@fmsim/machine 2.0.0-beta.2 → 2.0.0-beta.21

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@@ -8,7 +8,9 @@
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  * - Unit: 낮은 depth, 불투명
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  */
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  import * as THREE from 'three';
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- import { RealObjectGroup, registerRealObjectFactory } from '@hatiolab/things-scene';
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+ import { RealObjectGroup, registerRealObjectFactory, disposeObject3D } from '@hatiolab/things-scene';
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+ import { LEGEND_CAPACITY } from '../features/mcs-status-default';
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+ import { getVaueOnRanges } from '../utils/get-value-on-ranges';
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  /**
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  * 포트 기본 높이 (절대값).
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  * 모든 이송장치의 상단 높이 = 이 값.
@@ -27,6 +29,8 @@ const DEFAULTS = {
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  class MCSRealObject3D extends RealObjectGroup {
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  constructor(component, config) {
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  super(component);
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+ // ── Change handling ──
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+ this._updatePending = false;
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  this._config = config;
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  }
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  // width, height 절대값 (음수 값은 양수로 취급)
@@ -114,7 +118,7 @@ class MCSRealObject3D extends RealObjectGroup {
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  // ── Geometry builders ──
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  buildBoxGeometry(w, d, h) {
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  const geo = new THREE.BoxGeometry(w, d, h);
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- return this.removeBottomFace(geo);
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+ return this._config.keepBottomFace ? geo : this.removeBottomFace(geo);
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  }
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  buildHexagonGeometry(w, d, h) {
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  // Buffer의 2D 형태: 좌우 끝이 꺾인 육각형
@@ -139,7 +143,11 @@ class MCSRealObject3D extends RealObjectGroup {
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  geo.rotateX(Math.PI / 2);
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  return this.removeBottomFace(geo);
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  }
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- // ── Build ──
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+ buildPlaneGeometry(w, h) {
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+ const geo = new THREE.PlaneGeometry(w, h);
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+ geo.rotateX(-Math.PI / 2);
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+ return geo;
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+ }
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  build() {
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  var _a;
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  super.build();
@@ -156,46 +164,165 @@ class MCSRealObject3D extends RealObjectGroup {
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  const depth = rawDepth * ratio;
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  const color = this.resolveColor();
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  const { opacity, metalness, roughness, shape } = this._config;
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- const geometry = shape === 'hexagon'
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- ? this.buildHexagonGeometry(w, depth, h)
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- : this.buildBoxGeometry(w, depth, h);
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- const material = new THREE.MeshStandardMaterial({
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- color,
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- metalness,
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- roughness,
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- opacity,
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- transparent: opacity < 1,
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- side: opacity < 1 ? THREE.DoubleSide : THREE.FrontSide,
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- depthWrite: opacity >= 0.9,
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- });
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+ const geometry = shape === 'plane'
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+ ? this.buildPlaneGeometry(w, h)
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+ : shape === 'hexagon'
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+ ? this.buildHexagonGeometry(w, depth, h)
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+ : this.buildBoxGeometry(w, depth, h);
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+ const isPlane = shape === 'plane';
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+ const material = isPlane
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+ ? new THREE.MeshBasicMaterial({
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+ color,
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+ opacity,
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+ transparent: opacity < 1,
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+ side: THREE.DoubleSide,
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+ depthWrite: opacity >= 0.9,
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+ })
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+ : new THREE.MeshStandardMaterial(Object.assign({ color,
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+ metalness,
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+ roughness,
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+ opacity, transparent: opacity < 1, side: opacity < 1 ? THREE.DoubleSide : THREE.FrontSide, depthWrite: opacity >= 0.9 }, (this._config.emissiveIntensity ? { emissive: color, emissiveIntensity: this._config.emissiveIntensity } : {})));
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  // z-fighting 방지: 바닥면(floor grid)보다 항상 앞에 렌더링
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  material.polygonOffset = true;
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  material.polygonOffsetFactor = -1;
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  material.polygonOffsetUnit = -1;
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- const mesh = new THREE.Mesh(geometry, material);
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- // sizeRatio < 1이면 부모 중심에 배치 (rawDepth/2), 아니면 자체 중심 (depth/2)
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- mesh.position.y = ratio < 1 ? rawDepth / 2 : depth / 2;
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- mesh.castShadow = true;
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- mesh.receiveShadow = true;
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- this.object3d.add(mesh);
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+ // BoxGeometry material groups: +x(0), -x(1), +y(2), -y(3), +z(4), -z(5)
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+ let meshMaterial = material;
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+ if (shape === 'box') {
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+ if (this._config.openTop) {
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+ // 상단면 제거 → 5면 개방 박스
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+ const invisible = new THREE.MeshBasicMaterial({ visible: false });
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+ meshMaterial = [material, material, invisible, material, material, material];
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+ }
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+ else if (this._config.texturedTop) {
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+ // 상판에 2D 렌더링 텍스처
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+ const topMat = this.buildTopTexture(w, h);
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+ meshMaterial = [material, material, topMat, material, material, material];
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+ }
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+ else if (this._config.matteTop) {
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+ // 상판만 무반사
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+ const matte = new THREE.MeshBasicMaterial({ color, opacity, transparent: opacity < 1 });
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+ meshMaterial = [material, material, matte, material, material, material];
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+ }
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+ }
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+ this._ownMesh = new THREE.Mesh(geometry, meshMaterial);
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+ // sizeRatio < 1이면 부모 중심에 배치 (rawDepth/2), plane은 살짝 띄움
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+ this._ownMesh.position.y = isPlane ? 1 : ratio < 1 ? rawDepth / 2 : depth / 2;
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+ this._ownMesh.castShadow = !isPlane;
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+ this._ownMesh.receiveShadow = true;
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+ this.object3d.add(this._ownMesh);
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  }
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- // ── Change handling ──
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  onchange(after, before) {
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  if ('width' in after ||
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  'height' in after ||
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  'depth' in after ||
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  'fillStyle' in after ||
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  'strokeStyle' in after ||
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- 'id' in after // Carrier: CARRIERNAME 변경 시 가시성 재판정
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- ) {
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- this.update();
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+ 'id' in after ||
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+ 'EMPTYTYPE' in after ||
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+ 'CARRIERSTATUS' in after) {
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+ // 연속 setState에 의한 다중 rebuild 방지: 한 프레임에 한 번만 실행
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+ if (!this._updatePending) {
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+ this._updatePending = true;
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+ queueMicrotask(() => {
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+ this._updatePending = false;
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+ this.update();
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+ });
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+ }
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  return;
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  }
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  super.onchange(after, before);
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  }
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- // RealObjectGroup 기본 동작 비활성화 (update()에서 일괄 처리)
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+ /**
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+ * 상판 텍스처: 컴포넌트의 2D render()를 캔버스에 그려서 텍스처로 사용
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+ */
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+ buildTopTexture(w, h) {
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+ var _a;
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+ const scale = 4;
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+ const cw = this.nextPow2(w * scale);
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+ const ch = this.nextPow2(h * scale);
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+ const canvas = document.createElement('canvas');
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+ canvas.width = cw;
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+ canvas.height = ch;
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+ const ctx = canvas.getContext('2d');
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+ const statusColor = '#' + this.resolveColor().toString(16).padStart(6, '0');
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+ const emptyType = ((_a = this.component.state) === null || _a === void 0 ? void 0 : _a.EMPTYTYPE) || '';
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+ const text = emptyType === 'FULL' ? 'F' : emptyType === 'EMPTY' ? 'E' : emptyType === 'EMPTYEMPTY' ? 'X' : '';
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+ // 실제 사용 영역 (nextPow2 이전 크기)
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+ const usedW = w * scale;
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+ const usedH = h * scale;
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+ // 바탕: 캐리어 상태 색상 (사용 영역만)
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+ ctx.fillStyle = statusColor;
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+ ctx.fillRect(0, 0, usedW, usedH);
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+ // 텍스트 (사용 영역 중앙)
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+ if (text) {
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+ const fontSize = Math.round(Math.min(usedW, usedH) * 0.7);
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+ ctx.font = `bold ${fontSize}px Arial`;
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+ ctx.textAlign = 'center';
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+ ctx.textBaseline = 'middle';
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+ ctx.fillStyle = '#000000';
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+ ctx.fillText(text, usedW / 2, usedH / 2);
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+ }
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+ const texture = new THREE.CanvasTexture(canvas);
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+ texture.offset.set(0, 1 - usedH / ch);
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+ texture.repeat.set(usedW / cw, usedH / ch);
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+ texture.colorSpace = THREE.SRGBColorSpace;
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+ return new THREE.MeshBasicMaterial({
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+ map: texture,
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+ transparent: true,
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+ side: THREE.DoubleSide,
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+ });
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+ }
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+ nextPow2(n) {
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+ if (!(n > 0))
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+ return 1;
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+ let v = Math.ceil(n);
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+ v--;
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+ v |= v >> 1;
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+ v |= v >> 2;
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+ v |= v >> 4;
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+ v |= v >> 8;
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+ v |= v >> 16;
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+ return v + 1;
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+ }
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+ /**
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+ * 자신의 mesh만 제거 후 rebuild.
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+ * 기본 update()는 clear()로 object3d의 모든 children을 제거하는데,
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+ * 컨테이너(Port 등)의 경우 자식 컴포넌트(Carrier 등)의 3D 오브젝트도 함께 제거됨.
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+ * 이를 방지하기 위해 자신이 생성한 mesh만 제거한다.
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+ */
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+ update() {
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+ // 자신의 mesh만 제거 (자식 컴포넌트 3D 오브젝트 보존)
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+ if (this._ownMesh) {
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+ this.object3d.remove(this._ownMesh);
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+ disposeObject3D(this._ownMesh);
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+ this._ownMesh = undefined;
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+ }
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+ this.build();
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+ this.updateTransform();
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+ this.updateAlpha();
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+ this.updateHidden();
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+ }
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+ // RealObjectGroup 기본 동작 비활성화
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  updateDimension() { }
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- updateAlpha() { }
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+ updateAlpha() {
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+ const { alpha = 1 } = this.component.state;
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+ const configOpacity = this._config.opacity;
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+ const effective = configOpacity * alpha;
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+ this.object3d.traverse((o) => {
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+ if (!o.material)
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+ return;
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+ const materials = Array.isArray(o.material) ? o.material : [o.material];
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+ for (const m of materials) {
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+ if (!m.visible)
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+ continue; // openTop invisible face 무시
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+ if (m.map)
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+ continue; // 텍스처 material은 자체 transparent 유지
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+ m.opacity = effective;
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+ m.transparent = effective < 1;
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+ }
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+ });
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+ }
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  }
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  // ── 팩토리 등록 헬퍼 ─────────────────────────────────────
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  function register(type, overrides = {}) {
@@ -207,14 +334,14 @@ function register(type, overrides = {}) {
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  // ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
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  register('Equipment', {
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  defaultDepth: 3 * TRANSPORT_SURFACE_HEIGHT,
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- opacity: 0.5,
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+ opacity: 0.75,
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  metalness: 0.4,
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  roughness: 0.6,
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  defaultColor: 0x8899aa,
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  });
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  register('Buffer', {
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  defaultDepth: TRANSPORT_SURFACE_HEIGHT,
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- opacity: 0.5,
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+ opacity: 1.0,
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  metalness: 0.3,
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  roughness: 0.7,
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  defaultColor: 0x99aa88,
@@ -232,57 +359,189 @@ register('OHTLine', {
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  roughness: 0.3,
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  defaultColor: 0x888899,
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  });
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- register('STOCKER', {
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- defaultDepth: 5 * TRANSPORT_SURFACE_HEIGHT,
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- opacity: 0.35,
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- metalness: 0.3,
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- roughness: 0.6,
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- defaultColor: 0x8899bb,
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- });
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+ // STOCKER: 벽면에 용량 게이지 바를 포함하는 커스텀 3D 오브젝트
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+ const STOCKER_CONFIG = Object.assign(Object.assign({}, DEFAULTS), { defaultDepth: 5 * TRANSPORT_SURFACE_HEIGHT, opacity: 0.75, metalness: 0.3, roughness: 0.6, defaultColor: 0x8899bb });
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+ class StockerRealObject3D extends MCSRealObject3D {
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+ constructor(component) {
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+ super(component, STOCKER_CONFIG);
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+ }
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+ build() {
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+ super.build();
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+ this.buildGauge();
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+ }
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+ buildGauge() {
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+ var _a, _b;
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+ const comp = this.component;
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+ const data = comp.data || {};
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+ const gaugeMode = ((_b = (_a = comp.root) === null || _a === void 0 ? void 0 : _a.style) === null || _b === void 0 ? void 0 : _b.stockerGaugeMode) || 'capacity';
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+ const gauge = this.resolveGauge(data, gaugeMode);
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+ // 테두리는 스토커의 상태 색상 (machine status)
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+ const statusColor = comp.statusColor;
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+ if (statusColor && statusColor.toUpperCase() !== '#F0F0F0') {
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+ gauge.borderColor = statusColor;
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+ }
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+ const { w, h } = this.absSize;
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+ const depth = this.effectiveDepth;
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+ const isWidthLonger = w >= h;
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+ // 게이지 캔버스 (고해상도)
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+ const barW = 130;
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+ const barH = 26;
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+ const scale = 4;
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+ const canvasW = barW * scale;
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+ const canvasH = barH * scale;
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+ const canvas = document.createElement('canvas');
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+ canvas.width = canvasW;
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+ canvas.height = canvasH;
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+ const ctx = canvas.getContext('2d');
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+ const pad = 12;
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+ // 배경 + 테두리
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+ ctx.fillStyle = '#dddddd';
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+ ctx.fillRect(0, 0, canvasW, canvasH);
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+ ctx.strokeStyle = gauge.borderColor;
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+ ctx.lineWidth = 12;
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+ ctx.strokeRect(6, 6, canvasW - 12, canvasH - 12);
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+ // 세그먼트 채움 (왼→오)
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+ const innerW = canvasW - pad * 2;
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+ const innerH = canvasH - pad * 2;
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+ let x = pad;
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+ for (const seg of gauge.segments) {
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+ const segW = Math.max(innerW * seg.ratio, seg.ratio > 0 ? 1 : 0);
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+ if (segW <= 0)
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+ continue;
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+ ctx.fillStyle = seg.color;
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+ ctx.fillRect(x, pad, segW, innerH);
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+ x += segW;
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+ }
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+ // 텍스트
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+ ctx.font = `bold ${10 * scale}px sans-serif`;
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+ ctx.textAlign = 'center';
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+ ctx.textBaseline = 'middle';
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+ ctx.fillStyle = '#333333';
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+ ctx.fillText(gauge.label, canvasW / 2, canvasH / 2);
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+ // 텍스처 → Plane
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+ const texture = new THREE.CanvasTexture(canvas);
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+ texture.colorSpace = THREE.SRGBColorSpace;
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+ const geo = new THREE.PlaneGeometry(barW, barH);
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+ geo.rotateX(-Math.PI / 2); // 수평 (지붕 위)
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+ if (!isWidthLonger)
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+ geo.rotateY(Math.PI / 2);
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+ const mat = new THREE.MeshBasicMaterial({
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+ map: texture,
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+ transparent: true,
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+ side: THREE.DoubleSide,
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+ });
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+ mat.polygonOffset = true;
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+ mat.polygonOffsetFactor = -2;
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+ mat.polygonOffsetUnit = -2;
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+ this.gaugeMesh = new THREE.Mesh(geo, mat);
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+ this.gaugeMesh.position.set(0, depth + 0.5, 0);
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+ this.object3d.add(this.gaugeMesh);
439
+ }
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+ resolveGauge(data, mode) {
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+ var _a, _b;
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+ switch (mode) {
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+ case 'carrier': {
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+ const full = Number(data.FULL_CNT) || 0;
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+ const empty = Number(data.EMPTY_CNT) || 0;
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+ const emptyEmpty = Number(data.EMPTYEMPTY_CNT) || 0;
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+ const total = full + empty + emptyEmpty;
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+ const segments = total > 0
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+ ? [
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+ { ratio: full / total, color: '#4AA7FE' },
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+ { ratio: empty / total, color: '#8BDA5B' },
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+ { ratio: emptyEmpty / total, color: '#019D59' },
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+ ]
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+ : [{ ratio: 1, color: '#dddddd' }];
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+ return {
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+ segments,
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+ borderColor: '#4AA7FE',
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+ label: total > 0 ? `F${full} E${empty} EE${emptyEmpty}` : '',
459
+ };
460
+ }
461
+ case 'abnormal': {
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+ const normal = Number(data.CARRIER_NORMAL) || 0;
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+ const abnormal = Number(data.CARRIER_ABNORMAL) || 0;
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+ const total = normal + abnormal;
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+ const segments = total > 0
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+ ? [
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+ { ratio: normal / total, color: '#8BDA5B' },
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+ { ratio: abnormal / total, color: '#F4B4B4' },
469
+ ]
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+ : [{ ratio: 1, color: '#dddddd' }];
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+ return {
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+ segments,
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+ borderColor: abnormal > 0 ? '#F4B4B4' : '#8BDA5B',
474
+ label: total > 0 ? `N${normal} A${abnormal}` : '',
475
+ };
476
+ }
477
+ default: { // capacity
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+ const cur = Number(data.CURRENTCAPACITY) || 0;
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+ const max = Number(data.MAXCAPACITY) || 100;
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+ const fullup = data.FULLUP === 'T';
481
+ const usage = Math.round((cur / max) * 100);
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+ const legend = ((_b = (_a = this.component.root) === null || _a === void 0 ? void 0 : _a.style) === null || _b === void 0 ? void 0 : _b.LEGEND_CAPACITY) || LEGEND_CAPACITY;
483
+ const color = fullup ? 'red' : (getVaueOnRanges(usage, legend) || '#44aa44');
484
+ return {
485
+ segments: [{ ratio: usage / 100, color }],
486
+ borderColor: color,
487
+ label: `${usage}%`,
488
+ };
489
+ }
490
+ }
491
+ }
492
+ onchange(after, before) {
493
+ if ('data' in after) {
494
+ this.clearGauge();
495
+ this.buildGauge();
496
+ }
497
+ super.onchange(after, before);
498
+ }
499
+ clear() {
500
+ this.clearGauge();
501
+ return super.clear();
502
+ }
503
+ clearGauge() {
504
+ var _a, _b;
505
+ if (this.gaugeMesh) {
506
+ this.object3d.remove(this.gaugeMesh);
507
+ (_a = this.gaugeMesh.geometry) === null || _a === void 0 ? void 0 : _a.dispose();
508
+ const mat = this.gaugeMesh.material;
509
+ (_b = mat === null || mat === void 0 ? void 0 : mat.map) === null || _b === void 0 ? void 0 : _b.dispose();
510
+ mat === null || mat === void 0 ? void 0 : mat.dispose();
511
+ this.gaugeMesh = undefined;
512
+ }
513
+ }
514
+ }
515
+ registerRealObjectFactory('STOCKER', (component) => new StockerRealObject3D(component));
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  // ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
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  // Unit (이동체 · 홀더) — 낮은 depth, 불투명
244
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  // ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
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- register('Port', {
246
- depthRatio: 0.5,
247
- defaultZPosFromParent: true,
248
- opacity: 0.5,
249
- metalness: 0.4,
250
- roughness: 0.6,
251
- defaultColor: 0xb0a090,
252
- });
519
+ // Port: 바닥판 (PlaneGeometry)
520
+ const PORT_CONFIG = Object.assign(Object.assign({}, DEFAULTS), { depthRatio: 0.01, defaultZPosFromParent: true, opacity: 0.1, metalness: 0.3, roughness: 0.8, defaultColor: 0xb0a090, shape: 'plane' });
521
+ registerRealObjectFactory('Port', (component) => new MCSRealObject3D(component, PORT_CONFIG));
253
522
  register('Shelf', {
254
523
  depthRatio: 0.25,
255
524
  metalness: 0.3,
256
525
  roughness: 0.7,
257
526
  defaultColor: 0xaabbcc,
258
527
  });
259
- register('Carrier', {
260
- depthRatio: 0.5,
261
- metalness: 0.2,
262
- roughness: 0.8,
263
- defaultColor: 0x66bb66,
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- isVisible: (c) => !!c.state.id,
265
- sizeRatio: 0.8,
266
- });
528
+ // Carrier: CARRIERSTATUS에 따른 3D 애니메이션 지원
529
+ const CARRIER_CONFIG = Object.assign(Object.assign({}, DEFAULTS), { depthRatio: 0.5, metalness: 0, roughness: 1, defaultColor: 0x66bb66, isVisible: (c) => !!c.state.id, sizeRatio: 0.8, texturedTop: true });
530
+ class CarrierRealObject3D extends MCSRealObject3D {
531
+ constructor(component) {
532
+ super(component, CARRIER_CONFIG);
533
+ }
534
+ }
535
+ registerRealObjectFactory('Carrier', (component) => new CarrierRealObject3D(component));
267
536
  // ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
268
537
  // Gauge (용량 게이지) — 얇은 바
269
538
  // ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
270
- register('ZoneCapacityBar', {
271
- depthRatio: 0.15,
272
- metalness: 0.2,
273
- roughness: 0.8,
274
- defaultColor: 0x44aa44,
275
- });
276
- register('StockerCapacityBar', {
277
- depthRatio: 0.15,
278
- metalness: 0.2,
279
- roughness: 0.8,
280
- defaultColor: 0x44aa44,
281
- });
282
- register('MCSGaugeCapacityBar', {
283
- depthRatio: 0.15,
284
- metalness: 0.2,
285
- roughness: 0.8,
286
- defaultColor: 0x44aa44,
287
- });
539
+ // ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
540
+ // Gauge (용량 게이지) — 2D 렌더링을 Plane 텍스처로 3D 표시
541
+ // ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
542
+ // Gauge 컴포넌트 (StockerCapacityBar, ZoneCapacityBar, MCSGaugeCapacityBar)는
543
+ // 3D에서 표시하지 않음. 대신 부모(STOCKER 등)의 3D 모델에서 직접 게이지를 렌더링.
544
+ registerRealObjectFactory('StockerCapacityBar', () => null);
545
+ registerRealObjectFactory('MCSGaugeCapacityBar', () => null);
546
+ registerRealObjectFactory('ZoneCapacityBar', () => null);
288
547
  //# sourceMappingURL=machine-3d.js.map
@@ -1 +1 @@
1
- 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* MCS 설비 컴포넌트 3D 팩토리\n *\n * 10,000+ 인스턴스를 위한 최소 폴리곤 설계:\n * - 컴포넌트당 단일 Mesh (draw call 최소화)\n * - BoxGeometry / ExtrudeGeometry(hexagon) 만 사용\n * - Machine: 높은 depth, 컨테이너는 반투명\n * - Unit: 낮은 depth, 불투명\n */\n\nimport * as THREE from 'three'\nimport { RealObjectGroup, registerRealObjectFactory } from '@hatiolab/things-scene'\nimport type { Component } from '@hatiolab/things-scene'\n\n// ── 설정 타입 ────────────────────────────────────────────\n\ninterface MCS3DConfig {\n /** state.depth 미설정 시 기본 depth.\n * defaultDepth > 0이면 절대값, 아니면 min(w,h) * depthRatio */\n depthRatio: number\n defaultDepth?: number\n /** true이면 syncZPosOffset = TRANSPORT_SURFACE_HEIGHT */\n defaultZPosFromParent?: boolean\n /** 1.0 = 불투명, 0.35 = 반투명 컨테이너 */\n opacity: number\n metalness: number\n roughness: number\n /** statusColor 미사용 시 기본 색상 */\n defaultColor: number\n /** 'box' | 'hexagon' */\n shape: 'box' | 'hexagon'\n /** mesh 생성 전 가시성 판정 — false 반환 시 mesh 미생성 */\n isVisible?: (component: Component) => boolean\n /** 부모 대비 크기 비율 (기본 1.0). < 1이면 부모 중심에 배치. */\n sizeRatio?: number\n}\n\n/**\n * 포트 기본 높이 (절대값).\n * 모든 이송장치의 상단 높이 = 이 값.\n * 캐리어가 이송장치 간 높이 차 없이 이동할 수 있는 기준 높이.\n */\nexport const TRANSPORT_SURFACE_HEIGHT = 30\n\nconst DEFAULTS: MCS3DConfig = {\n depthRatio: 0.5,\n opacity: 1.0,\n metalness: 0.3,\n roughness: 0.7,\n defaultColor: 0xaabbcc,\n shape: 'box',\n}\n\n// ── 3D 오브젝트 ──────────────────────────────────────────\n\nclass MCSRealObject3D extends RealObjectGroup {\n private _config: MCS3DConfig\n\n constructor(component: Component, config: MCS3DConfig) {\n super(component)\n this._config = config\n }\n\n // width, height 절대값 (음수 값은 양수로 취급)\n private get absSize(): { w: number; h: number } {\n const { width = 10, height = 10 } = this.component.state\n return { w: Math.abs(width), h: Math.abs(height) }\n }\n\n get effectiveDepth(): number {\n const { depth } = this.component.state\n if (depth) return depth\n if (this._config.defaultDepth) return this._config.defaultDepth\n const { w, h } = this.absSize\n return Math.min(w, h) * this._config.depthRatio\n }\n\n protected get syncZPosOffset(): number {\n // Port: 이송 표면 높이에 배치\n if (this._config.defaultZPosFromParent) {\n return TRANSPORT_SURFACE_HEIGHT\n }\n // Carrier: Port 안이면 중앙, 그 외 컨테이너면 상단 위\n if (this._config.sizeRatio && this._config.sizeRatio < 1) {\n const parentType = this.component.parent?.state?.type\n if (parentType === 'Port' || parentType === 'Shelf' || parentType === 'OHT' || parentType === 'Shuttle') {\n return 0\n }\n return TRANSPORT_SURFACE_HEIGHT\n }\n return 0\n }\n\n // 컴포넌트의 상태 색상(statusColor) 또는 fillStyle → Three.js 색상 변환\n private resolveColor(): number {\n const comp = this.component as any\n\n // 1) MCSStatusMixin.statusColor (legend 기반 상태 색상)\n // '#F0F0F0'은 상태 미설정 시 기본 fallback — 무시하고 defaultColor 사용\n try {\n const sc = comp.statusColor\n if (typeof sc === 'string' && sc && sc.toUpperCase() !== '#F0F0F0') return new THREE.Color(sc).getHex()\n } catch {\n /* statusColor 미구현 시 무시 */\n }\n\n // 2) state.fillStyle fallback\n const { fillStyle } = this.component.state\n if (fillStyle && typeof fillStyle === 'string') {\n try {\n return new THREE.Color(fillStyle).getHex()\n } catch {\n /* 파싱 실패 시 무시 */\n }\n }\n\n return this._config.defaultColor\n }\n\n // ── Geometry helpers ──\n\n /**\n * 바닥면(-Y 방향) 삼각형 제거: z-fighting 근본 해결.\n * 바닥면이 없으면 floor grid와 겹칠 면 자체가 없어진다.\n */\n private removeBottomFace(geometry: THREE.BufferGeometry): THREE.BufferGeometry {\n const posAttr = geometry.getAttribute('position')\n const normAttr = geometry.getAttribute('normal')\n const index = geometry.getIndex()\n\n if (!posAttr || !normAttr || !index) return geometry\n\n const newIndices: number[] = []\n const normalY = new THREE.Vector3()\n\n for (let i = 0; i < index.count; i += 3) {\n const a = index.getX(i)\n const b = index.getX(i + 1)\n const c = index.getX(i + 2)\n\n // 세 꼭짓점 노말의 Y 성분 평균으로 방향 판단\n const avgY = (normAttr.getY(a) + normAttr.getY(b) + normAttr.getY(c)) / 3\n\n // -Y 방향 삼각형 제거 (threshold -0.9: 거의 아래를 향하는 면만)\n if (avgY > -0.9) {\n newIndices.push(a, b, c)\n }\n }\n\n geometry.setIndex(newIndices)\n return geometry\n }\n\n // ── Geometry builders ──\n\n private buildBoxGeometry(w: number, d: number, h: number): THREE.BufferGeometry {\n const geo = new THREE.BoxGeometry(w, d, h)\n return this.removeBottomFace(geo)\n }\n\n private buildHexagonGeometry(w: number, d: number, h: number): THREE.BufferGeometry {\n // Buffer의 2D 형태: 좌우 끝이 꺾인 육각형\n const offset = Math.min(w, h) * 0.2\n const hw = w / 2\n const hh = h / 2\n\n const shape = new THREE.Shape()\n shape.moveTo(-hw + offset, -hh)\n shape.lineTo(hw - offset, -hh)\n shape.lineTo(hw, 0)\n shape.lineTo(hw - offset, hh)\n shape.lineTo(-hw + offset, hh)\n shape.lineTo(-hw, 0)\n shape.closePath()\n\n const geo = new THREE.ExtrudeGeometry(shape, {\n steps: 1,\n depth: d,\n bevelEnabled: false,\n })\n\n // 중심 정렬 후 Y-up 좌표계 회전 (extrude 축: +Z → +Y)\n geo.translate(0, 0, -d / 2)\n geo.rotateX(Math.PI / 2)\n\n return this.removeBottomFace(geo)\n }\n\n // ── Build ──\n\n build() {\n super.build()\n\n // 가시성 판정 — e.g., Carrier는 데이터 없으면 mesh 미생성\n if (this._config.isVisible && !this._config.isVisible(this.component)) return\n\n const { w: rawW, h: rawH } = this.absSize\n const rawDepth = this.effectiveDepth\n if (!rawW || !rawH) return\n\n const ratio = this._config.sizeRatio ?? 1.0\n const w = rawW * ratio\n const h = rawH * ratio\n const depth = rawDepth * ratio\n\n const color = this.resolveColor()\n const { opacity, metalness, roughness, shape } = this._config\n\n const geometry =\n shape === 'hexagon'\n ? this.buildHexagonGeometry(w, depth, h)\n : this.buildBoxGeometry(w, depth, h)\n\n const material = new THREE.MeshStandardMaterial({\n color,\n metalness,\n roughness,\n opacity,\n transparent: opacity < 1,\n side: opacity < 1 ? THREE.DoubleSide : THREE.FrontSide,\n depthWrite: opacity >= 0.9,\n })\n // z-fighting 방지: 바닥면(floor grid)보다 항상 앞에 렌더링\n material.polygonOffset = true\n material.polygonOffsetFactor = -1\n material.polygonOffsetUnit = -1\n\n const mesh = new THREE.Mesh(geometry, material)\n // sizeRatio < 1이면 부모 중심에 배치 (rawDepth/2), 아니면 자체 중심 (depth/2)\n mesh.position.y = ratio < 1 ? rawDepth / 2 : depth / 2\n mesh.castShadow = true\n mesh.receiveShadow = true\n this.object3d.add(mesh)\n }\n\n // ── Change handling ──\n\n onchange(after: Record<string, unknown>, before: Record<string, unknown>) {\n if (\n 'width' in after ||\n 'height' in after ||\n 'depth' in after ||\n 'fillStyle' in after ||\n 'strokeStyle' in after ||\n 'id' in after // Carrier: CARRIERNAME 변경 시 가시성 재판정\n ) {\n this.update()\n return\n }\n\n super.onchange(after, before)\n }\n\n // RealObjectGroup 기본 동작 비활성화 (update()에서 일괄 처리)\n updateDimension() {}\n updateAlpha() {}\n}\n\n// ── 팩토리 등록 헬퍼 ─────────────────────────────────────\n\nfunction register(type: string, overrides: Partial<MCS3DConfig> = {}) {\n const config: MCS3DConfig = { ...DEFAULTS, ...overrides }\n registerRealObjectFactory(type, (component: Component) => new MCSRealObject3D(component, config))\n}\n\n// ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━\n// Machine (인프라 설비) — 높은 depth, 컨테이너는 반투명\n// ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━\n\nregister('Equipment', {\n defaultDepth: 3 * TRANSPORT_SURFACE_HEIGHT,\n opacity: 0.5,\n metalness: 0.4,\n roughness: 0.6,\n defaultColor: 0x8899aa,\n})\n\nregister('Buffer', {\n defaultDepth: TRANSPORT_SURFACE_HEIGHT,\n opacity: 0.5,\n metalness: 0.3,\n roughness: 0.7,\n defaultColor: 0x99aa88,\n shape: 'hexagon',\n})\n\nregister('AGVLine', {\n depthRatio: 0.12,\n metalness: 0.6,\n roughness: 0.3,\n defaultColor: 0x888899,\n})\n\nregister('OHTLine', {\n depthRatio: 0.12,\n metalness: 0.6,\n roughness: 0.3,\n defaultColor: 0x888899,\n})\n\nregister('STOCKER', {\n defaultDepth: 5 * TRANSPORT_SURFACE_HEIGHT,\n opacity: 0.35,\n metalness: 0.3,\n roughness: 0.6,\n defaultColor: 0x8899bb,\n})\n\n// ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━\n// Unit (이동체 · 홀더) — 낮은 depth, 불투명\n// ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━\n\nregister('Port', {\n depthRatio: 0.5,\n defaultZPosFromParent: true,\n opacity: 0.5,\n metalness: 0.4,\n roughness: 0.6,\n defaultColor: 0xb0a090,\n})\n\nregister('Shelf', {\n depthRatio: 0.25,\n metalness: 0.3,\n roughness: 0.7,\n defaultColor: 0xaabbcc,\n})\n\nregister('Carrier', {\n depthRatio: 0.5,\n metalness: 0.2,\n roughness: 0.8,\n defaultColor: 0x66bb66,\n isVisible: (c: Component) => !!(c.state as any).id,\n sizeRatio: 0.8,\n})\n\n// ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━\n// Gauge (용량 게이지) — 얇은 바\n// ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━\n\nregister('ZoneCapacityBar', {\n depthRatio: 0.15,\n metalness: 0.2,\n roughness: 0.8,\n defaultColor: 0x44aa44,\n})\n\nregister('StockerCapacityBar', {\n depthRatio: 0.15,\n metalness: 0.2,\n roughness: 0.8,\n defaultColor: 0x44aa44,\n})\n\nregister('MCSGaugeCapacityBar', {\n depthRatio: 0.15,\n metalness: 0.2,\n roughness: 0.8,\n defaultColor: 0x44aa44,\n})\n"]}
1
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* MCS 설비 컴포넌트 3D 팩토리\n *\n * 10,000+ 인스턴스를 위한 최소 폴리곤 설계:\n * - 컴포넌트당 단일 Mesh (draw call 최소화)\n * - BoxGeometry / ExtrudeGeometry(hexagon) 만 사용\n * - Machine: 높은 depth, 컨테이너는 반투명\n * - Unit: 낮은 depth, 불투명\n */\n\nimport * as THREE from 'three'\nimport { RealObjectGroup, registerRealObjectFactory, disposeObject3D } from '@hatiolab/things-scene'\nimport type { Component } from '@hatiolab/things-scene'\nimport { LEGEND_CAPACITY } from '../features/mcs-status-default'\nimport { getVaueOnRanges } from '../utils/get-value-on-ranges'\n\n// ── 설정 타입 ────────────────────────────────────────────\n\ninterface MCS3DConfig {\n /** state.depth 미설정 시 기본 depth.\n * defaultDepth > 0이면 절대값, 아니면 min(w,h) * depthRatio */\n depthRatio: number\n defaultDepth?: number\n /** true이면 syncZPosOffset = TRANSPORT_SURFACE_HEIGHT */\n defaultZPosFromParent?: boolean\n /** 1.0 = 불투명, 0.35 = 반투명 컨테이너 */\n opacity: number\n metalness: number\n roughness: number\n /** statusColor 미사용 시 기본 색상 */\n defaultColor: number\n /** 'box' | 'hexagon' */\n shape: 'box' | 'hexagon' | 'plane'\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}\n\n/**\n * 포트 기본 높이 (절대값).\n * 모든 이송장치의 상단 높이 = 이 값.\n * 캐리어가 이송장치 간 높이 차 없이 이동할 수 있는 기준 높이.\n */\nexport const TRANSPORT_SURFACE_HEIGHT = 30\n\nconst DEFAULTS: MCS3DConfig = {\n depthRatio: 0.5,\n opacity: 1.0,\n metalness: 0.3,\n roughness: 0.7,\n defaultColor: 0xaabbcc,\n shape: 'box',\n}\n\n// ── 3D 오브젝트 ──────────────────────────────────────────\n\nclass MCSRealObject3D extends RealObjectGroup {\n private _config: MCS3DConfig\n\n constructor(component: Component, config: MCS3DConfig) {\n super(component)\n this._config = config\n }\n\n // width, height 절대값 (음수 값은 양수로 취급)\n protected get absSize(): { w: number; h: number } {\n const { width = 10, height = 10 } = this.component.state\n return { w: Math.abs(width), h: Math.abs(height) }\n }\n\n get effectiveDepth(): number {\n const { depth } = this.component.state\n if (depth) return depth\n if (this._config.defaultDepth) return this._config.defaultDepth\n const { w, h } = this.absSize\n return Math.min(w, h) * this._config.depthRatio\n }\n\n protected get syncZPosOffset(): number {\n // Port: 이송 표면 높이에 배치\n if (this._config.defaultZPosFromParent) {\n return TRANSPORT_SURFACE_HEIGHT\n }\n // Carrier: Port 안이면 중앙, 그 외 컨테이너면 상단 위\n if (this._config.sizeRatio && this._config.sizeRatio < 1) {\n const parentType = this.component.parent?.state?.type\n if (parentType === 'Port' || parentType === 'Shelf' || parentType === 'OHT' || parentType === 'Shuttle') {\n return 0\n }\n return TRANSPORT_SURFACE_HEIGHT\n }\n return 0\n }\n\n // 컴포넌트의 상태 색상(statusColor) 또는 fillStyle → Three.js 색상 변환\n 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') return new THREE.Color(sc).getHex()\n } catch {\n /* statusColor 미구현 시 무시 */\n }\n\n // 2) state.fillStyle fallback\n const { fillStyle } = this.component.state\n if (fillStyle && typeof fillStyle === 'string') {\n try {\n return new THREE.Color(fillStyle).getHex()\n } catch {\n /* 파싱 실패 시 무시 */\n }\n }\n\n return this._config.defaultColor\n }\n\n // ── Geometry helpers ──\n\n /**\n * 바닥면(-Y 방향) 삼각형 제거: z-fighting 근본 해결.\n * 바닥면이 없으면 floor grid와 겹칠 면 자체가 없어진다.\n */\n private removeBottomFace(geometry: THREE.BufferGeometry): THREE.BufferGeometry {\n const posAttr = geometry.getAttribute('position')\n const normAttr = geometry.getAttribute('normal')\n const index = geometry.getIndex()\n\n if (!posAttr || !normAttr || !index) return geometry\n\n const newIndices: number[] = []\n const normalY = new THREE.Vector3()\n\n for (let i = 0; i < index.count; i += 3) {\n const a = index.getX(i)\n const b = index.getX(i + 1)\n const c = index.getX(i + 2)\n\n // 세 꼭짓점 노말의 Y 성분 평균으로 방향 판단\n const avgY = (normAttr.getY(a) + normAttr.getY(b) + normAttr.getY(c)) / 3\n\n // -Y 방향 삼각형 제거 (threshold -0.9: 거의 아래를 향하는 면만)\n if (avgY > -0.9) {\n newIndices.push(a, b, c)\n }\n }\n\n geometry.setIndex(newIndices)\n return geometry\n }\n\n // ── Geometry builders ──\n\n private buildBoxGeometry(w: number, d: number, h: number): THREE.BufferGeometry {\n const geo = new THREE.BoxGeometry(w, d, h)\n return this._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 // ── 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 : this.buildBoxGeometry(w, depth, h)\n\n const isPlane = shape === 'plane'\n const material = isPlane\n ? new THREE.MeshBasicMaterial({\n color,\n opacity,\n transparent: opacity < 1,\n side: THREE.DoubleSide,\n depthWrite: opacity >= 0.9,\n })\n : new THREE.MeshStandardMaterial({\n color,\n metalness,\n roughness,\n opacity,\n transparent: opacity < 1,\n side: opacity < 1 ? THREE.DoubleSide : THREE.FrontSide,\n depthWrite: opacity >= 0.9,\n ...(this._config.emissiveIntensity ? { emissive: color, emissiveIntensity: this._config.emissiveIntensity } : {}),\n })\n // z-fighting 방지: 바닥면(floor grid)보다 항상 앞에 렌더링\n material.polygonOffset = true\n material.polygonOffsetFactor = -1\n material.polygonOffsetUnit = -1\n\n // 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 // sizeRatio < 1이면 부모 중심에 배치 (rawDepth/2), plane은 살짝 띄움\n this._ownMesh.position.y = isPlane ? 1 : ratio < 1 ? rawDepth / 2 : depth / 2\n this._ownMesh.castShadow = !isPlane\n this._ownMesh.receiveShadow = true\n this.object3d.add(this._ownMesh)\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.object3d.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() {\n const { alpha = 1 } = this.component.state\n const configOpacity = this._config.opacity\n const effective = configOpacity * alpha\n\n this.object3d.traverse((o: any) => {\n if (!o.material) return\n const materials = Array.isArray(o.material) ? o.material : [o.material]\n for (const m of materials) {\n if (!m.visible) continue // openTop invisible face 무시\n if (m.map) continue // 텍스처 material은 자체 transparent 유지\n m.opacity = effective\n m.transparent = effective < 1\n }\n })\n }\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})\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})\n\nregister('AGVLine', {\n depthRatio: 0.12,\n metalness: 0.6,\n roughness: 0.3,\n defaultColor: 0x888899,\n})\n\nregister('OHTLine', {\n depthRatio: 0.12,\n metalness: 0.6,\n roughness: 0.3,\n defaultColor: 0x888899,\n})\n\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}\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?.style?.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 캔버스 (고해상도)\n const barW = 130\n const barH = 26\n const scale = 4\n const canvasW = barW * scale\n const canvasH = barH * 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)\n const innerW = canvasW - pad * 2\n const innerH = canvasH - pad * 2\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 x += segW\n }\n\n // 텍스트\n ctx.font = `bold ${10 * scale}px sans-serif`\n ctx.textAlign = 'center'\n ctx.textBaseline = 'middle'\n ctx.fillStyle = '#333333'\n ctx.fillText(gauge.label, canvasW / 2, canvasH / 2)\n\n // 텍스처 → Plane\n const texture = new THREE.CanvasTexture(canvas)\n texture.colorSpace = THREE.SRGBColorSpace\n\n const geo = new THREE.PlaneGeometry(barW, barH)\n geo.rotateX(-Math.PI / 2) // 수평 (지붕 위)\n if (!isWidthLonger) geo.rotateY(Math.PI / 2)\n\n const mat = new THREE.MeshBasicMaterial({\n map: texture,\n transparent: true,\n side: THREE.DoubleSide,\n })\n mat.polygonOffset = true\n mat.polygonOffsetFactor = -2\n mat.polygonOffsetUnit = -2\n\n this.gaugeMesh = new THREE.Mesh(geo, mat)\n this.gaugeMesh.position.set(0, depth + 0.5, 0)\n this.object3d.add(this.gaugeMesh)\n }\n\n private resolveGauge(data: any, mode: string) {\n switch (mode) {\n case 'carrier': {\n const full = Number(data.FULL_CNT) || 0\n const empty = Number(data.EMPTY_CNT) || 0\n const emptyEmpty = Number(data.EMPTYEMPTY_CNT) || 0\n const total = full + empty + emptyEmpty\n const segments = total > 0\n ? [\n { ratio: full / total, color: '#4AA7FE' },\n { ratio: empty / total, color: '#8BDA5B' },\n { ratio: emptyEmpty / total, color: '#019D59' },\n ]\n : [{ ratio: 1, color: '#dddddd' }]\n return {\n segments,\n borderColor: '#4AA7FE',\n label: total > 0 ? `F${full} E${empty} EE${emptyEmpty}` : '',\n }\n }\n case 'abnormal': {\n const normal = Number(data.CARRIER_NORMAL) || 0\n const abnormal = Number(data.CARRIER_ABNORMAL) || 0\n const total = normal + abnormal\n const segments = total > 0\n ? [\n { ratio: normal / total, color: '#8BDA5B' },\n { ratio: abnormal / total, color: '#F4B4B4' },\n ]\n : [{ ratio: 1, color: '#dddddd' }]\n return {\n segments,\n borderColor: abnormal > 0 ? '#F4B4B4' : '#8BDA5B',\n label: total > 0 ? `N${normal} A${abnormal}` : '',\n }\n }\n default: { // capacity\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?.style?.LEGEND_CAPACITY || LEGEND_CAPACITY\n const color = fullup ? 'red' : (getVaueOnRanges(usage, legend) || '#44aa44')\n return {\n segments: [{ ratio: usage / 100, color }],\n borderColor: color,\n label: `${usage}%`,\n }\n }\n }\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.object3d.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}\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})\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: 0x66bb66,\n isVisible: (c: Component) => !!(c.state as any).id,\n sizeRatio: 0.8,\n texturedTop: true,\n}\n\nclass CarrierRealObject3D extends MCSRealObject3D {\n constructor(component: Component) {\n super(component, CARRIER_CONFIG)\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 컴포넌트 (StockerCapacityBar, ZoneCapacityBar, MCSGaugeCapacityBar)는\n// 3D에서 표시하지 않음. 대신 부모(STOCKER 등)의 3D 모델에서 직접 게이지를 렌더링.\nregisterRealObjectFactory('StockerCapacityBar', () => null as any)\nregisterRealObjectFactory('MCSGaugeCapacityBar', () => null as any)\nregisterRealObjectFactory('ZoneCapacityBar', () => null as any)\n"]}