@fmsim/machine 2.0.0-beta.10 → 2.0.0-beta.101

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 (152) hide show
  1. package/dist/agv.js +6 -2
  2. package/dist/agv.js.map +1 -1
  3. package/dist/carrier-manager.js +183 -0
  4. package/dist/carrier-manager.js.map +1 -0
  5. package/dist/carrier.js +99 -9
  6. package/dist/carrier.js.map +1 -1
  7. package/dist/conveyor-join.js +8 -2
  8. package/dist/conveyor-join.js.map +1 -1
  9. package/dist/conveyor.js +8 -0
  10. package/dist/conveyor.js.map +1 -1
  11. package/dist/crane.js +144 -1
  12. package/dist/crane.js.map +1 -1
  13. package/dist/factories/agv-3d.js +17 -36
  14. package/dist/factories/agv-3d.js.map +1 -1
  15. package/dist/factories/conveyor-3d.js +179 -100
  16. package/dist/factories/conveyor-3d.js.map +1 -1
  17. package/dist/factories/crane-3d.js +56 -29
  18. package/dist/factories/crane-3d.js.map +1 -1
  19. package/dist/factories/crane-rail-3d.js +14 -18
  20. package/dist/factories/crane-rail-3d.js.map +1 -1
  21. package/dist/factories/machine-3d.js +533 -197
  22. package/dist/factories/machine-3d.js.map +1 -1
  23. package/dist/factories/oht-3d.js +29 -47
  24. package/dist/factories/oht-3d.js.map +1 -1
  25. package/dist/factories/shuttle-3d.js +13 -32
  26. package/dist/factories/shuttle-3d.js.map +1 -1
  27. package/dist/factories/z-priority-defaults.js +33 -0
  28. package/dist/factories/z-priority-defaults.js.map +1 -0
  29. package/dist/factories/z-priority.js +54 -0
  30. package/dist/factories/z-priority.js.map +1 -0
  31. package/dist/features/conveyor-mixin.js.map +1 -1
  32. package/dist/features/mcs-status-default.js +15 -1
  33. package/dist/features/mcs-status-default.js.map +1 -1
  34. package/dist/features/mcs-status-mixin.js +22 -0
  35. package/dist/features/mcs-status-mixin.js.map +1 -1
  36. package/dist/features/mcs-zone-mixin.js.map +1 -1
  37. package/dist/features/parent-object-mixin.js +15 -7
  38. package/dist/features/parent-object-mixin.js.map +1 -1
  39. package/dist/floating-container.js +5 -0
  40. package/dist/floating-container.js.map +1 -1
  41. package/dist/index.js +52 -34
  42. package/dist/index.js.map +1 -1
  43. package/dist/mcs-carrier-holder.js +56 -22
  44. package/dist/mcs-carrier-holder.js.map +1 -1
  45. package/dist/mcs-machine.js +20 -0
  46. package/dist/mcs-machine.js.map +1 -1
  47. package/dist/mcs-unit.js +17 -0
  48. package/dist/mcs-unit.js.map +1 -1
  49. package/dist/mcs-vehicle.js +8 -3
  50. package/dist/mcs-vehicle.js.map +1 -1
  51. package/dist/node.js +10 -3
  52. package/dist/node.js.map +1 -1
  53. package/dist/oht.js +4 -0
  54. package/dist/oht.js.map +1 -1
  55. package/dist/port-flow.js +4 -0
  56. package/dist/port-flow.js.map +1 -1
  57. package/dist/port.js +4 -0
  58. package/dist/port.js.map +1 -1
  59. package/dist/scanner.js +30 -0
  60. package/dist/scanner.js.map +1 -0
  61. package/dist/scene/root-container-override.js +160 -96
  62. package/dist/scene/root-container-override.js.map +1 -1
  63. package/dist/shelf.js +4 -0
  64. package/dist/shelf.js.map +1 -1
  65. package/dist/static-container.js +5 -0
  66. package/dist/static-container.js.map +1 -1
  67. package/dist/stocker-abnormal-bar.js +5 -1
  68. package/dist/stocker-abnormal-bar.js.map +1 -1
  69. package/dist/stocker-capacity-bar.js +253 -6
  70. package/dist/stocker-capacity-bar.js.map +1 -1
  71. package/dist/stocker-carrier-bar.js +5 -1
  72. package/dist/stocker-carrier-bar.js.map +1 -1
  73. package/dist/stocker.js +6 -0
  74. package/dist/stocker.js.map +1 -1
  75. package/dist/templates/backdrop.js +30 -0
  76. package/dist/templates/backdrop.js.map +1 -0
  77. package/dist/templates/decal.js +21 -0
  78. package/dist/templates/decal.js.map +1 -0
  79. package/dist/templates/index.js +7 -1
  80. package/dist/templates/index.js.map +1 -1
  81. package/dist/templates/scanner.js +20 -0
  82. package/dist/templates/scanner.js.map +1 -0
  83. package/dist/tsconfig.tsbuildinfo +1 -1
  84. package/dist/utils/crane-position.js +83 -0
  85. package/dist/utils/crane-position.js.map +1 -0
  86. package/dist/utils/data-value.js +21 -0
  87. package/dist/utils/data-value.js.map +1 -0
  88. package/dist/utils/fit-gauge-scale.js +28 -0
  89. package/dist/utils/fit-gauge-scale.js.map +1 -0
  90. package/dist/utils/get-value-on-ranges.js +2 -4
  91. package/dist/utils/get-value-on-ranges.js.map +1 -1
  92. package/dist/utils/stocker-gauge.js +78 -0
  93. package/dist/utils/stocker-gauge.js.map +1 -0
  94. package/dist/zone-capacity-bar.js +3 -3
  95. package/dist/zone-capacity-bar.js.map +1 -1
  96. package/icons/backdrop.png +0 -0
  97. package/icons/decal.png +0 -0
  98. package/jest.config.js +10 -0
  99. package/package.json +4 -3
  100. package/src/agv.ts +7 -2
  101. package/src/carrier-manager.ts +223 -0
  102. package/src/carrier.ts +103 -10
  103. package/src/conveyor-join.ts +5 -2
  104. package/src/conveyor.ts +8 -0
  105. package/src/crane.ts +181 -1
  106. package/src/factories/agv-3d.ts +19 -36
  107. package/src/factories/conveyor-3d.ts +183 -103
  108. package/src/factories/crane-3d.ts +62 -29
  109. package/src/factories/crane-rail-3d.ts +17 -20
  110. package/src/factories/machine-3d.ts +631 -205
  111. package/src/factories/oht-3d.ts +30 -46
  112. package/src/factories/shuttle-3d.ts +14 -32
  113. package/src/factories/z-priority-defaults.ts +38 -0
  114. package/src/factories/z-priority.ts +60 -0
  115. package/src/features/conveyor-mixin.ts +1 -1
  116. package/src/features/mcs-status-default.ts +15 -1
  117. package/src/features/mcs-status-mixin.ts +26 -4
  118. package/src/features/mcs-zone-mixin.ts +1 -1
  119. package/src/features/parent-object-mixin.ts +17 -8
  120. package/src/floating-container.ts +5 -0
  121. package/src/index.ts +58 -34
  122. package/src/mcs-carrier-holder.ts +57 -34
  123. package/src/mcs-machine.ts +23 -0
  124. package/src/mcs-unit.ts +21 -1
  125. package/src/mcs-vehicle.ts +9 -6
  126. package/src/node.ts +9 -3
  127. package/src/oht.ts +6 -1
  128. package/src/port-flow.ts +5 -0
  129. package/src/port.ts +5 -0
  130. package/src/scanner.ts +29 -0
  131. package/src/scene/root-container-override.ts +154 -103
  132. package/src/shelf.ts +5 -0
  133. package/src/static-container.ts +5 -0
  134. package/src/stocker-abnormal-bar.ts +6 -1
  135. package/src/stocker-capacity-bar.ts +298 -7
  136. package/src/stocker-carrier-bar.ts +6 -1
  137. package/src/stocker.ts +7 -0
  138. package/src/templates/backdrop.ts +30 -0
  139. package/src/templates/decal.ts +21 -0
  140. package/src/templates/index.ts +7 -1
  141. package/src/templates/scanner.ts +20 -0
  142. package/src/utils/crane-position.ts +105 -0
  143. package/src/utils/data-value.ts +19 -0
  144. package/src/utils/fit-gauge-scale.ts +35 -0
  145. package/src/utils/get-value-on-ranges.ts +2 -4
  146. package/src/utils/stocker-gauge.ts +111 -0
  147. package/src/zone-capacity-bar.ts +3 -3
  148. package/translations/en.json +26 -1
  149. package/translations/ja.json +26 -1
  150. package/translations/ko.json +26 -1
  151. package/translations/ms.json +26 -1
  152. package/translations/zh.json +26 -1
@@ -12,28 +12,25 @@
12
12
  */
13
13
  import * as THREE from 'three';
14
14
  import * as BufferGeometryUtils from 'three/examples/jsm/utils/BufferGeometryUtils.js';
15
- import { RealObjectGroup, registerRealObjectFactory } from '@hatiolab/things-scene';
15
+ import { RealObjectGroup, registerRealObjectFactory, MaterialBank } from '@hatiolab/things-scene';
16
16
  import { TRANSPORT_SURFACE_HEIGHT } from './machine-3d.js';
17
+ import { Z_FMSIM } from './z-priority';
17
18
  const FRAME_COLOR = 0x888899;
18
19
  const ROLLER_COLOR = 0xaaaabc;
19
20
  const DEFAULT_COLOR = 0x999999;
20
21
  export class Conveyor3D extends RealObjectGroup {
22
+ get zPriority() { return Z_FMSIM.CONVEYOR; }
21
23
  get effectiveDepth() {
22
24
  const { depth } = this.component.state;
23
25
  return depth || TRANSPORT_SURFACE_HEIGHT;
24
26
  }
25
- // group origin = 바닥 (y=0). MCSRealObject3D와 동일 컨벤션.
26
- // 기하는 build()에서 y=0(바닥)~y=depth(상단) 범위로 배치.
27
- get syncZPosOffset() {
28
- return 0;
29
- }
30
27
  resolveColor() {
31
28
  const comp = this.component;
32
29
  // 1) MCSStatusMixin.statusColor (legend 기반 상태 색상)
33
30
  // '#F0F0F0'은 상태 미설정 시 기본 fallback — 무시하고 defaultColor 사용
34
31
  try {
35
32
  const sc = comp.statusColor;
36
- if (typeof sc === 'string' && sc && sc.toUpperCase() !== '#F0F0F0')
33
+ if (typeof sc === 'string' && sc && sc.toUpperCase() !== '#F0F0F0' && sc !== 'transparent')
37
34
  return new THREE.Color(sc).getHex();
38
35
  }
39
36
  catch (_a) {
@@ -41,7 +38,7 @@ export class Conveyor3D extends RealObjectGroup {
41
38
  }
42
39
  // 2) state.fillStyle fallback
43
40
  const { fillStyle } = this.component.state;
44
- if (fillStyle && typeof fillStyle === 'string') {
41
+ if (fillStyle && typeof fillStyle === 'string' && fillStyle !== 'transparent') {
45
42
  try {
46
43
  return new THREE.Color(fillStyle).getHex();
47
44
  }
@@ -53,196 +50,278 @@ export class Conveyor3D extends RealObjectGroup {
53
50
  }
54
51
  build() {
55
52
  super.build();
56
- const { width, height, conveyorType } = this.component.state;
53
+ const { width: rawWidth, height: rawHeight, conveyorType, orientation } = this.component.state;
57
54
  const depth = this.effectiveDepth;
58
- if (!width || !height)
55
+ if (!rawWidth || !rawHeight)
59
56
  return;
57
+ // orientation: 'horizontal' = 롤러가 Z축(세로), 'vertical' = 롤러가 X축(가로)
58
+ // default = 긴 방향에 수직 (긴 축을 따라 이송)
59
+ const isVertical = orientation === 'vertical' ? true
60
+ : orientation === 'horizontal' ? false
61
+ : rawWidth < rawHeight; // default: 세로가 길면 롤러는 가로(X축)
62
+ // isVertical=true → 롤러 축이 X(가로), 이송 방향이 Z(세로)
63
+ // isVertical=false → 롤러 축이 Z(세로), 이송 방향이 X(가로)
64
+ const width = rawWidth;
65
+ const height = rawHeight;
60
66
  // 2D와 동일 로직으로 rollWidth 산출
61
67
  const rollWidth = Math.max(10, Math.min(width, height) / 2);
62
68
  const rollerDiameter = Math.max(rollWidth, 2);
63
69
  const frameH = Math.min(rollerDiameter, depth);
64
70
  const legH = Math.max(depth - frameH, 0);
65
- const railW = Math.max(height * 0.06, 2);
71
+ // isVertical일 때 이송 방향이 Z축: 레일은 Z축을 따라, 벨트폭은 width
72
+ // !isVertical일 때 이송 방향이 X축: 레일은 X축을 따라, 벨트폭은 height
73
+ const beltWidth = isVertical ? width : height;
74
+ const railLen = isVertical ? height : width;
75
+ const railW = Math.max(beltWidth * 0.06, 2);
66
76
  const legThickness = Math.max(railW * 0.8, 2);
67
- const frameMaterial = new THREE.MeshStandardMaterial({
68
- color: FRAME_COLOR,
69
- metalness: 0.85,
70
- roughness: 0.35,
71
- });
77
+ // MaterialBank 공유(dedup). 자체 update() 없이 base 생명주기(guarded disposeObject3D) 상속 → 안전.
78
+ const frameMaterial = MaterialBank.material('conveyor|frame', { metalness: 0.85, roughness: 0.35 }, FRAME_COLOR);
72
79
  // --- Frame: side rails + legs + cross-bracing ---
73
80
  // Y 좌표: y=0(바닥) ~ y=depth(상단). 레일 상단이 depth에 위치.
74
81
  const frameGeometries = [];
75
82
  const railY = depth - frameH / 2;
76
- // Side rails (along X)
77
- for (const zSign of [-1, 1]) {
78
- const rail = new THREE.BoxGeometry(width, frameH, railW);
79
- rail.translate(0, railY, zSign * (height / 2 - railW / 2));
80
- frameGeometries.push(rail);
83
+ // Side rails — 이송 방향을 따라, 벨트 양측에 배치
84
+ if (isVertical) {
85
+ // 레일이 Z축(세로)을 따라, ±X에 배치
86
+ for (const xSign of [-1, 1]) {
87
+ const rail = new THREE.BoxGeometry(railW, frameH, height);
88
+ rail.translate(xSign * (width / 2 - railW / 2), railY, 0);
89
+ frameGeometries.push(rail);
90
+ }
91
+ }
92
+ else {
93
+ // 레일이 X축(가로)을 따라, ±Z에 배치
94
+ for (const zSign of [-1, 1]) {
95
+ const rail = new THREE.BoxGeometry(width, frameH, railW);
96
+ rail.translate(0, railY, zSign * (height / 2 - railW / 2));
97
+ frameGeometries.push(rail);
98
+ }
81
99
  }
82
100
  // 4 legs at corners
83
101
  if (legH > 0) {
84
102
  const legTopY = depth - frameH;
85
103
  const legCenterY = legTopY - legH / 2;
104
+ // 다리 위치: 레일 안쪽에 정렬
105
+ const legXPos = isVertical ? (width / 2 - railW / 2) : (width / 2 - legThickness / 2);
106
+ const legZPos = isVertical ? (height / 2 - legThickness / 2) : (height / 2 - railW / 2);
86
107
  for (const xSign of [-1, 1]) {
87
108
  for (const zSign of [-1, 1]) {
88
- const lx = xSign * (width / 2 - legThickness / 2);
89
- const lz = zSign * (height / 2 - railW / 2);
90
109
  const leg = new THREE.BoxGeometry(legThickness, legH, legThickness);
91
- leg.translate(lx, legCenterY, lz);
110
+ leg.translate(xSign * legXPos, legCenterY, zSign * legZPos);
92
111
  frameGeometries.push(leg);
93
112
  }
94
113
  }
95
- // Cross-bracing: 앞뒤 다리 연결 (Z 방향)
114
+ // Cross-bracing
96
115
  const braceH = legThickness * 0.6;
97
116
  const braceW = legThickness * 0.6;
98
- const braceLen = height - railW;
99
117
  const braceY = legTopY - legH * 0.35;
100
- for (const xSign of [-1, 1]) {
101
- const brace = new THREE.BoxGeometry(braceW, braceH, braceLen);
102
- brace.translate(xSign * (width / 2 - legThickness / 2), braceY, 0);
103
- frameGeometries.push(brace);
118
+ // 이송 방향 브레이스 (레일과 평행)
119
+ if (isVertical) {
120
+ for (const xSign of [-1, 1]) {
121
+ const brace = new THREE.BoxGeometry(braceW, braceH, height - legThickness);
122
+ brace.translate(xSign * legXPos, braceY, 0);
123
+ frameGeometries.push(brace);
124
+ }
104
125
  }
105
- // Cross-bracing: 좌우 다리 연결 (X 방향)
106
- const braceLenX = width - legThickness;
107
- for (const zSign of [-1, 1]) {
108
- const brace = new THREE.BoxGeometry(braceLenX, braceH, braceW);
109
- brace.translate(0, braceY, zSign * (height / 2 - railW / 2));
110
- frameGeometries.push(brace);
126
+ else {
127
+ for (const zSign of [-1, 1]) {
128
+ const brace = new THREE.BoxGeometry(width - legThickness, braceH, braceW);
129
+ brace.translate(0, braceY, zSign * legZPos);
130
+ frameGeometries.push(brace);
131
+ }
132
+ }
133
+ // 벨트폭 방향 브레이스 (레일과 수직)
134
+ if (isVertical) {
135
+ for (const zSign of [-1, 1]) {
136
+ const brace = new THREE.BoxGeometry(width - railW, braceH, braceW);
137
+ brace.translate(0, braceY, zSign * legZPos);
138
+ frameGeometries.push(brace);
139
+ }
140
+ }
141
+ else {
142
+ for (const xSign of [-1, 1]) {
143
+ const brace = new THREE.BoxGeometry(braceW, braceH, height - railW);
144
+ brace.translate(xSign * legXPos, braceY, 0);
145
+ frameGeometries.push(brace);
146
+ }
111
147
  }
112
148
  }
113
149
  const frameMesh = new THREE.Mesh(BufferGeometryUtils.mergeGeometries(frameGeometries), frameMaterial);
114
150
  frameMesh.castShadow = true;
115
151
  frameMesh.receiveShadow = true;
116
- this.object3d.add(frameMesh);
152
+ this.components3D.add(frameMesh);
117
153
  // --- Rollers, Belt, or Rails ---
118
154
  if (conveyorType === 'rail') {
119
- this.buildRails(width, height, depth, frameH, railW);
155
+ this.buildRails(width, height, depth, frameH, railW, isVertical);
120
156
  }
121
157
  else if (conveyorType === 'belt') {
122
- this.buildBelt(width, height, depth, frameH, railW);
158
+ this.buildBelt(width, height, depth, frameH, railW, isVertical);
123
159
  }
124
160
  else {
125
- this.buildRollers(width, height, depth, frameH, railW, rollWidth);
161
+ this.buildRollers(width, height, depth, frameH, railW, rollWidth, isVertical);
126
162
  }
163
+ // mesh 는 super.build() 이후 생성 → 코어 faint 를 명시 적용(편집 흐림이 mesh 에 닿게).
164
+ this.updateAlpha();
127
165
  }
128
- buildRollers(width, height, depth, frameH, railW, rollWidth) {
166
+ buildRollers(width, height, depth, frameH, railW, rollWidth, isVertical = false) {
129
167
  const rollerRadius = Math.max(rollWidth / 8, 1);
130
- const rollerLength = height - railW * 2 - 0.5;
131
168
  const diameter = rollerRadius * 2;
132
- // 롤러 간 최소 간격 (z-fighting 방지용 미세 갭만)
133
169
  const step = diameter * 1.05;
134
- // 롤러 상단 = 이송 표면 (y=depth)
135
170
  const rollerY = depth - rollerRadius;
136
171
  const color = this.resolveColor();
137
172
  const rollerGeometries = [];
138
- const count = Math.max(1, Math.floor(width / step));
139
- const totalSpan = (count - 1) * step;
140
- const startX = -totalSpan / 2;
141
- for (let i = 0; i < count; i++) {
142
- const x = startX + i * step;
143
- const roller = new THREE.CylinderGeometry(rollerRadius, rollerRadius, rollerLength, 16);
144
- roller.rotateX(Math.PI / 2);
145
- roller.translate(x, rollerY, 0);
146
- rollerGeometries.push(roller);
173
+ if (isVertical) {
174
+ // 롤러 축 = X축(가로), 이송 방향 = Z축(세로)
175
+ const rollerLength = width - railW * 2 - 0.5;
176
+ const count = Math.max(1, Math.floor(height / step));
177
+ const totalSpan = (count - 1) * step;
178
+ const startZ = -totalSpan / 2;
179
+ for (let i = 0; i < count; i++) {
180
+ const z = startZ + i * step;
181
+ const roller = new THREE.CylinderGeometry(rollerRadius, rollerRadius, rollerLength, 16);
182
+ roller.rotateZ(Math.PI / 2);
183
+ roller.translate(0, rollerY, z);
184
+ rollerGeometries.push(roller);
185
+ }
186
+ }
187
+ else {
188
+ // 롤러 축 = Z축(세로), 이송 방향 = X축(가로) — 기존 동작
189
+ const rollerLength = height - railW * 2 - 0.5;
190
+ const count = Math.max(1, Math.floor(width / step));
191
+ const totalSpan = (count - 1) * step;
192
+ const startX = -totalSpan / 2;
193
+ for (let i = 0; i < count; i++) {
194
+ const x = startX + i * step;
195
+ const roller = new THREE.CylinderGeometry(rollerRadius, rollerRadius, rollerLength, 16);
196
+ roller.rotateX(Math.PI / 2);
197
+ roller.translate(x, rollerY, 0);
198
+ rollerGeometries.push(roller);
199
+ }
147
200
  }
148
201
  if (rollerGeometries.length > 0) {
149
- const rollerMesh = new THREE.Mesh(BufferGeometryUtils.mergeGeometries(rollerGeometries), new THREE.MeshStandardMaterial({ color, metalness: 0.9, roughness: 0.2 }));
202
+ const rollerMesh = new THREE.Mesh(BufferGeometryUtils.mergeGeometries(rollerGeometries), MaterialBank.material('conveyor|roller', { metalness: 0.9, roughness: 0.2 }, color));
150
203
  rollerMesh.castShadow = true;
151
- this.object3d.add(rollerMesh);
204
+ this.components3D.add(rollerMesh);
152
205
  }
153
206
  }
154
- buildBelt(width, height, depth, frameH, railW) {
207
+ buildBelt(width, height, depth, frameH, railW, isVertical = false) {
155
208
  const drumRadius = frameH * 0.38;
156
- const drumLength = height - railW * 2;
157
209
  const beltY = depth - drumRadius;
158
210
  const color = this.resolveColor();
211
+ // 이송 방향 길이와 벨트폭
212
+ const transportLen = isVertical ? height : width;
213
+ const beltWidth = isVertical ? width : height;
214
+ const drumLength = beltWidth - railW * 2;
159
215
  // Two end drums
160
216
  const drumGeometries = [];
161
217
  const drumInset = drumRadius * 1.5;
162
- const leftDrumX = -width / 2 + drumInset;
163
- const rightDrumX = width / 2 - drumInset;
164
- for (const dx of [leftDrumX, rightDrumX]) {
218
+ const drum1 = -transportLen / 2 + drumInset;
219
+ const drum2 = transportLen / 2 - drumInset;
220
+ for (const dp of [drum1, drum2]) {
165
221
  const drum = new THREE.CylinderGeometry(drumRadius, drumRadius, drumLength, 16);
166
- drum.rotateX(Math.PI / 2);
167
- drum.translate(dx, beltY, 0);
222
+ if (isVertical) {
223
+ drum.rotateZ(Math.PI / 2);
224
+ drum.translate(0, beltY, dp);
225
+ }
226
+ else {
227
+ drum.rotateX(Math.PI / 2);
228
+ drum.translate(dp, beltY, 0);
229
+ }
168
230
  drumGeometries.push(drum);
169
231
  }
170
- const drumMesh = new THREE.Mesh(BufferGeometryUtils.mergeGeometries(drumGeometries), new THREE.MeshStandardMaterial({ color: ROLLER_COLOR, metalness: 0.9, roughness: 0.2 }));
232
+ const drumMesh = new THREE.Mesh(BufferGeometryUtils.mergeGeometries(drumGeometries), MaterialBank.material('conveyor|drum', { metalness: 0.9, roughness: 0.2 }, ROLLER_COLOR));
171
233
  drumMesh.castShadow = true;
172
- this.object3d.add(drumMesh);
234
+ this.components3D.add(drumMesh);
173
235
  // Belt surface
174
236
  const beltThickness = drumRadius * 0.12;
175
- const beltMaterial = new THREE.MeshStandardMaterial({
176
- color: color,
177
- metalness: 0.0,
178
- roughness: 0.9,
179
- });
237
+ const beltMaterial = MaterialBank.material('conveyor|belt', { metalness: 0.0, roughness: 0.9 }, color);
180
238
  // Flat belt top surface spanning between drums
181
- const flatLen = rightDrumX - leftDrumX;
182
- const flatGeo = new THREE.BoxGeometry(flatLen, beltThickness, drumLength);
239
+ const flatLen = drum2 - drum1;
240
+ const flatGeo = isVertical
241
+ ? new THREE.BoxGeometry(drumLength, beltThickness, flatLen)
242
+ : new THREE.BoxGeometry(flatLen, beltThickness, drumLength);
183
243
  const flatMesh = new THREE.Mesh(flatGeo, beltMaterial);
184
244
  flatMesh.position.set(0, beltY + drumRadius, 0);
185
245
  flatMesh.castShadow = true;
186
- this.object3d.add(flatMesh);
246
+ this.components3D.add(flatMesh);
187
247
  // Belt wrap around drums (segmented half-cylinder)
188
248
  const wrapSegments = 12;
189
- for (const [dx, angleStart] of [
190
- [leftDrumX, Math.PI / 2],
191
- [rightDrumX, -Math.PI / 2],
249
+ for (const [dp, angleStart] of [
250
+ [drum1, Math.PI / 2],
251
+ [drum2, -Math.PI / 2],
192
252
  ]) {
193
253
  const wrapGeometries = [];
194
254
  for (let i = 0; i < wrapSegments; i++) {
195
255
  const a0 = angleStart + (Math.PI * i) / wrapSegments;
196
256
  const a1 = angleStart + (Math.PI * (i + 1)) / wrapSegments;
197
257
  const r = drumRadius + beltThickness / 2;
198
- const x0 = dx + Math.cos(a0) * r;
258
+ const p0 = dp + Math.cos(a0) * r;
199
259
  const y0 = beltY + Math.sin(a0) * r;
200
- const x1 = dx + Math.cos(a1) * r;
260
+ const p1 = dp + Math.cos(a1) * r;
201
261
  const y1 = beltY + Math.sin(a1) * r;
202
- const segLen = Math.sqrt((x1 - x0) ** 2 + (y1 - y0) ** 2) * 1.05;
203
- const segAngle = Math.atan2(y1 - y0, x1 - x0);
204
- const seg = new THREE.BoxGeometry(segLen, beltThickness, drumLength);
205
- seg.rotateZ(segAngle);
206
- seg.translate((x0 + x1) / 2, (y0 + y1) / 2, 0);
207
- wrapGeometries.push(seg);
262
+ const segLen = Math.sqrt((p1 - p0) ** 2 + (y1 - y0) ** 2) * 1.05;
263
+ const segAngle = Math.atan2(y1 - y0, p1 - p0);
264
+ if (isVertical) {
265
+ const seg = new THREE.BoxGeometry(drumLength, beltThickness, segLen);
266
+ seg.rotateX(-segAngle);
267
+ seg.translate(0, (y0 + y1) / 2, (p0 + p1) / 2);
268
+ wrapGeometries.push(seg);
269
+ }
270
+ else {
271
+ const seg = new THREE.BoxGeometry(segLen, beltThickness, drumLength);
272
+ seg.rotateZ(segAngle);
273
+ seg.translate((p0 + p1) / 2, (y0 + y1) / 2, 0);
274
+ wrapGeometries.push(seg);
275
+ }
208
276
  }
209
277
  const wrapMesh = new THREE.Mesh(BufferGeometryUtils.mergeGeometries(wrapGeometries), beltMaterial);
210
278
  wrapMesh.castShadow = true;
211
- this.object3d.add(wrapMesh);
279
+ this.components3D.add(wrapMesh);
212
280
  }
213
281
  // Flat belt bottom (return path)
214
- const bottomGeo = new THREE.BoxGeometry(flatLen, beltThickness, drumLength * 0.85);
282
+ const bottomGeo = isVertical
283
+ ? new THREE.BoxGeometry(drumLength * 0.85, beltThickness, flatLen)
284
+ : new THREE.BoxGeometry(flatLen, beltThickness, drumLength * 0.85);
215
285
  const bottomMesh = new THREE.Mesh(bottomGeo, beltMaterial);
216
286
  bottomMesh.position.set(0, beltY - drumRadius, 0);
217
- this.object3d.add(bottomMesh);
287
+ this.components3D.add(bottomMesh);
218
288
  }
219
- buildRails(width, height, depth, frameH, railW) {
289
+ buildRails(width, height, depth, frameH, railW, isVertical = false) {
220
290
  const color = this.resolveColor();
221
291
  const railHeight = frameH * 0.3;
222
292
  const railY = depth - railHeight / 2;
223
- const innerWidth = height - railW * 2;
293
+ const beltWidth = isVertical ? width : height;
294
+ const transportLen = isVertical ? height : width;
295
+ const innerWidth = beltWidth - railW * 2;
224
296
  // 두 레일 간격: 내부 폭의 60%
225
297
  const railSpacing = innerWidth * 0.6;
226
- const railMaterial = new THREE.MeshStandardMaterial({
227
- color,
228
- metalness: 0.7,
229
- roughness: 0.3,
230
- });
298
+ const railMaterial = MaterialBank.material('conveyor|rail', { metalness: 0.7, roughness: 0.3 }, color);
231
299
  const railGeometries = [];
232
- // Two parallel rails running along X axis
233
- for (const zSign of [-1, 1]) {
234
- const rail = new THREE.BoxGeometry(width - railW * 2, railHeight, railW * 0.8);
235
- rail.translate(0, railY, zSign * (railSpacing / 2));
236
- railGeometries.push(rail);
300
+ // Two parallel rails running along transport direction
301
+ if (isVertical) {
302
+ for (const xSign of [-1, 1]) {
303
+ const rail = new THREE.BoxGeometry(railW * 0.8, railHeight, transportLen - railW * 2);
304
+ rail.translate(xSign * (railSpacing / 2), railY, 0);
305
+ railGeometries.push(rail);
306
+ }
307
+ }
308
+ else {
309
+ for (const zSign of [-1, 1]) {
310
+ const rail = new THREE.BoxGeometry(transportLen - railW * 2, railHeight, railW * 0.8);
311
+ rail.translate(0, railY, zSign * (railSpacing / 2));
312
+ railGeometries.push(rail);
313
+ }
237
314
  }
238
315
  const railMesh = new THREE.Mesh(BufferGeometryUtils.mergeGeometries(railGeometries), railMaterial);
239
316
  railMesh.castShadow = true;
240
- this.object3d.add(railMesh);
317
+ this.components3D.add(railMesh);
241
318
  }
242
319
  updateDimension() { }
243
- updateAlpha() { }
320
+ // updateAlpha override 제거 — 코어 RealObject.updateAlpha(=applyMaterialOpacity)로 수렴(faint).
321
+ // view 모드는 factor=1 → build-시 opacity 그대로(불변), 편집 모드만 faint 추가.
244
322
  onchange(after, before) {
245
323
  if ('conveyorType' in after ||
324
+ 'orientation' in after ||
246
325
  'width' in after ||
247
326
  'height' in after ||
248
327
  'depth' in after ||
@@ -1 +1 @@
1
- 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* Conveyor 3D Factory\n *\n * 'conveyor' type (default): side rails + cylindrical rollers + 4 legs + cross-bracing\n * 'belt' type: side rails + two end drums + belt wrapping + 4 legs + cross-bracing\n * 'rail' type: side rails + two parallel rails + 4 legs + cross-bracing\n *\n * Based on operato-scene conveyor-3d.ts, adapted for fmsim:\n * - conveyorType is string ('', 'conveyor', 'belt', 'rail') instead of numeric\n * - statusColor from MCSStatusMixin instead of value-based lookup\n * - rollWidth auto-calculated: Math.max(10, Math.min(width, height) / 2)\n */\n\nimport * as THREE from 'three'\nimport * as BufferGeometryUtils from 'three/examples/jsm/utils/BufferGeometryUtils.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 FRAME_COLOR = 0x888899\nconst ROLLER_COLOR = 0xaaaabc\nconst DEFAULT_COLOR = 0x999999\n\nexport class Conveyor3D extends RealObjectGroup {\n get effectiveDepth(): number {\n const { depth } = this.component.state\n return depth || TRANSPORT_SURFACE_HEIGHT\n }\n\n // group origin = 바닥 (y=0). MCSRealObject3D와 동일 컨벤션.\n // 기하는 build()에서 y=0(바닥)~y=depth(상단) 범위로 배치.\n protected get syncZPosOffset(): number {\n return 0\n }\n\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 DEFAULT_COLOR\n }\n\n build() {\n super.build()\n\n const { width, height, conveyorType } = this.component.state\n const depth = this.effectiveDepth\n if (!width || !height) return\n\n // 2D와 동일 로직으로 rollWidth 산출\n const rollWidth = Math.max(10, Math.min(width, height) / 2)\n const rollerDiameter = Math.max(rollWidth, 2)\n const frameH = Math.min(rollerDiameter, depth)\n const legH = Math.max(depth - frameH, 0)\n const railW = Math.max(height * 0.06, 2)\n const legThickness = Math.max(railW * 0.8, 2)\n\n const frameMaterial = new THREE.MeshStandardMaterial({\n color: FRAME_COLOR,\n metalness: 0.85,\n roughness: 0.35,\n })\n\n // --- Frame: side rails + legs + cross-bracing ---\n // Y 좌표: y=0(바닥) ~ y=depth(상단). 레일 상단이 depth에 위치.\n const frameGeometries: THREE.BufferGeometry[] = []\n const railY = depth - frameH / 2\n\n // Side rails (along X)\n for (const zSign of [-1, 1]) {\n const rail = new THREE.BoxGeometry(width, frameH, railW)\n rail.translate(0, railY, zSign * (height / 2 - railW / 2))\n frameGeometries.push(rail)\n }\n\n // 4 legs at corners\n if (legH > 0) {\n const legTopY = depth - frameH\n const legCenterY = legTopY - legH / 2\n\n for (const xSign of [-1, 1]) {\n for (const zSign of [-1, 1]) {\n const lx = xSign * (width / 2 - legThickness / 2)\n const lz = zSign * (height / 2 - railW / 2)\n const leg = new THREE.BoxGeometry(legThickness, legH, legThickness)\n leg.translate(lx, legCenterY, lz)\n frameGeometries.push(leg)\n }\n }\n\n // Cross-bracing: 앞뒤 다리 연결 (Z 방향)\n const braceH = legThickness * 0.6\n const braceW = legThickness * 0.6\n const braceLen = height - railW\n const braceY = legTopY - legH * 0.35\n\n for (const xSign of [-1, 1]) {\n const brace = new THREE.BoxGeometry(braceW, braceH, braceLen)\n brace.translate(xSign * (width / 2 - legThickness / 2), braceY, 0)\n frameGeometries.push(brace)\n }\n\n // Cross-bracing: 좌우 다리 연결 (X 방향)\n const braceLenX = width - legThickness\n for (const zSign of [-1, 1]) {\n const brace = new THREE.BoxGeometry(braceLenX, braceH, braceW)\n brace.translate(0, braceY, zSign * (height / 2 - railW / 2))\n frameGeometries.push(brace)\n }\n }\n\n const frameMesh = new THREE.Mesh(BufferGeometryUtils.mergeGeometries(frameGeometries), frameMaterial)\n frameMesh.castShadow = true\n frameMesh.receiveShadow = true\n this.object3d.add(frameMesh)\n\n // --- Rollers, Belt, or Rails ---\n if (conveyorType === 'rail') {\n this.buildRails(width, height, depth, frameH, railW)\n } else if (conveyorType === 'belt') {\n this.buildBelt(width, height, depth, frameH, railW)\n } else {\n this.buildRollers(width, height, depth, frameH, railW, rollWidth)\n }\n }\n\n private buildRollers(\n width: number,\n height: number,\n depth: number,\n frameH: number,\n railW: number,\n rollWidth: number\n ) {\n const rollerRadius = Math.max(rollWidth / 8, 1)\n const rollerLength = height - railW * 2 - 0.5\n const diameter = rollerRadius * 2\n // 롤러 간 최소 간격 (z-fighting 방지용 미세 갭만)\n const step = diameter * 1.05\n // 롤러 상단 = 이송 표면 (y=depth)\n const rollerY = depth - rollerRadius\n const color = this.resolveColor()\n\n const rollerGeometries: THREE.BufferGeometry[] = []\n const count = Math.max(1, Math.floor(width / step))\n const totalSpan = (count - 1) * step\n const startX = -totalSpan / 2\n\n for (let i = 0; i < count; i++) {\n const x = startX + i * step\n const roller = new THREE.CylinderGeometry(rollerRadius, rollerRadius, rollerLength, 16)\n roller.rotateX(Math.PI / 2)\n roller.translate(x, rollerY, 0)\n rollerGeometries.push(roller)\n }\n\n if (rollerGeometries.length > 0) {\n const rollerMesh = new THREE.Mesh(\n BufferGeometryUtils.mergeGeometries(rollerGeometries),\n new THREE.MeshStandardMaterial({ color, metalness: 0.9, roughness: 0.2 })\n )\n rollerMesh.castShadow = true\n this.object3d.add(rollerMesh)\n }\n }\n\n private buildBelt(width: number, height: number, depth: number, frameH: number, railW: number) {\n const drumRadius = frameH * 0.38\n const drumLength = height - railW * 2\n const beltY = depth - drumRadius\n const color = this.resolveColor()\n\n // Two end drums\n const drumGeometries: THREE.BufferGeometry[] = []\n const drumInset = drumRadius * 1.5\n const leftDrumX = -width / 2 + drumInset\n const rightDrumX = width / 2 - drumInset\n\n for (const dx of [leftDrumX, rightDrumX]) {\n const drum = new THREE.CylinderGeometry(drumRadius, drumRadius, drumLength, 16)\n drum.rotateX(Math.PI / 2)\n drum.translate(dx, beltY, 0)\n drumGeometries.push(drum)\n }\n\n const drumMesh = new THREE.Mesh(\n BufferGeometryUtils.mergeGeometries(drumGeometries),\n new THREE.MeshStandardMaterial({ color: ROLLER_COLOR, metalness: 0.9, roughness: 0.2 })\n )\n drumMesh.castShadow = true\n this.object3d.add(drumMesh)\n\n // Belt surface\n const beltThickness = drumRadius * 0.12\n const beltMaterial = new THREE.MeshStandardMaterial({\n color: color,\n metalness: 0.0,\n roughness: 0.9,\n })\n\n // Flat belt top surface spanning between drums\n const flatLen = rightDrumX - leftDrumX\n const flatGeo = new THREE.BoxGeometry(flatLen, beltThickness, drumLength)\n const flatMesh = new THREE.Mesh(flatGeo, beltMaterial)\n flatMesh.position.set(0, beltY + drumRadius, 0)\n flatMesh.castShadow = true\n this.object3d.add(flatMesh)\n\n // Belt wrap around drums (segmented half-cylinder)\n const wrapSegments = 12\n for (const [dx, angleStart] of [\n [leftDrumX, Math.PI / 2],\n [rightDrumX, -Math.PI / 2],\n ] as [number, number][]) {\n const wrapGeometries: THREE.BufferGeometry[] = []\n for (let i = 0; i < wrapSegments; i++) {\n const a0 = angleStart + (Math.PI * i) / wrapSegments\n const a1 = angleStart + (Math.PI * (i + 1)) / wrapSegments\n const r = drumRadius + beltThickness / 2\n\n const x0 = dx + Math.cos(a0) * r\n const y0 = beltY + Math.sin(a0) * r\n const x1 = dx + Math.cos(a1) * r\n const y1 = beltY + Math.sin(a1) * r\n\n const segLen = Math.sqrt((x1 - x0) ** 2 + (y1 - y0) ** 2) * 1.05\n const segAngle = Math.atan2(y1 - y0, x1 - x0)\n\n const seg = new THREE.BoxGeometry(segLen, beltThickness, drumLength)\n seg.rotateZ(segAngle)\n seg.translate((x0 + x1) / 2, (y0 + y1) / 2, 0)\n wrapGeometries.push(seg)\n }\n const wrapMesh = new THREE.Mesh(BufferGeometryUtils.mergeGeometries(wrapGeometries), beltMaterial)\n wrapMesh.castShadow = true\n this.object3d.add(wrapMesh)\n }\n\n // Flat belt bottom (return path)\n const bottomGeo = new THREE.BoxGeometry(flatLen, beltThickness, drumLength * 0.85)\n const bottomMesh = new THREE.Mesh(bottomGeo, beltMaterial)\n bottomMesh.position.set(0, beltY - drumRadius, 0)\n this.object3d.add(bottomMesh)\n }\n\n private buildRails(width: number, height: number, depth: number, frameH: number, railW: number) {\n const color = this.resolveColor()\n const railHeight = frameH * 0.3\n const railY = depth - railHeight / 2\n const innerWidth = height - railW * 2\n // 두 레일 간격: 내부 폭의 60%\n const railSpacing = innerWidth * 0.6\n\n const railMaterial = new THREE.MeshStandardMaterial({\n color,\n metalness: 0.7,\n roughness: 0.3,\n })\n\n const railGeometries: THREE.BufferGeometry[] = []\n\n // Two parallel rails running along X axis\n for (const zSign of [-1, 1]) {\n const rail = new THREE.BoxGeometry(width - railW * 2, railHeight, railW * 0.8)\n rail.translate(0, railY, zSign * (railSpacing / 2))\n railGeometries.push(rail)\n }\n\n const railMesh = new THREE.Mesh(BufferGeometryUtils.mergeGeometries(railGeometries), railMaterial)\n railMesh.castShadow = true\n this.object3d.add(railMesh)\n }\n\n updateDimension() {}\n updateAlpha() {}\n\n onchange(after: Record<string, unknown>, before: Record<string, unknown>) {\n if (\n 'conveyorType' in after ||\n 'width' in after ||\n 'height' in after ||\n 'depth' in after ||\n 'fillStyle' in after ||\n 'strokeStyle' in after\n ) {\n this.update()\n return\n }\n super.onchange(after, before)\n }\n}\n\nregisterRealObjectFactory('Conveyor', (component: Component) => new Conveyor3D(component))\n"]}
1
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* Conveyor 3D Factory\n *\n * 'conveyor' type (default): side rails + cylindrical rollers + 4 legs + cross-bracing\n * 'belt' type: side rails + two end drums + belt wrapping + 4 legs + cross-bracing\n * 'rail' type: side rails + two parallel rails + 4 legs + cross-bracing\n *\n * Based on operato-scene conveyor-3d.ts, adapted for fmsim:\n * - conveyorType is string ('', 'conveyor', 'belt', 'rail') instead of numeric\n * - statusColor from MCSStatusMixin instead of value-based lookup\n * - rollWidth auto-calculated: Math.max(10, Math.min(width, height) / 2)\n */\n\nimport * as THREE from 'three'\nimport * as BufferGeometryUtils from 'three/examples/jsm/utils/BufferGeometryUtils.js'\nimport { RealObjectGroup, registerRealObjectFactory, MaterialBank } from '@hatiolab/things-scene'\nimport type { Component } from '@hatiolab/things-scene'\nimport { TRANSPORT_SURFACE_HEIGHT } from './machine-3d.js'\nimport { Z_FMSIM } from './z-priority'\n\nconst FRAME_COLOR = 0x888899\nconst ROLLER_COLOR = 0xaaaabc\nconst DEFAULT_COLOR = 0x999999\n\nexport class Conveyor3D extends RealObjectGroup {\n get zPriority(): number { return Z_FMSIM.CONVEYOR }\n\n get effectiveDepth(): number {\n const { depth } = this.component.state\n return depth || TRANSPORT_SURFACE_HEIGHT\n }\n\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' && sc !== 'transparent') 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' && fillStyle !== 'transparent') {\n try {\n return new THREE.Color(fillStyle).getHex()\n } catch {\n /* 파싱 실패 시 무시 */\n }\n }\n\n return DEFAULT_COLOR\n }\n\n build() {\n super.build()\n\n const { width: rawWidth, height: rawHeight, conveyorType, orientation } = this.component.state\n const depth = this.effectiveDepth\n if (!rawWidth || !rawHeight) return\n\n // orientation: 'horizontal' = 롤러가 Z축(세로), 'vertical' = 롤러가 X축(가로)\n // default = 긴 방향에 수직 (긴 축을 따라 이송)\n const isVertical = orientation === 'vertical' ? true\n : orientation === 'horizontal' ? false\n : rawWidth < rawHeight // default: 세로가 길면 롤러는 가로(X축)\n // isVertical=true → 롤러 축이 X(가로), 이송 방향이 Z(세로)\n // isVertical=false → 롤러 축이 Z(세로), 이송 방향이 X(가로)\n const width = rawWidth\n const height = rawHeight\n\n // 2D와 동일 로직으로 rollWidth 산출\n const rollWidth = Math.max(10, Math.min(width, height) / 2)\n const rollerDiameter = Math.max(rollWidth, 2)\n const frameH = Math.min(rollerDiameter, depth)\n const legH = Math.max(depth - frameH, 0)\n\n // isVertical일 때 이송 방향이 Z축: 레일은 Z축을 따라, 벨트폭은 width\n // !isVertical일 때 이송 방향이 X축: 레일은 X축을 따라, 벨트폭은 height\n const beltWidth = isVertical ? width : height\n const railLen = isVertical ? height : width\n const railW = Math.max(beltWidth * 0.06, 2)\n const legThickness = Math.max(railW * 0.8, 2)\n\n // MaterialBank 공유(dedup). 자체 update() 없이 base 생명주기(guarded disposeObject3D) 상속 → 안전.\n const frameMaterial = MaterialBank.material('conveyor|frame', { metalness: 0.85, roughness: 0.35 }, FRAME_COLOR)\n\n // --- Frame: side rails + legs + cross-bracing ---\n // Y 좌표: y=0(바닥) ~ y=depth(상단). 레일 상단이 depth에 위치.\n const frameGeometries: THREE.BufferGeometry[] = []\n const railY = depth - frameH / 2\n\n // Side rails — 이송 방향을 따라, 벨트 양측에 배치\n if (isVertical) {\n // 레일이 Z축(세로)을 따라, ±X에 배치\n for (const xSign of [-1, 1]) {\n const rail = new THREE.BoxGeometry(railW, frameH, height)\n rail.translate(xSign * (width / 2 - railW / 2), railY, 0)\n frameGeometries.push(rail)\n }\n } else {\n // 레일이 X축(가로)을 따라, ±Z에 배치\n for (const zSign of [-1, 1]) {\n const rail = new THREE.BoxGeometry(width, frameH, railW)\n rail.translate(0, railY, zSign * (height / 2 - railW / 2))\n frameGeometries.push(rail)\n }\n }\n\n // 4 legs at corners\n if (legH > 0) {\n const legTopY = depth - frameH\n const legCenterY = legTopY - legH / 2\n\n // 다리 위치: 레일 안쪽에 정렬\n const legXPos = isVertical ? (width / 2 - railW / 2) : (width / 2 - legThickness / 2)\n const legZPos = isVertical ? (height / 2 - legThickness / 2) : (height / 2 - railW / 2)\n\n for (const xSign of [-1, 1]) {\n for (const zSign of [-1, 1]) {\n const leg = new THREE.BoxGeometry(legThickness, legH, legThickness)\n leg.translate(xSign * legXPos, legCenterY, zSign * legZPos)\n frameGeometries.push(leg)\n }\n }\n\n // Cross-bracing\n const braceH = legThickness * 0.6\n const braceW = legThickness * 0.6\n const braceY = legTopY - legH * 0.35\n\n // 이송 방향 브레이스 (레일과 평행)\n if (isVertical) {\n for (const xSign of [-1, 1]) {\n const brace = new THREE.BoxGeometry(braceW, braceH, height - legThickness)\n brace.translate(xSign * legXPos, braceY, 0)\n frameGeometries.push(brace)\n }\n } else {\n for (const zSign of [-1, 1]) {\n const brace = new THREE.BoxGeometry(width - legThickness, braceH, braceW)\n brace.translate(0, braceY, zSign * legZPos)\n frameGeometries.push(brace)\n }\n }\n\n // 벨트폭 방향 브레이스 (레일과 수직)\n if (isVertical) {\n for (const zSign of [-1, 1]) {\n const brace = new THREE.BoxGeometry(width - railW, braceH, braceW)\n brace.translate(0, braceY, zSign * legZPos)\n frameGeometries.push(brace)\n }\n } else {\n for (const xSign of [-1, 1]) {\n const brace = new THREE.BoxGeometry(braceW, braceH, height - railW)\n brace.translate(xSign * legXPos, braceY, 0)\n frameGeometries.push(brace)\n }\n }\n }\n\n const frameMesh = new THREE.Mesh(BufferGeometryUtils.mergeGeometries(frameGeometries), frameMaterial)\n frameMesh.castShadow = true\n frameMesh.receiveShadow = true\n this.components3D.add(frameMesh)\n\n // --- Rollers, Belt, or Rails ---\n if (conveyorType === 'rail') {\n this.buildRails(width, height, depth, frameH, railW, isVertical)\n } else if (conveyorType === 'belt') {\n this.buildBelt(width, height, depth, frameH, railW, isVertical)\n } else {\n this.buildRollers(width, height, depth, frameH, railW, rollWidth, isVertical)\n }\n\n // mesh 는 super.build() 이후 생성 → 코어 faint 를 명시 적용(편집 흐림이 mesh 에 닿게).\n this.updateAlpha()\n }\n\n private buildRollers(\n width: number,\n height: number,\n depth: number,\n frameH: number,\n railW: number,\n rollWidth: number,\n isVertical: boolean = false\n ) {\n const rollerRadius = Math.max(rollWidth / 8, 1)\n const diameter = rollerRadius * 2\n const step = diameter * 1.05\n const rollerY = depth - rollerRadius\n const color = this.resolveColor()\n\n const rollerGeometries: THREE.BufferGeometry[] = []\n\n if (isVertical) {\n // 롤러 축 = X축(가로), 이송 방향 = Z축(세로)\n const rollerLength = width - railW * 2 - 0.5\n const count = Math.max(1, Math.floor(height / step))\n const totalSpan = (count - 1) * step\n const startZ = -totalSpan / 2\n\n for (let i = 0; i < count; i++) {\n const z = startZ + i * step\n const roller = new THREE.CylinderGeometry(rollerRadius, rollerRadius, rollerLength, 16)\n roller.rotateZ(Math.PI / 2)\n roller.translate(0, rollerY, z)\n rollerGeometries.push(roller)\n }\n } else {\n // 롤러 축 = Z축(세로), 이송 방향 = X축(가로) — 기존 동작\n const rollerLength = height - railW * 2 - 0.5\n const count = Math.max(1, Math.floor(width / step))\n const totalSpan = (count - 1) * step\n const startX = -totalSpan / 2\n\n for (let i = 0; i < count; i++) {\n const x = startX + i * step\n const roller = new THREE.CylinderGeometry(rollerRadius, rollerRadius, rollerLength, 16)\n roller.rotateX(Math.PI / 2)\n roller.translate(x, rollerY, 0)\n rollerGeometries.push(roller)\n }\n }\n\n if (rollerGeometries.length > 0) {\n const rollerMesh = new THREE.Mesh(\n BufferGeometryUtils.mergeGeometries(rollerGeometries),\n MaterialBank.material('conveyor|roller', { metalness: 0.9, roughness: 0.2 }, color)\n )\n rollerMesh.castShadow = true\n this.components3D.add(rollerMesh)\n }\n }\n\n private buildBelt(width: number, height: number, depth: number, frameH: number, railW: number, isVertical: boolean = false) {\n const drumRadius = frameH * 0.38\n const beltY = depth - drumRadius\n const color = this.resolveColor()\n\n // 이송 방향 길이와 벨트폭\n const transportLen = isVertical ? height : width\n const beltWidth = isVertical ? width : height\n const drumLength = beltWidth - railW * 2\n\n // Two end drums\n const drumGeometries: THREE.BufferGeometry[] = []\n const drumInset = drumRadius * 1.5\n const drum1 = -transportLen / 2 + drumInset\n const drum2 = transportLen / 2 - drumInset\n\n for (const dp of [drum1, drum2]) {\n const drum = new THREE.CylinderGeometry(drumRadius, drumRadius, drumLength, 16)\n if (isVertical) {\n drum.rotateZ(Math.PI / 2)\n drum.translate(0, beltY, dp)\n } else {\n drum.rotateX(Math.PI / 2)\n drum.translate(dp, beltY, 0)\n }\n drumGeometries.push(drum)\n }\n\n const drumMesh = new THREE.Mesh(\n BufferGeometryUtils.mergeGeometries(drumGeometries),\n MaterialBank.material('conveyor|drum', { metalness: 0.9, roughness: 0.2 }, ROLLER_COLOR)\n )\n drumMesh.castShadow = true\n this.components3D.add(drumMesh)\n\n // Belt surface\n const beltThickness = drumRadius * 0.12\n const beltMaterial = MaterialBank.material('conveyor|belt', { metalness: 0.0, roughness: 0.9 }, color)\n\n // Flat belt top surface spanning between drums\n const flatLen = drum2 - drum1\n const flatGeo = isVertical\n ? new THREE.BoxGeometry(drumLength, beltThickness, flatLen)\n : new THREE.BoxGeometry(flatLen, beltThickness, drumLength)\n const flatMesh = new THREE.Mesh(flatGeo, beltMaterial)\n flatMesh.position.set(0, beltY + drumRadius, 0)\n flatMesh.castShadow = true\n this.components3D.add(flatMesh)\n\n // Belt wrap around drums (segmented half-cylinder)\n const wrapSegments = 12\n for (const [dp, angleStart] of [\n [drum1, Math.PI / 2],\n [drum2, -Math.PI / 2],\n ] as [number, number][]) {\n const wrapGeometries: THREE.BufferGeometry[] = []\n for (let i = 0; i < wrapSegments; i++) {\n const a0 = angleStart + (Math.PI * i) / wrapSegments\n const a1 = angleStart + (Math.PI * (i + 1)) / wrapSegments\n const r = drumRadius + beltThickness / 2\n\n const p0 = dp + Math.cos(a0) * r\n const y0 = beltY + Math.sin(a0) * r\n const p1 = dp + Math.cos(a1) * r\n const y1 = beltY + Math.sin(a1) * r\n\n const segLen = Math.sqrt((p1 - p0) ** 2 + (y1 - y0) ** 2) * 1.05\n const segAngle = Math.atan2(y1 - y0, p1 - p0)\n\n if (isVertical) {\n const seg = new THREE.BoxGeometry(drumLength, beltThickness, segLen)\n seg.rotateX(-segAngle)\n seg.translate(0, (y0 + y1) / 2, (p0 + p1) / 2)\n wrapGeometries.push(seg)\n } else {\n const seg = new THREE.BoxGeometry(segLen, beltThickness, drumLength)\n seg.rotateZ(segAngle)\n seg.translate((p0 + p1) / 2, (y0 + y1) / 2, 0)\n wrapGeometries.push(seg)\n }\n }\n const wrapMesh = new THREE.Mesh(BufferGeometryUtils.mergeGeometries(wrapGeometries), beltMaterial)\n wrapMesh.castShadow = true\n this.components3D.add(wrapMesh)\n }\n\n // Flat belt bottom (return path)\n const bottomGeo = isVertical\n ? new THREE.BoxGeometry(drumLength * 0.85, beltThickness, flatLen)\n : new THREE.BoxGeometry(flatLen, beltThickness, drumLength * 0.85)\n const bottomMesh = new THREE.Mesh(bottomGeo, beltMaterial)\n bottomMesh.position.set(0, beltY - drumRadius, 0)\n this.components3D.add(bottomMesh)\n }\n\n private buildRails(width: number, height: number, depth: number, frameH: number, railW: number, isVertical: boolean = false) {\n const color = this.resolveColor()\n const railHeight = frameH * 0.3\n const railY = depth - railHeight / 2\n const beltWidth = isVertical ? width : height\n const transportLen = isVertical ? height : width\n const innerWidth = beltWidth - railW * 2\n // 두 레일 간격: 내부 폭의 60%\n const railSpacing = innerWidth * 0.6\n\n const railMaterial = MaterialBank.material('conveyor|rail', { metalness: 0.7, roughness: 0.3 }, color)\n\n const railGeometries: THREE.BufferGeometry[] = []\n\n // Two parallel rails running along transport direction\n if (isVertical) {\n for (const xSign of [-1, 1]) {\n const rail = new THREE.BoxGeometry(railW * 0.8, railHeight, transportLen - railW * 2)\n rail.translate(xSign * (railSpacing / 2), railY, 0)\n railGeometries.push(rail)\n }\n } else {\n for (const zSign of [-1, 1]) {\n const rail = new THREE.BoxGeometry(transportLen - railW * 2, railHeight, railW * 0.8)\n rail.translate(0, railY, zSign * (railSpacing / 2))\n railGeometries.push(rail)\n }\n }\n\n const railMesh = new THREE.Mesh(BufferGeometryUtils.mergeGeometries(railGeometries), railMaterial)\n railMesh.castShadow = true\n this.components3D.add(railMesh)\n }\n\n updateDimension() {}\n // updateAlpha override 제거 — 코어 RealObject.updateAlpha(=applyMaterialOpacity)로 수렴(faint).\n // view 모드는 factor=1 → build-시 opacity 그대로(불변), 편집 모드만 faint 추가.\n\n onchange(after: Record<string, unknown>, before: Record<string, unknown>) {\n if (\n 'conveyorType' in after ||\n 'orientation' in after ||\n 'width' in after ||\n 'height' in after ||\n 'depth' in after ||\n 'fillStyle' in after ||\n 'strokeStyle' in after\n ) {\n this.update()\n return\n }\n super.onchange(after, before)\n }\n}\n\nregisterRealObjectFactory('Conveyor', (component: Component) => new Conveyor3D(component))\n"]}