@fmsim/machine 2.0.0-beta.2 → 2.0.0-beta.5

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.
@@ -9,6 +9,8 @@
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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 { 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.
@@ -207,14 +209,14 @@ 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,
@@ -232,13 +234,160 @@ 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);
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+ }
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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}` : '',
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+ };
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+ }
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+ 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' },
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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: abnormal > 0 ? '#F4B4B4' : '#8BDA5B',
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+ label: total > 0 ? `N${normal} A${abnormal}` : '',
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+ };
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+ }
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+ 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';
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+ 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;
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+ const color = fullup ? 'red' : (getVaueOnRanges(usage, legend) || '#44aa44');
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+ return {
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+ segments: [{ ratio: usage / 100, color }],
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+ borderColor: color,
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+ label: `${usage}%`,
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+ };
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+ }
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+ }
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+ }
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+ onchange(after, before) {
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+ if ('data' in after) {
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+ this.clearGauge();
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+ this.buildGauge();
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+ }
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+ super.onchange(after, before);
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+ }
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+ clear() {
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+ this.clearGauge();
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+ return super.clear();
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+ }
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+ clearGauge() {
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+ var _a, _b;
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+ if (this.gaugeMesh) {
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+ this.object3d.remove(this.gaugeMesh);
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+ (_a = this.gaugeMesh.geometry) === null || _a === void 0 ? void 0 : _a.dispose();
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+ const mat = this.gaugeMesh.material;
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+ (_b = mat === null || mat === void 0 ? void 0 : mat.map) === null || _b === void 0 ? void 0 : _b.dispose();
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+ mat === null || mat === void 0 ? void 0 : mat.dispose();
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+ this.gaugeMesh = undefined;
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+ }
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+ }
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+ }
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+ registerRealObjectFactory('STOCKER', (component) => new StockerRealObject3D(component));
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  // ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
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  // Unit (이동체 · 홀더) — 낮은 depth, 불투명
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  // ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
@@ -267,22 +416,12 @@ register('Carrier', {
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  // ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
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  // Gauge (용량 게이지) — 얇은 바
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  // ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
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- register('ZoneCapacityBar', {
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- depthRatio: 0.15,
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- metalness: 0.2,
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- roughness: 0.8,
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- defaultColor: 0x44aa44,
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- });
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- register('StockerCapacityBar', {
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- depthRatio: 0.15,
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- metalness: 0.2,
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- roughness: 0.8,
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- defaultColor: 0x44aa44,
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- });
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- register('MCSGaugeCapacityBar', {
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- depthRatio: 0.15,
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- metalness: 0.2,
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- roughness: 0.8,
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- defaultColor: 0x44aa44,
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- });
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+ // ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
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+ // Gauge (용량 게이지) — 2D 렌더링을 Plane 텍스처로 3D 표시
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+ // ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
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+ // Gauge 컴포넌트 (StockerCapacityBar, ZoneCapacityBar, MCSGaugeCapacityBar)는
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+ // 3D에서 표시하지 않음. 대신 부모(STOCKER 등)의 3D 모델에서 직접 게이지를 렌더링.
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+ registerRealObjectFactory('StockerCapacityBar', () => null);
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+ registerRealObjectFactory('MCSGaugeCapacityBar', () => null);
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+ registerRealObjectFactory('ZoneCapacityBar', () => null);
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  //# sourceMappingURL=machine-3d.js.map
@@ -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 // 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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 } 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'\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 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 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: 0.75,\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\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\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"]}