@fmsim/machine 2.0.0-beta.23 → 2.0.0-beta.25
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/dist/factories/conveyor-3d.js +116 -51
- package/dist/factories/conveyor-3d.js.map +1 -1
- package/dist/factories/machine-3d.js +164 -7
- package/dist/factories/machine-3d.js.map +1 -1
- package/dist/node.js +1 -1
- package/dist/node.js.map +1 -1
- package/dist/tsconfig.tsbuildinfo +1 -1
- package/package.json +2 -2
- package/src/factories/conveyor-3d.ts +114 -52
- package/src/factories/machine-3d.ts +197 -7
- package/src/node.ts +1 -1
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@@ -71,7 +71,11 @@ export class Conveyor3D extends RealObjectGroup {
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const rollerDiameter = Math.max(rollWidth, 2);
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const frameH = Math.min(rollerDiameter, depth);
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const legH = Math.max(depth - frameH, 0);
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-
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// isVertical일 때 이송 방향이 Z축: 레일은 Z축을 따라, 벨트폭은 width
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// !isVertical일 때 이송 방향이 X축: 레일은 X축을 따라, 벨트폭은 height
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const beltWidth = isVertical ? width : height;
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const railLen = isVertical ? height : width;
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const railW = Math.max(beltWidth * 0.06, 2);
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const legThickness = Math.max(railW * 0.8, 2);
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const frameMaterial = new THREE.MeshStandardMaterial({
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color: FRAME_COLOR,
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@@ -82,41 +86,70 @@ export class Conveyor3D extends RealObjectGroup {
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// Y 좌표: y=0(바닥) ~ y=depth(상단). 레일 상단이 depth에 위치.
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const frameGeometries = [];
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const railY = depth - frameH / 2;
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// Side rails
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-
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// Side rails — 이송 방향을 따라, 벨트 양측에 배치
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if (isVertical) {
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// 레일이 Z축(세로)을 따라, ±X에 배치
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for (const xSign of [-1, 1]) {
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const rail = new THREE.BoxGeometry(railW, frameH, height);
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rail.translate(xSign * (width / 2 - railW / 2), railY, 0);
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frameGeometries.push(rail);
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}
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}
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else {
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// 레일이 X축(가로)을 따라, ±Z에 배치
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for (const zSign of [-1, 1]) {
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const rail = new THREE.BoxGeometry(width, frameH, railW);
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rail.translate(0, railY, zSign * (height / 2 - railW / 2));
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frameGeometries.push(rail);
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}
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}
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// 4 legs at corners
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if (legH > 0) {
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const legTopY = depth - frameH;
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const legCenterY = legTopY - legH / 2;
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// 다리 위치: 레일 안쪽에 정렬
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const legXPos = isVertical ? (width / 2 - railW / 2) : (width / 2 - legThickness / 2);
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const legZPos = isVertical ? (height / 2 - legThickness / 2) : (height / 2 - railW / 2);
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for (const xSign of [-1, 1]) {
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for (const zSign of [-1, 1]) {
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-
const lx = xSign * (width / 2 - legThickness / 2);
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-
const lz = zSign * (height / 2 - railW / 2);
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const leg = new THREE.BoxGeometry(legThickness, legH, legThickness);
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leg.translate(
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leg.translate(xSign * legXPos, legCenterY, zSign * legZPos);
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frameGeometries.push(leg);
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}
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}
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// Cross-bracing
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// Cross-bracing
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const braceH = legThickness * 0.6;
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const braceW = legThickness * 0.6;
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const braceLen = height - railW;
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const braceY = legTopY - legH * 0.35;
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-
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-
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-
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// 이송 방향 브레이스 (레일과 평행)
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if (isVertical) {
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for (const xSign of [-1, 1]) {
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const brace = new THREE.BoxGeometry(braceW, braceH, height - legThickness);
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brace.translate(xSign * legXPos, braceY, 0);
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frameGeometries.push(brace);
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}
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}
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-
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-
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-
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-
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-
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-
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else {
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for (const zSign of [-1, 1]) {
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const brace = new THREE.BoxGeometry(width - legThickness, braceH, braceW);
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brace.translate(0, braceY, zSign * legZPos);
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frameGeometries.push(brace);
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}
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}
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// 벨트폭 방향 브레이스 (레일과 수직)
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if (isVertical) {
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for (const zSign of [-1, 1]) {
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const brace = new THREE.BoxGeometry(width - railW, braceH, braceW);
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brace.translate(0, braceY, zSign * legZPos);
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frameGeometries.push(brace);
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}
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}
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else {
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for (const xSign of [-1, 1]) {
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const brace = new THREE.BoxGeometry(braceW, braceH, height - railW);
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brace.translate(xSign * legXPos, braceY, 0);
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frameGeometries.push(brace);
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}
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}
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}
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const frameMesh = new THREE.Mesh(BufferGeometryUtils.mergeGeometries(frameGeometries), frameMaterial);
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@@ -125,10 +158,10 @@ export class Conveyor3D extends RealObjectGroup {
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this.object3d.add(frameMesh);
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// --- Rollers, Belt, or Rails ---
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if (conveyorType === 'rail') {
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this.buildRails(width, height, depth, frameH, railW);
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this.buildRails(width, height, depth, frameH, railW, isVertical);
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}
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else if (conveyorType === 'belt') {
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this.buildBelt(width, height, depth, frameH, railW);
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this.buildBelt(width, height, depth, frameH, railW, isVertical);
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}
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else {
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this.buildRollers(width, height, depth, frameH, railW, rollWidth, isVertical);
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@@ -175,20 +208,29 @@ export class Conveyor3D extends RealObjectGroup {
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this.object3d.add(rollerMesh);
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}
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}
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buildBelt(width, height, depth, frameH, railW) {
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buildBelt(width, height, depth, frameH, railW, isVertical = false) {
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const drumRadius = frameH * 0.38;
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const drumLength = height - railW * 2;
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const beltY = depth - drumRadius;
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const color = this.resolveColor();
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// 이송 방향 길이와 벨트폭
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const transportLen = isVertical ? height : width;
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const beltWidth = isVertical ? width : height;
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const drumLength = beltWidth - railW * 2;
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// Two end drums
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const drumGeometries = [];
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const drumInset = drumRadius * 1.5;
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const
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const
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for (const
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const drum1 = -transportLen / 2 + drumInset;
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const drum2 = transportLen / 2 - drumInset;
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for (const dp of [drum1, drum2]) {
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const drum = new THREE.CylinderGeometry(drumRadius, drumRadius, drumLength, 16);
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if (isVertical) {
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drum.rotateZ(Math.PI / 2);
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drum.translate(0, beltY, dp);
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}
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else {
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drum.rotateX(Math.PI / 2);
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drum.translate(dp, beltY, 0);
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}
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drumGeometries.push(drum);
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}
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const drumMesh = new THREE.Mesh(BufferGeometryUtils.mergeGeometries(drumGeometries), new THREE.MeshStandardMaterial({ color: ROLLER_COLOR, metalness: 0.9, roughness: 0.2 }));
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@@ -202,49 +244,63 @@ export class Conveyor3D extends RealObjectGroup {
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roughness: 0.9,
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});
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// Flat belt top surface spanning between drums
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const flatLen =
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const flatGeo =
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const flatLen = drum2 - drum1;
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const flatGeo = isVertical
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? new THREE.BoxGeometry(drumLength, beltThickness, flatLen)
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: new THREE.BoxGeometry(flatLen, beltThickness, drumLength);
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const flatMesh = new THREE.Mesh(flatGeo, beltMaterial);
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flatMesh.position.set(0, beltY + drumRadius, 0);
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flatMesh.castShadow = true;
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this.object3d.add(flatMesh);
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// Belt wrap around drums (segmented half-cylinder)
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const wrapSegments = 12;
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for (const [
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[
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[
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for (const [dp, angleStart] of [
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[drum1, Math.PI / 2],
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[drum2, -Math.PI / 2],
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]) {
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const wrapGeometries = [];
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for (let i = 0; i < wrapSegments; i++) {
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const a0 = angleStart + (Math.PI * i) / wrapSegments;
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const a1 = angleStart + (Math.PI * (i + 1)) / wrapSegments;
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const r = drumRadius + beltThickness / 2;
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const
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const p0 = dp + Math.cos(a0) * r;
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const y0 = beltY + Math.sin(a0) * r;
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const
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const p1 = dp + Math.cos(a1) * r;
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const y1 = beltY + Math.sin(a1) * r;
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const segLen = Math.sqrt((
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const segAngle = Math.atan2(y1 - y0,
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const segLen = Math.sqrt((p1 - p0) ** 2 + (y1 - y0) ** 2) * 1.05;
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const segAngle = Math.atan2(y1 - y0, p1 - p0);
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if (isVertical) {
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const seg = new THREE.BoxGeometry(drumLength, beltThickness, segLen);
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seg.rotateX(-segAngle);
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seg.translate(0, (y0 + y1) / 2, (p0 + p1) / 2);
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wrapGeometries.push(seg);
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}
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else {
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const seg = new THREE.BoxGeometry(segLen, beltThickness, drumLength);
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seg.rotateZ(segAngle);
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seg.translate((p0 + p1) / 2, (y0 + y1) / 2, 0);
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wrapGeometries.push(seg);
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}
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}
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const wrapMesh = new THREE.Mesh(BufferGeometryUtils.mergeGeometries(wrapGeometries), beltMaterial);
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wrapMesh.castShadow = true;
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this.object3d.add(wrapMesh);
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}
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// Flat belt bottom (return path)
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const bottomGeo =
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const bottomGeo = isVertical
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? new THREE.BoxGeometry(drumLength * 0.85, beltThickness, flatLen)
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: new THREE.BoxGeometry(flatLen, beltThickness, drumLength * 0.85);
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const bottomMesh = new THREE.Mesh(bottomGeo, beltMaterial);
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bottomMesh.position.set(0, beltY - drumRadius, 0);
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this.object3d.add(bottomMesh);
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}
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buildRails(width, height, depth, frameH, railW) {
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buildRails(width, height, depth, frameH, railW, isVertical = false) {
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const color = this.resolveColor();
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const railHeight = frameH * 0.3;
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const railY = depth - railHeight / 2;
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const
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const beltWidth = isVertical ? width : height;
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const transportLen = isVertical ? height : width;
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const innerWidth = beltWidth - railW * 2;
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// 두 레일 간격: 내부 폭의 60%
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const railSpacing = innerWidth * 0.6;
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const railMaterial = new THREE.MeshStandardMaterial({
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roughness: 0.3,
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});
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const railGeometries = [];
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// Two parallel rails running along
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const
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// Two parallel rails running along transport direction
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if (isVertical) {
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for (const xSign of [-1, 1]) {
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const rail = new THREE.BoxGeometry(railW * 0.8, railHeight, transportLen - railW * 2);
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rail.translate(xSign * (railSpacing / 2), railY, 0);
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railGeometries.push(rail);
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}
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}
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else {
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for (const zSign of [-1, 1]) {
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const rail = new THREE.BoxGeometry(transportLen - railW * 2, railHeight, railW * 0.8);
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rail.translate(0, railY, zSign * (railSpacing / 2));
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railGeometries.push(rail);
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}
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}
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const railMesh = new THREE.Mesh(BufferGeometryUtils.mergeGeometries(railGeometries), railMaterial);
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railMesh.castShadow = true;
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* Conveyor 3D Factory\n *\n * 'conveyor' type (default): side rails + cylindrical rollers + 4 legs + cross-bracing\n * 'belt' type: side rails + two end drums + belt wrapping + 4 legs + cross-bracing\n * 'rail' type: side rails + two parallel rails + 4 legs + cross-bracing\n *\n * Based on operato-scene conveyor-3d.ts, adapted for fmsim:\n * - conveyorType is string ('', 'conveyor', 'belt', 'rail') instead of numeric\n * - statusColor from MCSStatusMixin instead of value-based lookup\n * - rollWidth auto-calculated: Math.max(10, Math.min(width, height) / 2)\n */\n\nimport * as THREE from 'three'\nimport * as BufferGeometryUtils from 'three/examples/jsm/utils/BufferGeometryUtils.js'\nimport { RealObjectGroup, registerRealObjectFactory } from '@hatiolab/things-scene'\nimport type { Component } from '@hatiolab/things-scene'\nimport { TRANSPORT_SURFACE_HEIGHT } from './machine-3d.js'\n\nconst FRAME_COLOR = 0x888899\nconst ROLLER_COLOR = 0xaaaabc\nconst DEFAULT_COLOR = 0x999999\n\nexport class Conveyor3D extends RealObjectGroup {\n get effectiveDepth(): number {\n const { depth } = this.component.state\n return depth || TRANSPORT_SURFACE_HEIGHT\n }\n\n // group origin = 바닥 (y=0). MCSRealObject3D와 동일 컨벤션.\n // 기하는 build()에서 y=0(바닥)~y=depth(상단) 범위로 배치.\n protected get syncZPosOffset(): number {\n return 0\n }\n\n private resolveColor(): number {\n const comp = this.component as any\n\n // 1) MCSStatusMixin.statusColor (legend 기반 상태 색상)\n // '#F0F0F0'은 상태 미설정 시 기본 fallback — 무시하고 defaultColor 사용\n try {\n const sc = comp.statusColor\n if (typeof sc === 'string' && sc && sc.toUpperCase() !== '#F0F0F0' && sc !== 'transparent') return new THREE.Color(sc).getHex()\n } catch {\n /* statusColor 미구현 시 무시 */\n }\n\n // 2) state.fillStyle fallback\n const { fillStyle } = this.component.state\n if (fillStyle && typeof fillStyle === 'string' && fillStyle !== 'transparent') {\n try {\n return new THREE.Color(fillStyle).getHex()\n } catch {\n /* 파싱 실패 시 무시 */\n }\n }\n\n return DEFAULT_COLOR\n }\n\n build() {\n super.build()\n\n const { width: rawWidth, height: rawHeight, conveyorType, orientation } = this.component.state\n const depth = this.effectiveDepth\n if (!rawWidth || !rawHeight) return\n\n // orientation: 'horizontal' = 롤러가 Z축(세로), 'vertical' = 롤러가 X축(가로)\n // default = 긴 방향에 수직 (긴 축을 따라 이송)\n const isVertical = orientation === 'vertical' ? true\n : orientation === 'horizontal' ? false\n : rawWidth < rawHeight // default: 세로가 길면 롤러는 가로(X축)\n // isVertical=true → 롤러 축이 X(가로), 이송 방향이 Z(세로)\n // isVertical=false → 롤러 축이 Z(세로), 이송 방향이 X(가로)\n const width = rawWidth\n const height = rawHeight\n\n // 2D와 동일 로직으로 rollWidth 산출\n const rollWidth = Math.max(10, Math.min(width, height) / 2)\n const rollerDiameter = Math.max(rollWidth, 2)\n const frameH = Math.min(rollerDiameter, depth)\n const legH = Math.max(depth - frameH, 0)\n const railW = Math.max(height * 0.06, 2)\n const legThickness = Math.max(railW * 0.8, 2)\n\n const frameMaterial = new THREE.MeshStandardMaterial({\n color: FRAME_COLOR,\n metalness: 0.85,\n roughness: 0.35,\n })\n\n // --- Frame: side rails + legs + cross-bracing ---\n // Y 좌표: y=0(바닥) ~ y=depth(상단). 레일 상단이 depth에 위치.\n const frameGeometries: THREE.BufferGeometry[] = []\n const railY = depth - frameH / 2\n\n // Side rails (along X)\n for (const zSign of [-1, 1]) {\n const rail = new THREE.BoxGeometry(width, frameH, railW)\n rail.translate(0, railY, zSign * (height / 2 - railW / 2))\n frameGeometries.push(rail)\n }\n\n // 4 legs at corners\n if (legH > 0) {\n const legTopY = depth - frameH\n const legCenterY = legTopY - legH / 2\n\n for (const xSign of [-1, 1]) {\n for (const zSign of [-1, 1]) {\n const lx = xSign * (width / 2 - legThickness / 2)\n const lz = zSign * (height / 2 - railW / 2)\n const leg = new THREE.BoxGeometry(legThickness, legH, legThickness)\n leg.translate(lx, legCenterY, lz)\n frameGeometries.push(leg)\n }\n }\n\n // Cross-bracing: 앞뒤 다리 연결 (Z 방향)\n const braceH = legThickness * 0.6\n const braceW = legThickness * 0.6\n const braceLen = height - railW\n const braceY = legTopY - legH * 0.35\n\n for (const xSign of [-1, 1]) {\n const brace = new THREE.BoxGeometry(braceW, braceH, braceLen)\n brace.translate(xSign * (width / 2 - legThickness / 2), braceY, 0)\n frameGeometries.push(brace)\n }\n\n // Cross-bracing: 좌우 다리 연결 (X 방향)\n const braceLenX = width - legThickness\n for (const zSign of [-1, 1]) {\n const brace = new THREE.BoxGeometry(braceLenX, braceH, braceW)\n brace.translate(0, braceY, zSign * (height / 2 - railW / 2))\n frameGeometries.push(brace)\n }\n }\n\n const frameMesh = new THREE.Mesh(BufferGeometryUtils.mergeGeometries(frameGeometries), frameMaterial)\n frameMesh.castShadow = true\n frameMesh.receiveShadow = true\n this.object3d.add(frameMesh)\n\n // --- Rollers, Belt, or Rails ---\n if (conveyorType === 'rail') {\n this.buildRails(width, height, depth, frameH, railW)\n } else if (conveyorType === 'belt') {\n this.buildBelt(width, height, depth, frameH, railW)\n } else {\n this.buildRollers(width, height, depth, frameH, railW, rollWidth, isVertical)\n }\n }\n\n private buildRollers(\n width: number,\n height: number,\n depth: number,\n frameH: number,\n railW: number,\n rollWidth: number,\n isVertical: boolean = false\n ) {\n const rollerRadius = Math.max(rollWidth / 8, 1)\n const diameter = rollerRadius * 2\n const step = diameter * 1.05\n const rollerY = depth - rollerRadius\n const color = this.resolveColor()\n\n const rollerGeometries: THREE.BufferGeometry[] = []\n\n if (isVertical) {\n // 롤러 축 = X축(가로), 이송 방향 = Z축(세로)\n const rollerLength = width - railW * 2 - 0.5\n const count = Math.max(1, Math.floor(height / step))\n const totalSpan = (count - 1) * step\n const startZ = -totalSpan / 2\n\n for (let i = 0; i < count; i++) {\n const z = startZ + i * step\n const roller = new THREE.CylinderGeometry(rollerRadius, rollerRadius, rollerLength, 16)\n roller.rotateZ(Math.PI / 2)\n roller.translate(0, rollerY, z)\n rollerGeometries.push(roller)\n }\n } else {\n // 롤러 축 = Z축(세로), 이송 방향 = X축(가로) — 기존 동작\n const rollerLength = height - railW * 2 - 0.5\n const count = Math.max(1, Math.floor(width / step))\n const totalSpan = (count - 1) * step\n const startX = -totalSpan / 2\n\n for (let i = 0; i < count; i++) {\n const x = startX + i * step\n const roller = new THREE.CylinderGeometry(rollerRadius, rollerRadius, rollerLength, 16)\n roller.rotateX(Math.PI / 2)\n roller.translate(x, rollerY, 0)\n rollerGeometries.push(roller)\n }\n }\n\n if (rollerGeometries.length > 0) {\n const rollerMesh = new THREE.Mesh(\n BufferGeometryUtils.mergeGeometries(rollerGeometries),\n new THREE.MeshStandardMaterial({ color, metalness: 0.9, roughness: 0.2 })\n )\n rollerMesh.castShadow = true\n this.object3d.add(rollerMesh)\n }\n }\n\n private buildBelt(width: number, height: number, depth: number, frameH: number, railW: number) {\n const drumRadius = frameH * 0.38\n const drumLength = height - railW * 2\n const beltY = depth - drumRadius\n const color = this.resolveColor()\n\n // Two end drums\n const drumGeometries: THREE.BufferGeometry[] = []\n const drumInset = drumRadius * 1.5\n const leftDrumX = -width / 2 + drumInset\n const rightDrumX = width / 2 - drumInset\n\n for (const dx of [leftDrumX, rightDrumX]) {\n const drum = new THREE.CylinderGeometry(drumRadius, drumRadius, drumLength, 16)\n drum.rotateX(Math.PI / 2)\n drum.translate(dx, beltY, 0)\n drumGeometries.push(drum)\n }\n\n const drumMesh = new THREE.Mesh(\n BufferGeometryUtils.mergeGeometries(drumGeometries),\n new THREE.MeshStandardMaterial({ color: ROLLER_COLOR, metalness: 0.9, roughness: 0.2 })\n )\n drumMesh.castShadow = true\n this.object3d.add(drumMesh)\n\n // Belt surface\n const beltThickness = drumRadius * 0.12\n const beltMaterial = new THREE.MeshStandardMaterial({\n color: color,\n metalness: 0.0,\n roughness: 0.9,\n })\n\n // Flat belt top surface spanning between drums\n const flatLen = rightDrumX - leftDrumX\n const flatGeo = new THREE.BoxGeometry(flatLen, beltThickness, drumLength)\n const flatMesh = new THREE.Mesh(flatGeo, beltMaterial)\n flatMesh.position.set(0, beltY + drumRadius, 0)\n flatMesh.castShadow = true\n this.object3d.add(flatMesh)\n\n // Belt wrap around drums (segmented half-cylinder)\n const wrapSegments = 12\n for (const [dx, angleStart] of [\n [leftDrumX, Math.PI / 2],\n [rightDrumX, -Math.PI / 2],\n ] as [number, number][]) {\n const wrapGeometries: THREE.BufferGeometry[] = []\n for (let i = 0; i < wrapSegments; i++) {\n const a0 = angleStart + (Math.PI * i) / wrapSegments\n const a1 = angleStart + (Math.PI * (i + 1)) / wrapSegments\n const r = drumRadius + beltThickness / 2\n\n const x0 = dx + Math.cos(a0) * r\n const y0 = beltY + Math.sin(a0) * r\n const x1 = dx + Math.cos(a1) * r\n const y1 = beltY + Math.sin(a1) * r\n\n const segLen = Math.sqrt((x1 - x0) ** 2 + (y1 - y0) ** 2) * 1.05\n const segAngle = Math.atan2(y1 - y0, x1 - x0)\n\n const seg = new THREE.BoxGeometry(segLen, beltThickness, drumLength)\n seg.rotateZ(segAngle)\n seg.translate((x0 + x1) / 2, (y0 + y1) / 2, 0)\n wrapGeometries.push(seg)\n }\n const wrapMesh = new THREE.Mesh(BufferGeometryUtils.mergeGeometries(wrapGeometries), beltMaterial)\n wrapMesh.castShadow = true\n this.object3d.add(wrapMesh)\n }\n\n // Flat belt bottom (return path)\n const bottomGeo = new THREE.BoxGeometry(flatLen, beltThickness, drumLength * 0.85)\n const bottomMesh = new THREE.Mesh(bottomGeo, beltMaterial)\n bottomMesh.position.set(0, beltY - drumRadius, 0)\n this.object3d.add(bottomMesh)\n }\n\n private buildRails(width: number, height: number, depth: number, frameH: number, railW: number) {\n const color = this.resolveColor()\n const railHeight = frameH * 0.3\n const railY = depth - railHeight / 2\n const innerWidth = height - railW * 2\n // 두 레일 간격: 내부 폭의 60%\n const railSpacing = innerWidth * 0.6\n\n const railMaterial = new THREE.MeshStandardMaterial({\n color,\n metalness: 0.7,\n roughness: 0.3,\n })\n\n const railGeometries: THREE.BufferGeometry[] = []\n\n // Two parallel rails running along X axis\n for (const zSign of [-1, 1]) {\n const rail = new THREE.BoxGeometry(width - railW * 2, railHeight, railW * 0.8)\n rail.translate(0, railY, zSign * (railSpacing / 2))\n railGeometries.push(rail)\n }\n\n const railMesh = new THREE.Mesh(BufferGeometryUtils.mergeGeometries(railGeometries), railMaterial)\n railMesh.castShadow = true\n this.object3d.add(railMesh)\n }\n\n updateDimension() {}\n updateAlpha() {}\n\n onchange(after: Record<string, unknown>, before: Record<string, unknown>) {\n if (\n 'conveyorType' in after ||\n 'orientation' in after ||\n 'width' in after ||\n 'height' in after ||\n 'depth' in after ||\n 'fillStyle' in after ||\n 'strokeStyle' in after\n ) {\n this.update()\n return\n }\n super.onchange(after, before)\n }\n}\n\nregisterRealObjectFactory('Conveyor', (component: Component) => new Conveyor3D(component))\n"]}
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* Conveyor 3D Factory\n *\n * 'conveyor' type (default): side rails + cylindrical rollers + 4 legs + cross-bracing\n * 'belt' type: side rails + two end drums + belt wrapping + 4 legs + cross-bracing\n * 'rail' type: side rails + two parallel rails + 4 legs + cross-bracing\n *\n * Based on operato-scene conveyor-3d.ts, adapted for fmsim:\n * - conveyorType is string ('', 'conveyor', 'belt', 'rail') instead of numeric\n * - statusColor from MCSStatusMixin instead of value-based lookup\n * - rollWidth auto-calculated: Math.max(10, Math.min(width, height) / 2)\n */\n\nimport * as THREE from 'three'\nimport * as BufferGeometryUtils from 'three/examples/jsm/utils/BufferGeometryUtils.js'\nimport { RealObjectGroup, registerRealObjectFactory } from '@hatiolab/things-scene'\nimport type { Component } from '@hatiolab/things-scene'\nimport { TRANSPORT_SURFACE_HEIGHT } from './machine-3d.js'\n\nconst FRAME_COLOR = 0x888899\nconst ROLLER_COLOR = 0xaaaabc\nconst DEFAULT_COLOR = 0x999999\n\nexport class Conveyor3D extends RealObjectGroup {\n get effectiveDepth(): number {\n const { depth } = this.component.state\n return depth || TRANSPORT_SURFACE_HEIGHT\n }\n\n // group origin = 바닥 (y=0). MCSRealObject3D와 동일 컨벤션.\n // 기하는 build()에서 y=0(바닥)~y=depth(상단) 범위로 배치.\n protected get syncZPosOffset(): number {\n return 0\n }\n\n private resolveColor(): number {\n const comp = this.component as any\n\n // 1) MCSStatusMixin.statusColor (legend 기반 상태 색상)\n // '#F0F0F0'은 상태 미설정 시 기본 fallback — 무시하고 defaultColor 사용\n try {\n const sc = comp.statusColor\n if (typeof sc === 'string' && sc && sc.toUpperCase() !== '#F0F0F0' && sc !== 'transparent') return new THREE.Color(sc).getHex()\n } catch {\n /* statusColor 미구현 시 무시 */\n }\n\n // 2) state.fillStyle fallback\n const { fillStyle } = this.component.state\n if (fillStyle && typeof fillStyle === 'string' && fillStyle !== 'transparent') {\n try {\n return new THREE.Color(fillStyle).getHex()\n } catch {\n /* 파싱 실패 시 무시 */\n }\n }\n\n return DEFAULT_COLOR\n }\n\n build() {\n super.build()\n\n const { width: rawWidth, height: rawHeight, conveyorType, orientation } = this.component.state\n const depth = this.effectiveDepth\n if (!rawWidth || !rawHeight) return\n\n // orientation: 'horizontal' = 롤러가 Z축(세로), 'vertical' = 롤러가 X축(가로)\n // default = 긴 방향에 수직 (긴 축을 따라 이송)\n const isVertical = orientation === 'vertical' ? true\n : orientation === 'horizontal' ? false\n : rawWidth < rawHeight // default: 세로가 길면 롤러는 가로(X축)\n // isVertical=true → 롤러 축이 X(가로), 이송 방향이 Z(세로)\n // isVertical=false → 롤러 축이 Z(세로), 이송 방향이 X(가로)\n const width = rawWidth\n const height = rawHeight\n\n // 2D와 동일 로직으로 rollWidth 산출\n const rollWidth = Math.max(10, Math.min(width, height) / 2)\n const rollerDiameter = Math.max(rollWidth, 2)\n const frameH = Math.min(rollerDiameter, depth)\n const legH = Math.max(depth - frameH, 0)\n\n // isVertical일 때 이송 방향이 Z축: 레일은 Z축을 따라, 벨트폭은 width\n // !isVertical일 때 이송 방향이 X축: 레일은 X축을 따라, 벨트폭은 height\n const beltWidth = isVertical ? width : height\n const railLen = isVertical ? height : width\n const railW = Math.max(beltWidth * 0.06, 2)\n const legThickness = Math.max(railW * 0.8, 2)\n\n const frameMaterial = new THREE.MeshStandardMaterial({\n color: FRAME_COLOR,\n metalness: 0.85,\n roughness: 0.35,\n })\n\n // --- Frame: side rails + legs + cross-bracing ---\n // Y 좌표: y=0(바닥) ~ y=depth(상단). 레일 상단이 depth에 위치.\n const frameGeometries: THREE.BufferGeometry[] = []\n const railY = depth - frameH / 2\n\n // Side rails — 이송 방향을 따라, 벨트 양측에 배치\n if (isVertical) {\n // 레일이 Z축(세로)을 따라, ±X에 배치\n for (const xSign of [-1, 1]) {\n const rail = new THREE.BoxGeometry(railW, frameH, height)\n rail.translate(xSign * (width / 2 - railW / 2), railY, 0)\n frameGeometries.push(rail)\n }\n } else {\n // 레일이 X축(가로)을 따라, ±Z에 배치\n for (const zSign of [-1, 1]) {\n const rail = new THREE.BoxGeometry(width, frameH, railW)\n rail.translate(0, railY, zSign * (height / 2 - railW / 2))\n frameGeometries.push(rail)\n }\n }\n\n // 4 legs at corners\n if (legH > 0) {\n const legTopY = depth - frameH\n const legCenterY = legTopY - legH / 2\n\n // 다리 위치: 레일 안쪽에 정렬\n const legXPos = isVertical ? (width / 2 - railW / 2) : (width / 2 - legThickness / 2)\n const legZPos = isVertical ? (height / 2 - legThickness / 2) : (height / 2 - railW / 2)\n\n for (const xSign of [-1, 1]) {\n for (const zSign of [-1, 1]) {\n const leg = new THREE.BoxGeometry(legThickness, legH, legThickness)\n leg.translate(xSign * legXPos, legCenterY, zSign * legZPos)\n frameGeometries.push(leg)\n }\n }\n\n // Cross-bracing\n const braceH = legThickness * 0.6\n const braceW = legThickness * 0.6\n const braceY = legTopY - legH * 0.35\n\n // 이송 방향 브레이스 (레일과 평행)\n if (isVertical) {\n for (const xSign of [-1, 1]) {\n const brace = new THREE.BoxGeometry(braceW, braceH, height - legThickness)\n brace.translate(xSign * legXPos, braceY, 0)\n frameGeometries.push(brace)\n }\n } else {\n for (const zSign of [-1, 1]) {\n const brace = new THREE.BoxGeometry(width - legThickness, braceH, braceW)\n brace.translate(0, braceY, zSign * legZPos)\n frameGeometries.push(brace)\n }\n }\n\n // 벨트폭 방향 브레이스 (레일과 수직)\n if (isVertical) {\n for (const zSign of [-1, 1]) {\n const brace = new THREE.BoxGeometry(width - railW, braceH, braceW)\n brace.translate(0, braceY, zSign * legZPos)\n frameGeometries.push(brace)\n }\n } else {\n for (const xSign of [-1, 1]) {\n const brace = new THREE.BoxGeometry(braceW, braceH, height - railW)\n brace.translate(xSign * legXPos, braceY, 0)\n frameGeometries.push(brace)\n }\n }\n }\n\n const frameMesh = new THREE.Mesh(BufferGeometryUtils.mergeGeometries(frameGeometries), frameMaterial)\n frameMesh.castShadow = true\n frameMesh.receiveShadow = true\n this.object3d.add(frameMesh)\n\n // --- Rollers, Belt, or Rails ---\n if (conveyorType === 'rail') {\n this.buildRails(width, height, depth, frameH, railW, isVertical)\n } else if (conveyorType === 'belt') {\n this.buildBelt(width, height, depth, frameH, railW, isVertical)\n } else {\n this.buildRollers(width, height, depth, frameH, railW, rollWidth, isVertical)\n }\n }\n\n private buildRollers(\n width: number,\n height: number,\n depth: number,\n frameH: number,\n railW: number,\n rollWidth: number,\n isVertical: boolean = false\n ) {\n const rollerRadius = Math.max(rollWidth / 8, 1)\n const diameter = rollerRadius * 2\n const step = diameter * 1.05\n const rollerY = depth - rollerRadius\n const color = this.resolveColor()\n\n const rollerGeometries: THREE.BufferGeometry[] = []\n\n if (isVertical) {\n // 롤러 축 = X축(가로), 이송 방향 = Z축(세로)\n const rollerLength = width - railW * 2 - 0.5\n const count = Math.max(1, Math.floor(height / step))\n const totalSpan = (count - 1) * step\n const startZ = -totalSpan / 2\n\n for (let i = 0; i < count; i++) {\n const z = startZ + i * step\n const roller = new THREE.CylinderGeometry(rollerRadius, rollerRadius, rollerLength, 16)\n roller.rotateZ(Math.PI / 2)\n roller.translate(0, rollerY, z)\n rollerGeometries.push(roller)\n }\n } else {\n // 롤러 축 = Z축(세로), 이송 방향 = X축(가로) — 기존 동작\n const rollerLength = height - railW * 2 - 0.5\n const count = Math.max(1, Math.floor(width / step))\n const totalSpan = (count - 1) * step\n const startX = -totalSpan / 2\n\n for (let i = 0; i < count; i++) {\n const x = startX + i * step\n const roller = new THREE.CylinderGeometry(rollerRadius, rollerRadius, rollerLength, 16)\n roller.rotateX(Math.PI / 2)\n roller.translate(x, rollerY, 0)\n rollerGeometries.push(roller)\n }\n }\n\n if (rollerGeometries.length > 0) {\n const rollerMesh = new THREE.Mesh(\n BufferGeometryUtils.mergeGeometries(rollerGeometries),\n new THREE.MeshStandardMaterial({ color, metalness: 0.9, roughness: 0.2 })\n )\n rollerMesh.castShadow = true\n this.object3d.add(rollerMesh)\n }\n }\n\n private buildBelt(width: number, height: number, depth: number, frameH: number, railW: number, isVertical: boolean = false) {\n const drumRadius = frameH * 0.38\n const beltY = depth - drumRadius\n const color = this.resolveColor()\n\n // 이송 방향 길이와 벨트폭\n const transportLen = isVertical ? height : width\n const beltWidth = isVertical ? width : height\n const drumLength = beltWidth - railW * 2\n\n // Two end drums\n const drumGeometries: THREE.BufferGeometry[] = []\n const drumInset = drumRadius * 1.5\n const drum1 = -transportLen / 2 + drumInset\n const drum2 = transportLen / 2 - drumInset\n\n for (const dp of [drum1, drum2]) {\n const drum = new THREE.CylinderGeometry(drumRadius, drumRadius, drumLength, 16)\n if (isVertical) {\n drum.rotateZ(Math.PI / 2)\n drum.translate(0, beltY, dp)\n } else {\n drum.rotateX(Math.PI / 2)\n drum.translate(dp, beltY, 0)\n }\n drumGeometries.push(drum)\n }\n\n const drumMesh = new THREE.Mesh(\n BufferGeometryUtils.mergeGeometries(drumGeometries),\n new THREE.MeshStandardMaterial({ color: ROLLER_COLOR, metalness: 0.9, roughness: 0.2 })\n )\n drumMesh.castShadow = true\n this.object3d.add(drumMesh)\n\n // Belt surface\n const beltThickness = drumRadius * 0.12\n const beltMaterial = new THREE.MeshStandardMaterial({\n color: color,\n metalness: 0.0,\n roughness: 0.9,\n })\n\n // Flat belt top surface spanning between drums\n const flatLen = drum2 - drum1\n const flatGeo = isVertical\n ? new THREE.BoxGeometry(drumLength, beltThickness, flatLen)\n : new THREE.BoxGeometry(flatLen, beltThickness, drumLength)\n const flatMesh = new THREE.Mesh(flatGeo, beltMaterial)\n flatMesh.position.set(0, beltY + drumRadius, 0)\n flatMesh.castShadow = true\n this.object3d.add(flatMesh)\n\n // Belt wrap around drums (segmented half-cylinder)\n const wrapSegments = 12\n for (const [dp, angleStart] of [\n [drum1, Math.PI / 2],\n [drum2, -Math.PI / 2],\n ] as [number, number][]) {\n const wrapGeometries: THREE.BufferGeometry[] = []\n for (let i = 0; i < wrapSegments; i++) {\n const a0 = angleStart + (Math.PI * i) / wrapSegments\n const a1 = angleStart + (Math.PI * (i + 1)) / wrapSegments\n const r = drumRadius + beltThickness / 2\n\n const p0 = dp + Math.cos(a0) * r\n const y0 = beltY + Math.sin(a0) * r\n const p1 = dp + Math.cos(a1) * r\n const y1 = beltY + Math.sin(a1) * r\n\n const segLen = Math.sqrt((p1 - p0) ** 2 + (y1 - y0) ** 2) * 1.05\n const segAngle = Math.atan2(y1 - y0, p1 - p0)\n\n if (isVertical) {\n const seg = new THREE.BoxGeometry(drumLength, beltThickness, segLen)\n seg.rotateX(-segAngle)\n seg.translate(0, (y0 + y1) / 2, (p0 + p1) / 2)\n wrapGeometries.push(seg)\n } else {\n const seg = new THREE.BoxGeometry(segLen, beltThickness, drumLength)\n seg.rotateZ(segAngle)\n seg.translate((p0 + p1) / 2, (y0 + y1) / 2, 0)\n wrapGeometries.push(seg)\n }\n }\n const wrapMesh = new THREE.Mesh(BufferGeometryUtils.mergeGeometries(wrapGeometries), beltMaterial)\n wrapMesh.castShadow = true\n this.object3d.add(wrapMesh)\n }\n\n // Flat belt bottom (return path)\n const bottomGeo = isVertical\n ? new THREE.BoxGeometry(drumLength * 0.85, beltThickness, flatLen)\n : new THREE.BoxGeometry(flatLen, beltThickness, drumLength * 0.85)\n const bottomMesh = new THREE.Mesh(bottomGeo, beltMaterial)\n bottomMesh.position.set(0, beltY - drumRadius, 0)\n this.object3d.add(bottomMesh)\n }\n\n private buildRails(width: number, height: number, depth: number, frameH: number, railW: number, isVertical: boolean = false) {\n const color = this.resolveColor()\n const railHeight = frameH * 0.3\n const railY = depth - railHeight / 2\n const beltWidth = isVertical ? width : height\n const transportLen = isVertical ? height : width\n const innerWidth = beltWidth - railW * 2\n // 두 레일 간격: 내부 폭의 60%\n const railSpacing = innerWidth * 0.6\n\n const railMaterial = new THREE.MeshStandardMaterial({\n color,\n metalness: 0.7,\n roughness: 0.3,\n })\n\n const railGeometries: THREE.BufferGeometry[] = []\n\n // Two parallel rails running along transport direction\n if (isVertical) {\n for (const xSign of [-1, 1]) {\n const rail = new THREE.BoxGeometry(railW * 0.8, railHeight, transportLen - railW * 2)\n rail.translate(xSign * (railSpacing / 2), railY, 0)\n railGeometries.push(rail)\n }\n } else {\n for (const zSign of [-1, 1]) {\n const rail = new THREE.BoxGeometry(transportLen - railW * 2, railHeight, railW * 0.8)\n rail.translate(0, railY, zSign * (railSpacing / 2))\n railGeometries.push(rail)\n }\n }\n\n const railMesh = new THREE.Mesh(BufferGeometryUtils.mergeGeometries(railGeometries), railMaterial)\n railMesh.castShadow = true\n this.object3d.add(railMesh)\n }\n\n updateDimension() {}\n updateAlpha() {}\n\n onchange(after: Record<string, unknown>, before: Record<string, unknown>) {\n if (\n 'conveyorType' in after ||\n 'orientation' in after ||\n 'width' in after ||\n 'height' in after ||\n 'depth' in after ||\n 'fillStyle' in after ||\n 'strokeStyle' in after\n ) {\n this.update()\n return\n }\n super.onchange(after, before)\n }\n}\n\nregisterRealObjectFactory('Conveyor', (component: Component) => new Conveyor3D(component))\n"]}
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@@ -8,6 +8,7 @@
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* - Unit: 낮은 depth, 불투명
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import * as BufferGeometryUtils from 'three/examples/jsm/utils/BufferGeometryUtils.js';
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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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@@ -49,6 +50,10 @@ class MCSRealObject3D extends RealObjectGroup {
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get syncZPosOffset() {
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if (this._config.zPosOverride != null) {
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}
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// ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
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// ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
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const OHT_LINE_RAIL_COLOR = 0xcccccc;
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const OHT_LINE_HEIGHT = 7 * TRANSPORT_SURFACE_HEIGHT; // OHT 상단과 일치
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class OHTLineRealObject3D extends RealObjectGroup {
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get effectiveDepth() { return 0; }
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get syncZPosOffset() { return OHT_LINE_HEIGHT; }
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build() {
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// I-beam 치수: 이송 방향 = 긴 변, 폭은 2D의 1/2
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const isVertical = w < h;
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const shortSide = isVertical ? w : h; // 2D 원본 짧은 쪽 폭
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const beltW = shortSide * 0.25; // I-beam 폭: 원본의 1/4
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const beamH = Math.max(beltW * 0.5, 3); // I-beam 전체 높이
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const railLen = (isVertical ? h : w) - inset * 2;
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const flangeH = beamH * 0.2; // 플랜지 두께
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const flangeW = beltW * 0.8; // 플랜지 폭
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const webH = beamH - flangeH * 2; // 웹 높이
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color: OHT_LINE_RAIL_COLOR,
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});
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const geoms = [];
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// 상부 플랜지
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const topFlange = isVertical
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? new THREE.BoxGeometry(flangeW, flangeH, railLen)
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: new THREE.BoxGeometry(railLen, flangeH, flangeW);
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topFlange.translate(0, -flangeH / 2, 0);
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geoms.push(topFlange);
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// 웹 (수직판)
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const web = isVertical
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? new THREE.BoxGeometry(webW, webH, railLen)
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: new THREE.BoxGeometry(railLen, webH, webW);
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web.translate(0, -flangeH - webH / 2, 0);
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geoms.push(web);
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// 하부 플랜지
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const botFlange = isVertical
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? new THREE.BoxGeometry(flangeW, flangeH, railLen)
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: new THREE.BoxGeometry(railLen, flangeH, flangeW);
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botFlange.translate(0, -flangeH - webH - flangeH / 2, 0);
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geoms.push(botFlange);
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this._mesh = new THREE.Mesh(BufferGeometryUtils.mergeGeometries(geoms), mat);
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this._mesh.castShadow = true;
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this.object3d.add(this._mesh);
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}
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update() {
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if (this._mesh) {
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this.object3d.remove(this._mesh);
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this._mesh.geometry.dispose();
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this._mesh.material.dispose();
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this._mesh = undefined;
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}
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this.build();
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this.updateTransform();
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this.updateHidden();
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+
}
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+
onchange(after, before) {
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431
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+
if ('width' in after || 'height' in after || 'depth' in after ||
|
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+
'fillStyle' in after || 'strokeStyle' in after) {
|
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|
+
this.update();
|
|
434
|
+
return;
|
|
435
|
+
}
|
|
436
|
+
super.onchange(after, before);
|
|
437
|
+
}
|
|
438
|
+
updateDimension() { }
|
|
439
|
+
updateAlpha() { }
|
|
440
|
+
}
|
|
441
|
+
registerRealObjectFactory('OHTLine', (component) => new OHTLineRealObject3D(component));
|
|
362
442
|
// STOCKER: 벽면에 용량 게이지 바를 포함하는 커스텀 3D 오브젝트
|
|
363
443
|
const STOCKER_CONFIG = Object.assign(Object.assign({}, DEFAULTS), { defaultDepth: 5 * TRANSPORT_SURFACE_HEIGHT, opacity: 0.75, metalness: 0.3, roughness: 0.6, defaultColor: 0x8899bb });
|
|
364
444
|
class StockerRealObject3D extends MCSRealObject3D {
|
|
@@ -621,7 +701,10 @@ class PortFlowRealObject3D extends RealObjectGroup {
|
|
|
621
701
|
depthWrite: false,
|
|
622
702
|
});
|
|
623
703
|
this._mesh = new THREE.Mesh(geo, mat);
|
|
704
|
+
// 비대칭 패딩 보정: 플레인 센터를 컴포넌트 bounds 센터에 맞춤
|
|
705
|
+
this._mesh.position.x = (padRight - padLeft) / 2;
|
|
624
706
|
this._mesh.position.y = 1;
|
|
707
|
+
this._mesh.position.z = (padBottom - padTop) / 2;
|
|
625
708
|
this.object3d.add(this._mesh);
|
|
626
709
|
}
|
|
627
710
|
update() {
|
|
@@ -636,6 +719,7 @@ class PortFlowRealObject3D extends RealObjectGroup {
|
|
|
636
719
|
}
|
|
637
720
|
this.build();
|
|
638
721
|
this.updateTransform();
|
|
722
|
+
this.updateHidden();
|
|
639
723
|
}
|
|
640
724
|
onchange(after, before) {
|
|
641
725
|
if ('width' in after || 'height' in after || 'orientation' in after ||
|
|
@@ -649,4 +733,77 @@ class PortFlowRealObject3D extends RealObjectGroup {
|
|
|
649
733
|
updateAlpha() { }
|
|
650
734
|
}
|
|
651
735
|
registerRealObjectFactory('PortFlow', (component) => new PortFlowRealObject3D(component));
|
|
736
|
+
// ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
|
|
737
|
+
// Node — 2D render를 바닥 Plane 텍스처로 3D 표시
|
|
738
|
+
// ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
|
|
739
|
+
class NodeRealObject3D extends RealObjectGroup {
|
|
740
|
+
get effectiveDepth() { return 0; }
|
|
741
|
+
get syncZPosOffset() { return 0; }
|
|
742
|
+
build() {
|
|
743
|
+
super.build();
|
|
744
|
+
const { cx, cy } = this.component.state;
|
|
745
|
+
const radius = 8;
|
|
746
|
+
const size = radius * 2;
|
|
747
|
+
const scale = 2;
|
|
748
|
+
const pad = 2;
|
|
749
|
+
const canvas = document.createElement('canvas');
|
|
750
|
+
canvas.width = (size + pad * 2) * scale;
|
|
751
|
+
canvas.height = (size + pad * 2) * scale;
|
|
752
|
+
const ctx = canvas.getContext('2d');
|
|
753
|
+
ctx.save();
|
|
754
|
+
ctx.scale(scale, scale);
|
|
755
|
+
ctx.translate(-cx + radius + pad, -cy + radius + pad);
|
|
756
|
+
try {
|
|
757
|
+
this.component.render(ctx);
|
|
758
|
+
const { fillStyle = '#888888' } = this.component.state;
|
|
759
|
+
ctx.fillStyle = typeof fillStyle === 'string' ? fillStyle : '#888888';
|
|
760
|
+
ctx.fill();
|
|
761
|
+
const { strokeStyle } = this.component.state;
|
|
762
|
+
if (strokeStyle && typeof strokeStyle === 'string') {
|
|
763
|
+
ctx.strokeStyle = strokeStyle;
|
|
764
|
+
ctx.lineWidth = 1;
|
|
765
|
+
ctx.stroke();
|
|
766
|
+
}
|
|
767
|
+
}
|
|
768
|
+
catch ( /* render 실패 시 빈 텍스처 */_a) { /* render 실패 시 빈 텍스처 */ }
|
|
769
|
+
ctx.restore();
|
|
770
|
+
this._texture = new THREE.CanvasTexture(canvas);
|
|
771
|
+
this._texture.colorSpace = THREE.SRGBColorSpace;
|
|
772
|
+
const geo = new THREE.PlaneGeometry(size + pad * 2, size + pad * 2);
|
|
773
|
+
geo.rotateX(-Math.PI / 2);
|
|
774
|
+
const mat = new THREE.MeshBasicMaterial({
|
|
775
|
+
map: this._texture,
|
|
776
|
+
transparent: true,
|
|
777
|
+
side: THREE.DoubleSide,
|
|
778
|
+
depthWrite: false,
|
|
779
|
+
});
|
|
780
|
+
this._mesh = new THREE.Mesh(geo, mat);
|
|
781
|
+
this._mesh.position.y = 1;
|
|
782
|
+
this.object3d.add(this._mesh);
|
|
783
|
+
}
|
|
784
|
+
update() {
|
|
785
|
+
var _a;
|
|
786
|
+
if (this._mesh) {
|
|
787
|
+
this.object3d.remove(this._mesh);
|
|
788
|
+
this._mesh.geometry.dispose();
|
|
789
|
+
this._mesh.material.dispose();
|
|
790
|
+
(_a = this._texture) === null || _a === void 0 ? void 0 : _a.dispose();
|
|
791
|
+
this._mesh = undefined;
|
|
792
|
+
this._texture = undefined;
|
|
793
|
+
}
|
|
794
|
+
this.build();
|
|
795
|
+
this.updateTransform();
|
|
796
|
+
this.updateHidden();
|
|
797
|
+
}
|
|
798
|
+
onchange(after, before) {
|
|
799
|
+
if ('fillStyle' in after || 'strokeStyle' in after) {
|
|
800
|
+
this.update();
|
|
801
|
+
return;
|
|
802
|
+
}
|
|
803
|
+
super.onchange(after, before);
|
|
804
|
+
}
|
|
805
|
+
updateDimension() { }
|
|
806
|
+
updateAlpha() { }
|
|
807
|
+
}
|
|
808
|
+
registerRealObjectFactory('Node', (component) => new NodeRealObject3D(component));
|
|
652
809
|
//# sourceMappingURL=machine-3d.js.map
|