@fmsim/machine 2.0.0-beta.100 → 2.0.0-beta.104

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.
@@ -14,7 +14,7 @@
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  */
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  import * as THREE from 'three';
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  import { RoundedBoxGeometry } from 'three/examples/jsm/geometries/RoundedBoxGeometry.js';
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- import { RealObjectGroup, registerRealObjectFactory, disposeObject3D } from '@hatiolab/things-scene';
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+ import { RealObjectGroup, registerRealObjectFactory, disposeObject3D, MaterialBank } from '@hatiolab/things-scene';
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  import { TRANSPORT_SURFACE_HEIGHT } from './machine-3d.js';
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  const BUMPER_COLOR = 0x222222;
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  const PLATFORM_COLOR = 0x333333;
@@ -70,11 +70,8 @@ export class AGV3D extends RealObjectGroup {
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  const bumperPad = Math.min(w, h) * 0.03;
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  const bumperCornerR = Math.min(w + bumperPad * 2, h + bumperPad * 2, bumperH) * 0.2;
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  const bumperGeo = new RoundedBoxGeometry(w + bumperPad * 2, bumperH, h + bumperPad * 2, 4, bumperCornerR);
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- const bumperMat = new THREE.MeshStandardMaterial({
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- color: BUMPER_COLOR,
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- roughness: 0.8,
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- metalness: 0.1,
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- });
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+ // MaterialBank 공유 — dedup + faint 안전(코어 변형 스왑, disposeObject3D 가 __bankOwned 스킵).
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+ const bumperMat = MaterialBank.material('agv|bumper', { roughness: 0.8, metalness: 0.1 }, BUMPER_COLOR);
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  const bumper = new THREE.Mesh(bumperGeo, bumperMat);
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  bumper.position.y = bumperH / 2;
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  bumper.castShadow = true;
@@ -82,11 +79,7 @@ export class AGV3D extends RealObjectGroup {
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  // ── 본체 (둥근 모서리, statusColor 적용) ──
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  const bodyColor = this.resolveColor();
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  const bodyGeo = new RoundedBoxGeometry(w, bodyH, h, 4, cornerR);
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- const bodyMat = new THREE.MeshStandardMaterial({
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- color: bodyColor,
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- roughness: 0.3,
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- metalness: 0.5,
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- });
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+ const bodyMat = MaterialBank.material('agv|body', { roughness: 0.3, metalness: 0.5 }, bodyColor);
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  const body = new THREE.Mesh(bodyGeo, bodyMat);
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  body.position.y = bumperH + bodyH / 2;
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  body.castShadow = true;
@@ -95,11 +88,7 @@ export class AGV3D extends RealObjectGroup {
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  const platInset = Math.min(w, h) * 0.04;
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  const platCornerR = Math.min(w - platInset * 2, h - platInset * 2, platH) * 0.15;
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  const platGeo = new RoundedBoxGeometry(w - platInset * 2, platH, h - platInset * 2, 4, platCornerR);
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- const platMat = new THREE.MeshStandardMaterial({
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- color: PLATFORM_COLOR,
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- roughness: 0.5,
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- metalness: 0.15,
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- });
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+ const platMat = MaterialBank.material('agv|platform', { roughness: 0.5, metalness: 0.15 }, PLATFORM_COLOR);
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  const plat = new THREE.Mesh(platGeo, platMat);
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  plat.position.y = bumperH + bodyH + gapH + platH / 2;
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  plat.castShadow = true;
@@ -108,6 +97,8 @@ export class AGV3D extends RealObjectGroup {
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  // ownGroup이 center-origin ↔ bottom-up 좌표계 변환을 자동 처리
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  for (const m of this._ownMeshes)
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  this.components3D.add(m);
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+ // mesh 는 super.build() 이후 생성 → 코어 faint 를 명시 적용(편집 흐림이 mesh 에 닿게).
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+ this.updateAlpha();
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  }
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  updateDimension() { }
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  update() {
@@ -122,17 +113,8 @@ export class AGV3D extends RealObjectGroup {
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  this.updateAlpha();
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  this.updateHidden();
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  }
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- updateAlpha() {
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- const { alpha = 1 } = this.component.state;
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- for (const m of this._ownMeshes) {
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- const materials = Array.isArray(m.material) ? m.material : [m.material];
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- for (const mat of materials) {
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- ;
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- mat.opacity = alpha;
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- mat.transparent = alpha < 1;
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- }
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- }
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- }
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+ // updateAlpha override 제거 — 코어 RealObject.updateAlpha(=applyMaterialOpacity)로 수렴.
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+ // canonical(bank base opacity 1) × state.alpha × faint. view 모드 불변, 편집 모드 faint 추가.
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  onchange(after, before) {
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  if ('width' in after || 'height' in after || 'depth' in after ||
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  'fillStyle' in after || 'strokeStyle' in after || 'id' in after ||
@@ -1 +1 @@
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- 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* AGV 3D Factory\n *\n * 범퍼 + 본체 + 플랫폼 3단 구조:\n * - 하단 범퍼 (10%, 본체보다 약간 넓음, #222222)\n * - 본체 (58%, RoundedBoxGeometry, statusColor 적용)\n * - 간격 (4%)\n * - 상단 플랫폼 (28%, 본체보다 안쪽, #333333)\n *\n * Based on operato-scene Vehicle3D, adapted for fmsim:\n * - extends RealObjectGroup (Conveyor3D와 동일 패턴)\n * - statusColor from MCSStatusMixin\n * - 볼륨 중심 원점 (things-scene 기본 컨벤션) - mesh 로컬 [-d/2, +d/2]\n */\n\nimport * as THREE from 'three'\nimport { RoundedBoxGeometry } from 'three/examples/jsm/geometries/RoundedBoxGeometry.js'\nimport { RealObjectGroup, registerRealObjectFactory, disposeObject3D } from '@hatiolab/things-scene'\nimport type { Component } from '@hatiolab/things-scene'\nimport { TRANSPORT_SURFACE_HEIGHT } from './machine-3d.js'\n\nconst BUMPER_COLOR = 0x222222\nconst PLATFORM_COLOR = 0x333333\nconst DEFAULT_BODY_COLOR = 0x6688cc\n\nexport class AGV3D extends RealObjectGroup {\n private _ownMeshes: THREE.Mesh[] = []\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_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 // 비율: 하단 범퍼 10%, 본체 58%, 간격 4%, 플랫폼 28%\n const bumperH = d * 0.1\n const bodyH = d * 0.58\n const gapH = d * 0.04\n const platH = d * 0.28\n\n const cornerR = Math.min(w, h, bodyH) * 0.12\n\n // ── 하단 범퍼 밴드 (본체보다 약간 넓게 돌출) ──\n const bumperPad = Math.min(w, h) * 0.03\n const bumperCornerR = Math.min(w + bumperPad * 2, h + bumperPad * 2, bumperH) * 0.2\n const bumperGeo = new RoundedBoxGeometry(w + bumperPad * 2, bumperH, h + bumperPad * 2, 4, bumperCornerR)\n const bumperMat = new THREE.MeshStandardMaterial({\n color: BUMPER_COLOR,\n roughness: 0.8,\n metalness: 0.1,\n })\n const bumper = new THREE.Mesh(bumperGeo, bumperMat)\n bumper.position.y = bumperH / 2\n bumper.castShadow = true\n bumper.receiveShadow = true\n\n // ── 본체 (둥근 모서리, statusColor 적용) ──\n const bodyColor = this.resolveColor()\n const bodyGeo = new RoundedBoxGeometry(w, bodyH, h, 4, cornerR)\n const bodyMat = new THREE.MeshStandardMaterial({\n color: bodyColor,\n roughness: 0.3,\n metalness: 0.5,\n })\n const body = new THREE.Mesh(bodyGeo, bodyMat)\n body.position.y = bumperH + bodyH / 2\n body.castShadow = true\n body.receiveShadow = true\n\n // ── 상단 플랫폼 (본체보다 안쪽, 어두운색) ──\n const platInset = Math.min(w, h) * 0.04\n const platCornerR = Math.min(w - platInset * 2, h - platInset * 2, platH) * 0.15\n const platGeo = new RoundedBoxGeometry(w - platInset * 2, platH, h - platInset * 2, 4, platCornerR)\n const platMat = new THREE.MeshStandardMaterial({\n color: PLATFORM_COLOR,\n roughness: 0.5,\n metalness: 0.15,\n })\n const plat = new THREE.Mesh(platGeo, platMat)\n plat.position.y = bumperH + bodyH + gapH + platH / 2\n plat.castShadow = true\n plat.receiveShadow = true\n\n this._ownMeshes = [bumper, body, plat]\n // ownGroup이 center-origin ↔ bottom-up 좌표계 변환을 자동 처리\n for (const m of this._ownMeshes) this.components3D.add(m)\n }\n\n updateDimension() {}\n\n update() {\n // 자신의 mesh만 제거 (Carrier 등 자식 컴포넌트 3D 보존)\n for (const m of this._ownMeshes) {\n this.components3D.remove(m)\n disposeObject3D(m)\n }\n this._ownMeshes = []\n\n this.build()\n this.updateTransform()\n this.updateAlpha()\n this.updateHidden()\n }\n\n updateAlpha() {\n const { alpha = 1 } = this.component.state\n for (const m of this._ownMeshes) {\n const materials = Array.isArray(m.material) ? m.material : [m.material]\n for (const mat of materials) {\n ;(mat as THREE.MeshStandardMaterial).opacity = alpha\n ;(mat as THREE.MeshStandardMaterial).transparent = alpha < 1\n }\n }\n }\n\n onchange(after: Record<string, unknown>, before: Record<string, unknown>) {\n if ('width' in after || 'height' in after || 'depth' in after ||\n 'fillStyle' in after || 'strokeStyle' in after || 'id' in after ||\n 'EMPTYTYPE' in after || 'CARRIERSTATUS' in after) {\n this.update()\n return\n }\n\n super.onchange(after, before)\n }\n}\n\nregisterRealObjectFactory('AGV', (component: Component) => new AGV3D(component))\n"]}
1
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하단 범퍼 (10%, 본체보다 약간 넓음, #222222)\n * - 본체 (58%, RoundedBoxGeometry, statusColor 적용)\n * - 간격 (4%)\n * - 상단 플랫폼 (28%, 본체보다 안쪽, #333333)\n *\n * Based on operato-scene Vehicle3D, adapted for fmsim:\n * - extends RealObjectGroup (Conveyor3D와 동일 패턴)\n * - statusColor from MCSStatusMixin\n * - 볼륨 중심 원점 (things-scene 기본 컨벤션) - mesh 로컬 [-d/2, +d/2]\n */\n\nimport * as THREE from 'three'\nimport { RoundedBoxGeometry } from 'three/examples/jsm/geometries/RoundedBoxGeometry.js'\nimport { RealObjectGroup, registerRealObjectFactory, disposeObject3D, MaterialBank } from '@hatiolab/things-scene'\nimport type { Component } from '@hatiolab/things-scene'\nimport { TRANSPORT_SURFACE_HEIGHT } from './machine-3d.js'\n\nconst BUMPER_COLOR = 0x222222\nconst PLATFORM_COLOR = 0x333333\nconst DEFAULT_BODY_COLOR = 0x6688cc\n\nexport class AGV3D extends RealObjectGroup {\n private _ownMeshes: THREE.Mesh[] = []\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_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 // 비율: 하단 범퍼 10%, 본체 58%, 간격 4%, 플랫폼 28%\n const bumperH = d * 0.1\n const bodyH = d * 0.58\n const gapH = d * 0.04\n const platH = d * 0.28\n\n const cornerR = Math.min(w, h, bodyH) * 0.12\n\n // ── 하단 범퍼 밴드 (본체보다 약간 넓게 돌출) ──\n const bumperPad = Math.min(w, h) * 0.03\n const bumperCornerR = Math.min(w + bumperPad * 2, h + bumperPad * 2, bumperH) * 0.2\n const bumperGeo = new RoundedBoxGeometry(w + bumperPad * 2, bumperH, h + bumperPad * 2, 4, bumperCornerR)\n // MaterialBank 공유 — dedup + faint 안전(코어 변형 스왑, disposeObject3D 가 __bankOwned 스킵).\n const bumperMat = MaterialBank.material('agv|bumper', { roughness: 0.8, metalness: 0.1 }, BUMPER_COLOR)\n const bumper = new THREE.Mesh(bumperGeo, bumperMat)\n bumper.position.y = bumperH / 2\n bumper.castShadow = true\n bumper.receiveShadow = true\n\n // ── 본체 (둥근 모서리, statusColor 적용) ──\n const bodyColor = this.resolveColor()\n const bodyGeo = new RoundedBoxGeometry(w, bodyH, h, 4, cornerR)\n const bodyMat = MaterialBank.material('agv|body', { roughness: 0.3, metalness: 0.5 }, bodyColor)\n const body = new THREE.Mesh(bodyGeo, bodyMat)\n body.position.y = bumperH + bodyH / 2\n body.castShadow = true\n body.receiveShadow = true\n\n // ── 상단 플랫폼 (본체보다 안쪽, 어두운색) ──\n const platInset = Math.min(w, h) * 0.04\n const platCornerR = Math.min(w - platInset * 2, h - platInset * 2, platH) * 0.15\n const platGeo = new RoundedBoxGeometry(w - platInset * 2, platH, h - platInset * 2, 4, platCornerR)\n const platMat = MaterialBank.material('agv|platform', { roughness: 0.5, metalness: 0.15 }, PLATFORM_COLOR)\n const plat = new THREE.Mesh(platGeo, platMat)\n plat.position.y = bumperH + bodyH + gapH + platH / 2\n plat.castShadow = true\n plat.receiveShadow = true\n\n this._ownMeshes = [bumper, body, plat]\n // ownGroup이 center-origin ↔ bottom-up 좌표계 변환을 자동 처리\n for (const m of this._ownMeshes) this.components3D.add(m)\n\n // mesh 는 super.build() 이후 생성 → 코어 faint 를 명시 적용(편집 흐림이 mesh 에 닿게).\n this.updateAlpha()\n }\n\n updateDimension() {}\n\n update() {\n // 자신의 mesh만 제거 (Carrier 등 자식 컴포넌트 3D 보존)\n for (const m of this._ownMeshes) {\n this.components3D.remove(m)\n disposeObject3D(m)\n }\n this._ownMeshes = []\n\n this.build()\n this.updateTransform()\n this.updateAlpha()\n this.updateHidden()\n }\n\n // updateAlpha override 제거 — 코어 RealObject.updateAlpha(=applyMaterialOpacity)로 수렴.\n // canonical(bank base opacity 1) × state.alpha × faint. view 모드 불변, 편집 모드 faint 추가.\n\n onchange(after: Record<string, unknown>, before: Record<string, unknown>) {\n if ('width' in after || 'height' in after || 'depth' in after ||\n 'fillStyle' in after || 'strokeStyle' in after || 'id' in after ||\n 'EMPTYTYPE' in after || 'CARRIERSTATUS' in after) {\n this.update()\n return\n }\n\n super.onchange(after, before)\n }\n}\n\nregisterRealObjectFactory('AGV', (component: Component) => new AGV3D(component))\n"]}
@@ -12,7 +12,7 @@
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
17
  import { Z_FMSIM } from './z-priority';
18
18
  const FRAME_COLOR = 0x888899;
@@ -74,11 +74,8 @@ export class Conveyor3D extends RealObjectGroup {
74
74
  const railLen = isVertical ? height : width;
75
75
  const railW = Math.max(beltWidth * 0.06, 2);
76
76
  const legThickness = Math.max(railW * 0.8, 2);
77
- const frameMaterial = new THREE.MeshStandardMaterial({
78
- color: FRAME_COLOR,
79
- metalness: 0.85,
80
- roughness: 0.35,
81
- });
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);
82
79
  // --- Frame: side rails + legs + cross-bracing ---
83
80
  // Y 좌표: y=0(바닥) ~ y=depth(상단). 레일 상단이 depth에 위치.
84
81
  const frameGeometries = [];
@@ -163,6 +160,8 @@ export class Conveyor3D extends RealObjectGroup {
163
160
  else {
164
161
  this.buildRollers(width, height, depth, frameH, railW, rollWidth, isVertical);
165
162
  }
163
+ // mesh 는 super.build() 이후 생성 → 코어 faint 를 명시 적용(편집 흐림이 mesh 에 닿게).
164
+ this.updateAlpha();
166
165
  }
167
166
  buildRollers(width, height, depth, frameH, railW, rollWidth, isVertical = false) {
168
167
  const rollerRadius = Math.max(rollWidth / 8, 1);
@@ -200,7 +199,7 @@ export class Conveyor3D extends RealObjectGroup {
200
199
  }
201
200
  }
202
201
  if (rollerGeometries.length > 0) {
203
- 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));
204
203
  rollerMesh.castShadow = true;
205
204
  this.components3D.add(rollerMesh);
206
205
  }
@@ -230,16 +229,12 @@ export class Conveyor3D extends RealObjectGroup {
230
229
  }
231
230
  drumGeometries.push(drum);
232
231
  }
233
- 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));
234
233
  drumMesh.castShadow = true;
235
234
  this.components3D.add(drumMesh);
236
235
  // Belt surface
237
236
  const beltThickness = drumRadius * 0.12;
238
- const beltMaterial = new THREE.MeshStandardMaterial({
239
- color: color,
240
- metalness: 0.0,
241
- roughness: 0.9,
242
- });
237
+ const beltMaterial = MaterialBank.material('conveyor|belt', { metalness: 0.0, roughness: 0.9 }, color);
243
238
  // Flat belt top surface spanning between drums
244
239
  const flatLen = drum2 - drum1;
245
240
  const flatGeo = isVertical
@@ -300,11 +295,7 @@ export class Conveyor3D extends RealObjectGroup {
300
295
  const innerWidth = beltWidth - railW * 2;
301
296
  // 두 레일 간격: 내부 폭의 60%
302
297
  const railSpacing = innerWidth * 0.6;
303
- const railMaterial = new THREE.MeshStandardMaterial({
304
- color,
305
- metalness: 0.7,
306
- roughness: 0.3,
307
- });
298
+ const railMaterial = MaterialBank.material('conveyor|rail', { metalness: 0.7, roughness: 0.3 }, color);
308
299
  const railGeometries = [];
309
300
  // Two parallel rails running along transport direction
310
301
  if (isVertical) {
@@ -326,7 +317,8 @@ export class Conveyor3D extends RealObjectGroup {
326
317
  this.components3D.add(railMesh);
327
318
  }
328
319
  updateDimension() { }
329
- 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.
330
322
  onchange(after, before) {
331
323
  if ('conveyorType' in after ||
332
324
  'orientation' 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'\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 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 — 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\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 new THREE.MeshStandardMaterial({ color, metalness: 0.9, roughness: 0.2 })\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 new THREE.MeshStandardMaterial({ color: ROLLER_COLOR, metalness: 0.9, roughness: 0.2 })\n )\n drumMesh.castShadow = true\n this.components3D.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 = 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 = 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 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() {}\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"]}
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"]}
@@ -12,7 +12,7 @@
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
17
  const CLAMP_COLOR = 0x444444;
18
18
  const FORK_COLOR = 0x999999;
@@ -72,11 +72,8 @@ export class Crane3D extends RealObjectGroup {
72
72
  const clampH = d * 0.04;
73
73
  const mastH = d * 0.92;
74
74
  const pillarThick = Math.min(w, h) * 0.12;
75
- const clampMat = new THREE.MeshStandardMaterial({
76
- color: CLAMP_COLOR,
77
- roughness: 0.5,
78
- metalness: 0.5,
79
- });
75
+ // MaterialBank 공유(dedup). 자체 update() 없이 base 생명주기(guarded disposeObject3D) 상속 → 안전.
76
+ const clampMat = MaterialBank.material('crane|clamp', { roughness: 0.5, metalness: 0.5 }, CLAMP_COLOR);
80
77
  // ── 1. 하단 클램프 (바닥 레일에 물리는 바퀴부) ──
81
78
  const clampW = w * 0.7;
82
79
  const clampD = h * 0.5;
@@ -88,11 +85,7 @@ export class Crane3D extends RealObjectGroup {
88
85
  // ── 2. 수직 마스트 (좌우 기둥 + 상·하 가로 연결 바) ──
89
86
  const mastBaseY = clampH;
90
87
  const bodyColor = this.resolveColor();
91
- const mastMat = new THREE.MeshStandardMaterial({
92
- color: bodyColor,
93
- roughness: 0.3,
94
- metalness: 0.6,
95
- });
88
+ const mastMat = MaterialBank.material('crane|mast', { roughness: 0.3, metalness: 0.6 }, bodyColor);
96
89
  const mastGeometries = [];
97
90
  // 좌우 수직 기둥
98
91
  for (const xSign of [-1, 1]) {
@@ -117,11 +110,7 @@ export class Crane3D extends RealObjectGroup {
117
110
  // 포크 geometry 는 *_mastBaseY 기준 local 0 에 둠* — 즉 group.position.y = 0
118
111
  // 일 때 mast 바닥 자리에. forkZ 0~100 에 따라 group.position.y 만 변경하면
119
112
  // mast 따라 위/아래 이동. mesh 재구축 불필요.
120
- const forkMat = new THREE.MeshStandardMaterial({
121
- color: FORK_COLOR,
122
- roughness: 0.4,
123
- metalness: 0.5,
124
- });
113
+ const forkMat = MaterialBank.material('crane|fork', { roughness: 0.4, metalness: 0.5 }, FORK_COLOR);
125
114
  const forkGeometries = [];
126
115
  const plateW = w * 0.9;
127
116
  const plateH = d * 0.08;
@@ -160,9 +149,11 @@ export class Crane3D extends RealObjectGroup {
160
149
  topClamp.position.y = mastBaseY + mastH + clampH / 2;
161
150
  topClamp.castShadow = true;
162
151
  inner.add(topClamp);
152
+ // mesh 는 super.build() 이후 생성 → 코어 faint 를 명시 적용(편집 흐림이 mesh 에 닿게).
153
+ this.updateAlpha();
163
154
  }
164
155
  updateDimension() { }
165
- updateAlpha() { }
156
+ // updateAlpha override 제거 — 코어 RealObject.updateAlpha(=applyMaterialOpacity)로 수렴(faint).
166
157
  /** build() 직전 호출. forkGroup 참조를 깨끗이 비워둔다 — 새 build 가 다시 set. */
167
158
  clear() {
168
159
  this.forkGroup = undefined;
@@ -1 +1 @@
1
- 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* Crane (Stacker Crane) 3D Factory\n *\n * 스토커 내부의 스태커 크레인 — CraneRail 위를 이동하는 차체.\n * 레일 인프라는 CraneRail이 담당하므로 크레인은 이동체만 표현.\n *\n * 구조 (바닥 원점, y=0~depth):\n * - 하단 바퀴/클램프 (4%, 바닥 레일에 물리는 부분)\n * - 수직 마스트 (좌우 기둥 88%, statusColor 적용)\n * - 캐리지 포크 (마스트 40% 높이, 양쪽 포크 암)\n * - 상단 클램프 (4%, 천장 레일에 물리는 부분)\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 CLAMP_COLOR = 0x444444\nconst FORK_COLOR = 0x999999\nconst DEFAULT_BODY_COLOR = 0xcc8844\n\nexport class Crane3D extends RealObjectGroup {\n /** 캐리지 포크 group — Crane.state.forkZ (0~100) 가 변하면 position.y 만 lerp.\n * build() 시 inner 에 add 되고, *_mastBaseY 와 mastH 를 함께 보관* 해서\n * setForkZ 가 비율 계산에 사용. */\n private forkGroup?: THREE.Group\n private forkMastBaseY = 0\n private forkMastH = 0\n\n get effectiveDepth(): number {\n const { depth } = this.component.state\n return depth || 5 * TRANSPORT_SURFACE_HEIGHT - 2\n }\n\n /**\n * 0~100 정규화 z (= state.forkZ) 를 mast 높이 비율로 변환해서 포크 group 의\n * three-up y 위치 갱신. build() 가 안 끝났으면 noop — build 가 forkZ 를 다시\n * 반영하면서 끝난다.\n */\n applyForkZ(z: number): void {\n if (!this.forkGroup) return\n const clamped = Math.max(0, Math.min(100, Number(z) || 0))\n this.forkGroup.position.y = this.forkMastBaseY + (clamped / 100) * this.forkMastH\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 const inner = this.components3D\n\n // 높이 배분: 하단 클램프 4%, 마스트 92%, 상단 클램프 4%\n const clampH = d * 0.04\n const mastH = d * 0.92\n\n const pillarThick = Math.min(w, h) * 0.12\n\n const clampMat = new THREE.MeshStandardMaterial({\n color: CLAMP_COLOR,\n roughness: 0.5,\n metalness: 0.5,\n })\n\n // ── 1. 하단 클램프 (바닥 레일에 물리는 바퀴부) ──\n const clampW = w * 0.7\n const clampD = h * 0.5\n const bottomClampGeo = new THREE.BoxGeometry(clampW, clampH, clampD)\n const bottomClamp = new THREE.Mesh(bottomClampGeo, clampMat)\n bottomClamp.position.y = clampH / 2\n bottomClamp.castShadow = true\n inner.add(bottomClamp)\n\n // ── 2. 수직 마스트 (좌우 기둥 + 상·하 가로 연결 바) ──\n const mastBaseY = clampH\n const bodyColor = this.resolveColor()\n const mastMat = new THREE.MeshStandardMaterial({\n color: bodyColor,\n roughness: 0.3,\n metalness: 0.6,\n })\n\n const mastGeometries: THREE.BufferGeometry[] = []\n\n // 좌우 수직 기둥\n for (const xSign of [-1, 1]) {\n const pillar = new THREE.BoxGeometry(pillarThick, mastH, pillarThick)\n pillar.translate(xSign * (w / 2 - pillarThick / 2), mastBaseY + mastH / 2, 0)\n mastGeometries.push(pillar)\n }\n\n // 하단 가로 연결 바\n const crossW = w - pillarThick\n const crossH = pillarThick * 0.5\n const lowerCross = new THREE.BoxGeometry(crossW, crossH, pillarThick)\n lowerCross.translate(0, mastBaseY + crossH / 2, 0)\n mastGeometries.push(lowerCross)\n\n // 상단 가로 연결 바\n const upperCross = new THREE.BoxGeometry(crossW, crossH, pillarThick)\n upperCross.translate(0, mastBaseY + mastH - crossH / 2, 0)\n mastGeometries.push(upperCross)\n\n const mastMesh = new THREE.Mesh(BufferGeometryUtils.mergeGeometries(mastGeometries), mastMat)\n mastMesh.castShadow = true\n inner.add(mastMesh)\n\n // ── 3. 캐리지 포크 (별도 group — state.forkZ 변경 시 group.position.y lerp) ──\n // 포크 geometry 는 *_mastBaseY 기준 local 0 에 둠* — 즉 group.position.y = 0\n // 일 때 mast 바닥 자리에. forkZ 0~100 에 따라 group.position.y 만 변경하면\n // mast 따라 위/아래 이동. mesh 재구축 불필요.\n const forkMat = new THREE.MeshStandardMaterial({\n color: FORK_COLOR,\n roughness: 0.4,\n metalness: 0.5,\n })\n\n const forkGeometries: THREE.BufferGeometry[] = []\n\n const plateW = w * 0.9\n const plateH = d * 0.08\n const plateD = pillarThick * 0.8\n const centerPlate = new THREE.BoxGeometry(plateW, plateH, plateD)\n centerPlate.translate(0, plateH / 2, 0) // local 0 = mast 바닥\n forkGeometries.push(centerPlate)\n\n const armW = pillarThick * 0.6\n const armH = plateH * 0.4\n const armD = h * 0.6\n const armSpacing = w * 0.5\n\n for (const zSign of [-1, 1]) {\n for (const xSign of [-1, 1]) {\n const arm = new THREE.BoxGeometry(armW, armH, armD)\n arm.translate(xSign * (armSpacing / 2), armH / 2, zSign * (plateD / 2 + armD / 2))\n forkGeometries.push(arm)\n }\n }\n\n const forkMesh = new THREE.Mesh(BufferGeometryUtils.mergeGeometries(forkGeometries), forkMat)\n forkMesh.castShadow = true\n\n const forkGroup = new THREE.Group()\n forkGroup.add(forkMesh)\n inner.add(forkGroup)\n this.forkGroup = forkGroup\n this.forkMastBaseY = mastBaseY\n // forkZ=100 시점에 mast 의 *_위쪽 한계*. 포크 자체 두께 (plateH) 만큼은 마스트\n // 안에 머무르도록 limit 보정 — 그렇지 않으면 forkZ=100 일 때 포크가 상단\n // 클램프와 충돌. mastH * 0.92 로 약간 보수적 (= 마스트 본체 92% 까지만 이동).\n this.forkMastH = mastH * 0.92\n\n // 초기 forkZ 반영 — state.forkZ 가 이미 set 되어 있으면 그 위치에 배치\n const initialForkZ = Number((this.component.state as any).forkZ)\n this.applyForkZ(Number.isFinite(initialForkZ) ? initialForkZ : 0)\n\n // ── 4. 상단 클램프 (천장 레일에 물리는 가이드부) ──\n const topClampGeo = new THREE.BoxGeometry(clampW, clampH, clampD)\n const topClamp = new THREE.Mesh(topClampGeo, clampMat)\n topClamp.position.y = mastBaseY + mastH + clampH / 2\n topClamp.castShadow = true\n inner.add(topClamp)\n }\n\n updateDimension() {}\n updateAlpha() {}\n\n /** build() 직전 호출. forkGroup 참조를 깨끗이 비워둔다 — 새 build 가 다시 set. */\n clear() {\n this.forkGroup = undefined\n super.clear()\n }\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 // forkZ 는 mesh 재구축 없이 group.position.y 만 갱신. 같은 onchange 에서\n // left/top 도 함께 변경될 수 있으므로 super 도 반드시 호출해 본체 transform\n // 갱신 path (state.left/top → obj3d.position.x/z) 가 동작하게 함.\n if ('forkZ' in after) {\n this.applyForkZ(Number(after.forkZ) || 0)\n }\n super.onchange(after, before)\n }\n}\n\nregisterRealObjectFactory('Crane', (component: Component) => new Crane3D(component))\n"]}
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* Crane (Stacker Crane) 3D Factory\n *\n * 스토커 내부의 스태커 크레인 — CraneRail 위를 이동하는 차체.\n * 레일 인프라는 CraneRail이 담당하므로 크레인은 이동체만 표현.\n *\n * 구조 (바닥 원점, y=0~depth):\n * - 하단 바퀴/클램프 (4%, 바닥 레일에 물리는 부분)\n * - 수직 마스트 (좌우 기둥 88%, statusColor 적용)\n * - 캐리지 포크 (마스트 40% 높이, 양쪽 포크 암)\n * - 상단 클램프 (4%, 천장 레일에 물리는 부분)\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'\n\nconst CLAMP_COLOR = 0x444444\nconst FORK_COLOR = 0x999999\nconst DEFAULT_BODY_COLOR = 0xcc8844\n\nexport class Crane3D extends RealObjectGroup {\n /** 캐리지 포크 group — Crane.state.forkZ (0~100) 가 변하면 position.y 만 lerp.\n * build() 시 inner 에 add 되고, *_mastBaseY 와 mastH 를 함께 보관* 해서\n * setForkZ 가 비율 계산에 사용. */\n private forkGroup?: THREE.Group\n private forkMastBaseY = 0\n private forkMastH = 0\n\n get effectiveDepth(): number {\n const { depth } = this.component.state\n return depth || 5 * TRANSPORT_SURFACE_HEIGHT - 2\n }\n\n /**\n * 0~100 정규화 z (= state.forkZ) 를 mast 높이 비율로 변환해서 포크 group 의\n * three-up y 위치 갱신. build() 가 안 끝났으면 noop — build 가 forkZ 를 다시\n * 반영하면서 끝난다.\n */\n applyForkZ(z: number): void {\n if (!this.forkGroup) return\n const clamped = Math.max(0, Math.min(100, Number(z) || 0))\n this.forkGroup.position.y = this.forkMastBaseY + (clamped / 100) * this.forkMastH\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 const inner = this.components3D\n\n // 높이 배분: 하단 클램프 4%, 마스트 92%, 상단 클램프 4%\n const clampH = d * 0.04\n const mastH = d * 0.92\n\n const pillarThick = Math.min(w, h) * 0.12\n\n // MaterialBank 공유(dedup). 자체 update() 없이 base 생명주기(guarded disposeObject3D) 상속 → 안전.\n const clampMat = MaterialBank.material('crane|clamp', { roughness: 0.5, metalness: 0.5 }, CLAMP_COLOR)\n\n // ── 1. 하단 클램프 (바닥 레일에 물리는 바퀴부) ──\n const clampW = w * 0.7\n const clampD = h * 0.5\n const bottomClampGeo = new THREE.BoxGeometry(clampW, clampH, clampD)\n const bottomClamp = new THREE.Mesh(bottomClampGeo, clampMat)\n bottomClamp.position.y = clampH / 2\n bottomClamp.castShadow = true\n inner.add(bottomClamp)\n\n // ── 2. 수직 마스트 (좌우 기둥 + 상·하 가로 연결 바) ──\n const mastBaseY = clampH\n const bodyColor = this.resolveColor()\n const mastMat = MaterialBank.material('crane|mast', { roughness: 0.3, metalness: 0.6 }, bodyColor)\n\n const mastGeometries: THREE.BufferGeometry[] = []\n\n // 좌우 수직 기둥\n for (const xSign of [-1, 1]) {\n const pillar = new THREE.BoxGeometry(pillarThick, mastH, pillarThick)\n pillar.translate(xSign * (w / 2 - pillarThick / 2), mastBaseY + mastH / 2, 0)\n mastGeometries.push(pillar)\n }\n\n // 하단 가로 연결 바\n const crossW = w - pillarThick\n const crossH = pillarThick * 0.5\n const lowerCross = new THREE.BoxGeometry(crossW, crossH, pillarThick)\n lowerCross.translate(0, mastBaseY + crossH / 2, 0)\n mastGeometries.push(lowerCross)\n\n // 상단 가로 연결 바\n const upperCross = new THREE.BoxGeometry(crossW, crossH, pillarThick)\n upperCross.translate(0, mastBaseY + mastH - crossH / 2, 0)\n mastGeometries.push(upperCross)\n\n const mastMesh = new THREE.Mesh(BufferGeometryUtils.mergeGeometries(mastGeometries), mastMat)\n mastMesh.castShadow = true\n inner.add(mastMesh)\n\n // ── 3. 캐리지 포크 (별도 group — state.forkZ 변경 시 group.position.y lerp) ──\n // 포크 geometry 는 *_mastBaseY 기준 local 0 에 둠* — 즉 group.position.y = 0\n // 일 때 mast 바닥 자리에. forkZ 0~100 에 따라 group.position.y 만 변경하면\n // mast 따라 위/아래 이동. mesh 재구축 불필요.\n const forkMat = MaterialBank.material('crane|fork', { roughness: 0.4, metalness: 0.5 }, FORK_COLOR)\n\n const forkGeometries: THREE.BufferGeometry[] = []\n\n const plateW = w * 0.9\n const plateH = d * 0.08\n const plateD = pillarThick * 0.8\n const centerPlate = new THREE.BoxGeometry(plateW, plateH, plateD)\n centerPlate.translate(0, plateH / 2, 0) // local 0 = mast 바닥\n forkGeometries.push(centerPlate)\n\n const armW = pillarThick * 0.6\n const armH = plateH * 0.4\n const armD = h * 0.6\n const armSpacing = w * 0.5\n\n for (const zSign of [-1, 1]) {\n for (const xSign of [-1, 1]) {\n const arm = new THREE.BoxGeometry(armW, armH, armD)\n arm.translate(xSign * (armSpacing / 2), armH / 2, zSign * (plateD / 2 + armD / 2))\n forkGeometries.push(arm)\n }\n }\n\n const forkMesh = new THREE.Mesh(BufferGeometryUtils.mergeGeometries(forkGeometries), forkMat)\n forkMesh.castShadow = true\n\n const forkGroup = new THREE.Group()\n forkGroup.add(forkMesh)\n inner.add(forkGroup)\n this.forkGroup = forkGroup\n this.forkMastBaseY = mastBaseY\n // forkZ=100 시점에 mast 의 *_위쪽 한계*. 포크 자체 두께 (plateH) 만큼은 마스트\n // 안에 머무르도록 limit 보정 — 그렇지 않으면 forkZ=100 일 때 포크가 상단\n // 클램프와 충돌. mastH * 0.92 로 약간 보수적 (= 마스트 본체 92% 까지만 이동).\n this.forkMastH = mastH * 0.92\n\n // 초기 forkZ 반영 — state.forkZ 가 이미 set 되어 있으면 그 위치에 배치\n const initialForkZ = Number((this.component.state as any).forkZ)\n this.applyForkZ(Number.isFinite(initialForkZ) ? initialForkZ : 0)\n\n // ── 4. 상단 클램프 (천장 레일에 물리는 가이드부) ──\n const topClampGeo = new THREE.BoxGeometry(clampW, clampH, clampD)\n const topClamp = new THREE.Mesh(topClampGeo, clampMat)\n topClamp.position.y = mastBaseY + mastH + clampH / 2\n topClamp.castShadow = true\n inner.add(topClamp)\n\n // mesh 는 super.build() 이후 생성 → 코어 faint 를 명시 적용(편집 흐림이 mesh 에 닿게).\n this.updateAlpha()\n }\n\n updateDimension() {}\n // updateAlpha override 제거 — 코어 RealObject.updateAlpha(=applyMaterialOpacity)로 수렴(faint).\n\n /** build() 직전 호출. forkGroup 참조를 깨끗이 비워둔다 — 새 build 가 다시 set. */\n clear() {\n this.forkGroup = undefined\n super.clear()\n }\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 // forkZ 는 mesh 재구축 없이 group.position.y 만 갱신. 같은 onchange 에서\n // left/top 도 함께 변경될 수 있으므로 super 도 반드시 호출해 본체 transform\n // 갱신 path (state.left/top → obj3d.position.x/z) 가 동작하게 함.\n if ('forkZ' in after) {\n this.applyForkZ(Number(after.forkZ) || 0)\n }\n super.onchange(after, before)\n }\n}\n\nregisterRealObjectFactory('Crane', (component: Component) => new Crane3D(component))\n"]}
@@ -11,7 +11,7 @@
11
11
  */
12
12
  import * as THREE from 'three';
13
13
  import * as BufferGeometryUtils from 'three/examples/jsm/utils/BufferGeometryUtils.js';
14
- import { RealObjectGroup, registerRealObjectFactory } from '@hatiolab/things-scene';
14
+ import { RealObjectGroup, registerRealObjectFactory, MaterialBank } from '@hatiolab/things-scene';
15
15
  import { TRANSPORT_SURFACE_HEIGHT } from './machine-3d.js';
16
16
  import { Z_FMSIM } from './z-priority';
17
17
  const RAIL_COLOR = 0x666677;
@@ -36,16 +36,10 @@ export class CraneRail3D extends RealObjectGroup {
36
36
  const railH = Math.max(d * 0.02, 2); // 레일 높이 (얇은 트랙)
37
37
  const railW = Math.max(h * 0.06, 2); // 레일 폭
38
38
  const supportThick = Math.max(Math.min(w, h) * 0.05, 2);
39
- const railMat = new THREE.MeshStandardMaterial({
40
- color: RAIL_COLOR,
41
- roughness: 0.3,
42
- metalness: 0.7,
43
- });
44
- const supportMat = new THREE.MeshStandardMaterial({
45
- color: SUPPORT_COLOR,
46
- roughness: 0.5,
47
- metalness: 0.5,
48
- });
39
+ // MaterialBank 공유(정적 색 dedup). 자체 update() 없이 base 생명주기(guarded disposeObject3D)
40
+ // 상속 → 공유 base dispose 안전.
41
+ const railMat = MaterialBank.material('crane-rail|rail', { roughness: 0.3, metalness: 0.7 }, RAIL_COLOR);
42
+ const supportMat = MaterialBank.material('crane-rail|support', { roughness: 0.5, metalness: 0.5 }, SUPPORT_COLOR);
49
43
  // ── 바닥 레일 (2개 평행 트랙) ──
50
44
  const bottomGeometries = [];
51
45
  for (const zSign of [-1, 1]) {
@@ -80,9 +74,11 @@ export class CraneRail3D extends RealObjectGroup {
80
74
  const supportMesh = new THREE.Mesh(BufferGeometryUtils.mergeGeometries(supportGeometries), supportMat);
81
75
  supportMesh.castShadow = true;
82
76
  inner.add(supportMesh);
77
+ // mesh 는 super.build() 이후 생성 → 코어 faint 를 명시 적용(편집 흐림이 mesh 에 닿게).
78
+ this.updateAlpha();
83
79
  }
84
80
  updateDimension() { }
85
- updateAlpha() { }
81
+ // updateAlpha override 제거 — 코어 RealObject.updateAlpha(=applyMaterialOpacity)로 수렴(faint).
86
82
  onchange(after, before) {
87
83
  if ('width' in after || 'height' in after || 'depth' in after || 'fillStyle' in after || 'strokeStyle' in after) {
88
84
  this.update();
@@ -1 +1 @@
1
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바닥 레일: 2개의 평행 트랙 (크레인 바퀴 주행)\n * - 천장 가이드 레일: 2개의 평행 트랙 (마스트 상단 안내)\n * - 수직 지지대: 양 끝단 기둥 (바닥~천장 연결)\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'\nimport { Z_FMSIM } from './z-priority'\n\nconst RAIL_COLOR = 0x666677\nconst SUPPORT_COLOR = 0x555566\n\n/** 크레인 레일 기본 높이: 스토커와 동일 */\nconst DEFAULT_RAIL_DEPTH = 5 * TRANSPORT_SURFACE_HEIGHT\n\nexport class CraneRail3D extends RealObjectGroup {\n get zPriority(): number { return Z_FMSIM.CRANE_RAIL }\n\n get effectiveDepth(): number {\n const { depth } = this.component.state\n return depth || DEFAULT_RAIL_DEPTH\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 const inner = this.components3D\n\n const railH = Math.max(d * 0.02, 2) // 레일 높이 (얇은 트랙)\n const railW = Math.max(h * 0.06, 2) // 레일 폭\n const supportThick = Math.max(Math.min(w, h) * 0.05, 2)\n\n const railMat = new THREE.MeshStandardMaterial({\n color: RAIL_COLOR,\n roughness: 0.3,\n metalness: 0.7,\n })\n\n const supportMat = new THREE.MeshStandardMaterial({\n color: SUPPORT_COLOR,\n roughness: 0.5,\n metalness: 0.5,\n })\n\n // ── 바닥 레일 (2개 평행 트랙) ──\n const bottomGeometries: THREE.BufferGeometry[] = []\n for (const zSign of [-1, 1]) {\n const rail = new THREE.BoxGeometry(w, railH, railW)\n rail.translate(0, railH / 2, zSign * (h / 2 - 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바닥 레일: 2개의 평행 트랙 (크레인 바퀴 주행)\n * - 천장 가이드 레일: 2개의 평행 트랙 (마스트 상단 안내)\n * - 수직 지지대: 양 끝단 기둥 (바닥~천장 연결)\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 RAIL_COLOR = 0x666677\nconst SUPPORT_COLOR = 0x555566\n\n/** 크레인 레일 기본 높이: 스토커와 동일 */\nconst DEFAULT_RAIL_DEPTH = 5 * TRANSPORT_SURFACE_HEIGHT\n\nexport class CraneRail3D extends RealObjectGroup {\n get zPriority(): number { return Z_FMSIM.CRANE_RAIL }\n\n get effectiveDepth(): number {\n const { depth } = this.component.state\n return depth || DEFAULT_RAIL_DEPTH\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 const inner = this.components3D\n\n const railH = Math.max(d * 0.02, 2) // 레일 높이 (얇은 트랙)\n const railW = Math.max(h * 0.06, 2) // 레일 폭\n const supportThick = Math.max(Math.min(w, h) * 0.05, 2)\n\n // MaterialBank 공유(정적 색 dedup). 자체 update() 없이 base 생명주기(guarded disposeObject3D)\n // 상속 → 공유 base dispose 안전.\n const railMat = MaterialBank.material('crane-rail|rail', { roughness: 0.3, metalness: 0.7 }, RAIL_COLOR)\n const supportMat = MaterialBank.material('crane-rail|support', { roughness: 0.5, metalness: 0.5 }, SUPPORT_COLOR)\n\n // ── 바닥 레일 (2개 평행 트랙) ──\n const bottomGeometries: THREE.BufferGeometry[] = []\n for (const zSign of [-1, 1]) {\n const rail = new THREE.BoxGeometry(w, railH, railW)\n rail.translate(0, railH / 2, zSign * (h / 2 - railW / 2))\n bottomGeometries.push(rail)\n }\n const bottomMesh = new THREE.Mesh(BufferGeometryUtils.mergeGeometries(bottomGeometries), railMat)\n bottomMesh.castShadow = true\n bottomMesh.receiveShadow = true\n inner.add(bottomMesh)\n\n // ── 천장 가이드 레일 (2개 평행 트랙) ──\n const topGeometries: THREE.BufferGeometry[] = []\n for (const zSign of [-1, 1]) {\n const rail = new THREE.BoxGeometry(w, railH, railW)\n rail.translate(0, d - railH / 2, zSign * (h / 2 - railW / 2))\n topGeometries.push(rail)\n }\n const topMesh = new THREE.Mesh(BufferGeometryUtils.mergeGeometries(topGeometries), railMat)\n topMesh.castShadow = true\n inner.add(topMesh)\n\n // ── 양 끝단 수직 지지대 (바닥~천장 연결) ──\n const supportH = d - railH * 2\n const supportGeometries: THREE.BufferGeometry[] = []\n for (const xSign of [-1, 1]) {\n for (const zSign of [-1, 1]) {\n const support = new THREE.BoxGeometry(supportThick, supportH, supportThick)\n support.translate(\n xSign * (w / 2 - supportThick / 2),\n railH + supportH / 2,\n zSign * (h / 2 - railW / 2)\n )\n supportGeometries.push(support)\n }\n }\n const supportMesh = new THREE.Mesh(BufferGeometryUtils.mergeGeometries(supportGeometries), supportMat)\n supportMesh.castShadow = true\n inner.add(supportMesh)\n\n // mesh 는 super.build() 이후 생성 → 코어 faint 를 명시 적용(편집 흐림이 mesh 에 닿게).\n this.updateAlpha()\n }\n\n updateDimension() {}\n // updateAlpha override 제거 — 코어 RealObject.updateAlpha(=applyMaterialOpacity)로 수렴(faint).\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('CraneRail', (component: Component) => new CraneRail3D(component))\n"]}