@fmsim/machine 1.0.87 → 2.0.0-beta.2

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (84) hide show
  1. package/dist/agv-line.js.map +1 -1
  2. package/dist/agv.js.map +1 -1
  3. package/dist/buffer.js.map +1 -1
  4. package/dist/carrier.js +1 -0
  5. package/dist/carrier.js.map +1 -1
  6. package/dist/conveyor-join.js.map +1 -1
  7. package/dist/conveyor.js +1 -1
  8. package/dist/conveyor.js.map +1 -1
  9. package/dist/crane-rail.js +53 -0
  10. package/dist/crane-rail.js.map +1 -0
  11. package/dist/crane.js.map +1 -1
  12. package/dist/equipment.js.map +1 -1
  13. package/dist/factories/agv-3d.js +121 -0
  14. package/dist/factories/agv-3d.js.map +1 -0
  15. package/dist/factories/conveyor-3d.js +258 -0
  16. package/dist/factories/conveyor-3d.js.map +1 -0
  17. package/dist/factories/crane-3d.js +150 -0
  18. package/dist/factories/crane-3d.js.map +1 -0
  19. package/dist/factories/crane-rail-3d.js +95 -0
  20. package/dist/factories/crane-rail-3d.js.map +1 -0
  21. package/dist/factories/machine-3d.js +288 -0
  22. package/dist/factories/machine-3d.js.map +1 -0
  23. package/dist/factories/oht-3d.js +151 -0
  24. package/dist/factories/oht-3d.js.map +1 -0
  25. package/dist/factories/shuttle-3d.js +136 -0
  26. package/dist/factories/shuttle-3d.js.map +1 -0
  27. package/dist/index.js +38 -0
  28. package/dist/index.js.map +1 -1
  29. package/dist/mcs-carrier-holder.js +6 -1
  30. package/dist/mcs-carrier-holder.js.map +1 -1
  31. package/dist/mcs-machine.js.map +1 -1
  32. package/dist/mcs-unit.js.map +1 -1
  33. package/dist/mcs-vehicle.js +2 -1
  34. package/dist/mcs-vehicle.js.map +1 -1
  35. package/dist/oht-line.js.map +1 -1
  36. package/dist/oht.js.map +1 -1
  37. package/dist/port-flow.js.map +1 -1
  38. package/dist/port.js.map +1 -1
  39. package/dist/scene/root-container-override.js.map +1 -1
  40. package/dist/shelf.js.map +1 -1
  41. package/dist/shuttle.js.map +1 -1
  42. package/dist/stocker-abnormal-bar.js +180 -0
  43. package/dist/stocker-abnormal-bar.js.map +1 -0
  44. package/dist/stocker-capacity-bar.js.map +1 -1
  45. package/dist/stocker-carrier-bar.js +194 -0
  46. package/dist/stocker-carrier-bar.js.map +1 -0
  47. package/dist/stocker.js +1 -1
  48. package/dist/stocker.js.map +1 -1
  49. package/dist/tsconfig.tsbuildinfo +1 -1
  50. package/dist/zone-capacity-bar.js.map +1 -1
  51. package/package.json +6 -6
  52. package/src/agv-line.ts +1 -1
  53. package/src/agv.ts +3 -3
  54. package/src/buffer.ts +1 -1
  55. package/src/carrier.ts +8 -8
  56. package/src/conveyor-join.ts +1 -1
  57. package/src/conveyor.ts +2 -2
  58. package/src/crane-rail.ts +58 -0
  59. package/src/crane.ts +1 -1
  60. package/src/equipment.ts +1 -1
  61. package/src/factories/agv-3d.ts +135 -0
  62. package/src/factories/conveyor-3d.ts +311 -0
  63. package/src/factories/crane-3d.ts +176 -0
  64. package/src/factories/crane-rail-3d.ts +114 -0
  65. package/src/factories/machine-3d.ts +361 -0
  66. package/src/factories/oht-3d.ts +172 -0
  67. package/src/factories/shuttle-3d.ts +159 -0
  68. package/src/index.ts +40 -0
  69. package/src/mcs-carrier-holder.ts +8 -2
  70. package/src/mcs-machine.ts +1 -1
  71. package/src/mcs-unit.ts +1 -1
  72. package/src/mcs-vehicle.ts +3 -3
  73. package/src/oht-line.ts +1 -1
  74. package/src/oht.ts +1 -1
  75. package/src/port-flow.ts +1 -1
  76. package/src/port.ts +1 -1
  77. package/src/scene/root-container-override.ts +2 -2
  78. package/src/shelf.ts +1 -1
  79. package/src/shuttle.ts +1 -1
  80. package/src/stocker-abnormal-bar.ts +242 -0
  81. package/src/stocker-capacity-bar.ts +3 -3
  82. package/src/stocker-carrier-bar.ts +257 -0
  83. package/src/stocker.ts +3 -3
  84. package/src/zone-capacity-bar.ts +2 -2
@@ -0,0 +1,288 @@
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+ /**
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+ * MCS 설비 컴포넌트 3D 팩토리
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+ *
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+ * 10,000+ 인스턴스를 위한 최소 폴리곤 설계:
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+ * - 컴포넌트당 단일 Mesh (draw call 최소화)
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+ * - BoxGeometry / ExtrudeGeometry(hexagon) 만 사용
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+ * - Machine: 높은 depth, 컨테이너는 반투명
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+ * - Unit: 낮은 depth, 불투명
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+ */
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+ import * as THREE from 'three';
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+ import { RealObjectGroup, registerRealObjectFactory } from '@hatiolab/things-scene';
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+ /**
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+ * 포트 기본 높이 (절대값).
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+ * 모든 이송장치의 상단 높이 = 이 값.
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+ * 캐리어가 이송장치 간 높이 차 없이 이동할 수 있는 기준 높이.
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+ */
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+ export const TRANSPORT_SURFACE_HEIGHT = 30;
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+ const DEFAULTS = {
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+ depthRatio: 0.5,
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+ opacity: 1.0,
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+ metalness: 0.3,
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+ roughness: 0.7,
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+ defaultColor: 0xaabbcc,
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+ shape: 'box',
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+ };
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+ // ── 3D 오브젝트 ──────────────────────────────────────────
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+ class MCSRealObject3D extends RealObjectGroup {
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+ constructor(component, config) {
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+ super(component);
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+ this._config = config;
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+ }
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+ // width, height 절대값 (음수 값은 양수로 취급)
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+ get absSize() {
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+ const { width = 10, height = 10 } = this.component.state;
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+ return { w: Math.abs(width), h: Math.abs(height) };
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+ }
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+ get effectiveDepth() {
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+ const { depth } = this.component.state;
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+ if (depth)
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+ return depth;
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+ if (this._config.defaultDepth)
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+ return this._config.defaultDepth;
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+ const { w, h } = this.absSize;
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+ return Math.min(w, h) * this._config.depthRatio;
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+ }
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+ get syncZPosOffset() {
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+ var _a, _b;
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+ // Port: 이송 표면 높이에 배치
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+ if (this._config.defaultZPosFromParent) {
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+ return TRANSPORT_SURFACE_HEIGHT;
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+ }
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+ // Carrier: Port 안이면 중앙, 그 외 컨테이너면 상단 위
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+ if (this._config.sizeRatio && this._config.sizeRatio < 1) {
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+ const parentType = (_b = (_a = this.component.parent) === null || _a === void 0 ? void 0 : _a.state) === null || _b === void 0 ? void 0 : _b.type;
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+ if (parentType === 'Port' || parentType === 'Shelf' || parentType === 'OHT' || parentType === 'Shuttle') {
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+ return 0;
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+ }
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+ return TRANSPORT_SURFACE_HEIGHT;
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+ }
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+ return 0;
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+ }
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+ // 컴포넌트의 상태 색상(statusColor) 또는 fillStyle → Three.js 색상 변환
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+ resolveColor() {
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+ const comp = this.component;
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+ // 1) MCSStatusMixin.statusColor (legend 기반 상태 색상)
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+ // '#F0F0F0'은 상태 미설정 시 기본 fallback — 무시하고 defaultColor 사용
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+ try {
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+ const sc = comp.statusColor;
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+ if (typeof sc === 'string' && sc && sc.toUpperCase() !== '#F0F0F0')
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+ return new THREE.Color(sc).getHex();
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+ }
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+ catch (_a) {
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+ /* statusColor 미구현 시 무시 */
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+ }
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+ // 2) state.fillStyle fallback
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+ const { fillStyle } = this.component.state;
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+ if (fillStyle && typeof fillStyle === 'string') {
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+ try {
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+ return new THREE.Color(fillStyle).getHex();
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+ }
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+ catch (_b) {
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+ /* 파싱 실패 시 무시 */
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+ }
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+ }
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+ return this._config.defaultColor;
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+ }
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+ // ── Geometry helpers ──
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+ /**
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+ * 바닥면(-Y 방향) 삼각형 제거: z-fighting 근본 해결.
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+ * 바닥면이 없으면 floor grid와 겹칠 면 자체가 없어진다.
91
+ */
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+ removeBottomFace(geometry) {
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+ const posAttr = geometry.getAttribute('position');
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+ const normAttr = geometry.getAttribute('normal');
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+ const index = geometry.getIndex();
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+ if (!posAttr || !normAttr || !index)
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+ return geometry;
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+ const newIndices = [];
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+ const normalY = new THREE.Vector3();
100
+ for (let i = 0; i < index.count; i += 3) {
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+ const a = index.getX(i);
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+ const b = index.getX(i + 1);
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+ const c = index.getX(i + 2);
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+ // 세 꼭짓점 노말의 Y 성분 평균으로 방향 판단
105
+ const avgY = (normAttr.getY(a) + normAttr.getY(b) + normAttr.getY(c)) / 3;
106
+ // -Y 방향 삼각형 제거 (threshold -0.9: 거의 아래를 향하는 면만)
107
+ if (avgY > -0.9) {
108
+ newIndices.push(a, b, c);
109
+ }
110
+ }
111
+ geometry.setIndex(newIndices);
112
+ return geometry;
113
+ }
114
+ // ── Geometry builders ──
115
+ buildBoxGeometry(w, d, h) {
116
+ const geo = new THREE.BoxGeometry(w, d, h);
117
+ return this.removeBottomFace(geo);
118
+ }
119
+ buildHexagonGeometry(w, d, h) {
120
+ // Buffer의 2D 형태: 좌우 끝이 꺾인 육각형
121
+ const offset = Math.min(w, h) * 0.2;
122
+ const hw = w / 2;
123
+ const hh = h / 2;
124
+ const shape = new THREE.Shape();
125
+ shape.moveTo(-hw + offset, -hh);
126
+ shape.lineTo(hw - offset, -hh);
127
+ shape.lineTo(hw, 0);
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+ shape.lineTo(hw - offset, hh);
129
+ shape.lineTo(-hw + offset, hh);
130
+ shape.lineTo(-hw, 0);
131
+ shape.closePath();
132
+ const geo = new THREE.ExtrudeGeometry(shape, {
133
+ steps: 1,
134
+ depth: d,
135
+ bevelEnabled: false,
136
+ });
137
+ // 중심 정렬 후 Y-up 좌표계 회전 (extrude 축: +Z → +Y)
138
+ geo.translate(0, 0, -d / 2);
139
+ geo.rotateX(Math.PI / 2);
140
+ return this.removeBottomFace(geo);
141
+ }
142
+ // ── Build ──
143
+ build() {
144
+ var _a;
145
+ super.build();
146
+ // 가시성 판정 — e.g., Carrier는 데이터 없으면 mesh 미생성
147
+ if (this._config.isVisible && !this._config.isVisible(this.component))
148
+ return;
149
+ const { w: rawW, h: rawH } = this.absSize;
150
+ const rawDepth = this.effectiveDepth;
151
+ if (!rawW || !rawH)
152
+ return;
153
+ const ratio = (_a = this._config.sizeRatio) !== null && _a !== void 0 ? _a : 1.0;
154
+ const w = rawW * ratio;
155
+ const h = rawH * ratio;
156
+ const depth = rawDepth * ratio;
157
+ const color = this.resolveColor();
158
+ const { opacity, metalness, roughness, shape } = this._config;
159
+ const geometry = shape === 'hexagon'
160
+ ? this.buildHexagonGeometry(w, depth, h)
161
+ : this.buildBoxGeometry(w, depth, h);
162
+ const material = new THREE.MeshStandardMaterial({
163
+ color,
164
+ metalness,
165
+ roughness,
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+ opacity,
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+ transparent: opacity < 1,
168
+ side: opacity < 1 ? THREE.DoubleSide : THREE.FrontSide,
169
+ depthWrite: opacity >= 0.9,
170
+ });
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+ // z-fighting 방지: 바닥면(floor grid)보다 항상 앞에 렌더링
172
+ material.polygonOffset = true;
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+ material.polygonOffsetFactor = -1;
174
+ material.polygonOffsetUnit = -1;
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+ const mesh = new THREE.Mesh(geometry, material);
176
+ // sizeRatio < 1이면 부모 중심에 배치 (rawDepth/2), 아니면 자체 중심 (depth/2)
177
+ mesh.position.y = ratio < 1 ? rawDepth / 2 : depth / 2;
178
+ mesh.castShadow = true;
179
+ mesh.receiveShadow = true;
180
+ this.object3d.add(mesh);
181
+ }
182
+ // ── Change handling ──
183
+ onchange(after, before) {
184
+ if ('width' in after ||
185
+ 'height' in after ||
186
+ 'depth' in after ||
187
+ 'fillStyle' in after ||
188
+ 'strokeStyle' in after ||
189
+ 'id' in after // Carrier: CARRIERNAME 변경 시 가시성 재판정
190
+ ) {
191
+ this.update();
192
+ return;
193
+ }
194
+ super.onchange(after, before);
195
+ }
196
+ // RealObjectGroup 기본 동작 비활성화 (update()에서 일괄 처리)
197
+ updateDimension() { }
198
+ updateAlpha() { }
199
+ }
200
+ // ── 팩토리 등록 헬퍼 ─────────────────────────────────────
201
+ function register(type, overrides = {}) {
202
+ const config = Object.assign(Object.assign({}, DEFAULTS), overrides);
203
+ registerRealObjectFactory(type, (component) => new MCSRealObject3D(component, config));
204
+ }
205
+ // ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
206
+ // Machine (인프라 설비) — 높은 depth, 컨테이너는 반투명
207
+ // ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
208
+ register('Equipment', {
209
+ defaultDepth: 3 * TRANSPORT_SURFACE_HEIGHT,
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+ opacity: 0.5,
211
+ metalness: 0.4,
212
+ roughness: 0.6,
213
+ defaultColor: 0x8899aa,
214
+ });
215
+ register('Buffer', {
216
+ defaultDepth: TRANSPORT_SURFACE_HEIGHT,
217
+ opacity: 0.5,
218
+ metalness: 0.3,
219
+ roughness: 0.7,
220
+ defaultColor: 0x99aa88,
221
+ shape: 'hexagon',
222
+ });
223
+ register('AGVLine', {
224
+ depthRatio: 0.12,
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+ metalness: 0.6,
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+ roughness: 0.3,
227
+ defaultColor: 0x888899,
228
+ });
229
+ register('OHTLine', {
230
+ depthRatio: 0.12,
231
+ metalness: 0.6,
232
+ roughness: 0.3,
233
+ defaultColor: 0x888899,
234
+ });
235
+ register('STOCKER', {
236
+ defaultDepth: 5 * TRANSPORT_SURFACE_HEIGHT,
237
+ opacity: 0.35,
238
+ metalness: 0.3,
239
+ roughness: 0.6,
240
+ defaultColor: 0x8899bb,
241
+ });
242
+ // ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
243
+ // Unit (이동체 · 홀더) — 낮은 depth, 불투명
244
+ // ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
245
+ register('Port', {
246
+ depthRatio: 0.5,
247
+ defaultZPosFromParent: true,
248
+ opacity: 0.5,
249
+ metalness: 0.4,
250
+ roughness: 0.6,
251
+ defaultColor: 0xb0a090,
252
+ });
253
+ register('Shelf', {
254
+ depthRatio: 0.25,
255
+ metalness: 0.3,
256
+ roughness: 0.7,
257
+ defaultColor: 0xaabbcc,
258
+ });
259
+ register('Carrier', {
260
+ depthRatio: 0.5,
261
+ metalness: 0.2,
262
+ roughness: 0.8,
263
+ defaultColor: 0x66bb66,
264
+ isVisible: (c) => !!c.state.id,
265
+ sizeRatio: 0.8,
266
+ });
267
+ // ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
268
+ // Gauge (용량 게이지) — 얇은 바
269
+ // ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
270
+ register('ZoneCapacityBar', {
271
+ depthRatio: 0.15,
272
+ metalness: 0.2,
273
+ roughness: 0.8,
274
+ defaultColor: 0x44aa44,
275
+ });
276
+ register('StockerCapacityBar', {
277
+ depthRatio: 0.15,
278
+ metalness: 0.2,
279
+ roughness: 0.8,
280
+ defaultColor: 0x44aa44,
281
+ });
282
+ register('MCSGaugeCapacityBar', {
283
+ depthRatio: 0.15,
284
+ metalness: 0.2,
285
+ roughness: 0.8,
286
+ defaultColor: 0x44aa44,
287
+ });
288
+ //# sourceMappingURL=machine-3d.js.map
@@ -0,0 +1 @@
1
+ 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* MCS 설비 컴포넌트 3D 팩토리\n *\n * 10,000+ 인스턴스를 위한 최소 폴리곤 설계:\n * - 컴포넌트당 단일 Mesh (draw call 최소화)\n * - BoxGeometry / ExtrudeGeometry(hexagon) 만 사용\n * - Machine: 높은 depth, 컨테이너는 반투명\n * - Unit: 낮은 depth, 불투명\n */\n\nimport * as THREE from 'three'\nimport { RealObjectGroup, registerRealObjectFactory } from '@hatiolab/things-scene'\nimport type { Component } from '@hatiolab/things-scene'\n\n// ── 설정 타입 ────────────────────────────────────────────\n\ninterface MCS3DConfig {\n /** state.depth 미설정 시 기본 depth.\n * defaultDepth > 0이면 절대값, 아니면 min(w,h) * depthRatio */\n depthRatio: number\n defaultDepth?: number\n /** true이면 syncZPosOffset = TRANSPORT_SURFACE_HEIGHT */\n defaultZPosFromParent?: boolean\n /** 1.0 = 불투명, 0.35 = 반투명 컨테이너 */\n opacity: number\n metalness: number\n roughness: number\n /** statusColor 미사용 시 기본 색상 */\n defaultColor: number\n /** 'box' | 'hexagon' */\n shape: 'box' | 'hexagon'\n /** mesh 생성 전 가시성 판정 — false 반환 시 mesh 미생성 */\n isVisible?: (component: Component) => boolean\n /** 부모 대비 크기 비율 (기본 1.0). < 1이면 부모 중심에 배치. */\n sizeRatio?: number\n}\n\n/**\n * 포트 기본 높이 (절대값).\n * 모든 이송장치의 상단 높이 = 이 값.\n * 캐리어가 이송장치 간 높이 차 없이 이동할 수 있는 기준 높이.\n */\nexport const TRANSPORT_SURFACE_HEIGHT = 30\n\nconst DEFAULTS: MCS3DConfig = {\n depthRatio: 0.5,\n opacity: 1.0,\n metalness: 0.3,\n roughness: 0.7,\n defaultColor: 0xaabbcc,\n shape: 'box',\n}\n\n// ── 3D 오브젝트 ──────────────────────────────────────────\n\nclass MCSRealObject3D extends RealObjectGroup {\n private _config: MCS3DConfig\n\n constructor(component: Component, config: MCS3DConfig) {\n super(component)\n this._config = config\n }\n\n // width, height 절대값 (음수 값은 양수로 취급)\n private get absSize(): { w: number; h: number } {\n const { width = 10, height = 10 } = this.component.state\n return { w: Math.abs(width), h: Math.abs(height) }\n }\n\n get effectiveDepth(): number {\n const { depth } = this.component.state\n if (depth) return depth\n if (this._config.defaultDepth) return this._config.defaultDepth\n const { w, h } = this.absSize\n return Math.min(w, h) * this._config.depthRatio\n }\n\n protected get syncZPosOffset(): number {\n // Port: 이송 표면 높이에 배치\n if (this._config.defaultZPosFromParent) {\n return TRANSPORT_SURFACE_HEIGHT\n }\n // Carrier: Port 안이면 중앙, 그 외 컨테이너면 상단 위\n if (this._config.sizeRatio && this._config.sizeRatio < 1) {\n const parentType = this.component.parent?.state?.type\n if (parentType === 'Port' || parentType === 'Shelf' || parentType === 'OHT' || parentType === 'Shuttle') {\n return 0\n }\n return TRANSPORT_SURFACE_HEIGHT\n }\n return 0\n }\n\n // 컴포넌트의 상태 색상(statusColor) 또는 fillStyle → Three.js 색상 변환\n private resolveColor(): number {\n const comp = this.component as any\n\n // 1) MCSStatusMixin.statusColor (legend 기반 상태 색상)\n // '#F0F0F0'은 상태 미설정 시 기본 fallback — 무시하고 defaultColor 사용\n try {\n const sc = comp.statusColor\n if (typeof sc === 'string' && sc && sc.toUpperCase() !== '#F0F0F0') return new THREE.Color(sc).getHex()\n } catch {\n /* statusColor 미구현 시 무시 */\n }\n\n // 2) state.fillStyle fallback\n const { fillStyle } = this.component.state\n if (fillStyle && typeof fillStyle === 'string') {\n try {\n return new THREE.Color(fillStyle).getHex()\n } catch {\n /* 파싱 실패 시 무시 */\n }\n }\n\n return this._config.defaultColor\n }\n\n // ── Geometry helpers ──\n\n /**\n * 바닥면(-Y 방향) 삼각형 제거: z-fighting 근본 해결.\n * 바닥면이 없으면 floor grid와 겹칠 면 자체가 없어진다.\n */\n private removeBottomFace(geometry: THREE.BufferGeometry): THREE.BufferGeometry {\n const posAttr = geometry.getAttribute('position')\n const normAttr = geometry.getAttribute('normal')\n const index = geometry.getIndex()\n\n if (!posAttr || !normAttr || !index) return geometry\n\n const newIndices: number[] = []\n const normalY = new THREE.Vector3()\n\n for (let i = 0; i < index.count; i += 3) {\n const a = index.getX(i)\n const b = index.getX(i + 1)\n const c = index.getX(i + 2)\n\n // 세 꼭짓점 노말의 Y 성분 평균으로 방향 판단\n const avgY = (normAttr.getY(a) + normAttr.getY(b) + normAttr.getY(c)) / 3\n\n // -Y 방향 삼각형 제거 (threshold -0.9: 거의 아래를 향하는 면만)\n if (avgY > -0.9) {\n newIndices.push(a, b, c)\n }\n }\n\n geometry.setIndex(newIndices)\n return geometry\n }\n\n // ── Geometry builders ──\n\n private buildBoxGeometry(w: number, d: number, h: number): THREE.BufferGeometry {\n const geo = new THREE.BoxGeometry(w, d, h)\n return this.removeBottomFace(geo)\n }\n\n private buildHexagonGeometry(w: number, d: number, h: number): THREE.BufferGeometry {\n // Buffer의 2D 형태: 좌우 끝이 꺾인 육각형\n const offset = Math.min(w, h) * 0.2\n const hw = w / 2\n const hh = h / 2\n\n const shape = new THREE.Shape()\n shape.moveTo(-hw + offset, -hh)\n shape.lineTo(hw - offset, -hh)\n shape.lineTo(hw, 0)\n shape.lineTo(hw - offset, hh)\n shape.lineTo(-hw + offset, hh)\n shape.lineTo(-hw, 0)\n shape.closePath()\n\n const geo = new THREE.ExtrudeGeometry(shape, {\n steps: 1,\n depth: d,\n bevelEnabled: false,\n })\n\n // 중심 정렬 후 Y-up 좌표계 회전 (extrude 축: +Z → +Y)\n geo.translate(0, 0, -d / 2)\n geo.rotateX(Math.PI / 2)\n\n return this.removeBottomFace(geo)\n }\n\n // ── Build ──\n\n build() {\n super.build()\n\n // 가시성 판정 — e.g., Carrier는 데이터 없으면 mesh 미생성\n if (this._config.isVisible && !this._config.isVisible(this.component)) return\n\n const { w: rawW, h: rawH } = this.absSize\n const rawDepth = this.effectiveDepth\n if (!rawW || !rawH) return\n\n const ratio = this._config.sizeRatio ?? 1.0\n const w = rawW * ratio\n const h = rawH * ratio\n const depth = rawDepth * ratio\n\n const color = this.resolveColor()\n const { opacity, metalness, roughness, shape } = this._config\n\n const geometry =\n shape === 'hexagon'\n ? this.buildHexagonGeometry(w, depth, h)\n : this.buildBoxGeometry(w, depth, h)\n\n const material = new THREE.MeshStandardMaterial({\n color,\n metalness,\n roughness,\n opacity,\n transparent: opacity < 1,\n side: opacity < 1 ? THREE.DoubleSide : THREE.FrontSide,\n depthWrite: opacity >= 0.9,\n })\n // z-fighting 방지: 바닥면(floor grid)보다 항상 앞에 렌더링\n material.polygonOffset = true\n material.polygonOffsetFactor = -1\n material.polygonOffsetUnit = -1\n\n const mesh = new THREE.Mesh(geometry, material)\n // sizeRatio < 1이면 부모 중심에 배치 (rawDepth/2), 아니면 자체 중심 (depth/2)\n mesh.position.y = ratio < 1 ? rawDepth / 2 : depth / 2\n mesh.castShadow = true\n mesh.receiveShadow = true\n this.object3d.add(mesh)\n }\n\n // ── Change handling ──\n\n onchange(after: Record<string, unknown>, before: Record<string, unknown>) {\n if (\n 'width' in after ||\n 'height' in after ||\n 'depth' in after ||\n 'fillStyle' in after ||\n 'strokeStyle' in after ||\n 'id' in after // Carrier: CARRIERNAME 변경 시 가시성 재판정\n ) {\n this.update()\n return\n }\n\n super.onchange(after, before)\n }\n\n // RealObjectGroup 기본 동작 비활성화 (update()에서 일괄 처리)\n updateDimension() {}\n updateAlpha() {}\n}\n\n// ── 팩토리 등록 헬퍼 ─────────────────────────────────────\n\nfunction register(type: string, overrides: Partial<MCS3DConfig> = {}) {\n const config: MCS3DConfig = { ...DEFAULTS, ...overrides }\n registerRealObjectFactory(type, (component: Component) => new MCSRealObject3D(component, config))\n}\n\n// ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━\n// Machine (인프라 설비) — 높은 depth, 컨테이너는 반투명\n// ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━\n\nregister('Equipment', {\n defaultDepth: 3 * TRANSPORT_SURFACE_HEIGHT,\n opacity: 0.5,\n metalness: 0.4,\n roughness: 0.6,\n defaultColor: 0x8899aa,\n})\n\nregister('Buffer', {\n defaultDepth: TRANSPORT_SURFACE_HEIGHT,\n opacity: 0.5,\n metalness: 0.3,\n roughness: 0.7,\n defaultColor: 0x99aa88,\n shape: 'hexagon',\n})\n\nregister('AGVLine', {\n depthRatio: 0.12,\n metalness: 0.6,\n roughness: 0.3,\n defaultColor: 0x888899,\n})\n\nregister('OHTLine', {\n depthRatio: 0.12,\n metalness: 0.6,\n roughness: 0.3,\n defaultColor: 0x888899,\n})\n\nregister('STOCKER', {\n defaultDepth: 5 * TRANSPORT_SURFACE_HEIGHT,\n opacity: 0.35,\n metalness: 0.3,\n roughness: 0.6,\n defaultColor: 0x8899bb,\n})\n\n// ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━\n// Unit (이동체 · 홀더) — 낮은 depth, 불투명\n// ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━\n\nregister('Port', {\n depthRatio: 0.5,\n defaultZPosFromParent: true,\n opacity: 0.5,\n metalness: 0.4,\n roughness: 0.6,\n defaultColor: 0xb0a090,\n})\n\nregister('Shelf', {\n depthRatio: 0.25,\n metalness: 0.3,\n roughness: 0.7,\n defaultColor: 0xaabbcc,\n})\n\nregister('Carrier', {\n depthRatio: 0.5,\n metalness: 0.2,\n roughness: 0.8,\n defaultColor: 0x66bb66,\n isVisible: (c: Component) => !!(c.state as any).id,\n sizeRatio: 0.8,\n})\n\n// ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━\n// Gauge (용량 게이지) — 얇은 바\n// ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━\n\nregister('ZoneCapacityBar', {\n depthRatio: 0.15,\n metalness: 0.2,\n roughness: 0.8,\n defaultColor: 0x44aa44,\n})\n\nregister('StockerCapacityBar', {\n depthRatio: 0.15,\n metalness: 0.2,\n roughness: 0.8,\n defaultColor: 0x44aa44,\n})\n\nregister('MCSGaugeCapacityBar', {\n depthRatio: 0.15,\n metalness: 0.2,\n roughness: 0.8,\n defaultColor: 0x44aa44,\n})\n"]}
@@ -0,0 +1,151 @@
1
+ /**
2
+ * OHT (Overhead Hoist Transport) 3D Factory
3
+ *
4
+ * 천장 레일에 매달려 이동하는 반송 차량. 캐리어를 호이스트로 운반.
5
+ * 구조 (바닥 원점, y=0~depth):
6
+ * - 하단 그리퍼 바 (캐리어 집는 가로 바)
7
+ * - 호이스트 암 (좌우 수직 기둥)
8
+ * - 본체 하우징 (statusColor 적용)
9
+ * - 상단 트롤리 (납작+넓은 레일 클램프 + 좌우 바퀴)
10
+ */
11
+ import * as THREE from 'three';
12
+ import * as BufferGeometryUtils from 'three/examples/jsm/utils/BufferGeometryUtils.js';
13
+ import { RoundedBoxGeometry } from 'three/examples/jsm/geometries/RoundedBoxGeometry.js';
14
+ import { RealObjectGroup, registerRealObjectFactory } from '@hatiolab/things-scene';
15
+ import { TRANSPORT_SURFACE_HEIGHT } from './machine-3d.js';
16
+ const TROLLEY_COLOR = 0x222222;
17
+ const FRAME_COLOR = 0x444444;
18
+ const DEFAULT_BODY_COLOR = 0x6688cc;
19
+ /** OHT 레일 높이: 스토커(5x) 위 */
20
+ const OHT_RAIL_HEIGHT = 6 * TRANSPORT_SURFACE_HEIGHT;
21
+ export class OHT3D extends RealObjectGroup {
22
+ get effectiveDepth() {
23
+ const { depth } = this.component.state;
24
+ return depth || TRANSPORT_SURFACE_HEIGHT;
25
+ }
26
+ /** 천장 레일 높이에 배치 */
27
+ get syncZPosOffset() {
28
+ return OHT_RAIL_HEIGHT;
29
+ }
30
+ resolveColor() {
31
+ const comp = this.component;
32
+ try {
33
+ const sc = comp.statusColor;
34
+ if (typeof sc === 'string' && sc && sc.toUpperCase() !== '#F0F0F0')
35
+ return new THREE.Color(sc).getHex();
36
+ }
37
+ catch (_a) {
38
+ /* statusColor 미구현 시 무시 */
39
+ }
40
+ const { fillStyle } = this.component.state;
41
+ if (fillStyle && typeof fillStyle === 'string') {
42
+ try {
43
+ return new THREE.Color(fillStyle).getHex();
44
+ }
45
+ catch (_b) {
46
+ /* 파싱 실패 시 무시 */
47
+ }
48
+ }
49
+ return DEFAULT_BODY_COLOR;
50
+ }
51
+ build() {
52
+ super.build();
53
+ const { width = 10, height = 10 } = this.component.state;
54
+ const w = Math.abs(width);
55
+ const h = Math.abs(height);
56
+ const d = this.effectiveDepth;
57
+ if (!w || !h)
58
+ return;
59
+ // 높이 배분: 그리퍼 8%, 호이스트암 22%, 본체 45%, 간격 5%, 트롤리 12%, 바퀴 8%
60
+ const gripperBarH = d * 0.08;
61
+ const armH = d * 0.22;
62
+ const bodyH = d * 0.45;
63
+ const gap = d * 0.05;
64
+ const trolleyH = d * 0.12;
65
+ const wheelH = d * 0.08;
66
+ const armThickness = Math.min(w, h) * 0.12;
67
+ const bodyCornerR = Math.min(w, h, bodyH) * 0.1;
68
+ const frameMat = new THREE.MeshStandardMaterial({
69
+ color: FRAME_COLOR,
70
+ roughness: 0.5,
71
+ metalness: 0.4,
72
+ });
73
+ // ── 1. 하단 그리퍼 바 (캐리어를 집는 가로 바) ──
74
+ const gripperBarW = w * 0.7;
75
+ const gripperBarD = h * 0.15;
76
+ const gripperGeo = new THREE.BoxGeometry(gripperBarW, gripperBarH, gripperBarD);
77
+ const gripperMesh = new THREE.Mesh(gripperGeo, frameMat);
78
+ gripperMesh.position.y = gripperBarH / 2;
79
+ gripperMesh.castShadow = true;
80
+ this.object3d.add(gripperMesh);
81
+ // ── 2. 호이스트 암 (좌우 수직 기둥 + 하단 가로연결) ──
82
+ const armBaseY = gripperBarH;
83
+ const armGeometries = [];
84
+ // 좌우 수직 기둥
85
+ for (const xSign of [-1, 1]) {
86
+ const pillar = new THREE.BoxGeometry(armThickness, armH, armThickness);
87
+ pillar.translate(xSign * (w * 0.3), armBaseY + armH / 2, 0);
88
+ armGeometries.push(pillar);
89
+ }
90
+ // 하단 가로 연결 바 (그리퍼와 암을 잇는 수평 바)
91
+ const crossBarW = w * 0.6 + armThickness;
92
+ const crossBarH = armThickness * 0.6;
93
+ const crossBar = new THREE.BoxGeometry(crossBarW, crossBarH, armThickness);
94
+ crossBar.translate(0, armBaseY + crossBarH / 2, 0);
95
+ armGeometries.push(crossBar);
96
+ const armMesh = new THREE.Mesh(BufferGeometryUtils.mergeGeometries(armGeometries), frameMat);
97
+ armMesh.castShadow = true;
98
+ this.object3d.add(armMesh);
99
+ // ── 3. 본체 하우징 (statusColor 적용) ──
100
+ const bodyBaseY = armBaseY + armH;
101
+ const bodyColor = this.resolveColor();
102
+ const bodyGeo = new RoundedBoxGeometry(w, bodyH, h, 4, bodyCornerR);
103
+ const bodyMat = new THREE.MeshStandardMaterial({
104
+ color: bodyColor,
105
+ roughness: 0.3,
106
+ metalness: 0.5,
107
+ });
108
+ const bodyMesh = new THREE.Mesh(bodyGeo, bodyMat);
109
+ bodyMesh.position.y = bodyBaseY + bodyH / 2;
110
+ bodyMesh.castShadow = true;
111
+ bodyMesh.receiveShadow = true;
112
+ this.object3d.add(bodyMesh);
113
+ // ── 4. 상단 트롤리 플레이트 (납작하고 넓은 레일 클램프) ──
114
+ const trolleyBaseY = bodyBaseY + bodyH + gap;
115
+ const trolleyW = w * 1.15;
116
+ const trolleyD = h * 0.6;
117
+ const trolleyGeo = new THREE.BoxGeometry(trolleyW, trolleyH, trolleyD);
118
+ const trolleyMat = new THREE.MeshStandardMaterial({
119
+ color: TROLLEY_COLOR,
120
+ roughness: 0.6,
121
+ metalness: 0.3,
122
+ });
123
+ const trolleyMesh = new THREE.Mesh(trolleyGeo, trolleyMat);
124
+ trolleyMesh.position.y = trolleyBaseY + trolleyH / 2;
125
+ trolleyMesh.castShadow = true;
126
+ this.object3d.add(trolleyMesh);
127
+ // ── 5. 좌우 바퀴 (트롤리 위, 레일을 타는 원통형 바퀴) ──
128
+ const wheelBaseY = trolleyBaseY + trolleyH;
129
+ const wheelRadius = wheelH / 2;
130
+ const wheelDepth = h * 0.2;
131
+ for (const xSign of [-1, 1]) {
132
+ const wheelGeo = new THREE.CylinderGeometry(wheelRadius, wheelRadius, wheelDepth, 12);
133
+ wheelGeo.rotateX(Math.PI / 2);
134
+ const wheelMesh = new THREE.Mesh(wheelGeo, trolleyMat);
135
+ wheelMesh.position.set(xSign * (trolleyW * 0.35), wheelBaseY + wheelRadius, 0);
136
+ wheelMesh.castShadow = true;
137
+ this.object3d.add(wheelMesh);
138
+ }
139
+ }
140
+ updateDimension() { }
141
+ updateAlpha() { }
142
+ onchange(after, before) {
143
+ if ('width' in after || 'height' in after || 'depth' in after || 'fillStyle' in after || 'strokeStyle' in after) {
144
+ this.update();
145
+ return;
146
+ }
147
+ super.onchange(after, before);
148
+ }
149
+ }
150
+ registerRealObjectFactory('OHT', (component) => new OHT3D(component));
151
+ //# sourceMappingURL=oht-3d.js.map
@@ -0,0 +1 @@
1
+ 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* OHT (Overhead Hoist Transport) 3D Factory\n *\n * 천장 레일에 매달려 이동하는 반송 차량. 캐리어를 호이스트로 운반.\n * 구조 (바닥 원점, y=0~depth):\n * - 하단 그리퍼 바 (캐리어 집는 가로 바)\n * - 호이스트 암 (좌우 수직 기둥)\n * - 본체 하우징 (statusColor 적용)\n * - 상단 트롤리 (납작+넓은 레일 클램프 + 좌우 바퀴)\n */\n\nimport * as THREE from 'three'\nimport * as BufferGeometryUtils from 'three/examples/jsm/utils/BufferGeometryUtils.js'\nimport { RoundedBoxGeometry } from 'three/examples/jsm/geometries/RoundedBoxGeometry.js'\nimport { RealObjectGroup, registerRealObjectFactory } from '@hatiolab/things-scene'\nimport type { Component } from '@hatiolab/things-scene'\nimport { TRANSPORT_SURFACE_HEIGHT } from './machine-3d.js'\n\nconst TROLLEY_COLOR = 0x222222\nconst FRAME_COLOR = 0x444444\nconst DEFAULT_BODY_COLOR = 0x6688cc\n\n/** OHT 레일 높이: 스토커(5x) 위 */\nconst OHT_RAIL_HEIGHT = 6 * TRANSPORT_SURFACE_HEIGHT\n\nexport class OHT3D extends RealObjectGroup {\n get effectiveDepth(): number {\n const { depth } = this.component.state\n return depth || TRANSPORT_SURFACE_HEIGHT\n }\n\n /** 천장 레일 높이에 배치 */\n protected get syncZPosOffset(): number {\n return OHT_RAIL_HEIGHT\n }\n\n private resolveColor(): number {\n const comp = this.component as any\n\n try {\n const sc = comp.statusColor\n if (typeof sc === 'string' && sc && sc.toUpperCase() !== '#F0F0F0') return new THREE.Color(sc).getHex()\n } catch {\n /* statusColor 미구현 시 무시 */\n }\n\n const { fillStyle } = this.component.state\n if (fillStyle && typeof fillStyle === 'string') {\n try {\n return new THREE.Color(fillStyle).getHex()\n } catch {\n /* 파싱 실패 시 무시 */\n }\n }\n\n return DEFAULT_BODY_COLOR\n }\n\n build() {\n super.build()\n\n const { width = 10, height = 10 } = this.component.state\n const w = Math.abs(width)\n const h = Math.abs(height)\n const d = this.effectiveDepth\n if (!w || !h) return\n\n // 높이 배분: 그리퍼 8%, 호이스트암 22%, 본체 45%, 간격 5%, 트롤리 12%, 바퀴 8%\n const gripperBarH = d * 0.08\n const armH = d * 0.22\n const bodyH = d * 0.45\n const gap = d * 0.05\n const trolleyH = d * 0.12\n const wheelH = d * 0.08\n\n const armThickness = Math.min(w, h) * 0.12\n const bodyCornerR = Math.min(w, h, bodyH) * 0.1\n\n const frameMat = new THREE.MeshStandardMaterial({\n color: FRAME_COLOR,\n roughness: 0.5,\n metalness: 0.4,\n })\n\n // ── 1. 하단 그리퍼 바 (캐리어를 집는 가로 바) ──\n const gripperBarW = w * 0.7\n const gripperBarD = h * 0.15\n const gripperGeo = new THREE.BoxGeometry(gripperBarW, gripperBarH, gripperBarD)\n const gripperMesh = new THREE.Mesh(gripperGeo, frameMat)\n gripperMesh.position.y = gripperBarH / 2\n gripperMesh.castShadow = true\n this.object3d.add(gripperMesh)\n\n // ── 2. 호이스트 암 (좌우 수직 기둥 + 하단 가로연결) ──\n const armBaseY = gripperBarH\n const armGeometries: THREE.BufferGeometry[] = []\n\n // 좌우 수직 기둥\n for (const xSign of [-1, 1]) {\n const pillar = new THREE.BoxGeometry(armThickness, armH, armThickness)\n pillar.translate(xSign * (w * 0.3), armBaseY + armH / 2, 0)\n armGeometries.push(pillar)\n }\n\n // 하단 가로 연결 바 (그리퍼와 암을 잇는 수평 바)\n const crossBarW = w * 0.6 + armThickness\n const crossBarH = armThickness * 0.6\n const crossBar = new THREE.BoxGeometry(crossBarW, crossBarH, armThickness)\n crossBar.translate(0, armBaseY + crossBarH / 2, 0)\n armGeometries.push(crossBar)\n\n const armMesh = new THREE.Mesh(BufferGeometryUtils.mergeGeometries(armGeometries), frameMat)\n armMesh.castShadow = true\n this.object3d.add(armMesh)\n\n // ── 3. 본체 하우징 (statusColor 적용) ──\n const bodyBaseY = armBaseY + armH\n const bodyColor = this.resolveColor()\n const bodyGeo = new RoundedBoxGeometry(w, bodyH, h, 4, bodyCornerR)\n const bodyMat = new THREE.MeshStandardMaterial({\n color: bodyColor,\n roughness: 0.3,\n metalness: 0.5,\n })\n const bodyMesh = new THREE.Mesh(bodyGeo, bodyMat)\n bodyMesh.position.y = bodyBaseY + bodyH / 2\n bodyMesh.castShadow = true\n bodyMesh.receiveShadow = true\n this.object3d.add(bodyMesh)\n\n // ── 4. 상단 트롤리 플레이트 (납작하고 넓은 레일 클램프) ──\n const trolleyBaseY = bodyBaseY + bodyH + gap\n const trolleyW = w * 1.15\n const trolleyD = h * 0.6\n const trolleyGeo = new THREE.BoxGeometry(trolleyW, trolleyH, trolleyD)\n const trolleyMat = new THREE.MeshStandardMaterial({\n color: TROLLEY_COLOR,\n roughness: 0.6,\n metalness: 0.3,\n })\n const trolleyMesh = new THREE.Mesh(trolleyGeo, trolleyMat)\n trolleyMesh.position.y = trolleyBaseY + trolleyH / 2\n trolleyMesh.castShadow = true\n this.object3d.add(trolleyMesh)\n\n // ── 5. 좌우 바퀴 (트롤리 위, 레일을 타는 원통형 바퀴) ──\n const wheelBaseY = trolleyBaseY + trolleyH\n const wheelRadius = wheelH / 2\n const wheelDepth = h * 0.2\n for (const xSign of [-1, 1]) {\n const wheelGeo = new THREE.CylinderGeometry(wheelRadius, wheelRadius, wheelDepth, 12)\n wheelGeo.rotateX(Math.PI / 2)\n const wheelMesh = new THREE.Mesh(wheelGeo, trolleyMat)\n wheelMesh.position.set(xSign * (trolleyW * 0.35), wheelBaseY + wheelRadius, 0)\n wheelMesh.castShadow = true\n this.object3d.add(wheelMesh)\n }\n }\n\n updateDimension() {}\n updateAlpha() {}\n\n onchange(after: Record<string, unknown>, before: Record<string, unknown>) {\n if ('width' in after || 'height' in after || 'depth' in after || 'fillStyle' in after || 'strokeStyle' in after) {\n this.update()\n return\n }\n super.onchange(after, before)\n }\n}\n\nregisterRealObjectFactory('OHT', (component: Component) => new OHT3D(component))\n"]}
@@ -0,0 +1,136 @@
1
+ /**
2
+ * Shuttle 3D Factory
3
+ *
4
+ * 스토커 내부에서 캐리어를 선반↔포트 간 이송하는 포크 캐리지.
5
+ * 수평 레일 위를 이동하며, 포크를 밀어넣어 캐리어를 적재/하역.
6
+ *
7
+ * 구조 (바닥 원점, y=0~depth):
8
+ * - 하단 베이스 플레이트 (납작, 넓음, 레일 위 주행부)
9
+ * - 중앙 마스트 (좌우 수직 기둥, statusColor 적용)
10
+ * - 상단 포크 (2개의 평행한 가로 암, 캐리어 적재면)
11
+ */
12
+ import * as THREE from 'three';
13
+ import * as BufferGeometryUtils from 'three/examples/jsm/utils/BufferGeometryUtils.js';
14
+ import { RealObjectGroup, registerRealObjectFactory } from '@hatiolab/things-scene';
15
+ import { TRANSPORT_SURFACE_HEIGHT } from './machine-3d.js';
16
+ const BASE_COLOR = 0x333333;
17
+ const FORK_COLOR = 0x777777;
18
+ const DEFAULT_BODY_COLOR = 0x6688cc;
19
+ export class Shuttle3D extends RealObjectGroup {
20
+ get effectiveDepth() {
21
+ const { depth } = this.component.state;
22
+ return depth || TRANSPORT_SURFACE_HEIGHT;
23
+ }
24
+ get syncZPosOffset() {
25
+ return 0;
26
+ }
27
+ resolveColor() {
28
+ const comp = this.component;
29
+ try {
30
+ const sc = comp.statusColor;
31
+ if (typeof sc === 'string' && sc && sc.toUpperCase() !== '#F0F0F0')
32
+ return new THREE.Color(sc).getHex();
33
+ }
34
+ catch (_a) {
35
+ /* statusColor 미구현 시 무시 */
36
+ }
37
+ const { fillStyle } = this.component.state;
38
+ if (fillStyle && typeof fillStyle === 'string') {
39
+ try {
40
+ return new THREE.Color(fillStyle).getHex();
41
+ }
42
+ catch (_b) {
43
+ /* 파싱 실패 시 무시 */
44
+ }
45
+ }
46
+ return DEFAULT_BODY_COLOR;
47
+ }
48
+ build() {
49
+ super.build();
50
+ const { width = 10, height = 10 } = this.component.state;
51
+ const w = Math.abs(width);
52
+ const h = Math.abs(height);
53
+ const d = this.effectiveDepth;
54
+ if (!w || !h)
55
+ return;
56
+ // 높이 배분: 베이스 15%, 마스트 55%, 포크 30%
57
+ const baseH = d * 0.15;
58
+ const mastH = d * 0.55;
59
+ const forkH = d * 0.30;
60
+ const mastThickness = Math.min(w, h) * 0.15;
61
+ // ── 1. 하단 베이스 플레이트 (납작하고 넓은 주행부) ──
62
+ const basePad = Math.min(w, h) * 0.05;
63
+ const baseGeo = new THREE.BoxGeometry(w + basePad * 2, baseH, h + basePad * 2);
64
+ const baseMat = new THREE.MeshStandardMaterial({
65
+ color: BASE_COLOR,
66
+ roughness: 0.7,
67
+ metalness: 0.3,
68
+ });
69
+ const baseMesh = new THREE.Mesh(baseGeo, baseMat);
70
+ baseMesh.position.y = baseH / 2;
71
+ baseMesh.castShadow = true;
72
+ baseMesh.receiveShadow = true;
73
+ this.object3d.add(baseMesh);
74
+ // ── 2. 좌우 마스트 기둥 (statusColor 적용) ──
75
+ const mastBaseY = baseH;
76
+ const bodyColor = this.resolveColor();
77
+ const mastMat = new THREE.MeshStandardMaterial({
78
+ color: bodyColor,
79
+ roughness: 0.4,
80
+ metalness: 0.5,
81
+ });
82
+ const mastGeometries = [];
83
+ // 좌우 수직 기둥
84
+ for (const xSign of [-1, 1]) {
85
+ const pillar = new THREE.BoxGeometry(mastThickness, mastH, mastThickness);
86
+ pillar.translate(xSign * (w / 2 - mastThickness / 2), mastBaseY + mastH / 2, 0);
87
+ mastGeometries.push(pillar);
88
+ }
89
+ // 중간 가로 연결 바 (구조 강성)
90
+ const crossBarW = w - mastThickness;
91
+ const crossBarH = mastThickness * 0.5;
92
+ const crossBar = new THREE.BoxGeometry(crossBarW, crossBarH, mastThickness);
93
+ crossBar.translate(0, mastBaseY + mastH * 0.4, 0);
94
+ mastGeometries.push(crossBar);
95
+ const mastMesh = new THREE.Mesh(BufferGeometryUtils.mergeGeometries(mastGeometries), mastMat);
96
+ mastMesh.castShadow = true;
97
+ this.object3d.add(mastMesh);
98
+ // ── 3. 상단 포크 (2개의 평행 암 + 백 플레이트) ──
99
+ const forkBaseY = mastBaseY + mastH;
100
+ const forkMat = new THREE.MeshStandardMaterial({
101
+ color: FORK_COLOR,
102
+ roughness: 0.4,
103
+ metalness: 0.6,
104
+ });
105
+ const forkGeometries = [];
106
+ // 백 플레이트 (마스트 상단을 잇는 가로판)
107
+ const backPlateH = forkH * 0.4;
108
+ const backPlate = new THREE.BoxGeometry(w, backPlateH, mastThickness * 0.8);
109
+ backPlate.translate(0, forkBaseY + backPlateH / 2, -h * 0.35);
110
+ forkGeometries.push(backPlate);
111
+ // 2개의 포크 암 (앞으로 뻗은 평행 막대)
112
+ const forkArmW = mastThickness * 0.7;
113
+ const forkArmH = forkH * 0.25;
114
+ const forkArmD = h * 0.85;
115
+ const forkSpacing = w * 0.55;
116
+ for (const xSign of [-1, 1]) {
117
+ const arm = new THREE.BoxGeometry(forkArmW, forkArmH, forkArmD);
118
+ arm.translate(xSign * (forkSpacing / 2), forkBaseY + forkArmH / 2, forkArmD / 2 - h * 0.35);
119
+ forkGeometries.push(arm);
120
+ }
121
+ const forkMesh = new THREE.Mesh(BufferGeometryUtils.mergeGeometries(forkGeometries), forkMat);
122
+ forkMesh.castShadow = true;
123
+ this.object3d.add(forkMesh);
124
+ }
125
+ updateDimension() { }
126
+ updateAlpha() { }
127
+ onchange(after, before) {
128
+ if ('width' in after || 'height' in after || 'depth' in after || 'fillStyle' in after || 'strokeStyle' in after) {
129
+ this.update();
130
+ return;
131
+ }
132
+ super.onchange(after, before);
133
+ }
134
+ }
135
+ registerRealObjectFactory('Shuttle', (component) => new Shuttle3D(component));
136
+ //# sourceMappingURL=shuttle-3d.js.map