using System; using System.Drawing; using System.Linq; using System.Windows.Forms; using AGVNavigationCore.Models; namespace AGVNavigationCore.Controls { public partial class UnifiedAGVCanvas { #region Mouse Events private void UnifiedAGVCanvas_MouseClick(object sender, MouseEventArgs e) { Focus(); // 포커스 설정 var worldPoint = ScreenToWorld(e.Location); var hitNode = GetNodeAt(worldPoint); switch (_editMode) { case EditMode.Select: HandleSelectClick(hitNode, worldPoint); break; case EditMode.AddNode: HandleAddNodeClick(worldPoint); break; case EditMode.Connect: HandleConnectClick(hitNode); break; case EditMode.Delete: HandleDeleteClick(hitNode); break; case EditMode.DeleteConnection: HandleDeleteConnectionClick(worldPoint); break; } } private void UnifiedAGVCanvas_MouseDoubleClick(object sender, MouseEventArgs e) { var worldPoint = ScreenToWorld(e.Location); var hitNode = GetNodeAt(worldPoint); if (hitNode != null) { // 노드 속성 편집 (이벤트 발생) NodeSelected?.Invoke(this, hitNode); } } private void UnifiedAGVCanvas_MouseDown(object sender, MouseEventArgs e) { var worldPoint = ScreenToWorld(e.Location); if (e.Button == MouseButtons.Left) { if (_editMode == EditMode.Move) { var hitNode = GetNodeAt(worldPoint); if (hitNode != null) { _isDragging = true; _selectedNode = hitNode; _dragOffset = new Point( worldPoint.X - hitNode.Position.X, worldPoint.Y - hitNode.Position.Y ); Cursor = Cursors.SizeAll; Invalidate(); return; } } // 팬 시작 (우클릭 또는 중간버튼) _isPanning = true; _lastMousePosition = e.Location; Cursor = Cursors.SizeAll; } else if (e.Button == MouseButtons.Right) { // 컨텍스트 메뉴 (편집 모드에서만) if (_canvasMode == CanvasMode.Edit) { var hitNode = GetNodeAt(worldPoint); ShowContextMenu(e.Location, hitNode); } } } private void UnifiedAGVCanvas_MouseMove(object sender, MouseEventArgs e) { var worldPoint = ScreenToWorld(e.Location); // 호버 노드 업데이트 var newHoveredNode = GetNodeAt(worldPoint); if (newHoveredNode != _hoveredNode) { _hoveredNode = newHoveredNode; Invalidate(); } if (_isPanning) { // 팬 처리 var deltaX = e.X - _lastMousePosition.X; var deltaY = e.Y - _lastMousePosition.Y; _panOffset.X += deltaX; _panOffset.Y += deltaY; _lastMousePosition = e.Location; Invalidate(); } else if (_isDragging && _canvasMode == CanvasMode.Edit) { // 노드 드래그 if (_selectedNode != null) { var newPosition = new Point( worldPoint.X - _dragOffset.X, worldPoint.Y - _dragOffset.Y ); // 그리드 스냅 if (ModifierKeys.HasFlag(Keys.Control)) { newPosition.X = (newPosition.X / GRID_SIZE) * GRID_SIZE; newPosition.Y = (newPosition.Y / GRID_SIZE) * GRID_SIZE; } _selectedNode.Position = newPosition; NodeMoved?.Invoke(this, _selectedNode); MapChanged?.Invoke(this, EventArgs.Empty); Invalidate(); } } else if (_isConnectionMode && _canvasMode == CanvasMode.Edit) { // 임시 연결선 업데이트 _connectionEndPoint = worldPoint; Invalidate(); } // 툴팁 표시 (호버된 노드/AGV 정보) UpdateTooltip(worldPoint); } private void UnifiedAGVCanvas_MouseUp(object sender, MouseEventArgs e) { if (e.Button == MouseButtons.Left) { if (_isDragging && _canvasMode == CanvasMode.Edit) { _isDragging = false; Cursor = GetCursorForMode(_editMode); } if (_isPanning) { _isPanning = false; Cursor = Cursors.Default; } } } private void UnifiedAGVCanvas_MouseWheel(object sender, MouseEventArgs e) { // 현재 마우스 위치를 월드 좌표로 변환 (줌 전) var mouseWorldBefore = ScreenToWorld(e.Location); float oldZoom = _zoomFactor; // 줌 팩터 계산 (휠 델타 기반) - 더 부드러운 줌 if (e.Delta > 0) _zoomFactor = Math.Min(_zoomFactor * 1.15f, 5.0f); // 확대 (더 부드러움) else _zoomFactor = Math.Max(_zoomFactor / 1.15f, 0.1f); // 축소 (더 부드러움) // 줌 후 마우스 위치의 월드 좌표 var mouseWorldAfter = ScreenToWorld(e.Location); // 마우스 위치가 같은 월드 좌표를 가리키도록 팬 오프셋 조정 _panOffset.X += (int)((mouseWorldBefore.X - mouseWorldAfter.X) * _zoomFactor); _panOffset.Y += (int)((mouseWorldBefore.Y - mouseWorldAfter.Y) * _zoomFactor); Invalidate(); } #endregion #region Mouse Helper Methods private Point ScreenToWorld(Point screenPoint) { // 변환 행렬 생성 (렌더링과 동일) var transform = new System.Drawing.Drawing2D.Matrix(); transform.Scale(_zoomFactor, _zoomFactor); transform.Translate(_panOffset.X, _panOffset.Y); // 역변환 행렬로 화면 좌표를 월드 좌표로 변환 transform.Invert(); var points = new System.Drawing.PointF[] { new System.Drawing.PointF(screenPoint.X, screenPoint.Y) }; transform.TransformPoints(points); return new Point((int)points[0].X, (int)points[0].Y); } private Point WorldToScreen(Point worldPoint) { return new Point( (int)(worldPoint.X * _zoomFactor + _panOffset.X), (int)(worldPoint.Y * _zoomFactor + _panOffset.Y) ); } private MapNode GetNodeAt(Point worldPoint) { if (_nodes == null) return null; // 역순으로 검사하여 위에 그려진 노드부터 확인 for (int i = _nodes.Count - 1; i >= 0; i--) { var node = _nodes[i]; if (IsPointInNode(worldPoint, node)) return node; } return null; } private bool IsPointInNode(Point point, MapNode node) { switch (node.Type) { case NodeType.Label: return IsPointInLabelNode(point, node); case NodeType.Image: return IsPointInImageNode(point, node); default: return IsPointInCircularNode(point, node); } } private bool IsPointInCircularNode(Point point, MapNode node) { switch (node.Type) { case NodeType.Docking: return IsPointInPentagon(point, node); case NodeType.Charging: return IsPointInTriangle(point, node); default: return IsPointInCircle(point, node); } } private bool IsPointInCircle(Point point, MapNode node) { // 화면에서 최소 20픽셀 정도의 히트 영역을 확보하되, 노드 크기보다 작아지지 않게 함 var minHitRadiusInScreen = 20; var hitRadius = Math.Max(NODE_RADIUS, minHitRadiusInScreen / _zoomFactor); var distance = Math.Sqrt( Math.Pow(node.Position.X - point.X, 2) + Math.Pow(node.Position.Y - point.Y, 2) ); return distance <= hitRadius; } private bool IsPointInPentagon(Point point, MapNode node) { // 화면에서 최소 20픽셀 정도의 히트 영역을 확보 var minHitRadiusInScreen = 20; var radius = Math.Max(NODE_RADIUS, minHitRadiusInScreen / _zoomFactor); var center = node.Position; // 5각형 꼭짓점 계산 var points = new Point[5]; for (int i = 0; i < 5; i++) { var angle = (Math.PI * 2 * i / 5) - Math.PI / 2; points[i] = new Point( (int)(center.X + radius * Math.Cos(angle)), (int)(center.Y + radius * Math.Sin(angle)) ); } return IsPointInPolygon(point, points); } private bool IsPointInTriangle(Point point, MapNode node) { // 화면에서 최소 20픽셀 정도의 히트 영역을 확보하되, 노드 크기보다 작아지지 않게 함 var minHitRadiusInScreen = 20; var radius = Math.Max(NODE_RADIUS, minHitRadiusInScreen / _zoomFactor); var center = node.Position; // 삼각형 꼭짓점 계산 var points = new Point[3]; for (int i = 0; i < 3; i++) { var angle = (Math.PI * 2 * i / 3) - Math.PI / 2; points[i] = new Point( (int)(center.X + radius * Math.Cos(angle)), (int)(center.Y + radius * Math.Sin(angle)) ); } return IsPointInPolygon(point, points); } private bool IsPointInPolygon(Point point, Point[] polygon) { // Ray casting 알고리즘 사용 bool inside = false; int j = polygon.Length - 1; for (int i = 0; i < polygon.Length; i++) { var xi = polygon[i].X; var yi = polygon[i].Y; var xj = polygon[j].X; var yj = polygon[j].Y; if (((yi > point.Y) != (yj > point.Y)) && (point.X < (xj - xi) * (point.Y - yi) / (yj - yi) + xi)) { inside = !inside; } j = i; } return inside; } private bool IsPointInLabelNode(Point point, MapNode node) { var text = string.IsNullOrEmpty(node.LabelText) ? node.NodeId : node.LabelText; // 임시 Graphics로 텍스트 크기 측정 using (var tempBitmap = new Bitmap(1, 1)) using (var tempGraphics = Graphics.FromImage(tempBitmap)) { var font = new Font(node.FontFamily, node.FontSize, node.FontStyle); var textSize = tempGraphics.MeasureString(text, font); var textRect = new Rectangle( (int)(node.Position.X - textSize.Width / 2), (int)(node.Position.Y - textSize.Height / 2), (int)textSize.Width, (int)textSize.Height ); font.Dispose(); return textRect.Contains(point); } } private bool IsPointInImageNode(Point point, MapNode node) { var displaySize = node.GetDisplaySize(); if (displaySize.IsEmpty) displaySize = new Size(50, 50); // 기본 크기 var imageRect = new Rectangle( node.Position.X - displaySize.Width / 2, node.Position.Y - displaySize.Height / 2, displaySize.Width, displaySize.Height ); return imageRect.Contains(point); } private IAGV GetAGVAt(Point worldPoint) { if (_agvList == null) return null; var hitRadius = Math.Max(AGV_SIZE / 2, 15 / _zoomFactor); return _agvList.FirstOrDefault(agv => { if (!_agvPositions.ContainsKey(agv.AgvId)) return false; var agvPos = _agvPositions[agv.AgvId]; var distance = Math.Sqrt( Math.Pow(agvPos.X - worldPoint.X, 2) + Math.Pow(agvPos.Y - worldPoint.Y, 2) ); return distance <= hitRadius; }); } private void HandleSelectClick(MapNode hitNode, Point worldPoint) { if (hitNode != null) { // 노드 선택 if (hitNode != _selectedNode) { _selectedNode = hitNode; NodeSelected?.Invoke(this, hitNode); Invalidate(); } } else { // 노드가 없으면 연결선 체크 var connection = GetConnectionAt(worldPoint); if (connection != null) { // 연결선을 클릭했을 때 삭제 확인 var (fromNode, toNode) = connection.Value; string fromDisplay = !string.IsNullOrEmpty(fromNode.RfidId) ? fromNode.RfidId : fromNode.NodeId; string toDisplay = !string.IsNullOrEmpty(toNode.RfidId) ? toNode.RfidId : toNode.NodeId; var result = MessageBox.Show( $"연결을 삭제하시겠습니까?\n\n{fromDisplay} ↔ {toDisplay}", "연결 삭제 확인", MessageBoxButtons.YesNo, MessageBoxIcon.Question); if (result == DialogResult.Yes) { // 단일 연결 삭제 (어느 방향에 저장되어 있는지 확인 후 삭제) if (fromNode.ConnectedNodes.Contains(toNode.NodeId)) { fromNode.RemoveConnection(toNode.NodeId); } else if (toNode.ConnectedNodes.Contains(fromNode.NodeId)) { toNode.RemoveConnection(fromNode.NodeId); } // 이벤트 발생 ConnectionDeleted?.Invoke(this, (fromNode, toNode)); MapChanged?.Invoke(this, EventArgs.Empty); Invalidate(); } } else { // 빈 공간 클릭 시 선택 해제 if (_selectedNode != null) { _selectedNode = null; NodeSelected?.Invoke(this, null); Invalidate(); } } } } private void HandleAddNodeClick(Point worldPoint) { // 그리드 스냅 if (ModifierKeys.HasFlag(Keys.Control)) { worldPoint.X = (worldPoint.X / GRID_SIZE) * GRID_SIZE; worldPoint.Y = (worldPoint.Y / GRID_SIZE) * GRID_SIZE; } // 고유한 NodeId 생성 string newNodeId = GenerateUniqueNodeId(); var newNode = new MapNode { NodeId = newNodeId, Position = worldPoint, Type = NodeType.Normal }; _nodes.Add(newNode); NodeAdded?.Invoke(this, newNode); MapChanged?.Invoke(this, EventArgs.Empty); Invalidate(); } /// /// 중복되지 않는 고유한 NodeId 생성 /// private string GenerateUniqueNodeId() { string nodeId; int counter = _nodeCounter; do { nodeId = $"N{counter:D3}"; counter++; } while (_nodes.Any(n => n.NodeId == nodeId)); _nodeCounter = counter; return nodeId; } private void HandleConnectClick(MapNode hitNode) { if (hitNode == null) return; if (!_isConnectionMode) { // 연결 시작 _isConnectionMode = true; _connectionStartNode = hitNode; _selectedNode = hitNode; } else { // 연결 완료 if (_connectionStartNode != null && _connectionStartNode != hitNode) { CreateConnection(_connectionStartNode, hitNode); } CancelConnection(); } Invalidate(); } private void HandleDeleteClick(MapNode hitNode) { if (hitNode == null) return; // 연결된 모든 연결선도 제거 foreach (var node in _nodes) { node.RemoveConnection(hitNode.NodeId); } _nodes.Remove(hitNode); if (_selectedNode == hitNode) _selectedNode = null; NodeDeleted?.Invoke(this, hitNode); MapChanged?.Invoke(this, EventArgs.Empty); Invalidate(); } private void CreateConnection(MapNode fromNode, MapNode toNode) { // 중복 연결 체크 (양방향) if (fromNode.ConnectedNodes.Contains(toNode.NodeId) || toNode.ConnectedNodes.Contains(fromNode.NodeId)) return; // 단일 연결 생성 (사전순으로 정렬하여 일관성 유지) if (string.Compare(fromNode.NodeId, toNode.NodeId, StringComparison.Ordinal) < 0) { fromNode.AddConnection(toNode.NodeId); } else { toNode.AddConnection(fromNode.NodeId); } MapChanged?.Invoke(this, EventArgs.Empty); } private float CalculateDistance(Point from, Point to) { var dx = to.X - from.X; var dy = to.Y - from.Y; return (float)Math.Sqrt(dx * dx + dy * dy); } private void ShowContextMenu(Point location, MapNode hitNode) { _contextMenu.Items.Clear(); if (hitNode != null) { _contextMenu.Items.Add("노드 속성...", null, (s, e) => NodeSelected?.Invoke(this, hitNode)); _contextMenu.Items.Add("노드 삭제", null, (s, e) => HandleDeleteClick(hitNode)); _contextMenu.Items.Add("-"); } _contextMenu.Items.Add("노드 추가", null, (s, e) => { var worldPoint = ScreenToWorld(location); HandleAddNodeClick(worldPoint); }); _contextMenu.Items.Add("전체 맞춤", null, (s, e) => FitToNodes()); _contextMenu.Items.Add("줌 리셋", null, (s, e) => ResetZoom()); _contextMenu.Show(this, location); } private void HandleDeleteConnectionClick(Point worldPoint) { // 클릭한 위치 근처의 연결선을 찾아 삭제 var connection = GetConnectionAt(worldPoint); if (connection != null) { var (fromNode, toNode) = connection.Value; // 단일 연결 삭제 (어느 방향에 저장되어 있는지 확인 후 삭제) if (fromNode.ConnectedNodes.Contains(toNode.NodeId)) { fromNode.RemoveConnection(toNode.NodeId); } else if (toNode.ConnectedNodes.Contains(fromNode.NodeId)) { toNode.RemoveConnection(fromNode.NodeId); } // 이벤트 발생 ConnectionDeleted?.Invoke(this, (fromNode, toNode)); MapChanged?.Invoke(this, EventArgs.Empty); Invalidate(); } } private (MapNode From, MapNode To)? GetConnectionAt(Point worldPoint) { const int CONNECTION_HIT_TOLERANCE = 10; // 모든 연결선을 확인하여 클릭한 위치와 가장 가까운 연결선 찾기 foreach (var fromNode in _nodes) { foreach (var toNodeId in fromNode.ConnectedNodes) { var toNode = _nodes.FirstOrDefault(n => n.NodeId == toNodeId); if (toNode != null) { // 연결선과 클릭 위치 간의 거리 계산 var distance = CalculatePointToLineDistance(worldPoint, fromNode.Position, toNode.Position); if (distance <= CONNECTION_HIT_TOLERANCE / _zoomFactor) { return (fromNode, toNode); } } } } return null; } private float CalculatePointToLineDistance(Point point, Point lineStart, Point lineEnd) { // 점에서 선분까지의 거리 계산 var A = point.X - lineStart.X; var B = point.Y - lineStart.Y; var C = lineEnd.X - lineStart.X; var D = lineEnd.Y - lineStart.Y; var dot = A * C + B * D; var lenSq = C * C + D * D; if (lenSq == 0) return CalculateDistance(point, lineStart); var param = dot / lenSq; Point xx, yy; if (param < 0) { xx = lineStart; yy = lineStart; } else if (param > 1) { xx = lineEnd; yy = lineEnd; } else { xx = new Point((int)(lineStart.X + param * C), (int)(lineStart.Y + param * D)); yy = xx; } return CalculateDistance(point, xx); } private void UpdateTooltip(Point worldPoint) { string tooltipText = ""; // 노드 툴팁 var hitNode = GetNodeAt(worldPoint); if (hitNode != null) { tooltipText = $"노드: {hitNode.NodeId}\n타입: {hitNode.Type}\n위치: ({hitNode.Position.X}, {hitNode.Position.Y})"; } else { // AGV 툴팁 var hitAGV = GetAGVAt(worldPoint); if (hitAGV != null) { var state = _agvStates.ContainsKey(hitAGV.AgvId) ? _agvStates[hitAGV.AgvId] : AGVState.Idle; tooltipText = $"AGV: {hitAGV.AgvId}\n상태: {state}\n배터리: {hitAGV.BatteryLevel:F1}%\n위치: ({hitAGV.CurrentPosition.X}, {hitAGV.CurrentPosition.Y})"; } } // 툴팁 업데이트 (기존 ToolTip 컨트롤 사용) if (!string.IsNullOrEmpty(tooltipText)) { // ToolTip 설정 (필요시 추가 구현) } } #endregion #region View Control Methods /// /// 모든 노드가 보이도록 뷰 조정 /// public void FitToNodes() { if (_nodes == null || _nodes.Count == 0) return; var minX = _nodes.Min(n => n.Position.X); var maxX = _nodes.Max(n => n.Position.X); var minY = _nodes.Min(n => n.Position.Y); var maxY = _nodes.Max(n => n.Position.Y); var margin = 50; var contentWidth = maxX - minX + margin * 2; var contentHeight = maxY - minY + margin * 2; var zoomX = (float)Width / contentWidth; var zoomY = (float)Height / contentHeight; _zoomFactor = Math.Min(zoomX, zoomY) * 0.9f; var centerX = (minX + maxX) / 2; var centerY = (minY + maxY) / 2; _panOffset.X = (int)(Width / 2 - centerX * _zoomFactor); _panOffset.Y = (int)(Height / 2 - centerY * _zoomFactor); Invalidate(); } /// /// 줌 리셋 /// public void ResetZoom() { _zoomFactor = 1.0f; _panOffset = Point.Empty; Invalidate(); } /// /// 특정 위치로 이동 /// public void PanTo(Point worldPoint) { _panOffset.X = (int)(Width / 2 - worldPoint.X * _zoomFactor); _panOffset.Y = (int)(Height / 2 - worldPoint.Y * _zoomFactor); Invalidate(); } /// /// 특정 노드로 이동 /// public void PanToNode(string nodeId) { var node = _nodes?.FirstOrDefault(n => n.NodeId == nodeId); if (node != null) { PanTo(node.Position); } } /// /// 특정 AGV로 이동 /// public void PanToAGV(string agvId) { if (_agvPositions.ContainsKey(agvId)) { PanTo(_agvPositions[agvId]); } } #endregion } }