@fmsim/machine 2.0.0-beta.108 → 2.0.0-beta.109
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.
- package/dist/carrier-manager.js +9 -1
- package/dist/carrier-manager.js.map +1 -1
- package/dist/factories/machine-3d.js +6 -4
- package/dist/factories/machine-3d.js.map +1 -1
- package/dist/tsconfig.tsbuildinfo +1 -1
- package/package.json +2 -2
- package/src/carrier-manager.ts +9 -1
- package/src/factories/machine-3d.ts +5 -3
package/dist/carrier-manager.js
CHANGED
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@@ -46,6 +46,10 @@ export default class CarrierManager {
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this.scheduleDying(name);
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}
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}
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+
// showText 는 *현재 소유 홀더* 의 showCarrierText 를 항상 따른다 — 생성 시점에만
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50
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// 고정하면 동일 이름 carrier 가 다른 홀더(예: 분체 Crane)로 이동/보고될 때
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51
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// off 를 무시하고 표시(F/E/X)가 남는다. 매 update 마다 재동기화한다.
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+
const showCarrierText = holder.getState('showCarrierText') || false;
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// 2) afterStack 의 *순서대로* 처리 — bottom (ADDITIONS[0]) 부터 top (대표)
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// 그래야 parent.components 가 자연스럽게 같은 순서로 정렬되어 stack index
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// 가 일관된다.
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@@ -62,7 +66,7 @@ export default class CarrierManager {
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top: 0,
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width,
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height,
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65
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-
showText:
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showText: showCarrierText,
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stackIndex: idx
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}, this.root.app);
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this.carriers.set(name, carrier);
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@@ -78,6 +82,10 @@ export default class CarrierManager {
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}
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if (carrier.parent === holder) {
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carrier.setState('stackIndex', idx);
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85
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+
// showText 는 *값이 바뀔 때만* setState — 매 프레임 불필요한 onchange / 3D mesh
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86
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+
// 재빌드를 원천 차단(성능). 평시(변화 없음)엔 getState 비교 한 번으로 끝난다.
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if (carrier.getState('showText') !== showCarrierText)
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carrier.setState('showText', showCarrierText);
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carrier.data = item;
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}
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});
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@@ -1 +1 @@
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1
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-
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{ Model } from '@hatiolab/things-scene'\nimport type Carrier from './carrier'\nimport type MCSCarrierHolder from './mcs-carrier-holder'\nimport { parseIfJsonString } from './utils/data-value'\n\n// 사라진 carrier 의 dispose 지연. 같은 macrotask 안에서 holder A 의 사라짐\n// 보고와 holder B 의 등장 보고가 순차로 들어오는 reparent 시나리오 (= 같은\n// frame snapshot 의 여러 record 적용) 를 보호하기 위해 setTimeout(0) 의\n// next-macrotask delay 만 둔다. 과거 1000ms grace 가 있었으나 seek 시 2단계\n// 갱신 (1초 후 carrier 사라짐) 부작용이 명확하고 frame 누락 bouncing 깜빡임\n// 보호 효용은 작다 판단되어 0 으로 단축 (2026-06-09).\nconst DYING_TIMEOUT = 0\n\n/**\n * Carrier 가 들고 있는 4 키 묶음. data.CARRIERNAME 의 형제 키 (CARRIERTYPE,\n * EMPTYTYPE, CARRIERSTATUS) 를 한 item 으로 묶는다. holder.data 의 *대표*\n * 와 ADDITIONS 의 *각 항목* 모두 동일 shape 으로 정규화돼 stack diff 에\n * 들어간다.\n *\n * 주의 — 외부 시스템이 ADDITIONS 의 각 항목 키를 다른 이름으로 (예:\n * NAME / TYPE / EMPTY / STATUS) 줄 가능성에 대비해 이 build 함수가 단일\n * 정규화 지점이 된다. 키 매핑 변경은 여기 한 곳만 손대면 된다.\n */\nexport interface CarrierStackItem {\n CARRIERNAME: string\n CARRIERTYPE?: string\n EMPTYTYPE?: string\n CARRIERSTATUS?: string\n}\n\nexport default class CarrierManager {\n private carriers: Map<string, Carrier> = new Map()\n private dyingTimers: Map<string, ReturnType<typeof setTimeout>> = new Map()\n private root: any\n\n constructor(root: any) {\n this.root = root\n }\n\n get(carrierName: string): Carrier | undefined {\n return this.carriers.get(carrierName)\n }\n\n /**\n * Holder 의 data 변경에 대응해 carrier pool 을 동기화.\n *\n * 정책:\n * - holder.data 가 *single source of truth*. 대표(CARRIERNAME) +\n * ADDITIONS[] 를 하나의 *stack list* 로 정규화한 뒤 before/after 의\n * 이름 set diff 로 추가/제거/유지 분기.\n * - \"대표\" 와 \"ADDITIONS\" 는 *holder.data 안의 키 위치 차이일 뿐* 이고,\n * carrier 인스턴스끼리는 **종속/그룹 관계 없음 — 모두 독립 동등**.\n * stack 안의 위치 (stackIndex) 만 carrier.state 에 주입한다. 2D render\n * skip 등의 판정은 *위치 (= parent.components 의 마지막 여부)* 로 한다.\n * - 동일 CARRIERNAME 이 *다른 holder* 에 새로 등장하면 reparent (애니메이션).\n * *해당 carrier 만 이동* — 같은 stack 의 다른 carrier 는 따라가지 않는다.\n * - 사라진 carrier 는 next-macrotask 에 dispose. 같은 macrotask 안에서 다른\n * holder 가 같은 이름을 보고하면 cancel 되어 reparent 로 전환.\n */\n update(holder: MCSCarrierHolder, after: Record<string, any>, before: Record<string, any>): void {\n const afterStack = this._buildStack(after)\n const beforeStack = this._buildStack(before)\n\n const afterNames = new Set(afterStack.map(i => i.CARRIERNAME))\n const beforeNames = new Set(beforeStack.map(i => i.CARRIERNAME))\n\n // 1) 사라진 것 → dying schedule (자기 holder 의 자식인 carrier 만)\n for (const name of beforeNames) {\n if (afterNames.has(name)) continue\n const carrier = this.carriers.get(name)\n if (carrier && carrier.parent === holder) {\n this.scheduleDying(name)\n }\n }\n\n // 2) afterStack 의 *순서대로* 처리 — bottom (ADDITIONS[0]) 부터 top (대표)\n // 그래야 parent.components 가 자연스럽게 같은 순서로 정렬되어 stack index\n // 가 일관된다.\n afterStack.forEach((item, idx) => {\n const name = item.CARRIERNAME\n this.cancelDying(name)\n\n let carrier = this.carriers.get(name)\n const { width, height } = holder.state\n\n if (!carrier) {\n carrier = Model.compile(\n {\n id: name,\n type: 'Carrier',\n left: 0,\n top: 0,\n width,\n height,\n showText: holder.getState('showCarrierText') || false,\n stackIndex: idx\n },\n this.root.app\n ) as unknown as Carrier\n\n this.carriers.set(name, carrier)\n carrier.data = item\n holder.addComponent(carrier, { silent: true })\n } else if (carrier.parent !== holder && !beforeNames.has(name)) {\n // 다른 holder 에 있던 carrier 가 이번 update 에서 *새로 등장* 한 경우만\n // reparent. before 에도 같은 이름이 있었으면 ping-pong (옛 시점의\n // 반복 보고) 이므로 trigger 하지 않는다. (F05 의 bouncing 방지)\n ;(holder as any).reparent(carrier, { animated: true, duration: 2000, ease: 'inout' })\n }\n\n if (carrier.parent === holder) {\n carrier.setState('stackIndex', idx)\n carrier.data = item\n }\n })\n\n // *_모든 carrier 추가 완료 후* — 각자의 transform 강제 갱신. 한 줄로 처리\n // 안 되는 이유: cz override 의 offset 계산이 *형제 carrier 의 _realObject.\n // effectiveDepth 누적*에 의존하는데, 첫 iteration 시점엔 자기 뒤 carrier 의\n // _realObject 가 아직 없어 offset 이 부족하게 평가될 수 있다. 모두 빌드된\n // 뒤 한 번 더 갱신해야 적층 정확.\n afterStack.forEach(item => {\n const carrier = this.carriers.get(item.CARRIERNAME)\n if (carrier && carrier.parent === holder) {\n ;(carrier as any)._realObject?.updateTransform?.()\n }\n })\n }\n\n /**\n * data.CARRIERNAME (대표) + data.MULTICARRIERS[] 를 하나의 stack list 로 정규화.\n * 적층 순서: multiCarriers[0..n-1] (bottom → up) + 대표 (top, 맨 마지막).\n * (데이터 키는 모두 대문자 전제 — 케이스 정규화 없이 직접 읽는다)\n */\n private _buildStack(data: any): CarrierStackItem[] {\n if (!data) return []\n\n const stack: CarrierStackItem[] = []\n\n // MULTICARRIERS 값이 JSON 문자열로 올 수 있어 파싱 후 처리.\n const list = parseIfJsonString(data.MULTICARRIERS)\n if (Array.isArray(list)) {\n for (const a of list) {\n if (a && typeof a === 'object' && a.CARRIERNAME) {\n // 항목 *원본 그대로* — 외부 시스템이 임의 키를 추가로 보낼 수 있고,\n // 누락된 4 키는 default 없이 그대로 비워둔다 (carrier.data 에 흘리는\n // 가공 최소화 — F03 같은 기존 테스트의 raw shape 기대와도 정합).\n stack.push({ ...a } as CarrierStackItem)\n }\n }\n }\n\n if (data.CARRIERNAME) {\n // 대표는 *holder.data 의 carrier 관련 키만 추출* — showText / carrierDepth\n // 같은 holder 자체 속성은 carrier 로 흘리지 않는다. 명시되지 않은 키는\n // 생략 (default 안 채움).\n const repr: any = { CARRIERNAME: data.CARRIERNAME }\n if ('CARRIERTYPE' in data) repr.CARRIERTYPE = data.CARRIERTYPE\n if ('EMPTYTYPE' in data) repr.EMPTYTYPE = data.EMPTYTYPE\n if ('CARRIERSTATUS' in data) repr.CARRIERSTATUS = data.CARRIERSTATUS\n stack.push(repr)\n }\n\n return stack\n }\n\n /**\n * carrier dispose 를 *next macrotask* 로 미룬다. 동기 즉시 dispose 가 아닌\n * 이유: 같은 macrotask 안에서 holder A 의 사라짐 보고가 step 1 에 들어오고\n * holder B 의 등장 보고가 (별도 carrier-manager.update 호출의) step 2 에\n * 들어오는 reparent 시나리오를 보호하기 위함. 즉시 dispose 면 step 1 에서\n * carrier 인스턴스가 파괴돼 step 2 의 reparent 분기가 *새 인스턴스 생성*\n * 으로 떨어지고, 3D mesh 재구축 + 이동 애니메이션 손실이 발생.\n *\n * 같은 macrotask 안에서 cancelDying 호출이 도달하면 clearTimeout 으로\n * dispose 회수 → reparent 정상.\n */\n private scheduleDying(carrierName: string): void {\n this.cancelDying(carrierName)\n\n const timer = setTimeout(() => {\n this.dyingTimers.delete(carrierName)\n\n const carrier = this.carriers.get(carrierName)\n if (carrier) {\n this.carriers.delete(carrierName)\n if (!carrier.disposed) {\n carrier.removeSelf(true)\n }\n }\n }, DYING_TIMEOUT)\n\n this.dyingTimers.set(carrierName, timer)\n }\n\n private cancelDying(carrierName: string): void {\n const timer = this.dyingTimers.get(carrierName)\n if (timer) {\n clearTimeout(timer)\n this.dyingTimers.delete(carrierName)\n }\n }\n\n onCarrierDisposed(carrierName: string): void {\n this.cancelDying(carrierName)\n this.carriers.delete(carrierName)\n }\n\n dispose(): void {\n for (const timer of this.dyingTimers.values()) {\n clearTimeout(timer)\n }\n this.dyingTimers.clear()\n\n for (const carrier of this.carriers.values()) {\n if (!carrier.disposed) {\n carrier.removeSelf(true)\n }\n }\n\n this.carriers.clear()\n }\n}\n"]}
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{ Model } from '@hatiolab/things-scene'\nimport type Carrier from './carrier'\nimport type MCSCarrierHolder from './mcs-carrier-holder'\nimport { parseIfJsonString } from './utils/data-value'\n\n// 사라진 carrier 의 dispose 지연. 같은 macrotask 안에서 holder A 의 사라짐\n// 보고와 holder B 의 등장 보고가 순차로 들어오는 reparent 시나리오 (= 같은\n// frame snapshot 의 여러 record 적용) 를 보호하기 위해 setTimeout(0) 의\n// next-macrotask delay 만 둔다. 과거 1000ms grace 가 있었으나 seek 시 2단계\n// 갱신 (1초 후 carrier 사라짐) 부작용이 명확하고 frame 누락 bouncing 깜빡임\n// 보호 효용은 작다 판단되어 0 으로 단축 (2026-06-09).\nconst DYING_TIMEOUT = 0\n\n/**\n * Carrier 가 들고 있는 4 키 묶음. data.CARRIERNAME 의 형제 키 (CARRIERTYPE,\n * EMPTYTYPE, CARRIERSTATUS) 를 한 item 으로 묶는다. holder.data 의 *대표*\n * 와 ADDITIONS 의 *각 항목* 모두 동일 shape 으로 정규화돼 stack diff 에\n * 들어간다.\n *\n * 주의 — 외부 시스템이 ADDITIONS 의 각 항목 키를 다른 이름으로 (예:\n * NAME / TYPE / EMPTY / STATUS) 줄 가능성에 대비해 이 build 함수가 단일\n * 정규화 지점이 된다. 키 매핑 변경은 여기 한 곳만 손대면 된다.\n */\nexport interface CarrierStackItem {\n CARRIERNAME: string\n CARRIERTYPE?: string\n EMPTYTYPE?: string\n CARRIERSTATUS?: string\n}\n\nexport default class CarrierManager {\n private carriers: Map<string, Carrier> = new Map()\n private dyingTimers: Map<string, ReturnType<typeof setTimeout>> = new Map()\n private root: any\n\n constructor(root: any) {\n this.root = root\n }\n\n get(carrierName: string): Carrier | undefined {\n return this.carriers.get(carrierName)\n }\n\n /**\n * Holder 의 data 변경에 대응해 carrier pool 을 동기화.\n *\n * 정책:\n * - holder.data 가 *single source of truth*. 대표(CARRIERNAME) +\n * ADDITIONS[] 를 하나의 *stack list* 로 정규화한 뒤 before/after 의\n * 이름 set diff 로 추가/제거/유지 분기.\n * - \"대표\" 와 \"ADDITIONS\" 는 *holder.data 안의 키 위치 차이일 뿐* 이고,\n * carrier 인스턴스끼리는 **종속/그룹 관계 없음 — 모두 독립 동등**.\n * stack 안의 위치 (stackIndex) 만 carrier.state 에 주입한다. 2D render\n * skip 등의 판정은 *위치 (= parent.components 의 마지막 여부)* 로 한다.\n * - 동일 CARRIERNAME 이 *다른 holder* 에 새로 등장하면 reparent (애니메이션).\n * *해당 carrier 만 이동* — 같은 stack 의 다른 carrier 는 따라가지 않는다.\n * - 사라진 carrier 는 next-macrotask 에 dispose. 같은 macrotask 안에서 다른\n * holder 가 같은 이름을 보고하면 cancel 되어 reparent 로 전환.\n */\n update(holder: MCSCarrierHolder, after: Record<string, any>, before: Record<string, any>): void {\n const afterStack = this._buildStack(after)\n const beforeStack = this._buildStack(before)\n\n const afterNames = new Set(afterStack.map(i => i.CARRIERNAME))\n const beforeNames = new Set(beforeStack.map(i => i.CARRIERNAME))\n\n // 1) 사라진 것 → dying schedule (자기 holder 의 자식인 carrier 만)\n for (const name of beforeNames) {\n if (afterNames.has(name)) continue\n const carrier = this.carriers.get(name)\n if (carrier && carrier.parent === holder) {\n this.scheduleDying(name)\n }\n }\n\n // showText 는 *현재 소유 홀더* 의 showCarrierText 를 항상 따른다 — 생성 시점에만\n // 고정하면 동일 이름 carrier 가 다른 홀더(예: 분체 Crane)로 이동/보고될 때\n // off 를 무시하고 표시(F/E/X)가 남는다. 매 update 마다 재동기화한다.\n const showCarrierText = holder.getState('showCarrierText') || false\n\n // 2) afterStack 의 *순서대로* 처리 — bottom (ADDITIONS[0]) 부터 top (대표)\n // 그래야 parent.components 가 자연스럽게 같은 순서로 정렬되어 stack index\n // 가 일관된다.\n afterStack.forEach((item, idx) => {\n const name = item.CARRIERNAME\n this.cancelDying(name)\n\n let carrier = this.carriers.get(name)\n const { width, height } = holder.state\n\n if (!carrier) {\n carrier = Model.compile(\n {\n id: name,\n type: 'Carrier',\n left: 0,\n top: 0,\n width,\n height,\n showText: showCarrierText,\n stackIndex: idx\n },\n this.root.app\n ) as unknown as Carrier\n\n this.carriers.set(name, carrier)\n carrier.data = item\n holder.addComponent(carrier, { silent: true })\n } else if (carrier.parent !== holder && !beforeNames.has(name)) {\n // 다른 holder 에 있던 carrier 가 이번 update 에서 *새로 등장* 한 경우만\n // reparent. before 에도 같은 이름이 있었으면 ping-pong (옛 시점의\n // 반복 보고) 이므로 trigger 하지 않는다. (F05 의 bouncing 방지)\n ;(holder as any).reparent(carrier, { animated: true, duration: 2000, ease: 'inout' })\n }\n\n if (carrier.parent === holder) {\n carrier.setState('stackIndex', idx)\n // showText 는 *값이 바뀔 때만* setState — 매 프레임 불필요한 onchange / 3D mesh\n // 재빌드를 원천 차단(성능). 평시(변화 없음)엔 getState 비교 한 번으로 끝난다.\n if (carrier.getState('showText') !== showCarrierText) carrier.setState('showText', showCarrierText)\n carrier.data = item\n }\n })\n\n // *_모든 carrier 추가 완료 후* — 각자의 transform 강제 갱신. 한 줄로 처리\n // 안 되는 이유: cz override 의 offset 계산이 *형제 carrier 의 _realObject.\n // effectiveDepth 누적*에 의존하는데, 첫 iteration 시점엔 자기 뒤 carrier 의\n // _realObject 가 아직 없어 offset 이 부족하게 평가될 수 있다. 모두 빌드된\n // 뒤 한 번 더 갱신해야 적층 정확.\n afterStack.forEach(item => {\n const carrier = this.carriers.get(item.CARRIERNAME)\n if (carrier && carrier.parent === holder) {\n ;(carrier as any)._realObject?.updateTransform?.()\n }\n })\n }\n\n /**\n * data.CARRIERNAME (대표) + data.MULTICARRIERS[] 를 하나의 stack list 로 정규화.\n * 적층 순서: multiCarriers[0..n-1] (bottom → up) + 대표 (top, 맨 마지막).\n * (데이터 키는 모두 대문자 전제 — 케이스 정규화 없이 직접 읽는다)\n */\n private _buildStack(data: any): CarrierStackItem[] {\n if (!data) return []\n\n const stack: CarrierStackItem[] = []\n\n // MULTICARRIERS 값이 JSON 문자열로 올 수 있어 파싱 후 처리.\n const list = parseIfJsonString(data.MULTICARRIERS)\n if (Array.isArray(list)) {\n for (const a of list) {\n if (a && typeof a === 'object' && a.CARRIERNAME) {\n // 항목 *원본 그대로* — 외부 시스템이 임의 키를 추가로 보낼 수 있고,\n // 누락된 4 키는 default 없이 그대로 비워둔다 (carrier.data 에 흘리는\n // 가공 최소화 — F03 같은 기존 테스트의 raw shape 기대와도 정합).\n stack.push({ ...a } as CarrierStackItem)\n }\n }\n }\n\n if (data.CARRIERNAME) {\n // 대표는 *holder.data 의 carrier 관련 키만 추출* — showText / carrierDepth\n // 같은 holder 자체 속성은 carrier 로 흘리지 않는다. 명시되지 않은 키는\n // 생략 (default 안 채움).\n const repr: any = { CARRIERNAME: data.CARRIERNAME }\n if ('CARRIERTYPE' in data) repr.CARRIERTYPE = data.CARRIERTYPE\n if ('EMPTYTYPE' in data) repr.EMPTYTYPE = data.EMPTYTYPE\n if ('CARRIERSTATUS' in data) repr.CARRIERSTATUS = data.CARRIERSTATUS\n stack.push(repr)\n }\n\n return stack\n }\n\n /**\n * carrier dispose 를 *next macrotask* 로 미룬다. 동기 즉시 dispose 가 아닌\n * 이유: 같은 macrotask 안에서 holder A 의 사라짐 보고가 step 1 에 들어오고\n * holder B 의 등장 보고가 (별도 carrier-manager.update 호출의) step 2 에\n * 들어오는 reparent 시나리오를 보호하기 위함. 즉시 dispose 면 step 1 에서\n * carrier 인스턴스가 파괴돼 step 2 의 reparent 분기가 *새 인스턴스 생성*\n * 으로 떨어지고, 3D mesh 재구축 + 이동 애니메이션 손실이 발생.\n *\n * 같은 macrotask 안에서 cancelDying 호출이 도달하면 clearTimeout 으로\n * dispose 회수 → reparent 정상.\n */\n private scheduleDying(carrierName: string): void {\n this.cancelDying(carrierName)\n\n const timer = setTimeout(() => {\n this.dyingTimers.delete(carrierName)\n\n const carrier = this.carriers.get(carrierName)\n if (carrier) {\n this.carriers.delete(carrierName)\n if (!carrier.disposed) {\n carrier.removeSelf(true)\n }\n }\n }, DYING_TIMEOUT)\n\n this.dyingTimers.set(carrierName, timer)\n }\n\n private cancelDying(carrierName: string): void {\n const timer = this.dyingTimers.get(carrierName)\n if (timer) {\n clearTimeout(timer)\n this.dyingTimers.delete(carrierName)\n }\n }\n\n onCarrierDisposed(carrierName: string): void {\n this.cancelDying(carrierName)\n this.carriers.delete(carrierName)\n }\n\n dispose(): void {\n for (const timer of this.dyingTimers.values()) {\n clearTimeout(timer)\n }\n this.dyingTimers.clear()\n\n for (const carrier of this.carriers.values()) {\n if (!carrier.disposed) {\n carrier.removeSelf(true)\n }\n }\n\n this.carriers.clear()\n }\n}\n"]}
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@@ -292,7 +292,8 @@ class MCSRealObject3D extends RealObjectGroup {
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'showText' in after) {
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* 상판 텍스처: 컴포넌트의 2D render()를 캔버스에 그려서 텍스처로 사용
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// 바탕: 캐리어 상태 색상 (사용 영역만)
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ctx.fillStyle = statusColor;
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// 텍스트 (사용 영역 중앙)
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// 텍스트 (사용 영역 중앙) — showText(= 현재 홀더의 showCarrierText) off 면 미표시. 2D 와 동일.
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const showText = !!((_b = this.component.state) === null || _b === void 0 ? void 0 : _b.showText);
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-
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* MCS 설비 컴포넌트 3D 팩토리\n *\n * 10,000+ 인스턴스를 위한 최소 폴리곤 설계:\n * - 컴포넌트당 단일 Mesh (draw call 최소화)\n * - BoxGeometry / ExtrudeGeometry(hexagon) 만 사용\n * - Machine: 높은 depth, 컨테이너는 반투명\n * - Unit: 낮은 depth, 불투명\n */\n\nimport * as THREE from 'three'\nimport * as BufferGeometryUtils from 'three/examples/jsm/utils/BufferGeometryUtils.js'\nimport { RealObjectGroup, registerRealObjectFactory, disposeObject3D, MaterialBank } from '@hatiolab/things-scene'\nimport type { Component } from '@hatiolab/things-scene'\nimport { LEGEND_CAPACITY, resolveCarrierLegend } from '../features/mcs-status-default'\nimport { getValueOnRanges } from '../utils/get-value-on-ranges'\nimport { fitGaugeScale } from '../utils/fit-gauge-scale'\nimport {\n carrierSegmentsFromData,\n abnormalSegmentsFromData,\n carrierColorsFromLegend,\n ABNORMAL_COLORS\n} from '../utils/stocker-gauge'\nimport { Z_FMSIM } from './z-priority'\n\n// ── 설정 타입 ────────────────────────────────────────────\n\ninterface MCS3DConfig {\n /** state.depth 미설정 시 기본 depth.\n * defaultDepth > 0이면 절대값, 아니면 min(w,h) * depthRatio */\n depthRatio: number\n defaultDepth?: number\n /** true이면 syncZPosOffset = TRANSPORT_SURFACE_HEIGHT */\n defaultZPosFromParent?: boolean\n /** 1.0 = 불투명, 0.35 = 반투명 컨테이너 */\n opacity: number\n metalness: number\n roughness: number\n /** statusColor 미사용 시 기본 색상 */\n defaultColor: number\n /** 'box' | 'hexagon' | 'plane' | 'triangle' */\n shape: 'box' | 'hexagon' | 'plane' | 'triangle'\n /** mesh 생성 전 가시성 판정 — false 반환 시 mesh 미생성 */\n isVisible?: (component: Component) => boolean\n /** 부모 대비 크기 비율 (기본 1.0). < 1이면 부모 중심에 배치. */\n sizeRatio?: number\n /** 상부 면 제거 (5면 개방 박스) */\n openTop?: boolean\n /** 상판 무반사 (MeshBasicMaterial) */\n matteTop?: boolean\n /** 상판에 2D 렌더링 텍스처 적용 */\n texturedTop?: boolean\n /** 자체 발광 강도 (0~1). 조명 약한 면에서도 색상 유지 */\n emissiveIntensity?: number\n /** 바닥면 유지 (기본 false — 바닥면 제거) */\n keepBottomFace?: boolean\n /** syncZPosOffset 고정값 (설정 시 다른 로직 무시) */\n zPosOverride?: number\n /** z-priority — polygonOffset 으로 z-fight 완화. 기본 0 (OBJECTS). */\n zPriority?: number\n}\n\n/**\n * 포트 기본 높이 (절대값).\n * 모든 이송장치의 상단 높이 = 이 값.\n * 캐리어가 이송장치 간 높이 차 없이 이동할 수 있는 기준 높이.\n */\nexport const TRANSPORT_SURFACE_HEIGHT = 30\n\nconst DEFAULTS: MCS3DConfig = {\n depthRatio: 0.5,\n opacity: 1.0,\n metalness: 0.3,\n roughness: 0.7,\n defaultColor: 0xaabbcc,\n shape: 'box',\n}\n\n// ── 3D 오브젝트 ──────────────────────────────────────────\n\nclass MCSRealObject3D extends RealObjectGroup {\n private _config: MCS3DConfig\n\n constructor(component: Component, config: MCS3DConfig) {\n super(component)\n this._config = config\n }\n\n get zPriority(): number {\n return this._config.zPriority ?? 0\n }\n\n // width, height 절대값 (음수 값은 양수로 취급).\n // `resizable:false` 컴포넌트(예: Scanner)는 state.width/height 가 없고\n // bounds 만 있을 수 있으므로 bounds 를 fallback 으로 사용.\n //\n // `??` only catches null/undefined — a property-panel input that produced\n // NaN would slip through and corrupt every downstream Math.* call. Use a\n // finite check so NaN falls through to bounds → 10 like missing values do.\n protected get absSize(): { w: number; h: number } {\n const state = (this.component.state || {}) as any\n const bounds = (this.component.bounds || {}) as any\n const width = pickFinite(state.width, bounds.width, 10)\n const height = pickFinite(state.height, bounds.height, 10)\n return { w: Math.abs(width), h: Math.abs(height) }\n }\n\n get effectiveDepth(): number {\n const { depth } = this.component.state\n // Truthy `if (depth)` already rejected NaN/0/undefined, but be explicit\n // so the intent (and the resolution chain) reads cleanly: only an\n // explicit positive finite number wins; everything else → defaults.\n if (typeof depth === 'number' && Number.isFinite(depth) && depth > 0) {\n return depth\n }\n if (this._config.defaultDepth) return this._config.defaultDepth\n const { w, h } = this.absSize\n return Math.min(w, h) * this._config.depthRatio\n }\n\n protected get syncZPosOffset(): number {\n // syncZPosOffset = placement + geometric (center origin = effectiveDepth/2)\n // 중첩 보정(parent shift 상쇄)은 base RealObject.cz가 parent.geometricOffsetY를\n // 빼는 방식으로 처리하므로 여기선 placement + 본인 geometric만 반환\n const halfD = this.effectiveDepth / 2\n // zPosOverride: 고정 높이 (OHTLine 등)\n if (this._config.zPosOverride != null) {\n return this._config.zPosOverride + halfD\n }\n // Port: 이송 표면 높이에 배치\n if (this._config.defaultZPosFromParent) {\n return TRANSPORT_SURFACE_HEIGHT + halfD\n }\n // Carrier: 부모 유형에 따라 배치 위치 결정\n if (this._config.sizeRatio && this._config.sizeRatio < 1) {\n const parentType = this.component.parent?.state?.type\n // OHT: 그리퍼 아래에 매달림 — placement = -effectiveDepth(carrier top이 OHT bottom)\n if (parentType === 'OHT') {\n return -this.effectiveDepth + halfD\n }\n if (parentType === 'Port' || parentType === 'Shelf' || parentType === 'Shuttle') {\n return halfD\n }\n return TRANSPORT_SURFACE_HEIGHT + halfD\n }\n return halfD\n }\n\n // geometric 부분(center origin: depth/2)은 base 기본값 사용 — override 불필요\n\n // 컴포넌트의 상태 색상(statusColor) 또는 fillStyle → Three.js 색상 변환\n protected 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 this._config.defaultColor\n }\n\n // ── Geometry helpers ──\n\n /**\n * 바닥면(-Y 방향) 삼각형 제거: z-fighting 근본 해결.\n * 바닥면이 없으면 floor grid와 겹칠 면 자체가 없어진다.\n */\n private removeBottomFace(geometry: THREE.BufferGeometry): THREE.BufferGeometry {\n const posAttr = geometry.getAttribute('position')\n const normAttr = geometry.getAttribute('normal')\n const index = geometry.getIndex()\n\n if (!posAttr || !normAttr || !index) return geometry\n\n const newIndices: number[] = []\n const normalY = new THREE.Vector3()\n\n for (let i = 0; i < index.count; i += 3) {\n const a = index.getX(i)\n const b = index.getX(i + 1)\n const c = index.getX(i + 2)\n\n // 세 꼭짓점 노말의 Y 성분 평균으로 방향 판단\n const avgY = (normAttr.getY(a) + normAttr.getY(b) + normAttr.getY(c)) / 3\n\n // -Y 방향 삼각형 제거 (threshold -0.9: 거의 아래를 향하는 면만)\n if (avgY > -0.9) {\n newIndices.push(a, b, c)\n }\n }\n\n geometry.setIndex(newIndices)\n return geometry\n }\n\n // ── Geometry builders ──\n\n private buildBoxGeometry(w: number, d: number, h: number): THREE.BufferGeometry {\n const geo = new THREE.BoxGeometry(w, d, h)\n return this._config.keepBottomFace ? geo : this.removeBottomFace(geo)\n }\n\n private buildHexagonGeometry(w: number, d: number, h: number): THREE.BufferGeometry {\n // Buffer의 2D 형태: 좌우 끝이 꺾인 육각형\n const offset = Math.min(w, h) * 0.2\n const hw = w / 2\n const hh = h / 2\n\n const shape = new THREE.Shape()\n shape.moveTo(-hw + offset, -hh)\n shape.lineTo(hw - offset, -hh)\n shape.lineTo(hw, 0)\n shape.lineTo(hw - offset, hh)\n shape.lineTo(-hw + offset, hh)\n shape.lineTo(-hw, 0)\n shape.closePath()\n\n const geo = new THREE.ExtrudeGeometry(shape, {\n steps: 1,\n depth: d,\n bevelEnabled: false,\n })\n\n // 중심 정렬 후 Y-up 좌표계 회전 (extrude 축: +Z → +Y)\n geo.translate(0, 0, -d / 2)\n geo.rotateX(Math.PI / 2)\n\n return this.removeBottomFace(geo)\n }\n\n private buildPlaneGeometry(w: number, h: number): THREE.BufferGeometry {\n const geo = new THREE.PlaneGeometry(w, h)\n geo.rotateX(-Math.PI / 2)\n return geo\n }\n\n /**\n * 삼각형 prism — 2D Triangle 의 꼭짓점(state.x1/y1, x2/y2, x3/y3) 을 그대로 사용.\n * things-scene 의 TriangleExtrude 와 동일한 방식 — 각 Scanner 인스턴스의\n * 실제 정점 배치(방향, 비대칭 등) 가 3D 에 반영된다.\n *\n * `geometry.center()` 로 로컬 원점을 bounding-box 중심으로 맞추므로\n * 후속 placement 와 정합.\n */\n private buildTriangleGeometry(d: number): THREE.BufferGeometry {\n const state = (this.component.state || {}) as any\n const { x1 = 0, y1 = 0, x2 = 0, y2 = 0, x3 = 0, y3 = 0 } = state\n\n const shape = new THREE.Shape()\n shape.moveTo(x1, y1)\n shape.lineTo(x2, y2)\n shape.lineTo(x3, y3)\n shape.closePath()\n\n const geo = new THREE.ExtrudeGeometry(shape, {\n steps: 1,\n depth: d,\n bevelEnabled: false,\n })\n\n // bounding box 중심으로 원점 정렬 후 Y-up 좌표계로 회전\n geo.center()\n geo.rotateX(Math.PI / 2)\n\n return this.removeBottomFace(geo)\n }\n\n // ── Build ──\n\n protected _ownMesh?: THREE.Mesh\n\n build() {\n super.build()\n\n // 가시성 판정 — e.g., Carrier는 데이터 없으면 mesh 미생성\n if (this._config.isVisible && !this._config.isVisible(this.component)) return\n\n const { w: rawW, h: rawH } = this.absSize\n const rawDepth = this.effectiveDepth\n if (!rawW || !rawH) return\n\n const ratio = this._config.sizeRatio ?? 1.0\n const w = rawW * ratio\n const h = rawH * ratio\n const depth = rawDepth * ratio\n\n const color = this.resolveColor()\n const { opacity, metalness, roughness, shape } = this._config\n\n const geometry =\n shape === 'plane'\n ? this.buildPlaneGeometry(w, h)\n : shape === 'hexagon'\n ? this.buildHexagonGeometry(w, depth, h)\n : shape === 'triangle'\n ? this.buildTriangleGeometry(depth)\n : this.buildBoxGeometry(w, depth, h)\n\n const isPlane = shape === 'plane'\n // Standard body 는 MaterialBank 공유(색 변형) — 인스턴스 dedup + faint 안전(코어가 공유 base 의\n // 변형만 스왑, 원본 base 불변). plane 은 unlit MeshBasicMaterial 이라 bank(Standard 전용) 비대상 → raw.\n const material: THREE.Material = isPlane\n ? new THREE.MeshBasicMaterial({\n color,\n opacity,\n transparent: opacity < 1,\n side: THREE.DoubleSide,\n })\n : MaterialBank.material(\n 'mcs|body',\n {\n metalness,\n roughness,\n opacity,\n side: opacity < 1 ? THREE.DoubleSide : THREE.FrontSide,\n ...(this._config.emissiveIntensity\n ? { emissive: color, emissiveIntensity: this._config.emissiveIntensity }\n : {}),\n },\n color,\n )\n // z-fighting 방지: 바닥면(floor grid)보다 앞. bank body 는 공유 base 라 polygonOffset 은 모든 mcs\n // body 공통 상수 — 반환 material 에 세팅(같은 값이라 멱등, 인스턴스별 발산 없음).\n material.polygonOffset = true\n material.polygonOffsetFactor = -1\n material.polygonOffsetUnit = -1\n\n // BoxGeometry material groups: +x(0), -x(1), +y(2), -y(3), +z(4), -z(5)\n let meshMaterial: THREE.Material | THREE.Material[] = material\n if (shape === 'box') {\n if (this._config.openTop) {\n // 상단면 제거 → 5면 개방 박스\n const invisible = new THREE.MeshBasicMaterial({ visible: false })\n meshMaterial = [material, material, invisible, material, material, material]\n } else if (this._config.texturedTop) {\n // 상판에 2D 렌더링 텍스처\n const topMat = this.buildTopTexture(w, h)\n meshMaterial = [material, material, topMat, material, material, material]\n } else if (this._config.matteTop) {\n // 상판만 무반사\n const matte = new THREE.MeshBasicMaterial({ color, opacity, transparent: opacity < 1 })\n meshMaterial = [material, material, matte, material, material, material]\n }\n }\n\n this._ownMesh = new THREE.Mesh(geometry, meshMaterial)\n // ownGroup 기준(bottom-up): mesh 바닥을 y=0에 맞추고 ownGroup이 -d/2로 shift해\n // center-origin object3d에 정렬됨.\n // box/hexagon (center-local geometry): y=rawDepth/2 (바닥을 0에 맞춤)\n // plane: y=1 (바닥 살짝 띄움)\n this._ownMesh.position.y = isPlane ? 1 : rawDepth / 2\n this._ownMesh.castShadow = !isPlane\n this._ownMesh.receiveShadow = true\n this.components3D.add(this._ownMesh)\n\n // mesh 는 super.build() *이후* 생성되므로, 코어의 build-시점 faint 적용이 이 mesh 에 못 닿는다.\n // mesh 생성 직후 명시 적용 — 코어 applyMaterialOpacity 가 content-alpha × faint 를 일괄 처리.\n // view 모드에선 factor=1(=state.alpha 없음) → canonical(config.opacity) 그대로, 고객 화면 불변.\n this.updateAlpha()\n }\n\n // ── Change handling ──\n\n private _updatePending = false\n\n onchange(after: Record<string, unknown>, before: Record<string, unknown>) {\n if (\n 'width' in after ||\n 'height' in after ||\n 'depth' in after ||\n 'fillStyle' in after ||\n 'strokeStyle' in after ||\n 'id' in after ||\n 'EMPTYTYPE' in after ||\n 'CARRIERSTATUS' in after\n ) {\n // 연속 setState에 의한 다중 rebuild 방지: 한 프레임에 한 번만 실행\n if (!this._updatePending) {\n this._updatePending = true\n queueMicrotask(() => {\n this._updatePending = false\n this.update()\n })\n }\n return\n }\n\n super.onchange(after, before)\n }\n\n /**\n * 상판 텍스처: 컴포넌트의 2D render()를 캔버스에 그려서 텍스처로 사용\n */\n protected buildTopTexture(w: number, h: number): THREE.MeshBasicMaterial {\n const scale = 4\n const cw = this.nextPow2(w * scale)\n const ch = this.nextPow2(h * scale)\n const canvas = document.createElement('canvas')\n canvas.width = cw\n canvas.height = ch\n const ctx = canvas.getContext('2d')!\n\n const statusColor = '#' + this.resolveColor().toString(16).padStart(6, '0')\n const emptyType = (this.component.state as any)?.EMPTYTYPE || ''\n const text = emptyType === 'FULL' ? 'F' : emptyType === 'EMPTY' ? 'E' : emptyType === 'EMPTYEMPTY' ? 'X' : ''\n\n // 실제 사용 영역 (nextPow2 이전 크기)\n const usedW = w * scale\n const usedH = h * scale\n\n // 바탕: 캐리어 상태 색상 (사용 영역만)\n ctx.fillStyle = statusColor\n ctx.fillRect(0, 0, usedW, usedH)\n\n // 텍스트 (사용 영역 중앙)\n if (text) {\n const fontSize = Math.round(Math.min(usedW, usedH) * 0.7)\n ctx.font = `bold ${fontSize}px Arial`\n ctx.textAlign = 'center'\n ctx.textBaseline = 'middle'\n ctx.fillStyle = '#000000'\n ctx.fillText(text, usedW / 2, usedH / 2)\n }\n\n const texture = new THREE.CanvasTexture(canvas)\n texture.offset.set(0, 1 - usedH / ch)\n texture.repeat.set(usedW / cw, usedH / ch)\n texture.colorSpace = THREE.SRGBColorSpace\n\n return new THREE.MeshBasicMaterial({\n map: texture,\n transparent: true,\n side: THREE.DoubleSide,\n })\n }\n\n private nextPow2(n: number): number {\n if (!(n > 0)) return 1\n let v = Math.ceil(n)\n v--\n v |= v >> 1; v |= v >> 2; v |= v >> 4; v |= v >> 8; v |= v >> 16\n return v + 1\n }\n\n /**\n * 자신의 mesh만 제거 후 rebuild.\n * 기본 update()는 clear()로 object3d의 모든 children을 제거하는데,\n * 컨테이너(Port 등)의 경우 자식 컴포넌트(Carrier 등)의 3D 오브젝트도 함께 제거됨.\n * 이를 방지하기 위해 자신이 생성한 mesh만 제거한다.\n */\n update() {\n // 자신의 mesh만 제거 (자식 컴포넌트 3D 오브젝트 보존)\n if (this._ownMesh) {\n this.components3D.remove(this._ownMesh)\n disposeObject3D(this._ownMesh)\n this._ownMesh = undefined\n }\n\n this.build()\n this.updateTransform()\n this.updateAlpha()\n this.updateHidden()\n }\n\n // RealObjectGroup 기본 동작 비활성화\n updateDimension() {}\n\n // updateAlpha override 제거 — 코어 RealObject.updateAlpha(=applyMaterialOpacity)로 수렴.\n // 코어가 canonical(=build 시 config.opacity 로 만든 material) 위에 factor = state.alpha × faint 를\n // 공유 변형 스왑으로 일괄 적용한다(원본 base 불변). 기존 in-place 변이는 (1) faint 미적용,\n // (2) 코어 applyFocusDim 과 이중 적용 소지가 있어 방언이었다. config.opacity 는 canonical 로 보존.\n}\n\n// ── 헬퍼 ────────────────────────────────────────────────\n\n/**\n * Returns the first argument that is a finite number. NaN slips past `??`\n * (which only catches null/undefined), so without this a property-panel\n * input producing NaN would corrupt absSize and cascade through Math.*.\n */\nfunction pickFinite(...candidates: unknown[]): number {\n for (const c of candidates) {\n if (typeof c === 'number' && Number.isFinite(c)) return c\n }\n return 0\n}\n\n// ── 팩토리 등록 헬퍼 ─────────────────────────────────────\n\nfunction register(type: string, overrides: Partial<MCS3DConfig> = {}) {\n const config: MCS3DConfig = { ...DEFAULTS, ...overrides }\n registerRealObjectFactory(type, (component: Component) => new MCSRealObject3D(component, config))\n}\n\n// ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━\n// Machine (인프라 설비) — 높은 depth, 컨테이너는 반투명\n// ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━\n\nregister('Equipment', {\n defaultDepth: 3 * TRANSPORT_SURFACE_HEIGHT,\n opacity: 0.75,\n metalness: 0.4,\n roughness: 0.6,\n defaultColor: 0x8899aa,\n zPriority: Z_FMSIM.EQUIPMENT,\n})\n\nregister('Buffer', {\n defaultDepth: TRANSPORT_SURFACE_HEIGHT,\n opacity: 1.0,\n metalness: 0.3,\n roughness: 0.7,\n defaultColor: 0x99aa88,\n shape: 'hexagon',\n zPriority: Z_FMSIM.BUFFER,\n})\n\nregister('AGVLine', {\n depthRatio: 0,\n defaultDepth: 0.1,\n metalness: 0.6,\n roughness: 0.3,\n defaultColor: 0x888899,\n zPriority: Z_FMSIM.AGV_LINE,\n})\n\n// ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━\n// OHTLine — 천장 I-beam 레일\n// ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━\n\nconst OHT_LINE_RAIL_COLOR = 0xcccccc\nconst OHT_LINE_HEIGHT = 7 * TRANSPORT_SURFACE_HEIGHT // OHT 상단과 일치\n\nclass OHTLineRealObject3D extends RealObjectGroup {\n private _mesh?: THREE.Mesh\n\n get zPriority(): number { return Z_FMSIM.OHT_LINE }\n get effectiveDepth(): number { return 0 }\n protected get syncZPosOffset(): number { return OHT_LINE_HEIGHT }\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 if (!w || !h) return\n\n // I-beam 치수: 이송 방향 = 긴 변, 폭은 2D의 1/2\n const isVertical = w < h\n const shortSide = isVertical ? w : h // 2D 원본 짧은 쪽 폭\n const beltW = shortSide * 0.25 // I-beam 폭: 원본의 1/4\n const beamH = Math.max(beltW * 0.5, 3) // I-beam 전체 높이\n const inset = shortSide * 0.5 // 양끝 여백: 원본 폭의 1/2\n const railLen = (isVertical ? h : w) - inset * 2\n const flangeH = beamH * 0.2 // 플랜지 두께\n const flangeW = beltW * 0.8 // 플랜지 폭\n const webH = beamH - flangeH * 2 // 웹 높이\n const webW = Math.max(flangeW * 0.25, 1) // 웹 두께\n\n // 공유 base(MaterialBank) — OHTLine rail 은 정적 색이라 전 인스턴스 dedup. faint 는 코어가\n // 공유 base 의 변형을 스왑(원본 불변). dispose 는 bank-safe(update 에서 material.dispose 안 함).\n const mat = MaterialBank.material('oht-line|rail', { metalness: 0.5, roughness: 0.4 }, OHT_LINE_RAIL_COLOR)\n\n const geoms: THREE.BufferGeometry[] = []\n\n // 상부 플랜지\n const topFlange = isVertical\n ? new THREE.BoxGeometry(flangeW, flangeH, railLen)\n : new THREE.BoxGeometry(railLen, flangeH, flangeW)\n topFlange.translate(0, -flangeH / 2, 0)\n geoms.push(topFlange)\n\n // 웹 (수직판)\n const web = isVertical\n ? new THREE.BoxGeometry(webW, webH, railLen)\n : new THREE.BoxGeometry(railLen, webH, webW)\n web.translate(0, -flangeH - webH / 2, 0)\n geoms.push(web)\n\n // 하부 플랜지\n const botFlange = isVertical\n ? new THREE.BoxGeometry(flangeW, flangeH, railLen)\n : new THREE.BoxGeometry(railLen, flangeH, flangeW)\n botFlange.translate(0, -flangeH - webH - flangeH / 2, 0)\n geoms.push(botFlange)\n\n this._mesh = new THREE.Mesh(BufferGeometryUtils.mergeGeometries(geoms), mat)\n this._mesh.castShadow = true\n this.object3d.add(this._mesh)\n\n // mesh 가 super.build() 이후 생성 → 코어 faint 를 명시 적용(편집 흐림이 mesh 에 닿게).\n this.updateAlpha()\n }\n\n update() {\n if (this._mesh) {\n this.object3d.remove(this._mesh)\n this._mesh.geometry.dispose()\n // material 은 MaterialBank 공유(앱 수명) — 여기서 dispose 하면 다른 인스턴스가 깨진다.\n this._mesh = undefined\n }\n this.build()\n this.updateTransform()\n this.updateHidden()\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) {\n this.update()\n return\n }\n super.onchange(after, before)\n }\n\n // updateAlpha override 제거 — 코어 RealObject.updateAlpha(=applyMaterialOpacity)로 수렴(faint).\n updateDimension() {}\n}\n\nregisterRealObjectFactory('OHTLine', (component: Component) => new OHTLineRealObject3D(component))\n\n// STOCKER: 벽면에 용량 게이지 바를 포함하는 커스텀 3D 오브젝트\nconst STOCKER_CONFIG: MCS3DConfig = {\n ...DEFAULTS,\n defaultDepth: 5 * TRANSPORT_SURFACE_HEIGHT,\n opacity: 0.75,\n metalness: 0.3,\n roughness: 0.6,\n defaultColor: 0x8899bb,\n zPriority: Z_FMSIM.STOCKER,\n}\n\nclass StockerRealObject3D extends MCSRealObject3D {\n private gaugeMesh?: THREE.Mesh\n\n constructor(component: Component) {\n super(component, STOCKER_CONFIG)\n }\n\n build() {\n super.build()\n this.buildGauge()\n }\n\n private buildGauge() {\n const comp = this.component as any\n const data = comp.data || {}\n const gaugeMode = comp.root?.stockerGaugeMode || 'capacity'\n\n const gauge = this.resolveGauge(data, gaugeMode)\n\n // 테두리는 스토커의 상태 색상 (machine status)\n const statusColor = comp.statusColor\n if (statusColor && statusColor.toUpperCase() !== '#F0F0F0') {\n gauge.borderColor = statusColor\n }\n\n const { w, h } = this.absSize\n const depth = this.effectiveDepth\n const isWidthLonger = w >= h\n\n // 게이지 최대 크기 (스토커가 충분히 크면 이 크기 그대로 사용).\n const MAX_BAR_W = 130\n const MAX_BAR_H = 26\n\n // 스토커 지붕 footprint 에 맞춰 비례 축소 (확대는 안 함 — 현재 크기가 상한).\n const fit = fitGaugeScale(w, h, MAX_BAR_W, MAX_BAR_H)\n\n // PlaneGeometry 의 월드 크기는 clamp, 텍스처 캔버스 해상도는 최대 크기 기준 고정\n // (축소되어도 선명도 유지).\n const barW = MAX_BAR_W * fit\n const barH = MAX_BAR_H * fit\n const scale = 4\n const canvasW = MAX_BAR_W * scale\n const canvasH = MAX_BAR_H * scale\n const canvas = document.createElement('canvas')\n canvas.width = canvasW\n canvas.height = canvasH\n const ctx = canvas.getContext('2d')!\n\n const pad = 12\n\n // 배경 + 테두리\n ctx.fillStyle = '#dddddd'\n ctx.fillRect(0, 0, canvasW, canvasH)\n ctx.strokeStyle = gauge.borderColor\n ctx.lineWidth = 12\n ctx.strokeRect(6, 6, canvasW - 12, canvasH - 12)\n\n // 세그먼트 채움 (왼→오) + carrier/abnormal 은 세그먼트별 숫자(%) 표기 (2D 와 동일)\n const innerW = canvasW - pad * 2\n const innerH = canvasH - pad * 2\n // 컴포넌트 폰트 설정(fontFamily/bold/italic) 을 그대로, 크기만 텍스처 scale 배 (2D 와 상대 크기 일치).\n const fontSize = (Number((this.component as any).state?.fontSize) || 15) * scale\n const font = this.gaugeFont(fontSize)\n let x = pad\n for (const seg of gauge.segments) {\n const segW = Math.max(innerW * seg.ratio, seg.ratio > 0 ? 1 : 0)\n if (segW <= 0) continue\n ctx.fillStyle = seg.color\n ctx.fillRect(x, pad, segW, innerH)\n if (gauge.perSegment) {\n this.drawGaugeSegmentNumber(ctx, seg.ratio, x, pad, segW, innerH, font, fontSize)\n }\n x += segW\n }\n\n // capacity: 전체 중앙에 usage% 한 개 (2D 와 동일). carrier/abnormal 은 위 세그먼트별 숫자 사용.\n if (gauge.label) {\n ctx.font = font\n ctx.textAlign = 'center'\n ctx.textBaseline = 'middle'\n ctx.fillStyle = '#333333'\n ctx.fillText(gauge.label, canvasW / 2, canvasH / 2)\n }\n\n // 텍스처 → Plane\n const texture = new THREE.CanvasTexture(canvas)\n texture.colorSpace = THREE.SRGBColorSpace\n\n const geo = new THREE.PlaneGeometry(barW, barH)\n geo.rotateX(-Math.PI / 2) // 수평 (지붕 위)\n if (!isWidthLonger) geo.rotateY(Math.PI / 2)\n\n const mat = new THREE.MeshBasicMaterial({\n map: texture,\n transparent: true,\n side: THREE.DoubleSide,\n })\n mat.polygonOffset = true\n mat.polygonOffsetFactor = -2\n mat.polygonOffsetUnit = -2\n\n this.gaugeMesh = new THREE.Mesh(geo, mat)\n // ownGroup 기준(bottom-up): 볼륨 상단 = +depth. 그 위로 0.5 띄움.\n this.gaugeMesh.position.set(0, depth + 0.5, 0)\n this.components3D.add(this.gaugeMesh)\n }\n\n private resolveGauge(\n data: any,\n mode: string\n ): { segments: { ratio: number; color: string }[]; borderColor: string; label: string | null; perSegment: boolean } {\n switch (mode) {\n case 'carrier': {\n // 세그먼트 비율/색상은 2D 와 공유되는 단일 소스에서 계산 (필드/색상 drift 방지).\n // 색상은 carrier 컴포넌트와 동일한 legend(테마)에서 취득.\n const colors = carrierColorsFromLegend(resolveCarrierLegend(this.component))\n const [f, e, ee] = carrierSegmentsFromData(data, colors)\n const total = f.count + e.count + ee.count\n // 접두사 없는 세그먼트별 숫자(%)로 표기 (capacity·2D 와 동일). label(중앙 한 개) 미사용.\n return total > 0\n ? {\n segments: [f, e, ee].map(s => ({ ratio: s.ratio, color: s.color })),\n borderColor: colors.full,\n label: null,\n perSegment: true,\n }\n : { segments: [{ ratio: 1, color: '#dddddd' }], borderColor: colors.full, label: null, perSegment: false }\n }\n case 'abnormal': {\n const [n, a] = abnormalSegmentsFromData(data)\n const total = n.count + a.count\n return total > 0\n ? {\n segments: [n, a].map(s => ({ ratio: s.ratio, color: s.color })),\n borderColor: a.count > 0 ? ABNORMAL_COLORS.abnormal : ABNORMAL_COLORS.normal,\n label: null,\n perSegment: true,\n }\n : {\n segments: [{ ratio: 1, color: '#dddddd' }],\n borderColor: ABNORMAL_COLORS.normal,\n label: null,\n perSegment: false,\n }\n }\n default: { // capacity — 전체 중앙에 usage% 한 개\n const cur = Number(data.CURRENTCAPACITY) || 0\n const max = Number(data.MAXCAPACITY) || 100\n const fullup = data.FULLUP === 'T'\n const usage = Math.round((cur / max) * 100)\n const legend = (this.component as any).root?.stockerCapacityLegendTheme || LEGEND_CAPACITY\n const color = fullup ? 'red' : (getValueOnRanges(usage, legend) || '#44aa44')\n return {\n segments: [{ ratio: usage / 100, color }],\n borderColor: color,\n label: `${usage}%`,\n perSegment: false,\n }\n }\n }\n }\n\n /** 컴포넌트 폰트 설정(fontFamily/bold/italic)으로 CSS font 문자열 조합. size 는 텍스처 스케일 반영값. */\n private gaugeFont(sizePx: number): string {\n const st = (this.component as any).state || {}\n const parts: string[] = []\n if (st.bold) parts.push('bold')\n if (st.italic) parts.push('italic')\n parts.push(`${sizePx}px`)\n parts.push(st.fontFamily || 'sans-serif')\n return parts.join(' ')\n }\n\n /** 세그먼트 영역 중심에 숫자(%)만 표기. 좁으면 값% → 값 → 생략 (2D _drawSegmentLabel 과 동일 정책). */\n private drawGaugeSegmentNumber(\n ctx: CanvasRenderingContext2D,\n ratio: number,\n x: number,\n y: number,\n w: number,\n h: number,\n font: string,\n fontSize: number\n ) {\n ctx.font = font\n ctx.textAlign = 'center'\n ctx.textBaseline = 'middle'\n ctx.fillStyle = '#333333'\n const value = `${Math.round(ratio * 100)}`\n const cx = x + w / 2\n const cy = y + h / 2\n if (fontSize <= h && ctx.measureText(`${value}%`).width <= w) {\n ctx.fillText(`${value}%`, cx, cy)\n } else if (fontSize <= h && ctx.measureText(value).width <= w) {\n ctx.fillText(value, cx, cy)\n }\n }\n\n update() {\n this.clearGauge()\n super.update()\n }\n\n onchange(after: Record<string, unknown>, before: Record<string, unknown>) {\n if ('data' in after) {\n this.clearGauge()\n this.buildGauge()\n }\n super.onchange(after, before)\n }\n\n clear() {\n this.clearGauge()\n return super.clear()\n }\n\n private clearGauge() {\n if (this.gaugeMesh) {\n this.components3D.remove(this.gaugeMesh)\n this.gaugeMesh.geometry?.dispose()\n const mat = this.gaugeMesh.material as THREE.MeshBasicMaterial\n mat?.map?.dispose()\n mat?.dispose()\n this.gaugeMesh = undefined\n }\n }\n}\n\nregisterRealObjectFactory('STOCKER', (component: Component) => new StockerRealObject3D(component))\n\n// ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━\n// Unit (이동체 · 홀더) — 낮은 depth, 불투명\n// ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━\n\n// Port: 바닥판 (PlaneGeometry)\nconst PORT_CONFIG: MCS3DConfig = {\n ...DEFAULTS,\n depthRatio: 0.01,\n defaultZPosFromParent: true,\n opacity: 0.1,\n metalness: 0.3,\n roughness: 0.8,\n defaultColor: 0xb0a090,\n shape: 'plane',\n zPriority: Z_FMSIM.PORT,\n}\nregisterRealObjectFactory('Port', (component: Component) => new MCSRealObject3D(component, PORT_CONFIG))\n\nregister('Shelf', {\n depthRatio: 0.25,\n metalness: 0.3,\n roughness: 0.7,\n defaultColor: 0xaabbcc,\n zPriority: Z_FMSIM.SHELF,\n})\n\n// Carrier: CARRIERSTATUS에 따른 3D 애니메이션 지원\nconst CARRIER_CONFIG: MCS3DConfig = {\n ...DEFAULTS,\n depthRatio: 0.5,\n metalness: 0,\n roughness: 1,\n defaultColor: 0xf0f0f0,\n isVisible: (c: Component) => !!(c.state as any).id,\n sizeRatio: 0.8,\n texturedTop: true,\n // Carrier 는 이동 entity — default OBJECTS(0). zPriority 미설정.\n}\n\n/**\n * 적층 시 다음 carrier 의 z-position 이 *_이전 carrier 의 effectiveDepth × N*\n * 만큼 위에 놓인다. N=1 이면 carrier 들이 맞붙어 적층 (기존), N<1 이면 부분\n * overlap (3D box 들이 겹쳐서 적층). 사용자 의도 — carrier 두께는 두꺼워도\n * 적층 시 *_compact 하게 보이도록* — N 을 작게.\n */\nconst CARRIER_STACK_STEP_RATIO = 0.9\n\nclass CarrierRealObject3D extends MCSRealObject3D {\n constructor(component: Component) {\n super(component, CARRIER_CONFIG)\n }\n\n /**\n * cz override — *carrier 자기 결정* 의 적층 위치.\n * parent.components 안 자기 index 까지의 형제 carrier 들의 effectiveDepth\n * 누적합을 base cz 위에 더한다. holder 측에 별도 layout 책임을 두지 않고,\n * carrier 가 자기 stack 위치를 알아서 결정.\n */\n override get cz(): number {\n const base = super.cz\n const parent = this.component.parent as any\n if (!parent?.components) return base\n const siblings = parent.components as any[]\n const idx = siblings.indexOf(this.component)\n if (idx <= 0) return base\n let offset = 0\n for (let i = 0; i < idx; i++) {\n const ro = siblings[i]?._realObject\n const eff = Number(ro?.effectiveDepth)\n const d = Number.isFinite(eff) && eff > 0 ? eff : 1\n offset += d * CARRIER_STACK_STEP_RATIO\n }\n // 적층 방향 — placement (= 부모 holder 타입) 에 따라 결정.\n // OHT 처럼 그리퍼 아래에 매달리는 holder 는 carrier 가 *_아래로_* 누적,\n // 그 외 (Port / Shelf / Shuttle / Vehicle) 는 위로 누적.\n // MCSRealObject3D.syncZPosOffset 의 OHT 분기 (-effectiveDepth + halfD) 와\n // 같은 방향성 일관 적용.\n const parentType = parent?.state?.type\n const dir = parentType === 'OHT' ? -1 : 1\n return base + dir * offset\n }\n}\n\nregisterRealObjectFactory('Carrier', (component: Component) => new CarrierRealObject3D(component))\n\n// ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━\n// Gauge (용량 게이지) — 얇은 바\n// ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━\n\n// ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━\n// Gauge (용량 게이지) — 2D 렌더링을 Plane 텍스처로 3D 표시\n// ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━\n\n// Gauge 컴포넌트는 3D에서 표시하지 않음 (부모 STOCKER의 3D 모델에서 직접 게이지 렌더링)\n// null 반환으로 3D 오브젝트 생성을 억제하고, default factory fallback도 방지\nregisterRealObjectFactory('StockerCapacityBar', () => undefined as any)\nregisterRealObjectFactory('MCSGaugeCapacityBar', () => undefined as any)\nregisterRealObjectFactory('ZoneCapacityBar', () => undefined as any)\n\n// ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━\n// PortFlow — 2D render를 Plane 텍스처로 3D 표시\n// ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━\n\nclass PortFlowRealObject3D extends RealObjectGroup {\n private _mesh?: THREE.Mesh\n private _texture?: THREE.CanvasTexture\n\n get zPriority(): number { return Z_FMSIM.PORT_FLOW }\n get effectiveDepth(): number { return 0 }\n protected get syncZPosOffset(): number {\n // 부모 Port/Conveyor의 zPos와 동일하게\n const parent = (this.component as any).parentObject\n if (parent?.state?.zPos != null) return parent.state.zPos\n return TRANSPORT_SURFACE_HEIGHT\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 if (!w || !h) return\n\n // 2D render를 캔버스에 캡처\n // 화살표 날개 + 텍스트 영역이 bounds 밖으로 나가므로 전체 영역 계산\n const { left, top } = this.component.bounds\n const { fontSize = 24, labelPosition = 'top' } = this.component.state\n const arrowPad = Math.min(w, h) * 0.4\n\n // 텍스트 영역 확장\n let padLeft = arrowPad, padRight = arrowPad, padTop = arrowPad, padBottom = arrowPad\n if ((this.component as any).hasTextProperty) {\n switch (labelPosition) {\n case 'top': padTop = Math.max(padTop, fontSize + 4); break\n case 'bottom': padBottom = Math.max(padBottom, fontSize + 4); break\n case 'left': padLeft = Math.max(padLeft, fontSize * 4 + 4); break\n case 'right': padRight = Math.max(padRight, fontSize * 4 + 4); break\n }\n }\n\n const totalW = w + padLeft + padRight\n const totalH = h + padTop + padBottom\n const scale = 2\n const canvas = document.createElement('canvas')\n canvas.width = totalW * scale\n canvas.height = totalH * scale\n const ctx = canvas.getContext('2d')!\n\n ctx.save()\n ctx.scale(scale, scale)\n ctx.translate(-left + padLeft, -top + padTop)\n try {\n // 화살표 렌더\n this.component.render(ctx)\n ctx.fillStyle = this.component.state.strokeStyle || '#666666'\n ctx.fill()\n // 텍스트 렌더\n if ((this.component as any).hasTextProperty && (this.component as any).drawText) {\n ;(this.component as any).drawText(ctx)\n }\n } catch { /* render 실패 시 빈 텍스처 */ }\n ctx.restore()\n\n this._texture = new THREE.CanvasTexture(canvas)\n this._texture.colorSpace = THREE.SRGBColorSpace\n\n const geo = new THREE.PlaneGeometry(totalW, totalH)\n geo.rotateX(-Math.PI / 2)\n\n const mat = new THREE.MeshBasicMaterial({\n map: this._texture,\n alphaTest: 0.1,\n side: THREE.DoubleSide,\n })\n\n this._mesh = new THREE.Mesh(geo, mat)\n // 비대칭 패딩 보정: 플레인 센터를 컴포넌트 bounds 센터에 맞춤\n this._mesh.position.x = (padRight - padLeft) / 2\n this._mesh.position.y = 1\n this._mesh.position.z = (padBottom - padTop) / 2\n this.object3d.add(this._mesh)\n }\n\n update() {\n if (this._mesh) {\n this.object3d.remove(this._mesh)\n this._mesh.geometry.dispose()\n ;(this._mesh.material as THREE.Material).dispose()\n this._texture?.dispose()\n this._mesh = undefined\n this._texture = undefined\n }\n this.build()\n this.updateTransform()\n this.updateHidden()\n }\n\n onchange(after: Record<string, unknown>, before: Record<string, unknown>) {\n if ('width' in after || 'height' in after || 'orientation' in after ||\n 'direction' in after || 'strokeStyle' in after || 'INOUTTYPE' in after) {\n this.update()\n return\n }\n super.onchange(after, before)\n }\n\n updateDimension() {}\n updateAlpha() {}\n}\n\nregisterRealObjectFactory('PortFlow', (component: Component) => new PortFlowRealObject3D(component))\n\n// ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━\n// Node — 2D render를 바닥 Plane 텍스처로 3D 표시\n// ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━\n\nclass NodeRealObject3D extends RealObjectGroup {\n private _mesh?: THREE.Mesh\n private _texture?: THREE.CanvasTexture\n\n get zPriority(): number { return Z_FMSIM.NODE }\n get effectiveDepth(): number { return 0 }\n protected get syncZPosOffset(): number { return 0 }\n\n build() {\n super.build()\n\n const { cx, cy } = this.component.state\n const radius = 8\n const size = radius * 2\n const scale = 2\n const pad = 2\n\n const canvas = document.createElement('canvas')\n canvas.width = (size + pad * 2) * scale\n canvas.height = (size + pad * 2) * scale\n const ctx = canvas.getContext('2d')!\n\n ctx.save()\n ctx.scale(scale, scale)\n ctx.translate(-cx + radius + pad, -cy + radius + pad)\n try {\n this.component.render(ctx)\n const { fillStyle = '#888888' } = this.component.state\n ctx.fillStyle = typeof fillStyle === 'string' ? fillStyle : '#888888'\n ctx.fill()\n const { strokeStyle } = this.component.state\n if (strokeStyle && typeof strokeStyle === 'string') {\n ctx.strokeStyle = strokeStyle\n ctx.lineWidth = 1\n ctx.stroke()\n }\n } catch { /* render 실패 시 빈 텍스처 */ }\n ctx.restore()\n\n this._texture = new THREE.CanvasTexture(canvas)\n this._texture.colorSpace = THREE.SRGBColorSpace\n\n const geo = new THREE.PlaneGeometry(size + pad * 2, size + pad * 2)\n geo.rotateX(-Math.PI / 2)\n\n const mat = new THREE.MeshBasicMaterial({\n map: this._texture,\n alphaTest: 0.1,\n side: THREE.DoubleSide,\n })\n\n this._mesh = new THREE.Mesh(geo, mat)\n this._mesh.position.y = 1\n this.object3d.add(this._mesh)\n }\n\n update() {\n if (this._mesh) {\n this.object3d.remove(this._mesh)\n this._mesh.geometry.dispose()\n ;(this._mesh.material as THREE.Material).dispose()\n this._texture?.dispose()\n this._mesh = undefined\n this._texture = undefined\n }\n this.build()\n this.updateTransform()\n this.updateHidden()\n }\n\n onchange(after: Record<string, unknown>, before: Record<string, unknown>) {\n if ('fillStyle' in after || 'strokeStyle' in after) {\n this.update()\n return\n }\n super.onchange(after, before)\n }\n\n updateDimension() {}\n updateAlpha() {}\n}\n\nregisterRealObjectFactory('Node', (component: Component) => new NodeRealObject3D(component))\n\n// Scanner — 2D Triangle 실루엣과 정합되는 삼각형 prism.\n// 이송 표면 높이의 0.2배(=6) 얇은 기둥 — 원래 값 유지, shape 만 'box' → 'triangle'.\nconst SCANNER_CONFIG: MCS3DConfig = {\n ...DEFAULTS,\n defaultDepth: TRANSPORT_SURFACE_HEIGHT * 0.2,\n defaultZPosFromParent: true,\n opacity: 1,\n metalness: 0.3,\n roughness: 0.7,\n defaultColor: 0x888888,\n shape: 'triangle',\n zPriority: Z_FMSIM.SCANNER,\n}\nregisterRealObjectFactory('Scanner', (component: Component) => new MCSRealObject3D(component, SCANNER_CONFIG))\n"]}
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* MCS 설비 컴포넌트 3D 팩토리\n *\n * 10,000+ 인스턴스를 위한 최소 폴리곤 설계:\n * - 컴포넌트당 단일 Mesh (draw call 최소화)\n * - BoxGeometry / ExtrudeGeometry(hexagon) 만 사용\n * - Machine: 높은 depth, 컨테이너는 반투명\n * - Unit: 낮은 depth, 불투명\n */\n\nimport * as THREE from 'three'\nimport * as BufferGeometryUtils from 'three/examples/jsm/utils/BufferGeometryUtils.js'\nimport { RealObjectGroup, registerRealObjectFactory, disposeObject3D, MaterialBank } from '@hatiolab/things-scene'\nimport type { Component } from '@hatiolab/things-scene'\nimport { LEGEND_CAPACITY, resolveCarrierLegend } from '../features/mcs-status-default'\nimport { getValueOnRanges } from '../utils/get-value-on-ranges'\nimport { fitGaugeScale } from '../utils/fit-gauge-scale'\nimport {\n carrierSegmentsFromData,\n abnormalSegmentsFromData,\n carrierColorsFromLegend,\n ABNORMAL_COLORS\n} from '../utils/stocker-gauge'\nimport { Z_FMSIM } from './z-priority'\n\n// ── 설정 타입 ────────────────────────────────────────────\n\ninterface MCS3DConfig {\n /** state.depth 미설정 시 기본 depth.\n * defaultDepth > 0이면 절대값, 아니면 min(w,h) * depthRatio */\n depthRatio: number\n defaultDepth?: number\n /** true이면 syncZPosOffset = TRANSPORT_SURFACE_HEIGHT */\n defaultZPosFromParent?: boolean\n /** 1.0 = 불투명, 0.35 = 반투명 컨테이너 */\n opacity: number\n metalness: number\n roughness: number\n /** statusColor 미사용 시 기본 색상 */\n defaultColor: number\n /** 'box' | 'hexagon' | 'plane' | 'triangle' */\n shape: 'box' | 'hexagon' | 'plane' | 'triangle'\n /** mesh 생성 전 가시성 판정 — false 반환 시 mesh 미생성 */\n isVisible?: (component: Component) => boolean\n /** 부모 대비 크기 비율 (기본 1.0). < 1이면 부모 중심에 배치. */\n sizeRatio?: number\n /** 상부 면 제거 (5면 개방 박스) */\n openTop?: boolean\n /** 상판 무반사 (MeshBasicMaterial) */\n matteTop?: boolean\n /** 상판에 2D 렌더링 텍스처 적용 */\n texturedTop?: boolean\n /** 자체 발광 강도 (0~1). 조명 약한 면에서도 색상 유지 */\n emissiveIntensity?: number\n /** 바닥면 유지 (기본 false — 바닥면 제거) */\n keepBottomFace?: boolean\n /** syncZPosOffset 고정값 (설정 시 다른 로직 무시) */\n zPosOverride?: number\n /** z-priority — polygonOffset 으로 z-fight 완화. 기본 0 (OBJECTS). */\n zPriority?: number\n}\n\n/**\n * 포트 기본 높이 (절대값).\n * 모든 이송장치의 상단 높이 = 이 값.\n * 캐리어가 이송장치 간 높이 차 없이 이동할 수 있는 기준 높이.\n */\nexport const TRANSPORT_SURFACE_HEIGHT = 30\n\nconst DEFAULTS: MCS3DConfig = {\n depthRatio: 0.5,\n opacity: 1.0,\n metalness: 0.3,\n roughness: 0.7,\n defaultColor: 0xaabbcc,\n shape: 'box',\n}\n\n// ── 3D 오브젝트 ──────────────────────────────────────────\n\nclass MCSRealObject3D extends RealObjectGroup {\n private _config: MCS3DConfig\n\n constructor(component: Component, config: MCS3DConfig) {\n super(component)\n this._config = config\n }\n\n get zPriority(): number {\n return this._config.zPriority ?? 0\n }\n\n // width, height 절대값 (음수 값은 양수로 취급).\n // `resizable:false` 컴포넌트(예: Scanner)는 state.width/height 가 없고\n // bounds 만 있을 수 있으므로 bounds 를 fallback 으로 사용.\n //\n // `??` only catches null/undefined — a property-panel input that produced\n // NaN would slip through and corrupt every downstream Math.* call. Use a\n // finite check so NaN falls through to bounds → 10 like missing values do.\n protected get absSize(): { w: number; h: number } {\n const state = (this.component.state || {}) as any\n const bounds = (this.component.bounds || {}) as any\n const width = pickFinite(state.width, bounds.width, 10)\n const height = pickFinite(state.height, bounds.height, 10)\n return { w: Math.abs(width), h: Math.abs(height) }\n }\n\n get effectiveDepth(): number {\n const { depth } = this.component.state\n // Truthy `if (depth)` already rejected NaN/0/undefined, but be explicit\n // so the intent (and the resolution chain) reads cleanly: only an\n // explicit positive finite number wins; everything else → defaults.\n if (typeof depth === 'number' && Number.isFinite(depth) && depth > 0) {\n return depth\n }\n if (this._config.defaultDepth) return this._config.defaultDepth\n const { w, h } = this.absSize\n return Math.min(w, h) * this._config.depthRatio\n }\n\n protected get syncZPosOffset(): number {\n // syncZPosOffset = placement + geometric (center origin = effectiveDepth/2)\n // 중첩 보정(parent shift 상쇄)은 base RealObject.cz가 parent.geometricOffsetY를\n // 빼는 방식으로 처리하므로 여기선 placement + 본인 geometric만 반환\n const halfD = this.effectiveDepth / 2\n // zPosOverride: 고정 높이 (OHTLine 등)\n if (this._config.zPosOverride != null) {\n return this._config.zPosOverride + halfD\n }\n // Port: 이송 표면 높이에 배치\n if (this._config.defaultZPosFromParent) {\n return TRANSPORT_SURFACE_HEIGHT + halfD\n }\n // Carrier: 부모 유형에 따라 배치 위치 결정\n if (this._config.sizeRatio && this._config.sizeRatio < 1) {\n const parentType = this.component.parent?.state?.type\n // OHT: 그리퍼 아래에 매달림 — placement = -effectiveDepth(carrier top이 OHT bottom)\n if (parentType === 'OHT') {\n return -this.effectiveDepth + halfD\n }\n if (parentType === 'Port' || parentType === 'Shelf' || parentType === 'Shuttle') {\n return halfD\n }\n return TRANSPORT_SURFACE_HEIGHT + halfD\n }\n return halfD\n }\n\n // geometric 부분(center origin: depth/2)은 base 기본값 사용 — override 불필요\n\n // 컴포넌트의 상태 색상(statusColor) 또는 fillStyle → Three.js 색상 변환\n protected 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 this._config.defaultColor\n }\n\n // ── Geometry helpers ──\n\n /**\n * 바닥면(-Y 방향) 삼각형 제거: z-fighting 근본 해결.\n * 바닥면이 없으면 floor grid와 겹칠 면 자체가 없어진다.\n */\n private removeBottomFace(geometry: THREE.BufferGeometry): THREE.BufferGeometry {\n const posAttr = geometry.getAttribute('position')\n const normAttr = geometry.getAttribute('normal')\n const index = geometry.getIndex()\n\n if (!posAttr || !normAttr || !index) return geometry\n\n const newIndices: number[] = []\n const normalY = new THREE.Vector3()\n\n for (let i = 0; i < index.count; i += 3) {\n const a = index.getX(i)\n const b = index.getX(i + 1)\n const c = index.getX(i + 2)\n\n // 세 꼭짓점 노말의 Y 성분 평균으로 방향 판단\n const avgY = (normAttr.getY(a) + normAttr.getY(b) + normAttr.getY(c)) / 3\n\n // -Y 방향 삼각형 제거 (threshold -0.9: 거의 아래를 향하는 면만)\n if (avgY > -0.9) {\n newIndices.push(a, b, c)\n }\n }\n\n geometry.setIndex(newIndices)\n return geometry\n }\n\n // ── Geometry builders ──\n\n private buildBoxGeometry(w: number, d: number, h: number): THREE.BufferGeometry {\n const geo = new THREE.BoxGeometry(w, d, h)\n return this._config.keepBottomFace ? geo : this.removeBottomFace(geo)\n }\n\n private buildHexagonGeometry(w: number, d: number, h: number): THREE.BufferGeometry {\n // Buffer의 2D 형태: 좌우 끝이 꺾인 육각형\n const offset = Math.min(w, h) * 0.2\n const hw = w / 2\n const hh = h / 2\n\n const shape = new THREE.Shape()\n shape.moveTo(-hw + offset, -hh)\n shape.lineTo(hw - offset, -hh)\n shape.lineTo(hw, 0)\n shape.lineTo(hw - offset, hh)\n shape.lineTo(-hw + offset, hh)\n shape.lineTo(-hw, 0)\n shape.closePath()\n\n const geo = new THREE.ExtrudeGeometry(shape, {\n steps: 1,\n depth: d,\n bevelEnabled: false,\n })\n\n // 중심 정렬 후 Y-up 좌표계 회전 (extrude 축: +Z → +Y)\n geo.translate(0, 0, -d / 2)\n geo.rotateX(Math.PI / 2)\n\n return this.removeBottomFace(geo)\n }\n\n private buildPlaneGeometry(w: number, h: number): THREE.BufferGeometry {\n const geo = new THREE.PlaneGeometry(w, h)\n geo.rotateX(-Math.PI / 2)\n return geo\n }\n\n /**\n * 삼각형 prism — 2D Triangle 의 꼭짓점(state.x1/y1, x2/y2, x3/y3) 을 그대로 사용.\n * things-scene 의 TriangleExtrude 와 동일한 방식 — 각 Scanner 인스턴스의\n * 실제 정점 배치(방향, 비대칭 등) 가 3D 에 반영된다.\n *\n * `geometry.center()` 로 로컬 원점을 bounding-box 중심으로 맞추므로\n * 후속 placement 와 정합.\n */\n private buildTriangleGeometry(d: number): THREE.BufferGeometry {\n const state = (this.component.state || {}) as any\n const { x1 = 0, y1 = 0, x2 = 0, y2 = 0, x3 = 0, y3 = 0 } = state\n\n const shape = new THREE.Shape()\n shape.moveTo(x1, y1)\n shape.lineTo(x2, y2)\n shape.lineTo(x3, y3)\n shape.closePath()\n\n const geo = new THREE.ExtrudeGeometry(shape, {\n steps: 1,\n depth: d,\n bevelEnabled: false,\n })\n\n // bounding box 중심으로 원점 정렬 후 Y-up 좌표계로 회전\n geo.center()\n geo.rotateX(Math.PI / 2)\n\n return this.removeBottomFace(geo)\n }\n\n // ── Build ──\n\n protected _ownMesh?: THREE.Mesh\n\n build() {\n super.build()\n\n // 가시성 판정 — e.g., Carrier는 데이터 없으면 mesh 미생성\n if (this._config.isVisible && !this._config.isVisible(this.component)) return\n\n const { w: rawW, h: rawH } = this.absSize\n const rawDepth = this.effectiveDepth\n if (!rawW || !rawH) return\n\n const ratio = this._config.sizeRatio ?? 1.0\n const w = rawW * ratio\n const h = rawH * ratio\n const depth = rawDepth * ratio\n\n const color = this.resolveColor()\n const { opacity, metalness, roughness, shape } = this._config\n\n const geometry =\n shape === 'plane'\n ? this.buildPlaneGeometry(w, h)\n : shape === 'hexagon'\n ? this.buildHexagonGeometry(w, depth, h)\n : shape === 'triangle'\n ? this.buildTriangleGeometry(depth)\n : this.buildBoxGeometry(w, depth, h)\n\n const isPlane = shape === 'plane'\n // Standard body 는 MaterialBank 공유(색 변형) — 인스턴스 dedup + faint 안전(코어가 공유 base 의\n // 변형만 스왑, 원본 base 불변). plane 은 unlit MeshBasicMaterial 이라 bank(Standard 전용) 비대상 → raw.\n const material: THREE.Material = isPlane\n ? new THREE.MeshBasicMaterial({\n color,\n opacity,\n transparent: opacity < 1,\n side: THREE.DoubleSide,\n })\n : MaterialBank.material(\n 'mcs|body',\n {\n metalness,\n roughness,\n opacity,\n side: opacity < 1 ? THREE.DoubleSide : THREE.FrontSide,\n ...(this._config.emissiveIntensity\n ? { emissive: color, emissiveIntensity: this._config.emissiveIntensity }\n : {}),\n },\n color,\n )\n // z-fighting 방지: 바닥면(floor grid)보다 앞. bank body 는 공유 base 라 polygonOffset 은 모든 mcs\n // body 공통 상수 — 반환 material 에 세팅(같은 값이라 멱등, 인스턴스별 발산 없음).\n material.polygonOffset = true\n material.polygonOffsetFactor = -1\n material.polygonOffsetUnit = -1\n\n // BoxGeometry material groups: +x(0), -x(1), +y(2), -y(3), +z(4), -z(5)\n let meshMaterial: THREE.Material | THREE.Material[] = material\n if (shape === 'box') {\n if (this._config.openTop) {\n // 상단면 제거 → 5면 개방 박스\n const invisible = new THREE.MeshBasicMaterial({ visible: false })\n meshMaterial = [material, material, invisible, material, material, material]\n } else if (this._config.texturedTop) {\n // 상판에 2D 렌더링 텍스처\n const topMat = this.buildTopTexture(w, h)\n meshMaterial = [material, material, topMat, material, material, material]\n } else if (this._config.matteTop) {\n // 상판만 무반사\n const matte = new THREE.MeshBasicMaterial({ color, opacity, transparent: opacity < 1 })\n meshMaterial = [material, material, matte, material, material, material]\n }\n }\n\n this._ownMesh = new THREE.Mesh(geometry, meshMaterial)\n // ownGroup 기준(bottom-up): mesh 바닥을 y=0에 맞추고 ownGroup이 -d/2로 shift해\n // center-origin object3d에 정렬됨.\n // box/hexagon (center-local geometry): y=rawDepth/2 (바닥을 0에 맞춤)\n // plane: y=1 (바닥 살짝 띄움)\n this._ownMesh.position.y = isPlane ? 1 : rawDepth / 2\n this._ownMesh.castShadow = !isPlane\n this._ownMesh.receiveShadow = true\n this.components3D.add(this._ownMesh)\n\n // mesh 는 super.build() *이후* 생성되므로, 코어의 build-시점 faint 적용이 이 mesh 에 못 닿는다.\n // mesh 생성 직후 명시 적용 — 코어 applyMaterialOpacity 가 content-alpha × faint 를 일괄 처리.\n // view 모드에선 factor=1(=state.alpha 없음) → canonical(config.opacity) 그대로, 고객 화면 불변.\n this.updateAlpha()\n }\n\n // ── Change handling ──\n\n private _updatePending = false\n\n onchange(after: Record<string, unknown>, before: Record<string, unknown>) {\n if (\n 'width' in after ||\n 'height' in after ||\n 'depth' in after ||\n 'fillStyle' in after ||\n 'strokeStyle' in after ||\n 'id' in after ||\n 'EMPTYTYPE' in after ||\n 'CARRIERSTATUS' in after ||\n 'showText' in after\n ) {\n // 연속 setState에 의한 다중 rebuild 방지: 한 프레임에 한 번만 실행\n if (!this._updatePending) {\n this._updatePending = true\n queueMicrotask(() => {\n this._updatePending = false\n this.update()\n })\n }\n return\n }\n\n super.onchange(after, before)\n }\n\n /**\n * 상판 텍스처: 컴포넌트의 2D render()를 캔버스에 그려서 텍스처로 사용\n */\n protected buildTopTexture(w: number, h: number): THREE.MeshBasicMaterial {\n const scale = 4\n const cw = this.nextPow2(w * scale)\n const ch = this.nextPow2(h * scale)\n const canvas = document.createElement('canvas')\n canvas.width = cw\n canvas.height = ch\n const ctx = canvas.getContext('2d')!\n\n const statusColor = '#' + this.resolveColor().toString(16).padStart(6, '0')\n const emptyType = (this.component.state as any)?.EMPTYTYPE || ''\n const text = emptyType === 'FULL' ? 'F' : emptyType === 'EMPTY' ? 'E' : emptyType === 'EMPTYEMPTY' ? 'X' : ''\n\n // 실제 사용 영역 (nextPow2 이전 크기)\n const usedW = w * scale\n const usedH = h * scale\n\n // 바탕: 캐리어 상태 색상 (사용 영역만)\n ctx.fillStyle = statusColor\n ctx.fillRect(0, 0, usedW, usedH)\n\n // 텍스트 (사용 영역 중앙) — showText(= 현재 홀더의 showCarrierText) off 면 미표시. 2D 와 동일.\n const showText = !!(this.component.state as any)?.showText\n if (text && showText) {\n const fontSize = Math.round(Math.min(usedW, usedH) * 0.7)\n ctx.font = `bold ${fontSize}px Arial`\n ctx.textAlign = 'center'\n ctx.textBaseline = 'middle'\n ctx.fillStyle = '#000000'\n ctx.fillText(text, usedW / 2, usedH / 2)\n }\n\n const texture = new THREE.CanvasTexture(canvas)\n texture.offset.set(0, 1 - usedH / ch)\n texture.repeat.set(usedW / cw, usedH / ch)\n texture.colorSpace = THREE.SRGBColorSpace\n\n return new THREE.MeshBasicMaterial({\n map: texture,\n transparent: true,\n side: THREE.DoubleSide,\n })\n }\n\n private nextPow2(n: number): number {\n if (!(n > 0)) return 1\n let v = Math.ceil(n)\n v--\n v |= v >> 1; v |= v >> 2; v |= v >> 4; v |= v >> 8; v |= v >> 16\n return v + 1\n }\n\n /**\n * 자신의 mesh만 제거 후 rebuild.\n * 기본 update()는 clear()로 object3d의 모든 children을 제거하는데,\n * 컨테이너(Port 등)의 경우 자식 컴포넌트(Carrier 등)의 3D 오브젝트도 함께 제거됨.\n * 이를 방지하기 위해 자신이 생성한 mesh만 제거한다.\n */\n update() {\n // 자신의 mesh만 제거 (자식 컴포넌트 3D 오브젝트 보존)\n if (this._ownMesh) {\n this.components3D.remove(this._ownMesh)\n disposeObject3D(this._ownMesh)\n this._ownMesh = undefined\n }\n\n this.build()\n this.updateTransform()\n this.updateAlpha()\n this.updateHidden()\n }\n\n // RealObjectGroup 기본 동작 비활성화\n updateDimension() {}\n\n // updateAlpha override 제거 — 코어 RealObject.updateAlpha(=applyMaterialOpacity)로 수렴.\n // 코어가 canonical(=build 시 config.opacity 로 만든 material) 위에 factor = state.alpha × faint 를\n // 공유 변형 스왑으로 일괄 적용한다(원본 base 불변). 기존 in-place 변이는 (1) faint 미적용,\n // (2) 코어 applyFocusDim 과 이중 적용 소지가 있어 방언이었다. config.opacity 는 canonical 로 보존.\n}\n\n// ── 헬퍼 ────────────────────────────────────────────────\n\n/**\n * Returns the first argument that is a finite number. NaN slips past `??`\n * (which only catches null/undefined), so without this a property-panel\n * input producing NaN would corrupt absSize and cascade through Math.*.\n */\nfunction pickFinite(...candidates: unknown[]): number {\n for (const c of candidates) {\n if (typeof c === 'number' && Number.isFinite(c)) return c\n }\n return 0\n}\n\n// ── 팩토리 등록 헬퍼 ─────────────────────────────────────\n\nfunction register(type: string, overrides: Partial<MCS3DConfig> = {}) {\n const config: MCS3DConfig = { ...DEFAULTS, ...overrides }\n registerRealObjectFactory(type, (component: Component) => new MCSRealObject3D(component, config))\n}\n\n// ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━\n// Machine (인프라 설비) — 높은 depth, 컨테이너는 반투명\n// ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━\n\nregister('Equipment', {\n defaultDepth: 3 * TRANSPORT_SURFACE_HEIGHT,\n opacity: 0.75,\n metalness: 0.4,\n roughness: 0.6,\n defaultColor: 0x8899aa,\n zPriority: Z_FMSIM.EQUIPMENT,\n})\n\nregister('Buffer', {\n defaultDepth: TRANSPORT_SURFACE_HEIGHT,\n opacity: 1.0,\n metalness: 0.3,\n roughness: 0.7,\n defaultColor: 0x99aa88,\n shape: 'hexagon',\n zPriority: Z_FMSIM.BUFFER,\n})\n\nregister('AGVLine', {\n depthRatio: 0,\n defaultDepth: 0.1,\n metalness: 0.6,\n roughness: 0.3,\n defaultColor: 0x888899,\n zPriority: Z_FMSIM.AGV_LINE,\n})\n\n// ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━\n// OHTLine — 천장 I-beam 레일\n// ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━\n\nconst OHT_LINE_RAIL_COLOR = 0xcccccc\nconst OHT_LINE_HEIGHT = 7 * TRANSPORT_SURFACE_HEIGHT // OHT 상단과 일치\n\nclass OHTLineRealObject3D extends RealObjectGroup {\n private _mesh?: THREE.Mesh\n\n get zPriority(): number { return Z_FMSIM.OHT_LINE }\n get effectiveDepth(): number { return 0 }\n protected get syncZPosOffset(): number { return OHT_LINE_HEIGHT }\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 if (!w || !h) return\n\n // I-beam 치수: 이송 방향 = 긴 변, 폭은 2D의 1/2\n const isVertical = w < h\n const shortSide = isVertical ? w : h // 2D 원본 짧은 쪽 폭\n const beltW = shortSide * 0.25 // I-beam 폭: 원본의 1/4\n const beamH = Math.max(beltW * 0.5, 3) // I-beam 전체 높이\n const inset = shortSide * 0.5 // 양끝 여백: 원본 폭의 1/2\n const railLen = (isVertical ? h : w) - inset * 2\n const flangeH = beamH * 0.2 // 플랜지 두께\n const flangeW = beltW * 0.8 // 플랜지 폭\n const webH = beamH - flangeH * 2 // 웹 높이\n const webW = Math.max(flangeW * 0.25, 1) // 웹 두께\n\n // 공유 base(MaterialBank) — OHTLine rail 은 정적 색이라 전 인스턴스 dedup. faint 는 코어가\n // 공유 base 의 변형을 스왑(원본 불변). dispose 는 bank-safe(update 에서 material.dispose 안 함).\n const mat = MaterialBank.material('oht-line|rail', { metalness: 0.5, roughness: 0.4 }, OHT_LINE_RAIL_COLOR)\n\n const geoms: THREE.BufferGeometry[] = []\n\n // 상부 플랜지\n const topFlange = isVertical\n ? new THREE.BoxGeometry(flangeW, flangeH, railLen)\n : new THREE.BoxGeometry(railLen, flangeH, flangeW)\n topFlange.translate(0, -flangeH / 2, 0)\n geoms.push(topFlange)\n\n // 웹 (수직판)\n const web = isVertical\n ? new THREE.BoxGeometry(webW, webH, railLen)\n : new THREE.BoxGeometry(railLen, webH, webW)\n web.translate(0, -flangeH - webH / 2, 0)\n geoms.push(web)\n\n // 하부 플랜지\n const botFlange = isVertical\n ? new THREE.BoxGeometry(flangeW, flangeH, railLen)\n : new THREE.BoxGeometry(railLen, flangeH, flangeW)\n botFlange.translate(0, -flangeH - webH - flangeH / 2, 0)\n geoms.push(botFlange)\n\n this._mesh = new THREE.Mesh(BufferGeometryUtils.mergeGeometries(geoms), mat)\n this._mesh.castShadow = true\n this.object3d.add(this._mesh)\n\n // mesh 가 super.build() 이후 생성 → 코어 faint 를 명시 적용(편집 흐림이 mesh 에 닿게).\n this.updateAlpha()\n }\n\n update() {\n if (this._mesh) {\n this.object3d.remove(this._mesh)\n this._mesh.geometry.dispose()\n // material 은 MaterialBank 공유(앱 수명) — 여기서 dispose 하면 다른 인스턴스가 깨진다.\n this._mesh = undefined\n }\n this.build()\n this.updateTransform()\n this.updateHidden()\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) {\n this.update()\n return\n }\n super.onchange(after, before)\n }\n\n // updateAlpha override 제거 — 코어 RealObject.updateAlpha(=applyMaterialOpacity)로 수렴(faint).\n updateDimension() {}\n}\n\nregisterRealObjectFactory('OHTLine', (component: Component) => new OHTLineRealObject3D(component))\n\n// STOCKER: 벽면에 용량 게이지 바를 포함하는 커스텀 3D 오브젝트\nconst STOCKER_CONFIG: MCS3DConfig = {\n ...DEFAULTS,\n defaultDepth: 5 * TRANSPORT_SURFACE_HEIGHT,\n opacity: 0.75,\n metalness: 0.3,\n roughness: 0.6,\n defaultColor: 0x8899bb,\n zPriority: Z_FMSIM.STOCKER,\n}\n\nclass StockerRealObject3D extends MCSRealObject3D {\n private gaugeMesh?: THREE.Mesh\n\n constructor(component: Component) {\n super(component, STOCKER_CONFIG)\n }\n\n build() {\n super.build()\n this.buildGauge()\n }\n\n private buildGauge() {\n const comp = this.component as any\n const data = comp.data || {}\n const gaugeMode = comp.root?.stockerGaugeMode || 'capacity'\n\n const gauge = this.resolveGauge(data, gaugeMode)\n\n // 테두리는 스토커의 상태 색상 (machine status)\n const statusColor = comp.statusColor\n if (statusColor && statusColor.toUpperCase() !== '#F0F0F0') {\n gauge.borderColor = statusColor\n }\n\n const { w, h } = this.absSize\n const depth = this.effectiveDepth\n const isWidthLonger = w >= h\n\n // 게이지 최대 크기 (스토커가 충분히 크면 이 크기 그대로 사용).\n const MAX_BAR_W = 130\n const MAX_BAR_H = 26\n\n // 스토커 지붕 footprint 에 맞춰 비례 축소 (확대는 안 함 — 현재 크기가 상한).\n const fit = fitGaugeScale(w, h, MAX_BAR_W, MAX_BAR_H)\n\n // PlaneGeometry 의 월드 크기는 clamp, 텍스처 캔버스 해상도는 최대 크기 기준 고정\n // (축소되어도 선명도 유지).\n const barW = MAX_BAR_W * fit\n const barH = MAX_BAR_H * fit\n const scale = 4\n const canvasW = MAX_BAR_W * scale\n const canvasH = MAX_BAR_H * scale\n const canvas = document.createElement('canvas')\n canvas.width = canvasW\n canvas.height = canvasH\n const ctx = canvas.getContext('2d')!\n\n const pad = 12\n\n // 배경 + 테두리\n ctx.fillStyle = '#dddddd'\n ctx.fillRect(0, 0, canvasW, canvasH)\n ctx.strokeStyle = gauge.borderColor\n ctx.lineWidth = 12\n ctx.strokeRect(6, 6, canvasW - 12, canvasH - 12)\n\n // 세그먼트 채움 (왼→오) + carrier/abnormal 은 세그먼트별 숫자(%) 표기 (2D 와 동일)\n const innerW = canvasW - pad * 2\n const innerH = canvasH - pad * 2\n // 컴포넌트 폰트 설정(fontFamily/bold/italic) 을 그대로, 크기만 텍스처 scale 배 (2D 와 상대 크기 일치).\n const fontSize = (Number((this.component as any).state?.fontSize) || 15) * scale\n const font = this.gaugeFont(fontSize)\n let x = pad\n for (const seg of gauge.segments) {\n const segW = Math.max(innerW * seg.ratio, seg.ratio > 0 ? 1 : 0)\n if (segW <= 0) continue\n ctx.fillStyle = seg.color\n ctx.fillRect(x, pad, segW, innerH)\n if (gauge.perSegment) {\n this.drawGaugeSegmentNumber(ctx, seg.ratio, x, pad, segW, innerH, font, fontSize)\n }\n x += segW\n }\n\n // capacity: 전체 중앙에 usage% 한 개 (2D 와 동일). carrier/abnormal 은 위 세그먼트별 숫자 사용.\n if (gauge.label) {\n ctx.font = font\n ctx.textAlign = 'center'\n ctx.textBaseline = 'middle'\n ctx.fillStyle = '#333333'\n ctx.fillText(gauge.label, canvasW / 2, canvasH / 2)\n }\n\n // 텍스처 → Plane\n const texture = new THREE.CanvasTexture(canvas)\n texture.colorSpace = THREE.SRGBColorSpace\n\n const geo = new THREE.PlaneGeometry(barW, barH)\n geo.rotateX(-Math.PI / 2) // 수평 (지붕 위)\n if (!isWidthLonger) geo.rotateY(Math.PI / 2)\n\n const mat = new THREE.MeshBasicMaterial({\n map: texture,\n transparent: true,\n side: THREE.DoubleSide,\n })\n mat.polygonOffset = true\n mat.polygonOffsetFactor = -2\n mat.polygonOffsetUnit = -2\n\n this.gaugeMesh = new THREE.Mesh(geo, mat)\n // ownGroup 기준(bottom-up): 볼륨 상단 = +depth. 그 위로 0.5 띄움.\n this.gaugeMesh.position.set(0, depth + 0.5, 0)\n this.components3D.add(this.gaugeMesh)\n }\n\n private resolveGauge(\n data: any,\n mode: string\n ): { segments: { ratio: number; color: string }[]; borderColor: string; label: string | null; perSegment: boolean } {\n switch (mode) {\n case 'carrier': {\n // 세그먼트 비율/색상은 2D 와 공유되는 단일 소스에서 계산 (필드/색상 drift 방지).\n // 색상은 carrier 컴포넌트와 동일한 legend(테마)에서 취득.\n const colors = carrierColorsFromLegend(resolveCarrierLegend(this.component))\n const [f, e, ee] = carrierSegmentsFromData(data, colors)\n const total = f.count + e.count + ee.count\n // 접두사 없는 세그먼트별 숫자(%)로 표기 (capacity·2D 와 동일). label(중앙 한 개) 미사용.\n return total > 0\n ? {\n segments: [f, e, ee].map(s => ({ ratio: s.ratio, color: s.color })),\n borderColor: colors.full,\n label: null,\n perSegment: true,\n }\n : { segments: [{ ratio: 1, color: '#dddddd' }], borderColor: colors.full, label: null, perSegment: false }\n }\n case 'abnormal': {\n const [n, a] = abnormalSegmentsFromData(data)\n const total = n.count + a.count\n return total > 0\n ? {\n segments: [n, a].map(s => ({ ratio: s.ratio, color: s.color })),\n borderColor: a.count > 0 ? ABNORMAL_COLORS.abnormal : ABNORMAL_COLORS.normal,\n label: null,\n perSegment: true,\n }\n : {\n segments: [{ ratio: 1, color: '#dddddd' }],\n borderColor: ABNORMAL_COLORS.normal,\n label: null,\n perSegment: false,\n }\n }\n default: { // capacity — 전체 중앙에 usage% 한 개\n const cur = Number(data.CURRENTCAPACITY) || 0\n const max = Number(data.MAXCAPACITY) || 100\n const fullup = data.FULLUP === 'T'\n const usage = Math.round((cur / max) * 100)\n const legend = (this.component as any).root?.stockerCapacityLegendTheme || LEGEND_CAPACITY\n const color = fullup ? 'red' : (getValueOnRanges(usage, legend) || '#44aa44')\n return {\n segments: [{ ratio: usage / 100, color }],\n borderColor: color,\n label: `${usage}%`,\n perSegment: false,\n }\n }\n }\n }\n\n /** 컴포넌트 폰트 설정(fontFamily/bold/italic)으로 CSS font 문자열 조합. size 는 텍스처 스케일 반영값. */\n private gaugeFont(sizePx: number): string {\n const st = (this.component as any).state || {}\n const parts: string[] = []\n if (st.bold) parts.push('bold')\n if (st.italic) parts.push('italic')\n parts.push(`${sizePx}px`)\n parts.push(st.fontFamily || 'sans-serif')\n return parts.join(' ')\n }\n\n /** 세그먼트 영역 중심에 숫자(%)만 표기. 좁으면 값% → 값 → 생략 (2D _drawSegmentLabel 과 동일 정책). */\n private drawGaugeSegmentNumber(\n ctx: CanvasRenderingContext2D,\n ratio: number,\n x: number,\n y: number,\n w: number,\n h: number,\n font: string,\n fontSize: number\n ) {\n ctx.font = font\n ctx.textAlign = 'center'\n ctx.textBaseline = 'middle'\n ctx.fillStyle = '#333333'\n const value = `${Math.round(ratio * 100)}`\n const cx = x + w / 2\n const cy = y + h / 2\n if (fontSize <= h && ctx.measureText(`${value}%`).width <= w) {\n ctx.fillText(`${value}%`, cx, cy)\n } else if (fontSize <= h && ctx.measureText(value).width <= w) {\n ctx.fillText(value, cx, cy)\n }\n }\n\n update() {\n this.clearGauge()\n super.update()\n }\n\n onchange(after: Record<string, unknown>, before: Record<string, unknown>) {\n if ('data' in after) {\n this.clearGauge()\n this.buildGauge()\n }\n super.onchange(after, before)\n }\n\n clear() {\n this.clearGauge()\n return super.clear()\n }\n\n private clearGauge() {\n if (this.gaugeMesh) {\n this.components3D.remove(this.gaugeMesh)\n this.gaugeMesh.geometry?.dispose()\n const mat = this.gaugeMesh.material as THREE.MeshBasicMaterial\n mat?.map?.dispose()\n mat?.dispose()\n this.gaugeMesh = undefined\n }\n }\n}\n\nregisterRealObjectFactory('STOCKER', (component: Component) => new StockerRealObject3D(component))\n\n// ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━\n// Unit (이동체 · 홀더) — 낮은 depth, 불투명\n// ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━\n\n// Port: 바닥판 (PlaneGeometry)\nconst PORT_CONFIG: MCS3DConfig = {\n ...DEFAULTS,\n depthRatio: 0.01,\n defaultZPosFromParent: true,\n opacity: 0.1,\n metalness: 0.3,\n roughness: 0.8,\n defaultColor: 0xb0a090,\n shape: 'plane',\n zPriority: Z_FMSIM.PORT,\n}\nregisterRealObjectFactory('Port', (component: Component) => new MCSRealObject3D(component, PORT_CONFIG))\n\nregister('Shelf', {\n depthRatio: 0.25,\n metalness: 0.3,\n roughness: 0.7,\n defaultColor: 0xaabbcc,\n zPriority: Z_FMSIM.SHELF,\n})\n\n// Carrier: CARRIERSTATUS에 따른 3D 애니메이션 지원\nconst CARRIER_CONFIG: MCS3DConfig = {\n ...DEFAULTS,\n depthRatio: 0.5,\n metalness: 0,\n roughness: 1,\n defaultColor: 0xf0f0f0,\n isVisible: (c: Component) => !!(c.state as any).id,\n sizeRatio: 0.8,\n texturedTop: true,\n // Carrier 는 이동 entity — default OBJECTS(0). zPriority 미설정.\n}\n\n/**\n * 적층 시 다음 carrier 의 z-position 이 *_이전 carrier 의 effectiveDepth × N*\n * 만큼 위에 놓인다. N=1 이면 carrier 들이 맞붙어 적층 (기존), N<1 이면 부분\n * overlap (3D box 들이 겹쳐서 적층). 사용자 의도 — carrier 두께는 두꺼워도\n * 적층 시 *_compact 하게 보이도록* — N 을 작게.\n */\nconst CARRIER_STACK_STEP_RATIO = 0.9\n\nclass CarrierRealObject3D extends MCSRealObject3D {\n constructor(component: Component) {\n super(component, CARRIER_CONFIG)\n }\n\n /**\n * cz override — *carrier 자기 결정* 의 적층 위치.\n * parent.components 안 자기 index 까지의 형제 carrier 들의 effectiveDepth\n * 누적합을 base cz 위에 더한다. holder 측에 별도 layout 책임을 두지 않고,\n * carrier 가 자기 stack 위치를 알아서 결정.\n */\n override get cz(): number {\n const base = super.cz\n const parent = this.component.parent as any\n if (!parent?.components) return base\n const siblings = parent.components as any[]\n const idx = siblings.indexOf(this.component)\n if (idx <= 0) return base\n let offset = 0\n for (let i = 0; i < idx; i++) {\n const ro = siblings[i]?._realObject\n const eff = Number(ro?.effectiveDepth)\n const d = Number.isFinite(eff) && eff > 0 ? eff : 1\n offset += d * CARRIER_STACK_STEP_RATIO\n }\n // 적층 방향 — placement (= 부모 holder 타입) 에 따라 결정.\n // OHT 처럼 그리퍼 아래에 매달리는 holder 는 carrier 가 *_아래로_* 누적,\n // 그 외 (Port / Shelf / Shuttle / Vehicle) 는 위로 누적.\n // MCSRealObject3D.syncZPosOffset 의 OHT 분기 (-effectiveDepth + halfD) 와\n // 같은 방향성 일관 적용.\n const parentType = parent?.state?.type\n const dir = parentType === 'OHT' ? -1 : 1\n return base + dir * offset\n }\n}\n\nregisterRealObjectFactory('Carrier', (component: Component) => new CarrierRealObject3D(component))\n\n// ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━\n// Gauge (용량 게이지) — 얇은 바\n// ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━\n\n// ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━\n// Gauge (용량 게이지) — 2D 렌더링을 Plane 텍스처로 3D 표시\n// ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━\n\n// Gauge 컴포넌트는 3D에서 표시하지 않음 (부모 STOCKER의 3D 모델에서 직접 게이지 렌더링)\n// null 반환으로 3D 오브젝트 생성을 억제하고, default factory fallback도 방지\nregisterRealObjectFactory('StockerCapacityBar', () => undefined as any)\nregisterRealObjectFactory('MCSGaugeCapacityBar', () => undefined as any)\nregisterRealObjectFactory('ZoneCapacityBar', () => undefined as any)\n\n// ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━\n// PortFlow — 2D render를 Plane 텍스처로 3D 표시\n// ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━\n\nclass PortFlowRealObject3D extends RealObjectGroup {\n private _mesh?: THREE.Mesh\n private _texture?: THREE.CanvasTexture\n\n get zPriority(): number { return Z_FMSIM.PORT_FLOW }\n get effectiveDepth(): number { return 0 }\n protected get syncZPosOffset(): number {\n // 부모 Port/Conveyor의 zPos와 동일하게\n const parent = (this.component as any).parentObject\n if (parent?.state?.zPos != null) return parent.state.zPos\n return TRANSPORT_SURFACE_HEIGHT\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 if (!w || !h) return\n\n // 2D render를 캔버스에 캡처\n // 화살표 날개 + 텍스트 영역이 bounds 밖으로 나가므로 전체 영역 계산\n const { left, top } = this.component.bounds\n const { fontSize = 24, labelPosition = 'top' } = this.component.state\n const arrowPad = Math.min(w, h) * 0.4\n\n // 텍스트 영역 확장\n let padLeft = arrowPad, padRight = arrowPad, padTop = arrowPad, padBottom = arrowPad\n if ((this.component as any).hasTextProperty) {\n switch (labelPosition) {\n case 'top': padTop = Math.max(padTop, fontSize + 4); break\n case 'bottom': padBottom = Math.max(padBottom, fontSize + 4); break\n case 'left': padLeft = Math.max(padLeft, fontSize * 4 + 4); break\n case 'right': padRight = Math.max(padRight, fontSize * 4 + 4); break\n }\n }\n\n const totalW = w + padLeft + padRight\n const totalH = h + padTop + padBottom\n const scale = 2\n const canvas = document.createElement('canvas')\n canvas.width = totalW * scale\n canvas.height = totalH * scale\n const ctx = canvas.getContext('2d')!\n\n ctx.save()\n ctx.scale(scale, scale)\n ctx.translate(-left + padLeft, -top + padTop)\n try {\n // 화살표 렌더\n this.component.render(ctx)\n ctx.fillStyle = this.component.state.strokeStyle || '#666666'\n ctx.fill()\n // 텍스트 렌더\n if ((this.component as any).hasTextProperty && (this.component as any).drawText) {\n ;(this.component as any).drawText(ctx)\n }\n } catch { /* render 실패 시 빈 텍스처 */ }\n ctx.restore()\n\n this._texture = new THREE.CanvasTexture(canvas)\n this._texture.colorSpace = THREE.SRGBColorSpace\n\n const geo = new THREE.PlaneGeometry(totalW, totalH)\n geo.rotateX(-Math.PI / 2)\n\n const mat = new THREE.MeshBasicMaterial({\n map: this._texture,\n alphaTest: 0.1,\n side: THREE.DoubleSide,\n })\n\n this._mesh = new THREE.Mesh(geo, mat)\n // 비대칭 패딩 보정: 플레인 센터를 컴포넌트 bounds 센터에 맞춤\n this._mesh.position.x = (padRight - padLeft) / 2\n this._mesh.position.y = 1\n this._mesh.position.z = (padBottom - padTop) / 2\n this.object3d.add(this._mesh)\n }\n\n update() {\n if (this._mesh) {\n this.object3d.remove(this._mesh)\n this._mesh.geometry.dispose()\n ;(this._mesh.material as THREE.Material).dispose()\n this._texture?.dispose()\n this._mesh = undefined\n this._texture = undefined\n }\n this.build()\n this.updateTransform()\n this.updateHidden()\n }\n\n onchange(after: Record<string, unknown>, before: Record<string, unknown>) {\n if ('width' in after || 'height' in after || 'orientation' in after ||\n 'direction' in after || 'strokeStyle' in after || 'INOUTTYPE' in after) {\n this.update()\n return\n }\n super.onchange(after, before)\n }\n\n updateDimension() {}\n updateAlpha() {}\n}\n\nregisterRealObjectFactory('PortFlow', (component: Component) => new PortFlowRealObject3D(component))\n\n// ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━\n// Node — 2D render를 바닥 Plane 텍스처로 3D 표시\n// ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━\n\nclass NodeRealObject3D extends RealObjectGroup {\n private _mesh?: THREE.Mesh\n private _texture?: THREE.CanvasTexture\n\n get zPriority(): number { return Z_FMSIM.NODE }\n get effectiveDepth(): number { return 0 }\n protected get syncZPosOffset(): number { return 0 }\n\n build() {\n super.build()\n\n const { cx, cy } = this.component.state\n const radius = 8\n const size = radius * 2\n const scale = 2\n const pad = 2\n\n const canvas = document.createElement('canvas')\n canvas.width = (size + pad * 2) * scale\n canvas.height = (size + pad * 2) * scale\n const ctx = canvas.getContext('2d')!\n\n ctx.save()\n ctx.scale(scale, scale)\n ctx.translate(-cx + radius + pad, -cy + radius + pad)\n try {\n this.component.render(ctx)\n const { fillStyle = '#888888' } = this.component.state\n ctx.fillStyle = typeof fillStyle === 'string' ? fillStyle : '#888888'\n ctx.fill()\n const { strokeStyle } = this.component.state\n if (strokeStyle && typeof strokeStyle === 'string') {\n ctx.strokeStyle = strokeStyle\n ctx.lineWidth = 1\n ctx.stroke()\n }\n } catch { /* render 실패 시 빈 텍스처 */ }\n ctx.restore()\n\n this._texture = new THREE.CanvasTexture(canvas)\n this._texture.colorSpace = THREE.SRGBColorSpace\n\n const geo = new THREE.PlaneGeometry(size + pad * 2, size + pad * 2)\n geo.rotateX(-Math.PI / 2)\n\n const mat = new THREE.MeshBasicMaterial({\n map: this._texture,\n alphaTest: 0.1,\n side: THREE.DoubleSide,\n })\n\n this._mesh = new THREE.Mesh(geo, mat)\n this._mesh.position.y = 1\n this.object3d.add(this._mesh)\n }\n\n update() {\n if (this._mesh) {\n this.object3d.remove(this._mesh)\n this._mesh.geometry.dispose()\n ;(this._mesh.material as THREE.Material).dispose()\n this._texture?.dispose()\n this._mesh = undefined\n this._texture = undefined\n }\n this.build()\n this.updateTransform()\n this.updateHidden()\n }\n\n onchange(after: Record<string, unknown>, before: Record<string, unknown>) {\n if ('fillStyle' in after || 'strokeStyle' in after) {\n this.update()\n return\n }\n super.onchange(after, before)\n }\n\n updateDimension() {}\n updateAlpha() {}\n}\n\nregisterRealObjectFactory('Node', (component: Component) => new NodeRealObject3D(component))\n\n// Scanner — 2D Triangle 실루엣과 정합되는 삼각형 prism.\n// 이송 표면 높이의 0.2배(=6) 얇은 기둥 — 원래 값 유지, shape 만 'box' → 'triangle'.\nconst SCANNER_CONFIG: MCS3DConfig = {\n ...DEFAULTS,\n defaultDepth: TRANSPORT_SURFACE_HEIGHT * 0.2,\n defaultZPosFromParent: true,\n opacity: 1,\n metalness: 0.3,\n roughness: 0.7,\n defaultColor: 0x888888,\n shape: 'triangle',\n zPriority: Z_FMSIM.SCANNER,\n}\nregisterRealObjectFactory('Scanner', (component: Component) => new MCSRealObject3D(component, SCANNER_CONFIG))\n"]}
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