].open
)
node2D.masterHandle.selected = node2D.belongsTo.every(
(item) =>
item.index == null || item.polygon.outline[item.index].selected
)
node2D.masterHandle.locked = node2D.belongsTo.every(
(item) => item.index == null || item.polygon.outline[item.index].locked
)
}
})
return nodes2D
}
export function generateNodes3D(polygons) {
let nodes3D = []
polygons
.filter((poly) =>
['roof', 'obstacle', 'tmpModuleField', 'moduleField'].includes(poly.layer)
)
.forEach((polygon) => {
const outline = polygon.outline
outline.forEach((point, i) => {
//check if nodes2D already exist
let node3D = nodes3D.find((node) =>
isAlmostSamePoint3D(node, point, mmTolerance3dNode)
)
if (!node3D) {
node3D = new Point(point.x, point.y, point.z, polygon.layer)
node3D.belongsTo = []
node3D.id = 'node3D'
node3D.itemType = 'node3D'
node3D.layer = polygon.layer
node3D.masterHandle = {
id: node3D.id,
itemType: 'masterHandle',
open: null,
selected: null
}
nodes3D.push(node3D)
}
node3D.belongsTo.push({
polygonId: polygon.id,
index: i,
polygon
})
node3D.id += '_' + polygon.id + '_' + i
})
})
//all nodes has been created. now lets update open/selected field
nodes3D.forEach((node3D) => {
if (node3D.masterHandle) {
node3D.masterHandle.open = node3D.belongsTo.some(
(item) => item.polygon.outline[item.index].open
)
node3D.masterHandle.selected = node3D.belongsTo.every(
(item) => item.polygon.outline[item.index].selected
)
}
})
return nodes3D
}
export function generateEdges2D(polygons, splitEdgesIds = []) {
let edges2D = []
polygons
.filter((poly) =>
['roof', 'obstacle', 'moduleField', 'construction'].includes(poly.layer)
)
.forEach((polygon) => {
const outline = polygon.outline
outline.forEach((point, i) => {
const isLastPointOfPolygon = i == outline.length - 1
if (!polygon.isClosed && isLastPointOfPolygon) {
return
}
//check if edge2D already exist
const nextPoint = outline[(i + 1) % outline.length]
let edge2D = edges2D.find((edge) => {
return (
isAlmostSameSegment2D(
[point, nextPoint],
edge.outline,
mmTolerance
) && edge.layer == polygon.layer
)
})
if (!edge2D) {
//create an edge at this position
edge2D = new Line(point, nextPoint, polygon.layer)
edge2D.id = 'edge2D'
edge2D.belongsTo = []
edge2D.layer = polygon.layer
edge2D.selected = false
edge2D.itemType = 'edge2D'
edges2D.push(edge2D)
}
//add BelongToPolygon
edge2D.belongsTo.push({
polygonId: polygon.id,
index: i,
polygon
})
if (polygon.roofs && polygon.roofs.length > 0) {
polygon.roofs.forEach((supportRoof) => {
edge2D.belongsTo.push({
polygonId: supportRoof.id,
index: null,
polygon: supportRoof
})
})
}
edge2D.id += '_' + polygon.id + '_' + i
})
})
edges2D.forEach((edge2D) => {
edge2D.isSplit = splitEdgesIds.includes(edge2D.id)
if (edge2D.belongsTo.length > 2) {
edge2D.belongsTo = edge2D.belongsTo.filter((i) => i.index !== null)
}
})
edges2D.forEach((edge2D) => {
const isNotSplit = edge2D.belongsTo.every((item, index, array) => {
if (index == 0) {
return true
}
const outline0 = array[0].polygon.outline
const outline1 = item.polygon.outline
let point0, point1, nextPoint0, nextPoint1
let pointNull = []
if (array[0].index !== null) {
point0 = outline0[array[0].index]
nextPoint0 = outline0[(array[0].index + 1) % outline0.length]
} else {
pointNull.push(0)
point0 = verticalProjectionOnPlane(
outline1[item.index],
array[0].polygon.normalVector,
array[0].polygon.flatOutline[0]
)
nextPoint0 = verticalProjectionOnPlane(
outline1[(item.index + 1) % outline1.length],
array[0].polygon.normalVector,
array[0].polygon.flatOutline[0]
)
}
if (item.index !== null) {
point1 = outline1[item.index]
nextPoint1 = outline1[(item.index + 1) % outline1.length]
} else {
pointNull.push(1)
point1 = verticalProjectionOnPlane(
outline0[array[0].index],
item.polygon.normalVector,
item.polygon.flatOutline[0]
)
nextPoint1 = verticalProjectionOnPlane(
outline0[(array[0].index + 1) % outline0.length],
item.polygon.normalVector,
item.polygon.flatOutline[0]
)
}
const isSameSeg = isAlmostSameSegment3D(
[point0, nextPoint0],
[point1, nextPoint1],
mmTolerance
)
return isSameSeg
})
if (!isNotSplit && edge2D.belongsTo.length == 2 && edge2D.layer == 'roof') {
edge2D.isSplit = true
}
})
return edges2D
}
export function generateEdges3D(polygons) {
let edges3D = []
polygons
.filter((poly) =>
['roof', 'obstacle', 'moduleField', 'construction'].includes(poly.layer)
)
.forEach((polygon) => {
const outline = polygon.outline
outline.forEach((point, i) => {
const isLastPointOfPolygon = i == outline.length - 1
if (!polygon.isClosed && isLastPointOfPolygon) {
return
}
//check if edge2D already exist
const nextPoint = outline[(i + 1) % outline.length]
let edge3D = edges3D.find((edge) => {
return (
isAlmostSameSegment3D(
[point, nextPoint],
edge.outline,
mmTolerance
) && edge.layer == polygon.layer
)
})
if (!edge3D) {
//create an edge at this position
edge3D = new Line(point, nextPoint, polygon.layer)
edge3D.id = 'edge3D'
edge3D.belongsTo = []
edge3D.layer = polygon.layer
edge3D.selected = false
edge3D.itemType = 'edge3D'
edges3D.push(edge3D)
}
//add BelongToPolygon
edge3D.belongsTo.push({
polygonId: polygon.id,
index: i,
polygon
})
edge3D.id += '_' + polygon.id + '_' + i
})
})
return edges3D
}
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