fix: 줌/팬 시 마우스 좌표 변환 버그 수정
주요 변경사항: - Graphics Transform 순서 수정 (Translate → Scale) - ScreenToWorld/WorldToScreen 공식 통일 - 마우스 휠 줌 계산 수정 - FitToNodes, PanTo 계산 수정 - GetVisibleBounds 공식 수정 - 이제 줌 상태에서 노드 선택이 정확하게 작동 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com>
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@@ -21,9 +21,10 @@ namespace AGVNavigationCore.Controls
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g.InterpolationMode = InterpolationMode.High;
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// 변환 행렬 설정 (줌 및 팬)
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// 순서: Translate 먼저, Scale 나중 (Append로 순서 보장)
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var transform = new Matrix();
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transform.Scale(_zoomFactor, _zoomFactor);
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transform.Translate(_panOffset.X, _panOffset.Y);
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transform.Scale(_zoomFactor, _zoomFactor, System.Drawing.Drawing2D.MatrixOrder.Append);
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g.Transform = transform;
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try
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@@ -1716,10 +1717,12 @@ namespace AGVNavigationCore.Controls
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private Rectangle GetVisibleBounds()
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{
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var left = (int)(-_panOffset.X / _zoomFactor);
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var top = (int)(-_panOffset.Y / _zoomFactor);
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var right = (int)((Width - _panOffset.X) / _zoomFactor);
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var bottom = (int)((Height - _panOffset.Y) / _zoomFactor);
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// Graphics Transform: Screen = (World + Pan) * Zoom
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// World = Screen / Zoom - Pan
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var left = (int)(0 / _zoomFactor - _panOffset.X);
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var top = (int)(0 / _zoomFactor - _panOffset.Y);
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var right = (int)(Width / _zoomFactor - _panOffset.X);
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var bottom = (int)(Height / _zoomFactor - _panOffset.Y);
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return new Rectangle(left, top, right - left, bottom - top);
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}
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@@ -190,8 +190,10 @@ namespace AGVNavigationCore.Controls
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Point mouseScreenPos = e.Location;
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// 줌 전 마우스가 가리키는 월드 좌표
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float worldX_before = (mouseScreenPos.X - _panOffset.X) / _zoomFactor;
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float worldY_before = (mouseScreenPos.Y - _panOffset.Y) / _zoomFactor;
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// Graphics Transform: Screen = (World + Pan) * Zoom
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// 역변환: World = Screen / Zoom - Pan
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float worldX_before = mouseScreenPos.X / _zoomFactor - _panOffset.X;
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float worldY_before = mouseScreenPos.Y / _zoomFactor - _panOffset.Y;
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// 이전 줌 팩터 저장
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float oldZoom = _zoomFactor;
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@@ -203,8 +205,10 @@ namespace AGVNavigationCore.Controls
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_zoomFactor = Math.Max(_zoomFactor / 1.15f, 0.1f); // 축소
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// 줌 후에도 마우스가 같은 월드 좌표를 가리키도록 팬 오프셋 조정
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_panOffset.X = (int)(mouseScreenPos.X - worldX_before * _zoomFactor);
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_panOffset.Y = (int)(mouseScreenPos.Y - worldY_before * _zoomFactor);
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// mouseScreen = (worldBefore + newPan) * newZoom
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// newPan = mouseScreen / newZoom - worldBefore
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_panOffset.X = (int)(mouseScreenPos.X / _zoomFactor - worldX_before);
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_panOffset.Y = (int)(mouseScreenPos.Y / _zoomFactor - worldY_before);
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Invalidate();
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}
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@@ -216,9 +220,10 @@ namespace AGVNavigationCore.Controls
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private Point ScreenToWorld(Point screenPoint)
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{
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// 스크린 좌표를 월드 좌표로 변환
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// 역순으로: 팬 오프셋 제거 → 줌 적용
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float worldX = (screenPoint.X - _panOffset.X) / _zoomFactor;
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float worldY = (screenPoint.Y - _panOffset.Y) / _zoomFactor;
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// Graphics Transform: Screen = (World + Pan) * Zoom
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// 역변환: World = Screen / Zoom - Pan
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float worldX = screenPoint.X / _zoomFactor - _panOffset.X;
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float worldY = screenPoint.Y / _zoomFactor - _panOffset.Y;
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return new Point((int)worldX, (int)worldY);
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}
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@@ -226,10 +231,10 @@ namespace AGVNavigationCore.Controls
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private Point WorldToScreen(Point worldPoint)
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{
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// 월드 좌표를 스크린 좌표로 변환
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// 순서: 줌 적용 → 팬 오프셋 추가
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// Graphics Transform: Screen = (World + Pan) * Zoom
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return new Point(
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(int)(worldPoint.X * _zoomFactor + _panOffset.X),
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(int)(worldPoint.Y * _zoomFactor + _panOffset.Y)
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(int)((worldPoint.X + _panOffset.X) * _zoomFactor),
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(int)((worldPoint.Y + _panOffset.Y) * _zoomFactor)
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);
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}
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@@ -744,8 +749,11 @@ namespace AGVNavigationCore.Controls
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var centerX = (minX + maxX) / 2;
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var centerY = (minY + maxY) / 2;
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_panOffset.X = (int)(Width / 2 - centerX * _zoomFactor);
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_panOffset.Y = (int)(Height / 2 - centerY * _zoomFactor);
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// Graphics Transform: Screen = (World + Pan) * Zoom
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// 중앙에 위치: Width/2 = (centerX + Pan) * Zoom
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// Pan = Width/2 / Zoom - centerX
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_panOffset.X = (int)(Width / 2 / _zoomFactor - centerX);
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_panOffset.Y = (int)(Height / 2 / _zoomFactor - centerY);
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Invalidate();
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}
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@@ -765,8 +773,11 @@ namespace AGVNavigationCore.Controls
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/// </summary>
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public void PanTo(Point worldPoint)
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{
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_panOffset.X = (int)(Width / 2 - worldPoint.X * _zoomFactor);
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_panOffset.Y = (int)(Height / 2 - worldPoint.Y * _zoomFactor);
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// Graphics Transform: Screen = (World + Pan) * Zoom
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// 중앙에 위치: Width/2 = (worldPoint + Pan) * Zoom
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// Pan = Width/2 / Zoom - worldPoint
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_panOffset.X = (int)(Width / 2 / _zoomFactor - worldPoint.X);
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_panOffset.Y = (int)(Height / 2 / _zoomFactor - worldPoint.Y);
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Invalidate();
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}
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@@ -1382,14 +1382,12 @@ namespace AGVSimulator.Forms
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{
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logItem.Success = true;
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logItem.Message = "성공";
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//logItem.DetailedPath = string.Join(" → ", currentPath.GetDetailedInfo());
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logItem.DetailedPath = currentPath.GetDetailedPathInfo();
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}
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else
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{
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logItem.Success = false;
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logItem.Message = $"도킹 검증 실패: {dockingValidation.ValidationError}";
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//logItem.DetailedPath = string.Join(" → ", currentPath.GetDetailedInfo());
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logItem.DetailedPath = currentPath.GetDetailedPathInfo();
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}
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}
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