@fmsim/machine 2.0.0-beta.17 → 2.0.0-beta.19
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.js +12 -1
- package/dist/carrier.js.map +1 -1
- package/dist/factories/agv-3d.js +115 -1
- package/dist/factories/agv-3d.js.map +1 -1
- package/dist/factories/machine-3d.js +30 -19
- package/dist/factories/machine-3d.js.map +1 -1
- package/dist/tsconfig.tsbuildinfo +1 -1
- package/package.json +2 -2
- package/src/carrier.ts +7 -1
- package/src/factories/agv-3d.ts +136 -1
- package/src/factories/machine-3d.ts +47 -24
package/dist/carrier.js
CHANGED
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@@ -134,8 +134,19 @@ let Carrier = class Carrier extends MCSStatusMixin(ParentObjectMixin(Shape)) {
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134
134
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return cached;
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135
135
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}
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136
136
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// 캐시에 없으면 파싱하고 저장
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137
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-
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137
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+
let theme = (_d = (_c = this.root) === null || _c === void 0 ? void 0 : _c.style) === null || _d === void 0 ? void 0 : _d[carrierAnimationName];
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138
138
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if (theme) {
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139
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+
// theme이 string이면 먼저 파싱
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140
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+
if (typeof theme === 'string') {
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141
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+
try {
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142
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+
theme = JSON5.parse(theme);
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143
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+
}
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144
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+
catch (_e) {
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145
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+
return ANIMATION_DEFAULT;
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146
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+
}
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147
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+
}
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148
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+
if (typeof theme !== 'object' || theme === null)
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149
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+
return ANIMATION_DEFAULT;
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139
150
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// 문자열 형태의 설정들을 미리 파싱
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140
151
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const parsedTheme = {};
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141
152
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for (const [status, config] of Object.entries(theme)) {
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package/dist/carrier.js.map
CHANGED
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@@ -1 +1 @@
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1
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-
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JSON5 from 'json5'\nimport { getPopupData } from '@fmsim/api'\n\nimport { BOUNDS, Component, ComponentNature, Properties, Shape, sceneComponent } from '@hatiolab/things-scene'\nimport { ANIMATION_DEFAULT, AnimationPreset, AnimationConfig } from './features/animation-default.js'\nimport { ParentObjectMixin } from './features/parent-object-mixin.js'\nimport { LEGEND_CARRIER, Legend } from './features/mcs-status-default.js'\nimport { MCSStatusMixin } from './features/mcs-status-mixin.js'\n\nconst NATURE: ComponentNature = {\n mutable: false,\n resizable: false,\n rotatable: false\n}\n\n@sceneComponent('Carrier')\nexport default class Carrier extends MCSStatusMixin(ParentObjectMixin(Shape)) {\n static get nature() {\n return NATURE\n }\n\n get path() {\n if (!this.parent) {\n return []\n }\n\n const { left, top, width, height } = this.calculateShrunkRectangle(this.parent.bounds)\n\n return [\n { x: left, y: top },\n { x: left + width / 2, y: top },\n { x: left + width, y: top + height / 2 },\n { x: left + width, y: top + height },\n { x: left, y: top + height }\n ]\n }\n\n set path(path) {}\n\n\n added(parent: any) {\n super.added(parent)\n\n // 새 부모에 맞춰 크기 및 상태 갱신\n if (parent) {\n const { width, height } = parent.state || {}\n if (width && height) {\n this.set({ width, height })\n }\n }\n\n this.syncStateFromData()\n\n // 3D 오브젝트 최초 생성 (동기적 — reparent()에서 _realObject 필요)\n if ((this.root as any)?.threed && !this._realObject) {\n ;(this.root as any).model_layer?._threeCapability?.addObject(this)\n }\n\n // reparent 애니메이션은 things-scene의 reparent()가 처리\n }\n\n /**\n * data로부터 carrier 상태를 동기화 (생성 시, 부모 변경 시 공통 사용)\n */\n private syncStateFromData(): void {\n const { CARRIERNAME, CARRIERTYPE = '', EMPTYTYPE, CARRIERSTATUS } = this.data || {}\n\n this.setState('id', CARRIERNAME)\n this.setState('EMPTYTYPE', EMPTYTYPE)\n this.setState('CARRIERTYPE', CARRIERTYPE)\n this.setState('CARRIERSTATUS', CARRIERSTATUS)\n }\n\n onchangeData(after: Record<string, any>, before: Record<string, any>): void {\n const { CARRIERNAME, CARRIERTYPE = '', EMPTYTYPE, CARRIERSTATUS } = this.data || {}\n\n this.setState('id', CARRIERNAME)\n this.setState('EMPTYTYPE', EMPTYTYPE)\n this.setState('CARRIERTYPE', CARRIERTYPE)\n this.setState('CARRIERSTATUS', CARRIERSTATUS)\n\n // TODO carrierstatus에 따라서 매핑되는 애니메이션 테마 수행\n if (after.data?.CARRIERSTATUS !== before.data?.CARRIERSTATUS) {\n const { CARRIERSTATUS: lastCarrierStatus } = before.data || {}\n const lastAnimationConfig = lastCarrierStatus && this.getAnimationConfig(lastCarrierStatus)\n\n if (lastAnimationConfig) {\n let { animation, decorator, border, arrow } = lastAnimationConfig\n if (animation) {\n this.resetAnimation()\n this.setState('animation', {\n oncreate: null\n })\n }\n\n if (decorator || border || arrow) {\n this.trigger('deco-off')\n }\n }\n\n const animationConfig = this.getAnimationConfig(this.getState('CARRIERSTATUS'))\n\n if (animationConfig) {\n let { animation, decorator, border, arrow } = animationConfig\n if (animation) {\n this.resetAnimation()\n this.setState('animation', {\n oncreate: animation\n })\n this.started = true\n }\n\n if (decorator) {\n this.trigger('deco-icon-off')\n this.trigger('deco-icon', decorator)\n }\n\n if (border) {\n this.trigger('deco-border-off')\n this.trigger('deco-border', border)\n }\n\n if (arrow) {\n this.trigger('deco-arrow-off')\n this.trigger('deco-arrow', arrow)\n }\n }\n }\n }\n\n get status() {\n return this.getState('EMPTYTYPE')\n }\n\n get legend(): Legend {\n const { carrierLegendName } = this.parent?.state || {}\n\n if (carrierLegendName) {\n return (this.root as any)?.style[carrierLegendName]\n }\n\n return (this.root as any)?.carrierLegendTheme || LEGEND_CARRIER\n }\n\n getAnimationConfig(carrierStatus): AnimationConfig | null {\n const config = this.animationPreset[carrierStatus || 'default']\n return (config as AnimationConfig) || null\n }\n\n get animationPreset(): AnimationPreset {\n const carrierAnimationName = this.parent?.state.carrierAnimationName || \n this.root?.rootModel.state.carrierAnimationName || ''\n\n if (carrierAnimationName) {\n // 캐시에서 먼저 확인\n if (!(this.root as any)._animationConfigCache) {\n (this.root as any)._animationConfigCache = new Map<string, AnimationPreset>()\n }\n\n const cached = (this.root as any)._animationConfigCache.get(carrierAnimationName)\n if (cached) {\n return cached\n }\n\n // 캐시에 없으면 파싱하고 저장\n const theme = (this.root as any)?.style?.[carrierAnimationName]\n if (theme) {\n // 문자열 형태의 설정들을 미리 파싱\n const parsedTheme = {}\n for (const [status, config] of Object.entries(theme)) {\n if (typeof config === 'string' && config.trim()) {\n try {\n parsedTheme[status] = JSON5.parse(config)\n } catch (e) {\n console.error('JSON5 parse error:', e, 'input:', JSON.stringify(config), 'status:', status, 'theme:', carrierAnimationName)\n parsedTheme[status] = config\n }\n } else {\n parsedTheme[status] = config\n }\n }\n \n ;(this.root as any)._animationConfigCache.set(carrierAnimationName, parsedTheme)\n return parsedTheme\n }\n \n return ANIMATION_DEFAULT\n } else {\n return ANIMATION_DEFAULT\n }\n }\n\n get hasTextProperty() {\n return this.getState('showText') || false\n }\n\n calculateShrunkRectangle(originalRect: BOUNDS): BOUNDS {\n const shrunkRect: BOUNDS = { ...originalRect }\n\n shrunkRect.left = originalRect.width * 0.1\n shrunkRect.width *= 0.8\n\n shrunkRect.top = originalRect.height * 0.1\n shrunkRect.height *= 0.8\n\n return shrunkRect\n }\n\n contains(x, y) {\n const { id: CARRIERNAME } = this.state || {}\n\n if (!CARRIERNAME) {\n return false\n }\n\n const rect = this.bounds\n x -= rect.left\n y -= rect.top\n\n if (x < 0 || y < 0 || x > rect.width || y > rect.height) {\n return false\n }\n\n // 윗변 중앙 좌표\n const topCenterX = rect.width / 2\n const topCenterY = 0\n\n // 오른쪽 변 중앙 좌표\n const rightCenterX = rect.width\n const rightCenterY = rect.height / 2\n\n // 기울기 m = (y2 - y1) / (x2 - x1)\n const m = (rightCenterY - topCenterY) / (rightCenterX - topCenterX)\n\n // y 절편 b = y - mx\n const b = topCenterY - m * topCenterX\n\n // 점(px, py)이 선 아래(좌하부)에 있는지 확인\n return y > m * x + b\n }\n\n render(ctx: CanvasRenderingContext2D) {\n const { EMPTYTYPE, id: CARRIERNAME, showText } = this.state\n\n if (!CARRIERNAME) {\n return\n }\n\n const { width, height } = this.bounds\n const path = this.path\n const round = Math.round(Math.min(width, height) * 0.1)\n const lineWidth = round > 5 ? 1 : 0.5\n\n ctx.beginPath()\n ctx.moveTo(path[0].x, path[0].y)\n\n path.slice(1).forEach(({ x, y }) => {\n ctx.lineTo(x, y)\n })\n\n ctx.closePath()\n\n ctx.lineWidth = lineWidth\n ctx.fillStyle = this.statusColor || 'transparent'\n ctx.strokeStyle = this.auxColor || 'transparent'\n\n ctx.fill()\n ctx.stroke()\n\n if (showText) {\n const text = EMPTYTYPE == 'FULL' ? 'F' : EMPTYTYPE == 'EMPTY' ? 'E' : EMPTYTYPE == 'EMPTYEMPTY' ? 'X' : ''\n\n if (text) {\n const { x: cx, y: cy } = this.center\n\n ctx.fillStyle = 'black'\n ctx.font = `normal ${Math.round(round * 8)}px Arial`\n ctx.textAlign = 'center'\n ctx.textBaseline = 'middle'\n\n ctx.fillText(text, cx - width / 8, cy + height / 8)\n }\n }\n }\n\n dispose(): void {\n ;(this.root as any)?._carrierManager?.onCarrierDisposed(this.state.id)\n\n super.dispose()\n }\n\n async detailInfo() {\n const { type, id } = this.state\n\n if (!id) {\n return\n }\n\n return await getPopupData(type, id)\n }\n}\n"]}
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+
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JSON5 from 'json5'\nimport { getPopupData } from '@fmsim/api'\n\nimport { BOUNDS, Component, ComponentNature, Properties, Shape, sceneComponent } from '@hatiolab/things-scene'\nimport { ANIMATION_DEFAULT, AnimationPreset, AnimationConfig } from './features/animation-default.js'\nimport { ParentObjectMixin } from './features/parent-object-mixin.js'\nimport { LEGEND_CARRIER, Legend } from './features/mcs-status-default.js'\nimport { MCSStatusMixin } from './features/mcs-status-mixin.js'\n\nconst NATURE: ComponentNature = {\n mutable: false,\n resizable: false,\n rotatable: false\n}\n\n@sceneComponent('Carrier')\nexport default class Carrier extends MCSStatusMixin(ParentObjectMixin(Shape)) {\n static get nature() {\n return NATURE\n }\n\n get path() {\n if (!this.parent) {\n return []\n }\n\n const { left, top, width, height } = this.calculateShrunkRectangle(this.parent.bounds)\n\n return [\n { x: left, y: top },\n { x: left + width / 2, y: top },\n { x: left + width, y: top + height / 2 },\n { x: left + width, y: top + height },\n { x: left, y: top + height }\n ]\n }\n\n set path(path) {}\n\n\n added(parent: any) {\n super.added(parent)\n\n // 새 부모에 맞춰 크기 및 상태 갱신\n if (parent) {\n const { width, height } = parent.state || {}\n if (width && height) {\n this.set({ width, height })\n }\n }\n\n this.syncStateFromData()\n\n // 3D 오브젝트 최초 생성 (동기적 — reparent()에서 _realObject 필요)\n if ((this.root as any)?.threed && !this._realObject) {\n ;(this.root as any).model_layer?._threeCapability?.addObject(this)\n }\n\n // reparent 애니메이션은 things-scene의 reparent()가 처리\n }\n\n /**\n * data로부터 carrier 상태를 동기화 (생성 시, 부모 변경 시 공통 사용)\n */\n private syncStateFromData(): void {\n const { CARRIERNAME, CARRIERTYPE = '', EMPTYTYPE, CARRIERSTATUS } = this.data || {}\n\n this.setState('id', CARRIERNAME)\n this.setState('EMPTYTYPE', EMPTYTYPE)\n this.setState('CARRIERTYPE', CARRIERTYPE)\n this.setState('CARRIERSTATUS', CARRIERSTATUS)\n }\n\n onchangeData(after: Record<string, any>, before: Record<string, any>): void {\n const { CARRIERNAME, CARRIERTYPE = '', EMPTYTYPE, CARRIERSTATUS } = this.data || {}\n\n this.setState('id', CARRIERNAME)\n this.setState('EMPTYTYPE', EMPTYTYPE)\n this.setState('CARRIERTYPE', CARRIERTYPE)\n this.setState('CARRIERSTATUS', CARRIERSTATUS)\n\n // TODO carrierstatus에 따라서 매핑되는 애니메이션 테마 수행\n if (after.data?.CARRIERSTATUS !== before.data?.CARRIERSTATUS) {\n const { CARRIERSTATUS: lastCarrierStatus } = before.data || {}\n const lastAnimationConfig = lastCarrierStatus && this.getAnimationConfig(lastCarrierStatus)\n\n if (lastAnimationConfig) {\n let { animation, decorator, border, arrow } = lastAnimationConfig\n if (animation) {\n this.resetAnimation()\n this.setState('animation', {\n oncreate: null\n })\n }\n\n if (decorator || border || arrow) {\n this.trigger('deco-off')\n }\n }\n\n const animationConfig = this.getAnimationConfig(this.getState('CARRIERSTATUS'))\n\n if (animationConfig) {\n let { animation, decorator, border, arrow } = animationConfig\n if (animation) {\n this.resetAnimation()\n this.setState('animation', {\n oncreate: animation\n })\n this.started = true\n }\n\n if (decorator) {\n this.trigger('deco-icon-off')\n this.trigger('deco-icon', decorator)\n }\n\n if (border) {\n this.trigger('deco-border-off')\n this.trigger('deco-border', border)\n }\n\n if (arrow) {\n this.trigger('deco-arrow-off')\n this.trigger('deco-arrow', arrow)\n }\n }\n }\n }\n\n get status() {\n return this.getState('EMPTYTYPE')\n }\n\n get legend(): Legend {\n const { carrierLegendName } = this.parent?.state || {}\n\n if (carrierLegendName) {\n return (this.root as any)?.style[carrierLegendName]\n }\n\n return (this.root as any)?.carrierLegendTheme || LEGEND_CARRIER\n }\n\n getAnimationConfig(carrierStatus): AnimationConfig | null {\n const config = this.animationPreset[carrierStatus || 'default']\n return (config as AnimationConfig) || null\n }\n\n get animationPreset(): AnimationPreset {\n const carrierAnimationName = this.parent?.state.carrierAnimationName || \n this.root?.rootModel.state.carrierAnimationName || ''\n\n if (carrierAnimationName) {\n // 캐시에서 먼저 확인\n if (!(this.root as any)._animationConfigCache) {\n (this.root as any)._animationConfigCache = new Map<string, AnimationPreset>()\n }\n\n const cached = (this.root as any)._animationConfigCache.get(carrierAnimationName)\n if (cached) {\n return cached\n }\n\n // 캐시에 없으면 파싱하고 저장\n let theme = (this.root as any)?.style?.[carrierAnimationName]\n if (theme) {\n // theme이 string이면 먼저 파싱\n if (typeof theme === 'string') {\n try { theme = JSON5.parse(theme) } catch { return ANIMATION_DEFAULT }\n }\n if (typeof theme !== 'object' || theme === null) return ANIMATION_DEFAULT\n\n // 문자열 형태의 설정들을 미리 파싱\n const parsedTheme = {}\n for (const [status, config] of Object.entries(theme)) {\n if (typeof config === 'string' && config.trim()) {\n try {\n parsedTheme[status] = JSON5.parse(config)\n } catch (e) {\n console.error('JSON5 parse error:', e, 'input:', JSON.stringify(config), 'status:', status, 'theme:', carrierAnimationName)\n parsedTheme[status] = config\n }\n } else {\n parsedTheme[status] = config\n }\n }\n \n ;(this.root as any)._animationConfigCache.set(carrierAnimationName, parsedTheme)\n return parsedTheme\n }\n \n return ANIMATION_DEFAULT\n } else {\n return ANIMATION_DEFAULT\n }\n }\n\n get hasTextProperty() {\n return this.getState('showText') || false\n }\n\n calculateShrunkRectangle(originalRect: BOUNDS): BOUNDS {\n const shrunkRect: BOUNDS = { ...originalRect }\n\n shrunkRect.left = originalRect.width * 0.1\n shrunkRect.width *= 0.8\n\n shrunkRect.top = originalRect.height * 0.1\n shrunkRect.height *= 0.8\n\n return shrunkRect\n }\n\n contains(x, y) {\n const { id: CARRIERNAME } = this.state || {}\n\n if (!CARRIERNAME) {\n return false\n }\n\n const rect = this.bounds\n x -= rect.left\n y -= rect.top\n\n if (x < 0 || y < 0 || x > rect.width || y > rect.height) {\n return false\n }\n\n // 윗변 중앙 좌표\n const topCenterX = rect.width / 2\n const topCenterY = 0\n\n // 오른쪽 변 중앙 좌표\n const rightCenterX = rect.width\n const rightCenterY = rect.height / 2\n\n // 기울기 m = (y2 - y1) / (x2 - x1)\n const m = (rightCenterY - topCenterY) / (rightCenterX - topCenterX)\n\n // y 절편 b = y - mx\n const b = topCenterY - m * topCenterX\n\n // 점(px, py)이 선 아래(좌하부)에 있는지 확인\n return y > m * x + b\n }\n\n render(ctx: CanvasRenderingContext2D) {\n const { EMPTYTYPE, id: CARRIERNAME, showText } = this.state\n\n if (!CARRIERNAME) {\n return\n }\n\n const { width, height } = this.bounds\n const path = this.path\n const round = Math.round(Math.min(width, height) * 0.1)\n const lineWidth = round > 5 ? 1 : 0.5\n\n ctx.beginPath()\n ctx.moveTo(path[0].x, path[0].y)\n\n path.slice(1).forEach(({ x, y }) => {\n ctx.lineTo(x, y)\n })\n\n ctx.closePath()\n\n ctx.lineWidth = lineWidth\n ctx.fillStyle = this.statusColor || 'transparent'\n ctx.strokeStyle = this.auxColor || 'transparent'\n\n ctx.fill()\n ctx.stroke()\n\n if (showText) {\n const text = EMPTYTYPE == 'FULL' ? 'F' : EMPTYTYPE == 'EMPTY' ? 'E' : EMPTYTYPE == 'EMPTYEMPTY' ? 'X' : ''\n\n if (text) {\n const { x: cx, y: cy } = this.center\n\n ctx.fillStyle = 'black'\n ctx.font = `normal ${Math.round(round * 8)}px Arial`\n ctx.textAlign = 'center'\n ctx.textBaseline = 'middle'\n\n ctx.fillText(text, cx - width / 8, cy + height / 8)\n }\n }\n }\n\n dispose(): void {\n ;(this.root as any)?._carrierManager?.onCarrierDisposed(this.state.id)\n\n super.dispose()\n }\n\n async detailInfo() {\n const { type, id } = this.state\n\n if (!id) {\n return\n }\n\n return await getPopupData(type, id)\n }\n}\n"]}
|
package/dist/factories/agv-3d.js
CHANGED
|
@@ -23,6 +23,9 @@ export class AGV3D extends RealObjectGroup {
|
|
|
23
23
|
constructor() {
|
|
24
24
|
super(...arguments);
|
|
25
25
|
this._ownMeshes = [];
|
|
26
|
+
this._batteryLen = 0;
|
|
27
|
+
this._batteryY = 0;
|
|
28
|
+
this._batteryZ = 0;
|
|
26
29
|
}
|
|
27
30
|
get effectiveDepth() {
|
|
28
31
|
const { depth } = this.component.state;
|
|
@@ -57,6 +60,14 @@ export class AGV3D extends RealObjectGroup {
|
|
|
57
60
|
}
|
|
58
61
|
build() {
|
|
59
62
|
super.build();
|
|
63
|
+
// data 변경 감지 (배터리 잔량 업데이트)
|
|
64
|
+
if (!this._dataHandler) {
|
|
65
|
+
this._dataHandler = (_after, _before) => {
|
|
66
|
+
if (_after.data !== undefined)
|
|
67
|
+
this.updateBattery();
|
|
68
|
+
};
|
|
69
|
+
this.component.on('change', this._dataHandler);
|
|
70
|
+
}
|
|
60
71
|
const { width = 10, height = 10 } = this.component.state;
|
|
61
72
|
const w = Math.abs(width);
|
|
62
73
|
const h = Math.abs(height);
|
|
@@ -108,9 +119,107 @@ export class AGV3D extends RealObjectGroup {
|
|
|
108
119
|
plat.castShadow = true;
|
|
109
120
|
plat.receiveShadow = true;
|
|
110
121
|
this._ownMeshes = [bumper, body, plat];
|
|
122
|
+
// ── 배터리 실린더 (바디 뒷면, BATTERYRATE 데이터가 있을 때만) ──
|
|
123
|
+
if (this.getBatteryRate() > 0) {
|
|
124
|
+
const batteryMeshes = this.buildBattery(w, h, bumperH, bodyH);
|
|
125
|
+
this._ownMeshes.push(...batteryMeshes);
|
|
126
|
+
}
|
|
111
127
|
for (const m of this._ownMeshes)
|
|
112
128
|
this.object3d.add(m);
|
|
113
129
|
}
|
|
130
|
+
buildBattery(agvW, agvH, bodyBottomY, bodyH) {
|
|
131
|
+
const radius = Math.min(agvW, agvH) * 0.15;
|
|
132
|
+
this._batteryLen = agvW * 0.7;
|
|
133
|
+
this._batteryY = bodyBottomY + bodyH * 0.5;
|
|
134
|
+
this._batteryZ = -agvH / 2 - radius * 1.5;
|
|
135
|
+
const rate = this.getBatteryRate();
|
|
136
|
+
const batteryColor = this.getBatteryColor(rate);
|
|
137
|
+
const innerRadius = radius * 0.85;
|
|
138
|
+
const capWidth = radius * 0.3;
|
|
139
|
+
const meshes = [];
|
|
140
|
+
// 투명 외장 (유리 쉘, 양단 막힘)
|
|
141
|
+
const shellGeo = new THREE.CylinderGeometry(radius, radius, this._batteryLen, 20);
|
|
142
|
+
shellGeo.rotateZ(Math.PI / 2);
|
|
143
|
+
const shellMat = new THREE.MeshStandardMaterial({
|
|
144
|
+
color: 0xffffff,
|
|
145
|
+
transparent: true,
|
|
146
|
+
opacity: 0.25,
|
|
147
|
+
roughness: 0.1,
|
|
148
|
+
metalness: 0.1,
|
|
149
|
+
side: THREE.DoubleSide,
|
|
150
|
+
depthWrite: false,
|
|
151
|
+
});
|
|
152
|
+
const shell = new THREE.Mesh(shellGeo, shellMat);
|
|
153
|
+
shell.position.set(0, this._batteryY, this._batteryZ);
|
|
154
|
+
meshes.push(shell);
|
|
155
|
+
// 좌측 캡 (금속)
|
|
156
|
+
const capGeo = new THREE.CylinderGeometry(radius * 0.6, radius, capWidth, 20);
|
|
157
|
+
capGeo.rotateZ(Math.PI / 2);
|
|
158
|
+
const capMat = new THREE.MeshStandardMaterial({
|
|
159
|
+
color: batteryColor, roughness: 0.3, metalness: 0.7,
|
|
160
|
+
emissive: batteryColor, emissiveIntensity: 0.2,
|
|
161
|
+
});
|
|
162
|
+
const leftCap = new THREE.Mesh(capGeo, capMat);
|
|
163
|
+
leftCap.position.set(-this._batteryLen / 2 - capWidth / 2, this._batteryY, this._batteryZ);
|
|
164
|
+
meshes.push(leftCap);
|
|
165
|
+
// 우측 캡 (금속)
|
|
166
|
+
const rightCapGeo = capGeo.clone();
|
|
167
|
+
const rightCap = new THREE.Mesh(rightCapGeo, capMat);
|
|
168
|
+
rightCap.position.set(this._batteryLen / 2 + capWidth / 2, this._batteryY, this._batteryZ);
|
|
169
|
+
rightCap.rotation.z = Math.PI;
|
|
170
|
+
meshes.push(rightCap);
|
|
171
|
+
// 내부 잔량/빈 부분
|
|
172
|
+
const fillLen = Math.max(this._batteryLen * rate / 100, 0.1);
|
|
173
|
+
const emptyLen = Math.max(this._batteryLen - fillLen, 0.1);
|
|
174
|
+
// 빈 부분 (짙은 회색, 불투명, 양단 닫힘)
|
|
175
|
+
const emptyGeo = new THREE.CylinderGeometry(innerRadius, innerRadius, emptyLen, 16);
|
|
176
|
+
emptyGeo.rotateZ(Math.PI / 2);
|
|
177
|
+
const emptyMat = new THREE.MeshStandardMaterial({
|
|
178
|
+
color: 0x333333,
|
|
179
|
+
roughness: 0.6,
|
|
180
|
+
metalness: 0.2,
|
|
181
|
+
side: THREE.DoubleSide,
|
|
182
|
+
});
|
|
183
|
+
const emptyMesh = new THREE.Mesh(emptyGeo, emptyMat);
|
|
184
|
+
emptyMesh.position.set((this._batteryLen - emptyLen) / 2, this._batteryY, this._batteryZ);
|
|
185
|
+
meshes.push(emptyMesh);
|
|
186
|
+
// 잔량 채움 (상태 컬러)
|
|
187
|
+
const fillGeo = new THREE.CylinderGeometry(innerRadius * 0.98, innerRadius * 0.98, fillLen, 16);
|
|
188
|
+
fillGeo.rotateZ(Math.PI / 2);
|
|
189
|
+
const fillMat = new THREE.MeshStandardMaterial({
|
|
190
|
+
color: batteryColor,
|
|
191
|
+
roughness: 0.3,
|
|
192
|
+
metalness: 0.1,
|
|
193
|
+
emissive: batteryColor,
|
|
194
|
+
emissiveIntensity: 0.4,
|
|
195
|
+
side: THREE.DoubleSide,
|
|
196
|
+
});
|
|
197
|
+
this._batteryFillMesh = new THREE.Mesh(fillGeo, fillMat);
|
|
198
|
+
this._batteryFillMesh.position.set(-(this._batteryLen - fillLen) / 2, this._batteryY, this._batteryZ);
|
|
199
|
+
meshes.push(this._batteryFillMesh);
|
|
200
|
+
return meshes;
|
|
201
|
+
}
|
|
202
|
+
getBatteryRate() {
|
|
203
|
+
const data = this.component.data;
|
|
204
|
+
return typeof (data === null || data === void 0 ? void 0 : data.BATTERYRATE) === 'number' ? data.BATTERYRATE : 0;
|
|
205
|
+
}
|
|
206
|
+
getBatteryColor(rate) {
|
|
207
|
+
try {
|
|
208
|
+
const comp = this.component;
|
|
209
|
+
if (comp.getBatteryColor) {
|
|
210
|
+
const color = comp.getBatteryColor(rate);
|
|
211
|
+
if (color)
|
|
212
|
+
return new THREE.Color(color).getHex();
|
|
213
|
+
}
|
|
214
|
+
}
|
|
215
|
+
catch ( /* fallback */_a) { /* fallback */ }
|
|
216
|
+
// 기본: 녹색 > 노랑 > 빨강
|
|
217
|
+
if (rate > 50)
|
|
218
|
+
return 0x4caf50;
|
|
219
|
+
if (rate > 20)
|
|
220
|
+
return 0xffc107;
|
|
221
|
+
return 0xf44336;
|
|
222
|
+
}
|
|
114
223
|
updateDimension() { }
|
|
115
224
|
update() {
|
|
116
225
|
// 자신의 mesh만 제거 (Carrier 등 자식 컴포넌트 3D 보존)
|
|
@@ -137,12 +246,17 @@ export class AGV3D extends RealObjectGroup {
|
|
|
137
246
|
}
|
|
138
247
|
onchange(after, before) {
|
|
139
248
|
if ('width' in after || 'height' in after || 'depth' in after ||
|
|
140
|
-
'fillStyle' in after || 'strokeStyle' in after || 'id' in after
|
|
249
|
+
'fillStyle' in after || 'strokeStyle' in after || 'id' in after ||
|
|
250
|
+
'EMPTYTYPE' in after || 'CARRIERSTATUS' in after) {
|
|
141
251
|
this.update();
|
|
142
252
|
return;
|
|
143
253
|
}
|
|
144
254
|
super.onchange(after, before);
|
|
145
255
|
}
|
|
256
|
+
updateBattery() {
|
|
257
|
+
// 전체 rebuild로 정확한 geometry 생성
|
|
258
|
+
this.update();
|
|
259
|
+
}
|
|
146
260
|
}
|
|
147
261
|
registerRealObjectFactory('AGV', (component) => new AGV3D(component));
|
|
148
262
|
//# sourceMappingURL=agv-3d.js.map
|
|
@@ -1 +1 @@
|
|
|
1
|
-
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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 * - 바닥 원점 (y=0~depth)\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 protected get syncZPosOffset(): number {\n return 0\n }\n\n private resolveColor(): number {\n const comp = this.component as any\n\n // 1) MCSStatusMixin.statusColor (legend 기반 상태 색상)\n // '#F0F0F0'은 상태 미설정 시 기본 fallback — 무시하고 defaultColor 사용\n try {\n const sc = comp.statusColor\n if (typeof sc === 'string' && sc && sc.toUpperCase() !== '#F0F0F0') return new THREE.Color(sc).getHex()\n } catch {\n /* statusColor 미구현 시 무시 */\n }\n\n // 2) state.fillStyle fallback\n const { fillStyle } = this.component.state\n if (fillStyle && typeof fillStyle === 'string') {\n try {\n return new THREE.Color(fillStyle).getHex()\n } catch {\n /* 파싱 실패 시 무시 */\n }\n }\n\n return DEFAULT_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 for (const m of this._ownMeshes) this.object3d.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.object3d.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 this.update()\n return\n }\n super.onchange(after, before)\n }\n}\n\nregisterRealObjectFactory('AGV', (component: Component) => new AGV3D(component))\n"]}
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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 * - 바닥 원점 (y=0~depth)\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 protected get syncZPosOffset(): number {\n return 0\n }\n\n private resolveColor(): number {\n const comp = this.component as any\n\n // 1) MCSStatusMixin.statusColor (legend 기반 상태 색상)\n // '#F0F0F0'은 상태 미설정 시 기본 fallback — 무시하고 defaultColor 사용\n try {\n const sc = comp.statusColor\n if (typeof sc === 'string' && sc && sc.toUpperCase() !== '#F0F0F0') return new THREE.Color(sc).getHex()\n } catch {\n /* statusColor 미구현 시 무시 */\n }\n\n // 2) state.fillStyle fallback\n const { fillStyle } = this.component.state\n if (fillStyle && typeof fillStyle === 'string') {\n try {\n return new THREE.Color(fillStyle).getHex()\n } catch {\n /* 파싱 실패 시 무시 */\n }\n }\n\n return DEFAULT_BODY_COLOR\n }\n\n private _dataHandler?: () => void\n\n build() {\n super.build()\n\n // data 변경 감지 (배터리 잔량 업데이트)\n if (!this._dataHandler) {\n this._dataHandler = (_after: any, _before: any) => {\n if (_after.data !== undefined) this.updateBattery()\n }\n this.component.on('change', this._dataHandler)\n }\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\n // ── 배터리 실린더 (바디 뒷면, BATTERYRATE 데이터가 있을 때만) ──\n if (this.getBatteryRate() > 0) {\n const batteryMeshes = this.buildBattery(w, h, bumperH, bodyH)\n this._ownMeshes.push(...batteryMeshes)\n }\n\n for (const m of this._ownMeshes) this.object3d.add(m)\n }\n\n private _batteryFillMesh?: THREE.Mesh\n private _batteryLen = 0\n private _batteryY = 0\n private _batteryZ = 0\n\n private buildBattery(agvW: number, agvH: number, bodyBottomY: number, bodyH: number): THREE.Mesh[] {\n const radius = Math.min(agvW, agvH) * 0.15\n this._batteryLen = agvW * 0.7\n this._batteryY = bodyBottomY + bodyH * 0.5\n this._batteryZ = -agvH / 2 - radius * 1.5\n\n const rate = this.getBatteryRate()\n const batteryColor = this.getBatteryColor(rate)\n const innerRadius = radius * 0.85\n const capWidth = radius * 0.3\n const meshes: THREE.Mesh[] = []\n\n // 투명 외장 (유리 쉘, 양단 막힘)\n const shellGeo = new THREE.CylinderGeometry(radius, radius, this._batteryLen, 20)\n shellGeo.rotateZ(Math.PI / 2)\n const shellMat = new THREE.MeshStandardMaterial({\n color: 0xffffff,\n transparent: true,\n opacity: 0.25,\n roughness: 0.1,\n metalness: 0.1,\n side: THREE.DoubleSide,\n depthWrite: false,\n })\n const shell = new THREE.Mesh(shellGeo, shellMat)\n shell.position.set(0, this._batteryY, this._batteryZ)\n meshes.push(shell)\n\n // 좌측 캡 (금속)\n const capGeo = new THREE.CylinderGeometry(radius * 0.6, radius, capWidth, 20)\n capGeo.rotateZ(Math.PI / 2)\n const capMat = new THREE.MeshStandardMaterial({\n color: batteryColor, roughness: 0.3, metalness: 0.7,\n emissive: batteryColor, emissiveIntensity: 0.2,\n })\n const leftCap = new THREE.Mesh(capGeo, capMat)\n leftCap.position.set(-this._batteryLen / 2 - capWidth / 2, this._batteryY, this._batteryZ)\n meshes.push(leftCap)\n\n // 우측 캡 (금속)\n const rightCapGeo = capGeo.clone()\n const rightCap = new THREE.Mesh(rightCapGeo, capMat)\n rightCap.position.set(this._batteryLen / 2 + capWidth / 2, this._batteryY, this._batteryZ)\n rightCap.rotation.z = Math.PI\n meshes.push(rightCap)\n\n // 내부 잔량/빈 부분\n const fillLen = Math.max(this._batteryLen * rate / 100, 0.1)\n const emptyLen = Math.max(this._batteryLen - fillLen, 0.1)\n\n // 빈 부분 (짙은 회색, 불투명, 양단 닫힘)\n const emptyGeo = new THREE.CylinderGeometry(innerRadius, innerRadius, emptyLen, 16)\n emptyGeo.rotateZ(Math.PI / 2)\n const emptyMat = new THREE.MeshStandardMaterial({\n color: 0x333333,\n roughness: 0.6,\n metalness: 0.2,\n side: THREE.DoubleSide,\n })\n const emptyMesh = new THREE.Mesh(emptyGeo, emptyMat)\n emptyMesh.position.set(\n (this._batteryLen - emptyLen) / 2,\n this._batteryY, this._batteryZ\n )\n meshes.push(emptyMesh)\n\n // 잔량 채움 (상태 컬러)\n const fillGeo = new THREE.CylinderGeometry(innerRadius * 0.98, innerRadius * 0.98, fillLen, 16)\n fillGeo.rotateZ(Math.PI / 2)\n const fillMat = new THREE.MeshStandardMaterial({\n color: batteryColor,\n roughness: 0.3,\n metalness: 0.1,\n emissive: batteryColor,\n emissiveIntensity: 0.4,\n side: THREE.DoubleSide,\n })\n this._batteryFillMesh = new THREE.Mesh(fillGeo, fillMat)\n this._batteryFillMesh.position.set(\n -(this._batteryLen - fillLen) / 2,\n this._batteryY, this._batteryZ\n )\n meshes.push(this._batteryFillMesh)\n\n return meshes\n }\n\n private getBatteryRate(): number {\n const data = (this.component as any).data\n return typeof data?.BATTERYRATE === 'number' ? data.BATTERYRATE : 0\n }\n\n private getBatteryColor(rate: number): number {\n try {\n const comp = this.component as any\n if (comp.getBatteryColor) {\n const color = comp.getBatteryColor(rate)\n if (color) return new THREE.Color(color).getHex()\n }\n } catch { /* fallback */ }\n // 기본: 녹색 > 노랑 > 빨강\n if (rate > 50) return 0x4caf50\n if (rate > 20) return 0xffc107\n return 0xf44336\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.object3d.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 private updateBattery() {\n // 전체 rebuild로 정확한 geometry 생성\n this.update()\n }\n}\n\nregisterRealObjectFactory('AGV', (component: Component) => new AGV3D(component))\n"]}
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// ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
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// Carrier: CARRIERSTATUS에 따른 3D 애니메이션 지원
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const CARRIER_CONFIG = Object.assign(Object.assign({}, DEFAULTS), { depthRatio: 0.5, metalness: 0.2, roughness: 0.8, defaultColor: 0x66bb66, isVisible: (c) => !!c.state.id, sizeRatio: 0.8, texturedTop: true });
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const CARRIER_CONFIG = Object.assign(Object.assign({}, DEFAULTS), { depthRatio: 0.5, metalness: 0.2, roughness: 0.8, defaultColor: 0x66bb66, isVisible: (c) => !!c.state.id, sizeRatio: 0.8, texturedTop: true, emissiveIntensity: 0.4 });
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