@fmsim/machine 2.0.0-beta.26 → 2.0.0-beta.27
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/machine-3d.js +8 -1
- package/dist/factories/machine-3d.js.map +1 -1
- package/dist/factories/scanner-3d.js +139 -0
- package/dist/factories/scanner-3d.js.map +1 -0
- package/dist/index.js +2 -0
- package/dist/index.js.map +1 -1
- package/dist/scanner.js +30 -0
- package/dist/scanner.js.map +1 -0
- package/dist/templates/index.js +2 -0
- package/dist/templates/index.js.map +1 -1
- package/dist/templates/scanner.js +20 -0
- package/dist/templates/scanner.js.map +1 -0
- package/dist/tsconfig.tsbuildinfo +1 -1
- package/package.json +2 -2
- package/src/factories/machine-3d.ts +9 -1
- package/src/index.ts +2 -0
- package/src/scanner.ts +29 -0
- package/src/templates/index.ts +2 -0
- package/src/templates/scanner.ts +20 -0
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@@ -9,7 +9,7 @@
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9
9
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*/
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10
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import * as THREE from 'three';
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11
11
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import * as BufferGeometryUtils from 'three/examples/jsm/utils/BufferGeometryUtils.js';
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12
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-
import { RealObjectGroup, registerRealObjectFactory, disposeObject3D } from '@hatiolab/things-scene';
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12
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+
import { RealObjectGroup, registerRealObjectFactory, disposeObject3D, TriangleExtrude } 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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@@ -800,4 +800,11 @@ class NodeRealObject3D extends RealObjectGroup {
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800
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updateAlpha() { }
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}
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802
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registerRealObjectFactory('Node', (component) => new NodeRealObject3D(component));
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803
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+
// Scanner — Triangle extrude + 기본 depth = Port + Carrier 높이
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804
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+
class ScannerExtrude extends TriangleExtrude {
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805
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+
get effectiveDepth() {
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806
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+
return this.component.state.depth || TRANSPORT_SURFACE_HEIGHT * 1.3;
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807
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+
}
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808
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+
}
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809
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+
registerRealObjectFactory('Scanner', (component) => new ScannerExtrude(component));
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803
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//# sourceMappingURL=machine-3d.js.map
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@@ -1 +1 @@
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1
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-
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* MCS 설비 컴포넌트 3D 팩토리\n *\n * 10,000+ 인스턴스를 위한 최소 폴리곤 설계:\n * - 컴포넌트당 단일 Mesh (draw call 최소화)\n * - BoxGeometry / ExtrudeGeometry(hexagon) 만 사용\n * - Machine: 높은 depth, 컨테이너는 반투명\n * - Unit: 낮은 depth, 불투명\n */\n\nimport * as THREE from 'three'\nimport * as BufferGeometryUtils from 'three/examples/jsm/utils/BufferGeometryUtils.js'\nimport { RealObjectGroup, registerRealObjectFactory, disposeObject3D } from '@hatiolab/things-scene'\nimport type { Component } from '@hatiolab/things-scene'\nimport { LEGEND_CAPACITY } from '../features/mcs-status-default'\nimport { getVaueOnRanges } from '../utils/get-value-on-ranges'\n\n// ── 설정 타입 ────────────────────────────────────────────\n\ninterface MCS3DConfig {\n /** state.depth 미설정 시 기본 depth.\n * defaultDepth > 0이면 절대값, 아니면 min(w,h) * depthRatio */\n depthRatio: number\n defaultDepth?: number\n /** true이면 syncZPosOffset = TRANSPORT_SURFACE_HEIGHT */\n defaultZPosFromParent?: boolean\n /** 1.0 = 불투명, 0.35 = 반투명 컨테이너 */\n opacity: number\n metalness: number\n roughness: number\n /** statusColor 미사용 시 기본 색상 */\n defaultColor: number\n /** 'box' | 'hexagon' */\n shape: 'box' | 'hexagon' | 'plane'\n /** mesh 생성 전 가시성 판정 — false 반환 시 mesh 미생성 */\n isVisible?: (component: Component) => boolean\n /** 부모 대비 크기 비율 (기본 1.0). < 1이면 부모 중심에 배치. */\n sizeRatio?: number\n /** 상부 면 제거 (5면 개방 박스) */\n openTop?: boolean\n /** 상판 무반사 (MeshBasicMaterial) */\n matteTop?: boolean\n /** 상판에 2D 렌더링 텍스처 적용 */\n texturedTop?: boolean\n /** 자체 발광 강도 (0~1). 조명 약한 면에서도 색상 유지 */\n emissiveIntensity?: number\n /** 바닥면 유지 (기본 false — 바닥면 제거) */\n keepBottomFace?: boolean\n /** syncZPosOffset 고정값 (설정 시 다른 로직 무시) */\n zPosOverride?: 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 // zPosOverride: 고정 높이 (OHTLine 등)\n if (this._config.zPosOverride != null) {\n return this._config.zPosOverride\n }\n // Port: 이송 표면 높이에 배치\n if (this._config.defaultZPosFromParent) {\n return TRANSPORT_SURFACE_HEIGHT\n }\n // Carrier: Port 안이면 중앙, 그 외 컨테이너면 상단 위\n if (this._config.sizeRatio && this._config.sizeRatio < 1) {\n const parentType = this.component.parent?.state?.type\n if (parentType === 'Port' || parentType === 'Shelf' || parentType === 'OHT' || parentType === 'Shuttle') {\n return 0\n }\n return TRANSPORT_SURFACE_HEIGHT\n }\n return 0\n }\n\n // 컴포넌트의 상태 색상(statusColor) 또는 fillStyle → Three.js 색상 변환\n protected resolveColor(): number {\n const comp = this.component as any\n\n // 1) MCSStatusMixin.statusColor (legend 기반 상태 색상)\n // '#F0F0F0'은 상태 미설정 시 기본 fallback — 무시하고 defaultColor 사용\n try {\n const sc = comp.statusColor\n if (typeof sc === 'string' && sc && sc.toUpperCase() !== '#F0F0F0' && sc !== 'transparent') return new THREE.Color(sc).getHex()\n } catch {\n /* statusColor 미구현 시 무시 */\n }\n\n // 2) state.fillStyle fallback\n const { fillStyle } = this.component.state\n if (fillStyle && typeof fillStyle === 'string' && fillStyle !== 'transparent') {\n try {\n return new THREE.Color(fillStyle).getHex()\n } catch {\n /* 파싱 실패 시 무시 */\n }\n }\n\n return this._config.defaultColor\n }\n\n // ── Geometry helpers ──\n\n /**\n * 바닥면(-Y 방향) 삼각형 제거: z-fighting 근본 해결.\n * 바닥면이 없으면 floor grid와 겹칠 면 자체가 없어진다.\n */\n private removeBottomFace(geometry: THREE.BufferGeometry): THREE.BufferGeometry {\n const posAttr = geometry.getAttribute('position')\n const normAttr = geometry.getAttribute('normal')\n const index = geometry.getIndex()\n\n if (!posAttr || !normAttr || !index) return geometry\n\n const newIndices: number[] = []\n const normalY = new THREE.Vector3()\n\n for (let i = 0; i < index.count; i += 3) {\n const a = index.getX(i)\n const b = index.getX(i + 1)\n const c = index.getX(i + 2)\n\n // 세 꼭짓점 노말의 Y 성분 평균으로 방향 판단\n const avgY = (normAttr.getY(a) + normAttr.getY(b) + normAttr.getY(c)) / 3\n\n // -Y 방향 삼각형 제거 (threshold -0.9: 거의 아래를 향하는 면만)\n if (avgY > -0.9) {\n newIndices.push(a, b, c)\n }\n }\n\n geometry.setIndex(newIndices)\n return geometry\n }\n\n // ── Geometry builders ──\n\n private buildBoxGeometry(w: number, d: number, h: number): THREE.BufferGeometry {\n const geo = new THREE.BoxGeometry(w, d, h)\n return this._config.keepBottomFace ? geo : this.removeBottomFace(geo)\n }\n\n private buildHexagonGeometry(w: number, d: number, h: number): THREE.BufferGeometry {\n // Buffer의 2D 형태: 좌우 끝이 꺾인 육각형\n const offset = Math.min(w, h) * 0.2\n const hw = w / 2\n const hh = h / 2\n\n const shape = new THREE.Shape()\n shape.moveTo(-hw + offset, -hh)\n shape.lineTo(hw - offset, -hh)\n shape.lineTo(hw, 0)\n shape.lineTo(hw - offset, hh)\n shape.lineTo(-hw + offset, hh)\n shape.lineTo(-hw, 0)\n shape.closePath()\n\n const geo = new THREE.ExtrudeGeometry(shape, {\n steps: 1,\n depth: d,\n bevelEnabled: false,\n })\n\n // 중심 정렬 후 Y-up 좌표계 회전 (extrude 축: +Z → +Y)\n geo.translate(0, 0, -d / 2)\n geo.rotateX(Math.PI / 2)\n\n return this.removeBottomFace(geo)\n }\n\n private buildPlaneGeometry(w: number, h: number): THREE.BufferGeometry {\n const geo = new THREE.PlaneGeometry(w, h)\n geo.rotateX(-Math.PI / 2)\n return geo\n }\n\n // ── Build ──\n\n protected _ownMesh?: THREE.Mesh\n\n build() {\n super.build()\n\n // 가시성 판정 — e.g., Carrier는 데이터 없으면 mesh 미생성\n if (this._config.isVisible && !this._config.isVisible(this.component)) return\n\n const { w: rawW, h: rawH } = this.absSize\n const rawDepth = this.effectiveDepth\n if (!rawW || !rawH) return\n\n const ratio = this._config.sizeRatio ?? 1.0\n const w = rawW * ratio\n const h = rawH * ratio\n const depth = rawDepth * ratio\n\n const color = this.resolveColor()\n const { opacity, metalness, roughness, shape } = this._config\n\n const geometry =\n shape === 'plane'\n ? this.buildPlaneGeometry(w, h)\n : shape === 'hexagon'\n ? this.buildHexagonGeometry(w, depth, h)\n : this.buildBoxGeometry(w, depth, h)\n\n const isPlane = shape === 'plane'\n const material = isPlane\n ? new THREE.MeshBasicMaterial({\n color,\n opacity,\n transparent: opacity < 1,\n side: THREE.DoubleSide,\n })\n : new THREE.MeshStandardMaterial({\n color,\n metalness,\n roughness,\n opacity,\n transparent: opacity < 1,\n side: opacity < 1 ? THREE.DoubleSide : THREE.FrontSide,\n ...(this._config.emissiveIntensity ? { emissive: color, emissiveIntensity: this._config.emissiveIntensity } : {}),\n })\n // z-fighting 방지: 바닥면(floor grid)보다 항상 앞에 렌더링\n material.polygonOffset = true\n material.polygonOffsetFactor = -1\n material.polygonOffsetUnit = -1\n\n // BoxGeometry material groups: +x(0), -x(1), +y(2), -y(3), +z(4), -z(5)\n let meshMaterial: THREE.Material | THREE.Material[] = material\n if (shape === 'box') {\n if (this._config.openTop) {\n // 상단면 제거 → 5면 개방 박스\n const invisible = new THREE.MeshBasicMaterial({ visible: false })\n meshMaterial = [material, material, invisible, material, material, material]\n } else if (this._config.texturedTop) {\n // 상판에 2D 렌더링 텍스처\n const topMat = this.buildTopTexture(w, h)\n meshMaterial = [material, material, topMat, material, material, material]\n } else if (this._config.matteTop) {\n // 상판만 무반사\n const matte = new THREE.MeshBasicMaterial({ color, opacity, transparent: opacity < 1 })\n meshMaterial = [material, material, matte, material, material, material]\n }\n }\n\n this._ownMesh = new THREE.Mesh(geometry, meshMaterial)\n // sizeRatio < 1이면 부모 중심에 배치 (rawDepth/2), plane은 살짝 띄움\n this._ownMesh.position.y = isPlane ? 1 : ratio < 1 ? rawDepth / 2 : depth / 2\n this._ownMesh.castShadow = !isPlane\n this._ownMesh.receiveShadow = true\n this.object3d.add(this._ownMesh)\n }\n\n // ── Change handling ──\n\n private _updatePending = false\n\n onchange(after: Record<string, unknown>, before: Record<string, unknown>) {\n if (\n 'width' in after ||\n 'height' in after ||\n 'depth' in after ||\n 'fillStyle' in after ||\n 'strokeStyle' in after ||\n 'id' in after ||\n 'EMPTYTYPE' in after ||\n 'CARRIERSTATUS' in after\n ) {\n // 연속 setState에 의한 다중 rebuild 방지: 한 프레임에 한 번만 실행\n if (!this._updatePending) {\n this._updatePending = true\n queueMicrotask(() => {\n this._updatePending = false\n this.update()\n })\n }\n return\n }\n\n super.onchange(after, before)\n }\n\n /**\n * 상판 텍스처: 컴포넌트의 2D render()를 캔버스에 그려서 텍스처로 사용\n */\n protected buildTopTexture(w: number, h: number): THREE.MeshBasicMaterial {\n const scale = 4\n const cw = this.nextPow2(w * scale)\n const ch = this.nextPow2(h * scale)\n const canvas = document.createElement('canvas')\n canvas.width = cw\n canvas.height = ch\n const ctx = canvas.getContext('2d')!\n\n const statusColor = '#' + this.resolveColor().toString(16).padStart(6, '0')\n const emptyType = (this.component.state as any)?.EMPTYTYPE || ''\n const text = emptyType === 'FULL' ? 'F' : emptyType === 'EMPTY' ? 'E' : emptyType === 'EMPTYEMPTY' ? 'X' : ''\n\n // 실제 사용 영역 (nextPow2 이전 크기)\n const usedW = w * scale\n const usedH = h * scale\n\n // 바탕: 캐리어 상태 색상 (사용 영역만)\n ctx.fillStyle = statusColor\n ctx.fillRect(0, 0, usedW, usedH)\n\n // 텍스트 (사용 영역 중앙)\n if (text) {\n const fontSize = Math.round(Math.min(usedW, usedH) * 0.7)\n ctx.font = `bold ${fontSize}px Arial`\n ctx.textAlign = 'center'\n ctx.textBaseline = 'middle'\n ctx.fillStyle = '#000000'\n ctx.fillText(text, usedW / 2, usedH / 2)\n }\n\n const texture = new THREE.CanvasTexture(canvas)\n texture.offset.set(0, 1 - usedH / ch)\n texture.repeat.set(usedW / cw, usedH / ch)\n texture.colorSpace = THREE.SRGBColorSpace\n\n return new THREE.MeshBasicMaterial({\n map: texture,\n transparent: true,\n side: THREE.DoubleSide,\n })\n }\n\n private nextPow2(n: number): number {\n if (!(n > 0)) return 1\n let v = Math.ceil(n)\n v--\n v |= v >> 1; v |= v >> 2; v |= v >> 4; v |= v >> 8; v |= v >> 16\n return v + 1\n }\n\n /**\n * 자신의 mesh만 제거 후 rebuild.\n * 기본 update()는 clear()로 object3d의 모든 children을 제거하는데,\n * 컨테이너(Port 등)의 경우 자식 컴포넌트(Carrier 등)의 3D 오브젝트도 함께 제거됨.\n * 이를 방지하기 위해 자신이 생성한 mesh만 제거한다.\n */\n update() {\n // 자신의 mesh만 제거 (자식 컴포넌트 3D 오브젝트 보존)\n if (this._ownMesh) {\n this.object3d.remove(this._ownMesh)\n disposeObject3D(this._ownMesh)\n this._ownMesh = undefined\n }\n\n this.build()\n this.updateTransform()\n this.updateAlpha()\n this.updateHidden()\n }\n\n // RealObjectGroup 기본 동작 비활성화\n updateDimension() {}\n\n updateAlpha() {\n const { alpha = 1 } = this.component.state\n const configOpacity = this._config.opacity\n const effective = configOpacity * alpha\n\n this.object3d.traverse((o: any) => {\n if (!o.material) return\n const materials = Array.isArray(o.material) ? o.material : [o.material]\n for (const m of materials) {\n if (!m.visible) continue // openTop invisible face 무시\n if (m.map) continue // 텍스처 material은 자체 transparent 유지\n m.opacity = effective\n m.transparent = effective < 1\n }\n })\n }\n}\n\n// ── 팩토리 등록 헬퍼 ─────────────────────────────────────\n\nfunction register(type: string, overrides: Partial<MCS3DConfig> = {}) {\n const config: MCS3DConfig = { ...DEFAULTS, ...overrides }\n registerRealObjectFactory(type, (component: Component) => new MCSRealObject3D(component, config))\n}\n\n// ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━\n// Machine (인프라 설비) — 높은 depth, 컨테이너는 반투명\n// ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━\n\nregister('Equipment', {\n defaultDepth: 3 * TRANSPORT_SURFACE_HEIGHT,\n opacity: 0.75,\n metalness: 0.4,\n roughness: 0.6,\n defaultColor: 0x8899aa,\n})\n\nregister('Buffer', {\n defaultDepth: TRANSPORT_SURFACE_HEIGHT,\n opacity: 1.0,\n metalness: 0.3,\n roughness: 0.7,\n defaultColor: 0x99aa88,\n shape: 'hexagon',\n})\n\nregister('AGVLine', {\n depthRatio: 0,\n defaultDepth: 0.1,\n metalness: 0.6,\n roughness: 0.3,\n defaultColor: 0x888899,\n})\n\n// ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━\n// OHTLine — 천장 I-beam 레일\n// ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━\n\nconst OHT_LINE_RAIL_COLOR = 0xcccccc\nconst OHT_LINE_HEIGHT = 7 * TRANSPORT_SURFACE_HEIGHT // OHT 상단과 일치\n\nclass OHTLineRealObject3D extends RealObjectGroup {\n private _mesh?: THREE.Mesh\n\n get effectiveDepth(): number { return 0 }\n protected get syncZPosOffset(): number { return OHT_LINE_HEIGHT }\n\n build() {\n super.build()\n\n const { width = 10, height = 10 } = this.component.state\n const w = Math.abs(width)\n const h = Math.abs(height)\n if (!w || !h) return\n\n // I-beam 치수: 이송 방향 = 긴 변, 폭은 2D의 1/2\n const isVertical = w < h\n const shortSide = isVertical ? w : h // 2D 원본 짧은 쪽 폭\n const beltW = shortSide * 0.25 // I-beam 폭: 원본의 1/4\n const beamH = Math.max(beltW * 0.5, 3) // I-beam 전체 높이\n const inset = shortSide * 0.5 // 양끝 여백: 원본 폭의 1/2\n const railLen = (isVertical ? h : w) - inset * 2\n const flangeH = beamH * 0.2 // 플랜지 두께\n const flangeW = beltW * 0.8 // 플랜지 폭\n const webH = beamH - flangeH * 2 // 웹 높이\n const webW = Math.max(flangeW * 0.25, 1) // 웹 두께\n\n const mat = new THREE.MeshStandardMaterial({\n color: OHT_LINE_RAIL_COLOR,\n metalness: 0.5,\n roughness: 0.4,\n })\n\n const geoms: THREE.BufferGeometry[] = []\n\n // 상부 플랜지\n const topFlange = isVertical\n ? new THREE.BoxGeometry(flangeW, flangeH, railLen)\n : new THREE.BoxGeometry(railLen, flangeH, flangeW)\n topFlange.translate(0, -flangeH / 2, 0)\n geoms.push(topFlange)\n\n // 웹 (수직판)\n const web = isVertical\n ? new THREE.BoxGeometry(webW, webH, railLen)\n : new THREE.BoxGeometry(railLen, webH, webW)\n web.translate(0, -flangeH - webH / 2, 0)\n geoms.push(web)\n\n // 하부 플랜지\n const botFlange = isVertical\n ? new THREE.BoxGeometry(flangeW, flangeH, railLen)\n : new THREE.BoxGeometry(railLen, flangeH, flangeW)\n botFlange.translate(0, -flangeH - webH - flangeH / 2, 0)\n geoms.push(botFlange)\n\n this._mesh = new THREE.Mesh(BufferGeometryUtils.mergeGeometries(geoms), mat)\n this._mesh.castShadow = true\n this.object3d.add(this._mesh)\n }\n\n update() {\n if (this._mesh) {\n this.object3d.remove(this._mesh)\n this._mesh.geometry.dispose()\n ;(this._mesh.material as THREE.Material).dispose()\n this._mesh = undefined\n }\n this.build()\n this.updateTransform()\n this.updateHidden()\n }\n\n onchange(after: Record<string, unknown>, before: Record<string, unknown>) {\n if ('width' in after || 'height' in after || 'depth' in after ||\n 'fillStyle' in after || 'strokeStyle' in after) {\n this.update()\n return\n }\n super.onchange(after, before)\n }\n\n updateDimension() {}\n updateAlpha() {}\n}\n\nregisterRealObjectFactory('OHTLine', (component: Component) => new OHTLineRealObject3D(component))\n\n// STOCKER: 벽면에 용량 게이지 바를 포함하는 커스텀 3D 오브젝트\nconst STOCKER_CONFIG: MCS3DConfig = {\n ...DEFAULTS,\n defaultDepth: 5 * TRANSPORT_SURFACE_HEIGHT,\n opacity: 0.75,\n metalness: 0.3,\n roughness: 0.6,\n defaultColor: 0x8899bb,\n}\n\nclass StockerRealObject3D extends MCSRealObject3D {\n private gaugeMesh?: THREE.Mesh\n\n constructor(component: Component) {\n super(component, STOCKER_CONFIG)\n }\n\n build() {\n super.build()\n this.buildGauge()\n }\n\n private buildGauge() {\n const comp = this.component as any\n const data = comp.data || {}\n const gaugeMode = comp.root?.style?.stockerGaugeMode || 'capacity'\n\n const gauge = this.resolveGauge(data, gaugeMode)\n\n // 테두리는 스토커의 상태 색상 (machine status)\n const statusColor = comp.statusColor\n if (statusColor && statusColor.toUpperCase() !== '#F0F0F0') {\n gauge.borderColor = statusColor\n }\n\n const { w, h } = this.absSize\n const depth = this.effectiveDepth\n const isWidthLonger = w >= h\n\n // 게이지 캔버스 (고해상도)\n const barW = 130\n const barH = 26\n const scale = 4\n const canvasW = barW * scale\n const canvasH = barH * scale\n const canvas = document.createElement('canvas')\n canvas.width = canvasW\n canvas.height = canvasH\n const ctx = canvas.getContext('2d')!\n\n const pad = 12\n\n // 배경 + 테두리\n ctx.fillStyle = '#dddddd'\n ctx.fillRect(0, 0, canvasW, canvasH)\n ctx.strokeStyle = gauge.borderColor\n ctx.lineWidth = 12\n ctx.strokeRect(6, 6, canvasW - 12, canvasH - 12)\n\n // 세그먼트 채움 (왼→오)\n const innerW = canvasW - pad * 2\n const innerH = canvasH - pad * 2\n let x = pad\n for (const seg of gauge.segments) {\n const segW = Math.max(innerW * seg.ratio, seg.ratio > 0 ? 1 : 0)\n if (segW <= 0) continue\n ctx.fillStyle = seg.color\n ctx.fillRect(x, pad, segW, innerH)\n x += segW\n }\n\n // 텍스트\n ctx.font = `bold ${10 * scale}px sans-serif`\n ctx.textAlign = 'center'\n ctx.textBaseline = 'middle'\n ctx.fillStyle = '#333333'\n ctx.fillText(gauge.label, canvasW / 2, canvasH / 2)\n\n // 텍스처 → Plane\n const texture = new THREE.CanvasTexture(canvas)\n texture.colorSpace = THREE.SRGBColorSpace\n\n const geo = new THREE.PlaneGeometry(barW, barH)\n geo.rotateX(-Math.PI / 2) // 수평 (지붕 위)\n if (!isWidthLonger) geo.rotateY(Math.PI / 2)\n\n const mat = new THREE.MeshBasicMaterial({\n map: texture,\n transparent: true,\n side: THREE.DoubleSide,\n })\n mat.polygonOffset = true\n mat.polygonOffsetFactor = -2\n mat.polygonOffsetUnit = -2\n\n this.gaugeMesh = new THREE.Mesh(geo, mat)\n this.gaugeMesh.position.set(0, depth + 0.5, 0)\n this.object3d.add(this.gaugeMesh)\n }\n\n private resolveGauge(data: any, mode: string) {\n switch (mode) {\n case 'carrier': {\n const full = Number(data.FULL_CNT) || 0\n const empty = Number(data.EMPTY_CNT) || 0\n const emptyEmpty = Number(data.EMPTYEMPTY_CNT) || 0\n const total = full + empty + emptyEmpty\n const segments = total > 0\n ? [\n { ratio: full / total, color: '#4AA7FE' },\n { ratio: empty / total, color: '#8BDA5B' },\n { ratio: emptyEmpty / total, color: '#019D59' },\n ]\n : [{ ratio: 1, color: '#dddddd' }]\n return {\n segments,\n borderColor: '#4AA7FE',\n label: total > 0 ? `F${full} E${empty} EE${emptyEmpty}` : '',\n }\n }\n case 'abnormal': {\n const normal = Number(data.CARRIER_NORMAL) || 0\n const abnormal = Number(data.CARRIER_ABNORMAL) || 0\n const total = normal + abnormal\n const segments = total > 0\n ? [\n { ratio: normal / total, color: '#8BDA5B' },\n { ratio: abnormal / total, color: '#F4B4B4' },\n ]\n : [{ ratio: 1, color: '#dddddd' }]\n return {\n segments,\n borderColor: abnormal > 0 ? '#F4B4B4' : '#8BDA5B',\n label: total > 0 ? `N${normal} A${abnormal}` : '',\n }\n }\n default: { // capacity\n const cur = Number(data.CURRENTCAPACITY) || 0\n const max = Number(data.MAXCAPACITY) || 100\n const fullup = data.FULLUP === 'T'\n const usage = Math.round((cur / max) * 100)\n const legend = (this.component as any).root?.style?.LEGEND_CAPACITY || LEGEND_CAPACITY\n const color = fullup ? 'red' : (getVaueOnRanges(usage, legend) || '#44aa44')\n return {\n segments: [{ ratio: usage / 100, color }],\n borderColor: color,\n label: `${usage}%`,\n }\n }\n }\n }\n\n onchange(after: Record<string, unknown>, before: Record<string, unknown>) {\n if ('data' in after) {\n this.clearGauge()\n this.buildGauge()\n }\n super.onchange(after, before)\n }\n\n clear() {\n this.clearGauge()\n return super.clear()\n }\n\n private clearGauge() {\n if (this.gaugeMesh) {\n this.object3d.remove(this.gaugeMesh)\n this.gaugeMesh.geometry?.dispose()\n const mat = this.gaugeMesh.material as THREE.MeshBasicMaterial\n mat?.map?.dispose()\n mat?.dispose()\n this.gaugeMesh = undefined\n }\n }\n}\n\nregisterRealObjectFactory('STOCKER', (component: Component) => new StockerRealObject3D(component))\n\n// ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━\n// Unit (이동체 · 홀더) — 낮은 depth, 불투명\n// ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━\n\n// Port: 바닥판 (PlaneGeometry)\nconst PORT_CONFIG: MCS3DConfig = {\n ...DEFAULTS,\n depthRatio: 0.01,\n defaultZPosFromParent: true,\n opacity: 0.1,\n metalness: 0.3,\n roughness: 0.8,\n defaultColor: 0xb0a090,\n shape: 'plane',\n}\nregisterRealObjectFactory('Port', (component: Component) => new MCSRealObject3D(component, PORT_CONFIG))\n\nregister('Shelf', {\n depthRatio: 0.25,\n metalness: 0.3,\n roughness: 0.7,\n defaultColor: 0xaabbcc,\n})\n\n// Carrier: CARRIERSTATUS에 따른 3D 애니메이션 지원\nconst CARRIER_CONFIG: MCS3DConfig = {\n ...DEFAULTS,\n depthRatio: 0.5,\n metalness: 0,\n roughness: 1,\n defaultColor: 0x66bb66,\n isVisible: (c: Component) => !!(c.state as any).id,\n sizeRatio: 0.8,\n texturedTop: true,\n}\n\nclass CarrierRealObject3D extends MCSRealObject3D {\n constructor(component: Component) {\n super(component, CARRIER_CONFIG)\n }\n}\n\nregisterRealObjectFactory('Carrier', (component: Component) => new CarrierRealObject3D(component))\n\n// ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━\n// Gauge (용량 게이지) — 얇은 바\n// ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━\n\n// ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━\n// Gauge (용량 게이지) — 2D 렌더링을 Plane 텍스처로 3D 표시\n// ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━\n\n// Gauge 컴포넌트 (StockerCapacityBar, ZoneCapacityBar, MCSGaugeCapacityBar)는\n// 3D에서 표시하지 않음. 대신 부모(STOCKER 등)의 3D 모델에서 직접 게이지를 렌더링.\nregisterRealObjectFactory('StockerCapacityBar', () => null as any)\nregisterRealObjectFactory('MCSGaugeCapacityBar', () => null as any)\nregisterRealObjectFactory('ZoneCapacityBar', () => null as any)\n\n// ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━\n// PortFlow — 2D render를 Plane 텍스처로 3D 표시\n// ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━\n\nclass PortFlowRealObject3D extends RealObjectGroup {\n private _mesh?: THREE.Mesh\n private _texture?: THREE.CanvasTexture\n\n get effectiveDepth(): number { return 0 }\n protected get syncZPosOffset(): number {\n // 부모 Port/Conveyor의 zPos와 동일하게\n const parent = (this.component as any).parentObject\n if (parent?.state?.zPos != null) return parent.state.zPos\n return TRANSPORT_SURFACE_HEIGHT\n }\n\n build() {\n super.build()\n\n const { width = 10, height = 10 } = this.component.state\n const w = Math.abs(width)\n const h = Math.abs(height)\n if (!w || !h) return\n\n // 2D render를 캔버스에 캡처\n // 화살표 날개 + 텍스트 영역이 bounds 밖으로 나가므로 전체 영역 계산\n const { left, top } = this.component.bounds\n const { fontSize = 24, labelPosition = 'top' } = this.component.state\n const arrowPad = Math.min(w, h) * 0.4\n\n // 텍스트 영역 확장\n let padLeft = arrowPad, padRight = arrowPad, padTop = arrowPad, padBottom = arrowPad\n if ((this.component as any).hasTextProperty) {\n switch (labelPosition) {\n case 'top': padTop = Math.max(padTop, fontSize + 4); break\n case 'bottom': padBottom = Math.max(padBottom, fontSize + 4); break\n case 'left': padLeft = Math.max(padLeft, fontSize * 4 + 4); break\n case 'right': padRight = Math.max(padRight, fontSize * 4 + 4); break\n }\n }\n\n const totalW = w + padLeft + padRight\n const totalH = h + padTop + padBottom\n const scale = 2\n const canvas = document.createElement('canvas')\n canvas.width = totalW * scale\n canvas.height = totalH * scale\n const ctx = canvas.getContext('2d')!\n\n ctx.save()\n ctx.scale(scale, scale)\n ctx.translate(-left + padLeft, -top + padTop)\n try {\n // 화살표 렌더\n this.component.render(ctx)\n ctx.fillStyle = this.component.state.strokeStyle || '#666666'\n ctx.fill()\n // 텍스트 렌더\n if ((this.component as any).hasTextProperty && (this.component as any).drawText) {\n ;(this.component as any).drawText(ctx)\n }\n } catch { /* render 실패 시 빈 텍스처 */ }\n ctx.restore()\n\n this._texture = new THREE.CanvasTexture(canvas)\n this._texture.colorSpace = THREE.SRGBColorSpace\n\n const geo = new THREE.PlaneGeometry(totalW, totalH)\n geo.rotateX(-Math.PI / 2)\n\n const mat = new THREE.MeshBasicMaterial({\n map: this._texture,\n alphaTest: 0.1,\n side: THREE.DoubleSide,\n })\n\n this._mesh = new THREE.Mesh(geo, mat)\n // 비대칭 패딩 보정: 플레인 센터를 컴포넌트 bounds 센터에 맞춤\n this._mesh.position.x = (padRight - padLeft) / 2\n this._mesh.position.y = 1\n this._mesh.position.z = (padBottom - padTop) / 2\n this.object3d.add(this._mesh)\n }\n\n update() {\n if (this._mesh) {\n this.object3d.remove(this._mesh)\n this._mesh.geometry.dispose()\n ;(this._mesh.material as THREE.Material).dispose()\n this._texture?.dispose()\n this._mesh = undefined\n this._texture = undefined\n }\n this.build()\n this.updateTransform()\n this.updateHidden()\n }\n\n onchange(after: Record<string, unknown>, before: Record<string, unknown>) {\n if ('width' in after || 'height' in after || 'orientation' in after ||\n 'direction' in after || 'strokeStyle' in after || 'INOUTTYPE' in after) {\n this.update()\n return\n }\n super.onchange(after, before)\n }\n\n updateDimension() {}\n updateAlpha() {}\n}\n\nregisterRealObjectFactory('PortFlow', (component: Component) => new PortFlowRealObject3D(component))\n\n// ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━\n// Node — 2D render를 바닥 Plane 텍스처로 3D 표시\n// ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━\n\nclass NodeRealObject3D extends RealObjectGroup {\n private _mesh?: THREE.Mesh\n private _texture?: THREE.CanvasTexture\n\n get effectiveDepth(): number { return 0 }\n protected get syncZPosOffset(): number { return 0 }\n\n build() {\n super.build()\n\n const { cx, cy } = this.component.state\n const radius = 8\n const size = radius * 2\n const scale = 2\n const pad = 2\n\n const canvas = document.createElement('canvas')\n canvas.width = (size + pad * 2) * scale\n canvas.height = (size + pad * 2) * scale\n const ctx = canvas.getContext('2d')!\n\n ctx.save()\n ctx.scale(scale, scale)\n ctx.translate(-cx + radius + pad, -cy + radius + pad)\n try {\n this.component.render(ctx)\n const { fillStyle = '#888888' } = this.component.state\n ctx.fillStyle = typeof fillStyle === 'string' ? fillStyle : '#888888'\n ctx.fill()\n const { strokeStyle } = this.component.state\n if (strokeStyle && typeof strokeStyle === 'string') {\n ctx.strokeStyle = strokeStyle\n ctx.lineWidth = 1\n ctx.stroke()\n }\n } catch { /* render 실패 시 빈 텍스처 */ }\n ctx.restore()\n\n this._texture = new THREE.CanvasTexture(canvas)\n this._texture.colorSpace = THREE.SRGBColorSpace\n\n const geo = new THREE.PlaneGeometry(size + pad * 2, size + pad * 2)\n geo.rotateX(-Math.PI / 2)\n\n const mat = new THREE.MeshBasicMaterial({\n map: this._texture,\n alphaTest: 0.1,\n side: THREE.DoubleSide,\n })\n\n this._mesh = new THREE.Mesh(geo, mat)\n this._mesh.position.y = 1\n this.object3d.add(this._mesh)\n }\n\n update() {\n if (this._mesh) {\n this.object3d.remove(this._mesh)\n this._mesh.geometry.dispose()\n ;(this._mesh.material as THREE.Material).dispose()\n this._texture?.dispose()\n this._mesh = undefined\n this._texture = undefined\n }\n this.build()\n this.updateTransform()\n this.updateHidden()\n }\n\n onchange(after: Record<string, unknown>, before: Record<string, unknown>) {\n if ('fillStyle' in after || 'strokeStyle' in after) {\n this.update()\n return\n }\n super.onchange(after, before)\n }\n\n updateDimension() {}\n updateAlpha() {}\n}\n\nregisterRealObjectFactory('Node', (component: Component) => new NodeRealObject3D(component))\n"]}
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+
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* MCS 설비 컴포넌트 3D 팩토리\n *\n * 10,000+ 인스턴스를 위한 최소 폴리곤 설계:\n * - 컴포넌트당 단일 Mesh (draw call 최소화)\n * - BoxGeometry / ExtrudeGeometry(hexagon) 만 사용\n * - Machine: 높은 depth, 컨테이너는 반투명\n * - Unit: 낮은 depth, 불투명\n */\n\nimport * as THREE from 'three'\nimport * as BufferGeometryUtils from 'three/examples/jsm/utils/BufferGeometryUtils.js'\nimport { RealObjectGroup, registerRealObjectFactory, disposeObject3D, TriangleExtrude } from '@hatiolab/things-scene'\nimport type { Component } from '@hatiolab/things-scene'\nimport { LEGEND_CAPACITY } from '../features/mcs-status-default'\nimport { getVaueOnRanges } from '../utils/get-value-on-ranges'\n\n// ── 설정 타입 ────────────────────────────────────────────\n\ninterface MCS3DConfig {\n /** state.depth 미설정 시 기본 depth.\n * defaultDepth > 0이면 절대값, 아니면 min(w,h) * depthRatio */\n depthRatio: number\n defaultDepth?: number\n /** true이면 syncZPosOffset = TRANSPORT_SURFACE_HEIGHT */\n defaultZPosFromParent?: boolean\n /** 1.0 = 불투명, 0.35 = 반투명 컨테이너 */\n opacity: number\n metalness: number\n roughness: number\n /** statusColor 미사용 시 기본 색상 */\n defaultColor: number\n /** 'box' | 'hexagon' */\n shape: 'box' | 'hexagon' | 'plane'\n /** mesh 생성 전 가시성 판정 — false 반환 시 mesh 미생성 */\n isVisible?: (component: Component) => boolean\n /** 부모 대비 크기 비율 (기본 1.0). < 1이면 부모 중심에 배치. */\n sizeRatio?: number\n /** 상부 면 제거 (5면 개방 박스) */\n openTop?: boolean\n /** 상판 무반사 (MeshBasicMaterial) */\n matteTop?: boolean\n /** 상판에 2D 렌더링 텍스처 적용 */\n texturedTop?: boolean\n /** 자체 발광 강도 (0~1). 조명 약한 면에서도 색상 유지 */\n emissiveIntensity?: number\n /** 바닥면 유지 (기본 false — 바닥면 제거) */\n keepBottomFace?: boolean\n /** syncZPosOffset 고정값 (설정 시 다른 로직 무시) */\n zPosOverride?: 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 // zPosOverride: 고정 높이 (OHTLine 등)\n if (this._config.zPosOverride != null) {\n return this._config.zPosOverride\n }\n // Port: 이송 표면 높이에 배치\n if (this._config.defaultZPosFromParent) {\n return TRANSPORT_SURFACE_HEIGHT\n }\n // Carrier: Port 안이면 중앙, 그 외 컨테이너면 상단 위\n if (this._config.sizeRatio && this._config.sizeRatio < 1) {\n const parentType = this.component.parent?.state?.type\n if (parentType === 'Port' || parentType === 'Shelf' || parentType === 'OHT' || parentType === 'Shuttle') {\n return 0\n }\n return TRANSPORT_SURFACE_HEIGHT\n }\n return 0\n }\n\n // 컴포넌트의 상태 색상(statusColor) 또는 fillStyle → Three.js 색상 변환\n protected resolveColor(): number {\n const comp = this.component as any\n\n // 1) MCSStatusMixin.statusColor (legend 기반 상태 색상)\n // '#F0F0F0'은 상태 미설정 시 기본 fallback — 무시하고 defaultColor 사용\n try {\n const sc = comp.statusColor\n if (typeof sc === 'string' && sc && sc.toUpperCase() !== '#F0F0F0' && sc !== 'transparent') return new THREE.Color(sc).getHex()\n } catch {\n /* statusColor 미구현 시 무시 */\n }\n\n // 2) state.fillStyle fallback\n const { fillStyle } = this.component.state\n if (fillStyle && typeof fillStyle === 'string' && fillStyle !== 'transparent') {\n try {\n return new THREE.Color(fillStyle).getHex()\n } catch {\n /* 파싱 실패 시 무시 */\n }\n }\n\n return this._config.defaultColor\n }\n\n // ── Geometry helpers ──\n\n /**\n * 바닥면(-Y 방향) 삼각형 제거: z-fighting 근본 해결.\n * 바닥면이 없으면 floor grid와 겹칠 면 자체가 없어진다.\n */\n private removeBottomFace(geometry: THREE.BufferGeometry): THREE.BufferGeometry {\n const posAttr = geometry.getAttribute('position')\n const normAttr = geometry.getAttribute('normal')\n const index = geometry.getIndex()\n\n if (!posAttr || !normAttr || !index) return geometry\n\n const newIndices: number[] = []\n const normalY = new THREE.Vector3()\n\n for (let i = 0; i < index.count; i += 3) {\n const a = index.getX(i)\n const b = index.getX(i + 1)\n const c = index.getX(i + 2)\n\n // 세 꼭짓점 노말의 Y 성분 평균으로 방향 판단\n const avgY = (normAttr.getY(a) + normAttr.getY(b) + normAttr.getY(c)) / 3\n\n // -Y 방향 삼각형 제거 (threshold -0.9: 거의 아래를 향하는 면만)\n if (avgY > -0.9) {\n newIndices.push(a, b, c)\n }\n }\n\n geometry.setIndex(newIndices)\n return geometry\n }\n\n // ── Geometry builders ──\n\n private buildBoxGeometry(w: number, d: number, h: number): THREE.BufferGeometry {\n const geo = new THREE.BoxGeometry(w, d, h)\n return this._config.keepBottomFace ? geo : this.removeBottomFace(geo)\n }\n\n private buildHexagonGeometry(w: number, d: number, h: number): THREE.BufferGeometry {\n // Buffer의 2D 형태: 좌우 끝이 꺾인 육각형\n const offset = Math.min(w, h) * 0.2\n const hw = w / 2\n const hh = h / 2\n\n const shape = new THREE.Shape()\n shape.moveTo(-hw + offset, -hh)\n shape.lineTo(hw - offset, -hh)\n shape.lineTo(hw, 0)\n shape.lineTo(hw - offset, hh)\n shape.lineTo(-hw + offset, hh)\n shape.lineTo(-hw, 0)\n shape.closePath()\n\n const geo = new THREE.ExtrudeGeometry(shape, {\n steps: 1,\n depth: d,\n bevelEnabled: false,\n })\n\n // 중심 정렬 후 Y-up 좌표계 회전 (extrude 축: +Z → +Y)\n geo.translate(0, 0, -d / 2)\n geo.rotateX(Math.PI / 2)\n\n return this.removeBottomFace(geo)\n }\n\n private buildPlaneGeometry(w: number, h: number): THREE.BufferGeometry {\n const geo = new THREE.PlaneGeometry(w, h)\n geo.rotateX(-Math.PI / 2)\n return geo\n }\n\n // ── Build ──\n\n protected _ownMesh?: THREE.Mesh\n\n build() {\n super.build()\n\n // 가시성 판정 — e.g., Carrier는 데이터 없으면 mesh 미생성\n if (this._config.isVisible && !this._config.isVisible(this.component)) return\n\n const { w: rawW, h: rawH } = this.absSize\n const rawDepth = this.effectiveDepth\n if (!rawW || !rawH) return\n\n const ratio = this._config.sizeRatio ?? 1.0\n const w = rawW * ratio\n const h = rawH * ratio\n const depth = rawDepth * ratio\n\n const color = this.resolveColor()\n const { opacity, metalness, roughness, shape } = this._config\n\n const geometry =\n shape === 'plane'\n ? this.buildPlaneGeometry(w, h)\n : shape === 'hexagon'\n ? this.buildHexagonGeometry(w, depth, h)\n : this.buildBoxGeometry(w, depth, h)\n\n const isPlane = shape === 'plane'\n const material = isPlane\n ? new THREE.MeshBasicMaterial({\n color,\n opacity,\n transparent: opacity < 1,\n side: THREE.DoubleSide,\n })\n : new THREE.MeshStandardMaterial({\n color,\n metalness,\n roughness,\n opacity,\n transparent: opacity < 1,\n side: opacity < 1 ? THREE.DoubleSide : THREE.FrontSide,\n ...(this._config.emissiveIntensity ? { emissive: color, emissiveIntensity: this._config.emissiveIntensity } : {}),\n })\n // z-fighting 방지: 바닥면(floor grid)보다 항상 앞에 렌더링\n material.polygonOffset = true\n material.polygonOffsetFactor = -1\n material.polygonOffsetUnit = -1\n\n // BoxGeometry material groups: +x(0), -x(1), +y(2), -y(3), +z(4), -z(5)\n let meshMaterial: THREE.Material | THREE.Material[] = material\n if (shape === 'box') {\n if (this._config.openTop) {\n // 상단면 제거 → 5면 개방 박스\n const invisible = new THREE.MeshBasicMaterial({ visible: false })\n meshMaterial = [material, material, invisible, material, material, material]\n } else if (this._config.texturedTop) {\n // 상판에 2D 렌더링 텍스처\n const topMat = this.buildTopTexture(w, h)\n meshMaterial = [material, material, topMat, material, material, material]\n } else if (this._config.matteTop) {\n // 상판만 무반사\n const matte = new THREE.MeshBasicMaterial({ color, opacity, transparent: opacity < 1 })\n meshMaterial = [material, material, matte, material, material, material]\n }\n }\n\n this._ownMesh = new THREE.Mesh(geometry, meshMaterial)\n // sizeRatio < 1이면 부모 중심에 배치 (rawDepth/2), plane은 살짝 띄움\n this._ownMesh.position.y = isPlane ? 1 : ratio < 1 ? rawDepth / 2 : depth / 2\n this._ownMesh.castShadow = !isPlane\n this._ownMesh.receiveShadow = true\n this.object3d.add(this._ownMesh)\n }\n\n // ── Change handling ──\n\n private _updatePending = false\n\n onchange(after: Record<string, unknown>, before: Record<string, unknown>) {\n if (\n 'width' in after ||\n 'height' in after ||\n 'depth' in after ||\n 'fillStyle' in after ||\n 'strokeStyle' in after ||\n 'id' in after ||\n 'EMPTYTYPE' in after ||\n 'CARRIERSTATUS' in after\n ) {\n // 연속 setState에 의한 다중 rebuild 방지: 한 프레임에 한 번만 실행\n if (!this._updatePending) {\n this._updatePending = true\n queueMicrotask(() => {\n this._updatePending = false\n this.update()\n })\n }\n return\n }\n\n super.onchange(after, before)\n }\n\n /**\n * 상판 텍스처: 컴포넌트의 2D render()를 캔버스에 그려서 텍스처로 사용\n */\n protected buildTopTexture(w: number, h: number): THREE.MeshBasicMaterial {\n const scale = 4\n const cw = this.nextPow2(w * scale)\n const ch = this.nextPow2(h * scale)\n const canvas = document.createElement('canvas')\n canvas.width = cw\n canvas.height = ch\n const ctx = canvas.getContext('2d')!\n\n const statusColor = '#' + this.resolveColor().toString(16).padStart(6, '0')\n const emptyType = (this.component.state as any)?.EMPTYTYPE || ''\n const text = emptyType === 'FULL' ? 'F' : emptyType === 'EMPTY' ? 'E' : emptyType === 'EMPTYEMPTY' ? 'X' : ''\n\n // 실제 사용 영역 (nextPow2 이전 크기)\n const usedW = w * scale\n const usedH = h * scale\n\n // 바탕: 캐리어 상태 색상 (사용 영역만)\n ctx.fillStyle = statusColor\n ctx.fillRect(0, 0, usedW, usedH)\n\n // 텍스트 (사용 영역 중앙)\n if (text) {\n const fontSize = Math.round(Math.min(usedW, usedH) * 0.7)\n ctx.font = `bold ${fontSize}px Arial`\n ctx.textAlign = 'center'\n ctx.textBaseline = 'middle'\n ctx.fillStyle = '#000000'\n ctx.fillText(text, usedW / 2, usedH / 2)\n }\n\n const texture = new THREE.CanvasTexture(canvas)\n texture.offset.set(0, 1 - usedH / ch)\n texture.repeat.set(usedW / cw, usedH / ch)\n texture.colorSpace = THREE.SRGBColorSpace\n\n return new THREE.MeshBasicMaterial({\n map: texture,\n transparent: true,\n side: THREE.DoubleSide,\n })\n }\n\n private nextPow2(n: number): number {\n if (!(n > 0)) return 1\n let v = Math.ceil(n)\n v--\n v |= v >> 1; v |= v >> 2; v |= v >> 4; v |= v >> 8; v |= v >> 16\n return v + 1\n }\n\n /**\n * 자신의 mesh만 제거 후 rebuild.\n * 기본 update()는 clear()로 object3d의 모든 children을 제거하는데,\n * 컨테이너(Port 등)의 경우 자식 컴포넌트(Carrier 등)의 3D 오브젝트도 함께 제거됨.\n * 이를 방지하기 위해 자신이 생성한 mesh만 제거한다.\n */\n update() {\n // 자신의 mesh만 제거 (자식 컴포넌트 3D 오브젝트 보존)\n if (this._ownMesh) {\n this.object3d.remove(this._ownMesh)\n disposeObject3D(this._ownMesh)\n this._ownMesh = undefined\n }\n\n this.build()\n this.updateTransform()\n this.updateAlpha()\n this.updateHidden()\n }\n\n // RealObjectGroup 기본 동작 비활성화\n updateDimension() {}\n\n updateAlpha() {\n const { alpha = 1 } = this.component.state\n const configOpacity = this._config.opacity\n const effective = configOpacity * alpha\n\n this.object3d.traverse((o: any) => {\n if (!o.material) return\n const materials = Array.isArray(o.material) ? o.material : [o.material]\n for (const m of materials) {\n if (!m.visible) continue // openTop invisible face 무시\n if (m.map) continue // 텍스처 material은 자체 transparent 유지\n m.opacity = effective\n m.transparent = effective < 1\n }\n })\n }\n}\n\n// ── 팩토리 등록 헬퍼 ─────────────────────────────────────\n\nfunction register(type: string, overrides: Partial<MCS3DConfig> = {}) {\n const config: MCS3DConfig = { ...DEFAULTS, ...overrides }\n registerRealObjectFactory(type, (component: Component) => new MCSRealObject3D(component, config))\n}\n\n// ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━\n// Machine (인프라 설비) — 높은 depth, 컨테이너는 반투명\n// ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━\n\nregister('Equipment', {\n defaultDepth: 3 * TRANSPORT_SURFACE_HEIGHT,\n opacity: 0.75,\n metalness: 0.4,\n roughness: 0.6,\n defaultColor: 0x8899aa,\n})\n\nregister('Buffer', {\n defaultDepth: TRANSPORT_SURFACE_HEIGHT,\n opacity: 1.0,\n metalness: 0.3,\n roughness: 0.7,\n defaultColor: 0x99aa88,\n shape: 'hexagon',\n})\n\nregister('AGVLine', {\n depthRatio: 0,\n defaultDepth: 0.1,\n metalness: 0.6,\n roughness: 0.3,\n defaultColor: 0x888899,\n})\n\n// ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━\n// OHTLine — 천장 I-beam 레일\n// ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━\n\nconst OHT_LINE_RAIL_COLOR = 0xcccccc\nconst OHT_LINE_HEIGHT = 7 * TRANSPORT_SURFACE_HEIGHT // OHT 상단과 일치\n\nclass OHTLineRealObject3D extends RealObjectGroup {\n private _mesh?: THREE.Mesh\n\n get effectiveDepth(): number { return 0 }\n protected get syncZPosOffset(): number { return OHT_LINE_HEIGHT }\n\n build() {\n super.build()\n\n const { width = 10, height = 10 } = this.component.state\n const w = Math.abs(width)\n const h = Math.abs(height)\n if (!w || !h) return\n\n // I-beam 치수: 이송 방향 = 긴 변, 폭은 2D의 1/2\n const isVertical = w < h\n const shortSide = isVertical ? w : h // 2D 원본 짧은 쪽 폭\n const beltW = shortSide * 0.25 // I-beam 폭: 원본의 1/4\n const beamH = Math.max(beltW * 0.5, 3) // I-beam 전체 높이\n const inset = shortSide * 0.5 // 양끝 여백: 원본 폭의 1/2\n const railLen = (isVertical ? h : w) - inset * 2\n const flangeH = beamH * 0.2 // 플랜지 두께\n const flangeW = beltW * 0.8 // 플랜지 폭\n const webH = beamH - flangeH * 2 // 웹 높이\n const webW = Math.max(flangeW * 0.25, 1) // 웹 두께\n\n const mat = new THREE.MeshStandardMaterial({\n color: OHT_LINE_RAIL_COLOR,\n metalness: 0.5,\n roughness: 0.4,\n })\n\n const geoms: THREE.BufferGeometry[] = []\n\n // 상부 플랜지\n const topFlange = isVertical\n ? new THREE.BoxGeometry(flangeW, flangeH, railLen)\n : new THREE.BoxGeometry(railLen, flangeH, flangeW)\n topFlange.translate(0, -flangeH / 2, 0)\n geoms.push(topFlange)\n\n // 웹 (수직판)\n const web = isVertical\n ? new THREE.BoxGeometry(webW, webH, railLen)\n : new THREE.BoxGeometry(railLen, webH, webW)\n web.translate(0, -flangeH - webH / 2, 0)\n geoms.push(web)\n\n // 하부 플랜지\n const botFlange = isVertical\n ? new THREE.BoxGeometry(flangeW, flangeH, railLen)\n : new THREE.BoxGeometry(railLen, flangeH, flangeW)\n botFlange.translate(0, -flangeH - webH - flangeH / 2, 0)\n geoms.push(botFlange)\n\n this._mesh = new THREE.Mesh(BufferGeometryUtils.mergeGeometries(geoms), mat)\n this._mesh.castShadow = true\n this.object3d.add(this._mesh)\n }\n\n update() {\n if (this._mesh) {\n this.object3d.remove(this._mesh)\n this._mesh.geometry.dispose()\n ;(this._mesh.material as THREE.Material).dispose()\n this._mesh = undefined\n }\n this.build()\n this.updateTransform()\n this.updateHidden()\n }\n\n onchange(after: Record<string, unknown>, before: Record<string, unknown>) {\n if ('width' in after || 'height' in after || 'depth' in after ||\n 'fillStyle' in after || 'strokeStyle' in after) {\n this.update()\n return\n }\n super.onchange(after, before)\n }\n\n updateDimension() {}\n updateAlpha() {}\n}\n\nregisterRealObjectFactory('OHTLine', (component: Component) => new OHTLineRealObject3D(component))\n\n// STOCKER: 벽면에 용량 게이지 바를 포함하는 커스텀 3D 오브젝트\nconst STOCKER_CONFIG: MCS3DConfig = {\n ...DEFAULTS,\n defaultDepth: 5 * TRANSPORT_SURFACE_HEIGHT,\n opacity: 0.75,\n metalness: 0.3,\n roughness: 0.6,\n defaultColor: 0x8899bb,\n}\n\nclass StockerRealObject3D extends MCSRealObject3D {\n private gaugeMesh?: THREE.Mesh\n\n constructor(component: Component) {\n super(component, STOCKER_CONFIG)\n }\n\n build() {\n super.build()\n this.buildGauge()\n }\n\n private buildGauge() {\n const comp = this.component as any\n const data = comp.data || {}\n const gaugeMode = comp.root?.style?.stockerGaugeMode || 'capacity'\n\n const gauge = this.resolveGauge(data, gaugeMode)\n\n // 테두리는 스토커의 상태 색상 (machine status)\n const statusColor = comp.statusColor\n if (statusColor && statusColor.toUpperCase() !== '#F0F0F0') {\n gauge.borderColor = statusColor\n }\n\n const { w, h } = this.absSize\n const depth = this.effectiveDepth\n const isWidthLonger = w >= h\n\n // 게이지 캔버스 (고해상도)\n const barW = 130\n const barH = 26\n const scale = 4\n const canvasW = barW * scale\n const canvasH = barH * scale\n const canvas = document.createElement('canvas')\n canvas.width = canvasW\n canvas.height = canvasH\n const ctx = canvas.getContext('2d')!\n\n const pad = 12\n\n // 배경 + 테두리\n ctx.fillStyle = '#dddddd'\n ctx.fillRect(0, 0, canvasW, canvasH)\n ctx.strokeStyle = gauge.borderColor\n ctx.lineWidth = 12\n ctx.strokeRect(6, 6, canvasW - 12, canvasH - 12)\n\n // 세그먼트 채움 (왼→오)\n const innerW = canvasW - pad * 2\n const innerH = canvasH - pad * 2\n let x = pad\n for (const seg of gauge.segments) {\n const segW = Math.max(innerW * seg.ratio, seg.ratio > 0 ? 1 : 0)\n if (segW <= 0) continue\n ctx.fillStyle = seg.color\n ctx.fillRect(x, pad, segW, innerH)\n x += segW\n }\n\n // 텍스트\n ctx.font = `bold ${10 * scale}px sans-serif`\n ctx.textAlign = 'center'\n ctx.textBaseline = 'middle'\n ctx.fillStyle = '#333333'\n ctx.fillText(gauge.label, canvasW / 2, canvasH / 2)\n\n // 텍스처 → Plane\n const texture = new THREE.CanvasTexture(canvas)\n texture.colorSpace = THREE.SRGBColorSpace\n\n const geo = new THREE.PlaneGeometry(barW, barH)\n geo.rotateX(-Math.PI / 2) // 수평 (지붕 위)\n if (!isWidthLonger) geo.rotateY(Math.PI / 2)\n\n const mat = new THREE.MeshBasicMaterial({\n map: texture,\n transparent: true,\n side: THREE.DoubleSide,\n })\n mat.polygonOffset = true\n mat.polygonOffsetFactor = -2\n mat.polygonOffsetUnit = -2\n\n this.gaugeMesh = new THREE.Mesh(geo, mat)\n this.gaugeMesh.position.set(0, depth + 0.5, 0)\n this.object3d.add(this.gaugeMesh)\n }\n\n private resolveGauge(data: any, mode: string) {\n switch (mode) {\n case 'carrier': {\n const full = Number(data.FULL_CNT) || 0\n const empty = Number(data.EMPTY_CNT) || 0\n const emptyEmpty = Number(data.EMPTYEMPTY_CNT) || 0\n const total = full + empty + emptyEmpty\n const segments = total > 0\n ? [\n { ratio: full / total, color: '#4AA7FE' },\n { ratio: empty / total, color: '#8BDA5B' },\n { ratio: emptyEmpty / total, color: '#019D59' },\n ]\n : [{ ratio: 1, color: '#dddddd' }]\n return {\n segments,\n borderColor: '#4AA7FE',\n label: total > 0 ? `F${full} E${empty} EE${emptyEmpty}` : '',\n }\n }\n case 'abnormal': {\n const normal = Number(data.CARRIER_NORMAL) || 0\n const abnormal = Number(data.CARRIER_ABNORMAL) || 0\n const total = normal + abnormal\n const segments = total > 0\n ? [\n { ratio: normal / total, color: '#8BDA5B' },\n { ratio: abnormal / total, color: '#F4B4B4' },\n ]\n : [{ ratio: 1, color: '#dddddd' }]\n return {\n segments,\n borderColor: abnormal > 0 ? '#F4B4B4' : '#8BDA5B',\n label: total > 0 ? `N${normal} A${abnormal}` : '',\n }\n }\n default: { // capacity\n const cur = Number(data.CURRENTCAPACITY) || 0\n const max = Number(data.MAXCAPACITY) || 100\n const fullup = data.FULLUP === 'T'\n const usage = Math.round((cur / max) * 100)\n const legend = (this.component as any).root?.style?.LEGEND_CAPACITY || LEGEND_CAPACITY\n const color = fullup ? 'red' : (getVaueOnRanges(usage, legend) || '#44aa44')\n return {\n segments: [{ ratio: usage / 100, color }],\n borderColor: color,\n label: `${usage}%`,\n }\n }\n }\n }\n\n onchange(after: Record<string, unknown>, before: Record<string, unknown>) {\n if ('data' in after) {\n this.clearGauge()\n this.buildGauge()\n }\n super.onchange(after, before)\n }\n\n clear() {\n this.clearGauge()\n return super.clear()\n }\n\n private clearGauge() {\n if (this.gaugeMesh) {\n this.object3d.remove(this.gaugeMesh)\n this.gaugeMesh.geometry?.dispose()\n const mat = this.gaugeMesh.material as THREE.MeshBasicMaterial\n mat?.map?.dispose()\n mat?.dispose()\n this.gaugeMesh = undefined\n }\n }\n}\n\nregisterRealObjectFactory('STOCKER', (component: Component) => new StockerRealObject3D(component))\n\n// ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━\n// Unit (이동체 · 홀더) — 낮은 depth, 불투명\n// ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━\n\n// Port: 바닥판 (PlaneGeometry)\nconst PORT_CONFIG: MCS3DConfig = {\n ...DEFAULTS,\n depthRatio: 0.01,\n defaultZPosFromParent: true,\n opacity: 0.1,\n metalness: 0.3,\n roughness: 0.8,\n defaultColor: 0xb0a090,\n shape: 'plane',\n}\nregisterRealObjectFactory('Port', (component: Component) => new MCSRealObject3D(component, PORT_CONFIG))\n\nregister('Shelf', {\n depthRatio: 0.25,\n metalness: 0.3,\n roughness: 0.7,\n defaultColor: 0xaabbcc,\n})\n\n// Carrier: CARRIERSTATUS에 따른 3D 애니메이션 지원\nconst CARRIER_CONFIG: MCS3DConfig = {\n ...DEFAULTS,\n depthRatio: 0.5,\n metalness: 0,\n roughness: 1,\n defaultColor: 0x66bb66,\n isVisible: (c: Component) => !!(c.state as any).id,\n sizeRatio: 0.8,\n texturedTop: true,\n}\n\nclass CarrierRealObject3D extends MCSRealObject3D {\n constructor(component: Component) {\n super(component, CARRIER_CONFIG)\n }\n}\n\nregisterRealObjectFactory('Carrier', (component: Component) => new CarrierRealObject3D(component))\n\n// ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━\n// Gauge (용량 게이지) — 얇은 바\n// ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━\n\n// ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━\n// Gauge (용량 게이지) — 2D 렌더링을 Plane 텍스처로 3D 표시\n// ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━\n\n// Gauge 컴포넌트 (StockerCapacityBar, ZoneCapacityBar, MCSGaugeCapacityBar)는\n// 3D에서 표시하지 않음. 대신 부모(STOCKER 등)의 3D 모델에서 직접 게이지를 렌더링.\nregisterRealObjectFactory('StockerCapacityBar', () => null as any)\nregisterRealObjectFactory('MCSGaugeCapacityBar', () => null as any)\nregisterRealObjectFactory('ZoneCapacityBar', () => null as any)\n\n// ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━\n// PortFlow — 2D render를 Plane 텍스처로 3D 표시\n// ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━\n\nclass PortFlowRealObject3D extends RealObjectGroup {\n private _mesh?: THREE.Mesh\n private _texture?: THREE.CanvasTexture\n\n get effectiveDepth(): number { return 0 }\n protected get syncZPosOffset(): number {\n // 부모 Port/Conveyor의 zPos와 동일하게\n const parent = (this.component as any).parentObject\n if (parent?.state?.zPos != null) return parent.state.zPos\n return TRANSPORT_SURFACE_HEIGHT\n }\n\n build() {\n super.build()\n\n const { width = 10, height = 10 } = this.component.state\n const w = Math.abs(width)\n const h = Math.abs(height)\n if (!w || !h) return\n\n // 2D render를 캔버스에 캡처\n // 화살표 날개 + 텍스트 영역이 bounds 밖으로 나가므로 전체 영역 계산\n const { left, top } = this.component.bounds\n const { fontSize = 24, labelPosition = 'top' } = this.component.state\n const arrowPad = Math.min(w, h) * 0.4\n\n // 텍스트 영역 확장\n let padLeft = arrowPad, padRight = arrowPad, padTop = arrowPad, padBottom = arrowPad\n if ((this.component as any).hasTextProperty) {\n switch (labelPosition) {\n case 'top': padTop = Math.max(padTop, fontSize + 4); break\n case 'bottom': padBottom = Math.max(padBottom, fontSize + 4); break\n case 'left': padLeft = Math.max(padLeft, fontSize * 4 + 4); break\n case 'right': padRight = Math.max(padRight, fontSize * 4 + 4); break\n }\n }\n\n const totalW = w + padLeft + padRight\n const totalH = h + padTop + padBottom\n const scale = 2\n const canvas = document.createElement('canvas')\n canvas.width = totalW * scale\n canvas.height = totalH * scale\n const ctx = canvas.getContext('2d')!\n\n ctx.save()\n ctx.scale(scale, scale)\n ctx.translate(-left + padLeft, -top + padTop)\n try {\n // 화살표 렌더\n this.component.render(ctx)\n ctx.fillStyle = this.component.state.strokeStyle || '#666666'\n ctx.fill()\n // 텍스트 렌더\n if ((this.component as any).hasTextProperty && (this.component as any).drawText) {\n ;(this.component as any).drawText(ctx)\n }\n } catch { /* render 실패 시 빈 텍스처 */ }\n ctx.restore()\n\n this._texture = new THREE.CanvasTexture(canvas)\n this._texture.colorSpace = THREE.SRGBColorSpace\n\n const geo = new THREE.PlaneGeometry(totalW, totalH)\n geo.rotateX(-Math.PI / 2)\n\n const mat = new THREE.MeshBasicMaterial({\n map: this._texture,\n alphaTest: 0.1,\n side: THREE.DoubleSide,\n })\n\n this._mesh = new THREE.Mesh(geo, mat)\n // 비대칭 패딩 보정: 플레인 센터를 컴포넌트 bounds 센터에 맞춤\n this._mesh.position.x = (padRight - padLeft) / 2\n this._mesh.position.y = 1\n this._mesh.position.z = (padBottom - padTop) / 2\n this.object3d.add(this._mesh)\n }\n\n update() {\n if (this._mesh) {\n this.object3d.remove(this._mesh)\n this._mesh.geometry.dispose()\n ;(this._mesh.material as THREE.Material).dispose()\n this._texture?.dispose()\n this._mesh = undefined\n this._texture = undefined\n }\n this.build()\n this.updateTransform()\n this.updateHidden()\n }\n\n onchange(after: Record<string, unknown>, before: Record<string, unknown>) {\n if ('width' in after || 'height' in after || 'orientation' in after ||\n 'direction' in after || 'strokeStyle' in after || 'INOUTTYPE' in after) {\n this.update()\n return\n }\n super.onchange(after, before)\n }\n\n updateDimension() {}\n updateAlpha() {}\n}\n\nregisterRealObjectFactory('PortFlow', (component: Component) => new PortFlowRealObject3D(component))\n\n// ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━\n// Node — 2D render를 바닥 Plane 텍스처로 3D 표시\n// ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━\n\nclass NodeRealObject3D extends RealObjectGroup {\n private _mesh?: THREE.Mesh\n private _texture?: THREE.CanvasTexture\n\n get effectiveDepth(): number { return 0 }\n protected get syncZPosOffset(): number { return 0 }\n\n build() {\n super.build()\n\n const { cx, cy } = this.component.state\n const radius = 8\n const size = radius * 2\n const scale = 2\n const pad = 2\n\n const canvas = document.createElement('canvas')\n canvas.width = (size + pad * 2) * scale\n canvas.height = (size + pad * 2) * scale\n const ctx = canvas.getContext('2d')!\n\n ctx.save()\n ctx.scale(scale, scale)\n ctx.translate(-cx + radius + pad, -cy + radius + pad)\n try {\n this.component.render(ctx)\n const { fillStyle = '#888888' } = this.component.state\n ctx.fillStyle = typeof fillStyle === 'string' ? fillStyle : '#888888'\n ctx.fill()\n const { strokeStyle } = this.component.state\n if (strokeStyle && typeof strokeStyle === 'string') {\n ctx.strokeStyle = strokeStyle\n ctx.lineWidth = 1\n ctx.stroke()\n }\n } catch { /* render 실패 시 빈 텍스처 */ }\n ctx.restore()\n\n this._texture = new THREE.CanvasTexture(canvas)\n this._texture.colorSpace = THREE.SRGBColorSpace\n\n const geo = new THREE.PlaneGeometry(size + pad * 2, size + pad * 2)\n geo.rotateX(-Math.PI / 2)\n\n const mat = new THREE.MeshBasicMaterial({\n map: this._texture,\n alphaTest: 0.1,\n side: THREE.DoubleSide,\n })\n\n this._mesh = new THREE.Mesh(geo, mat)\n this._mesh.position.y = 1\n this.object3d.add(this._mesh)\n }\n\n update() {\n if (this._mesh) {\n this.object3d.remove(this._mesh)\n this._mesh.geometry.dispose()\n ;(this._mesh.material as THREE.Material).dispose()\n this._texture?.dispose()\n this._mesh = undefined\n this._texture = undefined\n }\n this.build()\n this.updateTransform()\n this.updateHidden()\n }\n\n onchange(after: Record<string, unknown>, before: Record<string, unknown>) {\n if ('fillStyle' in after || 'strokeStyle' in after) {\n this.update()\n return\n }\n super.onchange(after, before)\n }\n\n updateDimension() {}\n updateAlpha() {}\n}\n\nregisterRealObjectFactory('Node', (component: Component) => new NodeRealObject3D(component))\n\n// Scanner — Triangle extrude + 기본 depth = Port + Carrier 높이\nclass ScannerExtrude extends TriangleExtrude {\n get effectiveDepth(): number {\n return this.component.state.depth || TRANSPORT_SURFACE_HEIGHT * 1.3\n }\n}\nregisterRealObjectFactory('Scanner', (component: Component) => new ScannerExtrude(component))\n"]}
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@@ -0,0 +1,139 @@
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/**
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* Scanner 3D Factory
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*
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* 배터리 제조라인 고정 마운트 바코드/QR 스캐너.
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5
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* 최소 폴리곤: 삼각 기둥(마운트 폴) + 스캐너 헤드(작은 박스) + 스캔 방향 표시.
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*
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* 구조 (바닥 원점, y=0~depth):
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* - 삼각 기둥: 2D 삼각형을 위로 올린 형태 (마운트 기둥 겸 방향 표시)
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* - 스캐너 헤드: 삼각 기둥 꼭짓점(스캔 방향) 상단에 작은 박스
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*/
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import * as THREE from 'three';
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import { RealObjectGroup, registerRealObjectFactory, disposeObject3D } from '@hatiolab/things-scene';
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import { TRANSPORT_SURFACE_HEIGHT } from './machine-3d.js';
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const PILLAR_COLOR = 0x555566;
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const HEAD_COLOR = 0x222233;
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const LENS_COLOR = 0xcc3300;
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export class Scanner3D extends RealObjectGroup {
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constructor() {
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super(...arguments);
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this._ownMeshes = [];
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}
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get effectiveDepth() {
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const { depth } = this.component.state;
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return depth || TRANSPORT_SURFACE_HEIGHT;
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}
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get syncZPosOffset() {
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return 0;
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}
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resolveColor() {
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const comp = this.component;
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try {
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const sc = comp.statusColor;
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if (typeof sc === 'string' && sc && sc.toUpperCase() !== '#F0F0F0' && sc !== 'transparent')
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return new THREE.Color(sc).getHex();
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}
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catch ( /* */_a) { /* */ }
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const { fillStyle } = this.component.state;
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if (fillStyle && typeof fillStyle === 'string' && fillStyle !== 'transparent') {
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try {
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return new THREE.Color(fillStyle).getHex();
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}
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catch ( /* */_b) { /* */ }
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}
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return PILLAR_COLOR;
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}
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build() {
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super.build();
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const { width = 10, height = 10 } = this.component.state;
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const w = Math.abs(width);
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const h = Math.abs(height);
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const d = this.effectiveDepth;
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if (!w || !h)
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return;
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const color = this.resolveColor();
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// ── 삼각 기둥 (2D 삼각형을 y축으로 올린 형태) ──
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+
// 삼각형: (0, -h/2) → (w/2, 0) → (0, h/2) (꼭짓점이 +X 방향 = 스캔 방향)
|
|
57
|
+
const shape = new THREE.Shape();
|
|
58
|
+
shape.moveTo(-w / 2, -h / 2);
|
|
59
|
+
shape.lineTo(w / 2, 0);
|
|
60
|
+
shape.lineTo(-w / 2, h / 2);
|
|
61
|
+
shape.closePath();
|
|
62
|
+
const extrudeSettings = { depth: d, bevelEnabled: false };
|
|
63
|
+
const pillarGeo = new THREE.ExtrudeGeometry(shape, extrudeSettings);
|
|
64
|
+
// ExtrudeGeometry: shape은 XY 평면, depth는 +Z로 올라감
|
|
65
|
+
// 3D 좌표계: Y=up이므로 X→X, Y→Z, Z→Y로 회전
|
|
66
|
+
pillarGeo.rotateX(-Math.PI / 2);
|
|
67
|
+
// 이제 shape XY 평면이 XZ가 되고, depth가 +Y로 올라감
|
|
68
|
+
const pillarMat = new THREE.MeshStandardMaterial({
|
|
69
|
+
color,
|
|
70
|
+
metalness: 0.5,
|
|
71
|
+
roughness: 0.5,
|
|
72
|
+
});
|
|
73
|
+
const pillarMesh = new THREE.Mesh(pillarGeo, pillarMat);
|
|
74
|
+
pillarMesh.castShadow = true;
|
|
75
|
+
pillarMesh.receiveShadow = true;
|
|
76
|
+
// ── 스캐너 헤드 (삼각 기둥 꼭짓점 상단, 작은 박스) ──
|
|
77
|
+
const headW = Math.max(w * 0.25, 2);
|
|
78
|
+
const headH = Math.max(d * 0.15, 2);
|
|
79
|
+
const headD = Math.max(h * 0.3, 2);
|
|
80
|
+
const headGeo = new THREE.BoxGeometry(headW, headH, headD);
|
|
81
|
+
const headMat = new THREE.MeshStandardMaterial({
|
|
82
|
+
color: HEAD_COLOR,
|
|
83
|
+
metalness: 0.6,
|
|
84
|
+
roughness: 0.3,
|
|
85
|
+
});
|
|
86
|
+
const headMesh = new THREE.Mesh(headGeo, headMat);
|
|
87
|
+
headMesh.position.set(w / 2 - headW / 2, d + headH / 2, 0);
|
|
88
|
+
headMesh.castShadow = true;
|
|
89
|
+
// ── 렌즈 (스캔 방향 표시, 작은 빨간 디스크) ──
|
|
90
|
+
const lensR = Math.min(headD, headH) * 0.3;
|
|
91
|
+
const lensGeo = new THREE.CylinderGeometry(lensR, lensR, headW * 0.1, 8);
|
|
92
|
+
lensGeo.rotateZ(Math.PI / 2);
|
|
93
|
+
const lensMat = new THREE.MeshStandardMaterial({
|
|
94
|
+
color: LENS_COLOR,
|
|
95
|
+
emissive: LENS_COLOR,
|
|
96
|
+
emissiveIntensity: 0.5,
|
|
97
|
+
metalness: 0.0,
|
|
98
|
+
roughness: 0.3,
|
|
99
|
+
});
|
|
100
|
+
const lensMesh = new THREE.Mesh(lensGeo, lensMat);
|
|
101
|
+
lensMesh.position.set(w / 2 + headW * 0.05, d + headH / 2, 0);
|
|
102
|
+
this._ownMeshes = [pillarMesh, headMesh, lensMesh];
|
|
103
|
+
for (const m of this._ownMeshes)
|
|
104
|
+
this.object3d.add(m);
|
|
105
|
+
}
|
|
106
|
+
updateDimension() { }
|
|
107
|
+
update() {
|
|
108
|
+
for (const m of this._ownMeshes) {
|
|
109
|
+
this.object3d.remove(m);
|
|
110
|
+
disposeObject3D(m);
|
|
111
|
+
}
|
|
112
|
+
this._ownMeshes = [];
|
|
113
|
+
this.build();
|
|
114
|
+
this.updateTransform();
|
|
115
|
+
this.updateAlpha();
|
|
116
|
+
this.updateHidden();
|
|
117
|
+
}
|
|
118
|
+
updateAlpha() {
|
|
119
|
+
const { alpha = 1 } = this.component.state;
|
|
120
|
+
for (const m of this._ownMeshes) {
|
|
121
|
+
const materials = Array.isArray(m.material) ? m.material : [m.material];
|
|
122
|
+
for (const mat of materials) {
|
|
123
|
+
;
|
|
124
|
+
mat.opacity = alpha;
|
|
125
|
+
mat.transparent = alpha < 1;
|
|
126
|
+
}
|
|
127
|
+
}
|
|
128
|
+
}
|
|
129
|
+
onchange(after, before) {
|
|
130
|
+
if ('width' in after || 'height' in after || 'depth' in after ||
|
|
131
|
+
'fillStyle' in after || 'strokeStyle' in after || 'id' in after) {
|
|
132
|
+
this.update();
|
|
133
|
+
return;
|
|
134
|
+
}
|
|
135
|
+
super.onchange(after, before);
|
|
136
|
+
}
|
|
137
|
+
}
|
|
138
|
+
registerRealObjectFactory('Scanner', (component) => new Scanner3D(component));
|
|
139
|
+
//# sourceMappingURL=scanner-3d.js.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
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,SAAS,EAAE,CAAC,SAAoB,EAAE,EAAE,CAAC,IAAI,SAAS,CAAC,SAAS,CAAC,CAAC,CAAA","sourcesContent":["/**\n * Scanner 3D Factory\n *\n * 배터리 제조라인 고정 마운트 바코드/QR 스캐너.\n * 최소 폴리곤: 삼각 기둥(마운트 폴) + 스캐너 헤드(작은 박스) + 스캔 방향 표시.\n *\n * 구조 (바닥 원점, y=0~depth):\n * - 삼각 기둥: 2D 삼각형을 위로 올린 형태 (마운트 기둥 겸 방향 표시)\n * - 스캐너 헤드: 삼각 기둥 꼭짓점(스캔 방향) 상단에 작은 박스\n */\n\nimport * as THREE from 'three'\nimport { RealObjectGroup, registerRealObjectFactory, disposeObject3D } from '@hatiolab/things-scene'\nimport type { Component } from '@hatiolab/things-scene'\nimport { TRANSPORT_SURFACE_HEIGHT } from './machine-3d.js'\n\nconst PILLAR_COLOR = 0x555566\nconst HEAD_COLOR = 0x222233\nconst LENS_COLOR = 0xcc3300\n\nexport class Scanner3D extends RealObjectGroup {\n private _ownMeshes: THREE.Mesh[] = []\n\n get effectiveDepth(): number {\n const { depth } = this.component.state\n return depth || TRANSPORT_SURFACE_HEIGHT\n }\n\n protected get syncZPosOffset(): number {\n return 0\n }\n\n private resolveColor(): number {\n const comp = this.component as any\n try {\n const sc = comp.statusColor\n if (typeof sc === 'string' && sc && sc.toUpperCase() !== '#F0F0F0' && sc !== 'transparent')\n return new THREE.Color(sc).getHex()\n } catch { /* */ }\n\n const { fillStyle } = this.component.state\n if (fillStyle && typeof fillStyle === 'string' && fillStyle !== 'transparent') {\n try { return new THREE.Color(fillStyle).getHex() } catch { /* */ }\n }\n return PILLAR_COLOR\n }\n\n build() {\n super.build()\n\n const { width = 10, height = 10 } = this.component.state\n const w = Math.abs(width)\n const h = Math.abs(height)\n const d = this.effectiveDepth\n if (!w || !h) return\n\n const color = this.resolveColor()\n\n // ── 삼각 기둥 (2D 삼각형을 y축으로 올린 형태) ──\n // 삼각형: (0, -h/2) → (w/2, 0) → (0, h/2) (꼭짓점이 +X 방향 = 스캔 방향)\n const shape = new THREE.Shape()\n shape.moveTo(-w / 2, -h / 2)\n shape.lineTo(w / 2, 0)\n shape.lineTo(-w / 2, h / 2)\n shape.closePath()\n\n const extrudeSettings = { depth: d, bevelEnabled: false }\n const pillarGeo = new THREE.ExtrudeGeometry(shape, extrudeSettings)\n // ExtrudeGeometry: shape은 XY 평면, depth는 +Z로 올라감\n // 3D 좌표계: Y=up이므로 X→X, Y→Z, Z→Y로 회전\n pillarGeo.rotateX(-Math.PI / 2)\n // 이제 shape XY 평면이 XZ가 되고, depth가 +Y로 올라감\n\n const pillarMat = new THREE.MeshStandardMaterial({\n color,\n metalness: 0.5,\n roughness: 0.5,\n })\n const pillarMesh = new THREE.Mesh(pillarGeo, pillarMat)\n pillarMesh.castShadow = true\n pillarMesh.receiveShadow = true\n\n // ── 스캐너 헤드 (삼각 기둥 꼭짓점 상단, 작은 박스) ──\n const headW = Math.max(w * 0.25, 2)\n const headH = Math.max(d * 0.15, 2)\n const headD = Math.max(h * 0.3, 2)\n const headGeo = new THREE.BoxGeometry(headW, headH, headD)\n const headMat = new THREE.MeshStandardMaterial({\n color: HEAD_COLOR,\n metalness: 0.6,\n roughness: 0.3,\n })\n const headMesh = new THREE.Mesh(headGeo, headMat)\n headMesh.position.set(w / 2 - headW / 2, d + headH / 2, 0)\n headMesh.castShadow = true\n\n // ── 렌즈 (스캔 방향 표시, 작은 빨간 디스크) ──\n const lensR = Math.min(headD, headH) * 0.3\n const lensGeo = new THREE.CylinderGeometry(lensR, lensR, headW * 0.1, 8)\n lensGeo.rotateZ(Math.PI / 2)\n const lensMat = new THREE.MeshStandardMaterial({\n color: LENS_COLOR,\n emissive: LENS_COLOR,\n emissiveIntensity: 0.5,\n metalness: 0.0,\n roughness: 0.3,\n })\n const lensMesh = new THREE.Mesh(lensGeo, lensMat)\n lensMesh.position.set(w / 2 + headW * 0.05, d + headH / 2, 0)\n\n this._ownMeshes = [pillarMesh, headMesh, lensMesh]\n for (const m of this._ownMeshes) this.object3d.add(m)\n }\n\n updateDimension() {}\n\n update() {\n for (const m of this._ownMeshes) {\n this.object3d.remove(m)\n disposeObject3D(m)\n }\n this._ownMeshes = []\n this.build()\n this.updateTransform()\n this.updateAlpha()\n this.updateHidden()\n }\n\n updateAlpha() {\n const { alpha = 1 } = this.component.state\n for (const m of this._ownMeshes) {\n const materials = Array.isArray(m.material) ? m.material : [m.material]\n for (const mat of materials) {\n ;(mat as THREE.MeshStandardMaterial).opacity = alpha\n ;(mat as THREE.MeshStandardMaterial).transparent = alpha < 1\n }\n }\n }\n\n onchange(after: Record<string, unknown>, before: Record<string, unknown>) {\n if ('width' in after || 'height' in after || 'depth' in after ||\n 'fillStyle' in after || 'strokeStyle' in after || 'id' in after) {\n this.update()\n return\n }\n super.onchange(after, before)\n }\n}\n\nregisterRealObjectFactory('Scanner', (component: Component) => new Scanner3D(component))\n"]}
|
package/dist/index.js
CHANGED
|
@@ -24,6 +24,7 @@ import './equipment';
|
|
|
24
24
|
import './oht-line';
|
|
25
25
|
import './stocker';
|
|
26
26
|
import './crane-rail';
|
|
27
|
+
import './scanner';
|
|
27
28
|
// vehicles
|
|
28
29
|
import './agv';
|
|
29
30
|
import './oht';
|
|
@@ -63,6 +64,7 @@ export { default as Equipment } from './equipment';
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63
64
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export { default as OHTLine } from './oht-line';
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|
64
65
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export { default as Stocker } from './stocker';
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65
66
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export { default as CraneRail } from './crane-rail';
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67
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+
export { default as Scanner } from './scanner';
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68
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// ── vehicles ──
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69
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export { default as AGV } from './agv';
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70
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export { default as OHT } from './oht';
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package/dist/index.js.map
CHANGED
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@@ -1 +1 @@
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1
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-
{"version":3,"file":"index.js","sourceRoot":"","sources":["../src/index.ts"],"names":[],"mappings":"AAAA,oCAAoC;AACpC,OAAO,iCAAiC,CAAA;AAExC,kCAAkC;AAClC,OAAO,wBAAwB,CAAA;AAC/B,OAAO,yBAAyB,CAAA;AAChC,OAAO,oBAAoB,CAAA;AAC3B,OAAO,oBAAoB,CAAA;AAC3B,OAAO,wBAAwB,CAAA;AAC/B,OAAO,sBAAsB,CAAA;AAC7B,OAAO,2BAA2B,CAAA;AAElC,0DAA0D;AAC1D,kBAAkB;AAClB,OAAO,qBAAqB,CAAA;AAC5B,OAAO,wBAAwB,CAAA;AAC/B,OAAO,uBAAuB,CAAA;AAC9B,OAAO,wBAAwB,CAAA;AAC/B,OAAO,aAAa,CAAA;AAEpB,aAAa;AACb,OAAO,YAAY,CAAA;AACnB,OAAO,UAAU,CAAA;AACjB,OAAO,YAAY,CAAA;AACnB,OAAO,iBAAiB,CAAA;AACxB,OAAO,aAAa,CAAA;AACpB,OAAO,YAAY,CAAA;AACnB,OAAO,WAAW,CAAA;AAClB,OAAO,cAAc,CAAA;
|
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1
|
+
{"version":3,"file":"index.js","sourceRoot":"","sources":["../src/index.ts"],"names":[],"mappings":"AAAA,oCAAoC;AACpC,OAAO,iCAAiC,CAAA;AAExC,kCAAkC;AAClC,OAAO,wBAAwB,CAAA;AAC/B,OAAO,yBAAyB,CAAA;AAChC,OAAO,oBAAoB,CAAA;AAC3B,OAAO,oBAAoB,CAAA;AAC3B,OAAO,wBAAwB,CAAA;AAC/B,OAAO,sBAAsB,CAAA;AAC7B,OAAO,2BAA2B,CAAA;AAElC,0DAA0D;AAC1D,kBAAkB;AAClB,OAAO,qBAAqB,CAAA;AAC5B,OAAO,wBAAwB,CAAA;AAC/B,OAAO,uBAAuB,CAAA;AAC9B,OAAO,wBAAwB,CAAA;AAC/B,OAAO,aAAa,CAAA;AAEpB,aAAa;AACb,OAAO,YAAY,CAAA;AACnB,OAAO,UAAU,CAAA;AACjB,OAAO,YAAY,CAAA;AACnB,OAAO,iBAAiB,CAAA;AACxB,OAAO,aAAa,CAAA;AACpB,OAAO,YAAY,CAAA;AACnB,OAAO,WAAW,CAAA;AAClB,OAAO,cAAc,CAAA;AACrB,OAAO,WAAW,CAAA;AAElB,WAAW;AACX,OAAO,OAAO,CAAA;AACd,OAAO,OAAO,CAAA;AACd,OAAO,WAAW,CAAA;AAElB,QAAQ;AACR,OAAO,QAAQ,CAAA;AACf,OAAO,SAAS,CAAA;AAChB,OAAO,SAAS,CAAA;AAChB,OAAO,WAAW,CAAA;AAElB,WAAW;AACX,OAAO,QAAQ,CAAA;AACf,OAAO,aAAa,CAAA;AAEpB,aAAa;AACb,OAAO,sBAAsB,CAAA;AAC7B,OAAO,oBAAoB,CAAA;AAC3B,OAAO,mBAAmB,CAAA;AAE1B,eAAe;AACf,OAAO,EAAE,OAAO,IAAI,aAAa,EAAE,MAAM,UAAU,CAAA;AAEnD,qBAAqB;AACrB,OAAO,EAAE,OAAO,IAAI,UAAU,EAAE,MAAM,eAAe,CAAA;AACrD,OAAO,EAAE,OAAO,IAAI,OAAO,EAAE,MAAM,YAAY,CAAA;AAC/C,OAAO,EAAE,OAAO,IAAI,gBAAgB,EAAE,MAAM,sBAAsB,CAAA;AAClE,OAAO,EAAE,OAAO,IAAI,UAAU,EAAE,MAAM,eAAe,CAAA;AACrD,OAAO,EAAE,OAAO,IAAI,YAAY,EAAE,MAAM,iBAAiB,CAAA;AAEzD,wBAAwB;AACxB,OAAO,EAAE,OAAO,IAAI,eAAe,EAAE,MAAM,qBAAqB,CAAA;AAChE,OAAO,EAAE,OAAO,IAAI,kBAAkB,EAAE,MAAM,wBAAwB,CAAA;AACtE,OAAO,EAAE,OAAO,IAAI,iBAAiB,EAAE,MAAM,uBAAuB,CAAA;AACpE,OAAO,EAAE,OAAO,IAAI,kBAAkB,EAAE,MAAM,wBAAwB,CAAA;AACtE,OAAO,EAAE,OAAO,IAAI,QAAQ,EAAE,MAAM,aAAa,CAAA;AAEjD,mBAAmB;AACnB,OAAO,EAAE,OAAO,IAAI,OAAO,EAAE,MAAM,YAAY,CAAA;AAC/C,OAAO,EAAE,OAAO,IAAI,MAAM,EAAE,MAAM,UAAU,CAAA;AAC5C,OAAO,EAAE,OAAO,IAAI,QAAQ,EAAE,MAAM,YAAY,CAAA;AAChD,OAAO,EAAE,OAAO,IAAI,YAAY,EAAE,MAAM,iBAAiB,CAAA;AACzD,OAAO,EAAE,OAAO,IAAI,SAAS,EAAE,MAAM,aAAa,CAAA;AAClD,OAAO,EAAE,OAAO,IAAI,OAAO,EAAE,MAAM,YAAY,CAAA;AAC/C,OAAO,EAAE,OAAO,IAAI,OAAO,EAAE,MAAM,WAAW,CAAA;AAC9C,OAAO,EAAE,OAAO,IAAI,SAAS,EAAE,MAAM,cAAc,CAAA;AACnD,OAAO,EAAE,OAAO,IAAI,OAAO,EAAE,MAAM,WAAW,CAAA;AAE9C,iBAAiB;AACjB,OAAO,EAAE,OAAO,IAAI,GAAG,EAAE,MAAM,OAAO,CAAA;AACtC,OAAO,EAAE,OAAO,IAAI,GAAG,EAAE,MAAM,OAAO,CAAA;AACtC,OAAO,EAAE,OAAO,IAAI,OAAO,EAAE,MAAM,WAAW,CAAA;AAE9C,cAAc;AACd,OAAO,EAAE,OAAO,IAAI,IAAI,EAAE,MAAM,QAAQ,CAAA;AACxC,OAAO,EAAE,OAAO,IAAI,KAAK,EAAE,MAAM,SAAS,CAAA;AAC1C,OAAO,EAAE,OAAO,IAAI,KAAK,EAAE,MAAM,SAAS,CAAA;AAC1C,OAAO,EAAE,OAAO,IAAI,OAAO,EAAE,MAAM,WAAW,CAAA;AAE9C,iBAAiB;AACjB,OAAO,EAAE,OAAO,IAAI,IAAI,EAAE,MAAM,QAAQ,CAAA;AACxC,OAAO,EAAE,OAAO,IAAI,QAAQ,EAAE,MAAM,aAAa,CAAA;AAEjD,mBAAmB;AACnB,OAAO,EAAE,OAAO,IAAI,iBAAiB,EAAE,MAAM,sBAAsB,CAAA;AACnE,OAAO,EAAE,OAAO,IAAI,eAAe,EAAE,MAAM,oBAAoB,CAAA;AAC/D,OAAO,EAAE,OAAO,IAAI,cAAc,EAAE,MAAM,mBAAmB,CAAA","sourcesContent":["// ── side-effect: scene override ──\nimport './scene/root-container-override'\n\n// ── side-effect: 3D factories ──\nimport './factories/machine-3d'\nimport './factories/conveyor-3d'\nimport './factories/agv-3d'\nimport './factories/oht-3d'\nimport './factories/shuttle-3d'\nimport './factories/crane-3d'\nimport './factories/crane-rail-3d'\n\n// ── side-effect: @sceneComponent 등록 (tree-shaking 방지) ──\n// bars & overlays\nimport './zone-capacity-bar'\nimport './stocker-capacity-bar'\nimport './stocker-carrier-bar'\nimport './stocker-abnormal-bar'\nimport './port-flow'\n\n// facilities\nimport './agv-line'\nimport './buffer'\nimport './conveyor'\nimport './conveyor-join'\nimport './equipment'\nimport './oht-line'\nimport './stocker'\nimport './crane-rail'\nimport './scanner'\n\n// vehicles\nimport './agv'\nimport './oht'\nimport './shuttle'\n\n// units\nimport './port'\nimport './crane'\nimport './shelf'\nimport './carrier'\n\n// topology\nimport './node'\nimport './node-path'\n\n// containers\nimport './floating-container'\nimport './static-container'\nimport './clickable-popup'\n\n// ── groups ──\nexport { default as MachineGroups } from './groups'\n\n// ── base classes ──\nexport { default as MCSMachine } from './mcs-machine'\nexport { default as MCSUnit } from './mcs-unit'\nexport { default as MCSCarrierHolder } from './mcs-carrier-holder'\nexport { default as MCSVehicle } from './mcs-vehicle'\nexport { default as MCSTransport } from './mcs-transport'\n\n// ── bars & overlays ──\nexport { default as ZoneCapacityBar } from './zone-capacity-bar'\nexport { default as StockerCapacityBar } from './stocker-capacity-bar'\nexport { default as StockerCarrierBar } from './stocker-carrier-bar'\nexport { default as StockerAbnormalBar } from './stocker-abnormal-bar'\nexport { default as PortFlow } from './port-flow'\n\n// ── facilities ──\nexport { default as AGVLine } from './agv-line'\nexport { default as Buffer } from './buffer'\nexport { default as Conveyor } from './conveyor'\nexport { default as ConveyorJoin } from './conveyor-join'\nexport { default as Equipment } from './equipment'\nexport { default as OHTLine } from './oht-line'\nexport { default as Stocker } from './stocker'\nexport { default as CraneRail } from './crane-rail'\nexport { default as Scanner } from './scanner'\n\n// ── vehicles ──\nexport { default as AGV } from './agv'\nexport { default as OHT } from './oht'\nexport { default as Shuttle } from './shuttle'\n\n// ── units ──\nexport { default as Port } from './port'\nexport { default as Crane } from './crane'\nexport { default as Shelf } from './shelf'\nexport { default as Carrier } from './carrier'\n\n// ── topology ──\nexport { default as Node } from './node'\nexport { default as NodePath } from './node-path'\n\n// ── containers ──\nexport { default as FloatingContainer } from './floating-container'\nexport { default as StaticContainer } from './static-container'\nexport { default as ClickablePopup } from './clickable-popup'\n"]}
|
package/dist/scanner.js
ADDED
|
@@ -0,0 +1,30 @@
|
|
|
1
|
+
import { __decorate } from "tslib";
|
|
2
|
+
import { Component, Triangle, sceneComponent } from '@hatiolab/things-scene';
|
|
3
|
+
import { MCSStatusMixin } from './features/mcs-status-mixin';
|
|
4
|
+
const NATURE = {
|
|
5
|
+
mutable: true,
|
|
6
|
+
resizable: false,
|
|
7
|
+
rotatable: true,
|
|
8
|
+
properties: [
|
|
9
|
+
{
|
|
10
|
+
type: 'number',
|
|
11
|
+
label: 'round',
|
|
12
|
+
name: 'round',
|
|
13
|
+
property: { min: 0, max: 100, step: 1 }
|
|
14
|
+
}
|
|
15
|
+
]
|
|
16
|
+
};
|
|
17
|
+
let Scanner = class Scanner extends MCSStatusMixin(Triangle) {
|
|
18
|
+
static get nature() {
|
|
19
|
+
return NATURE;
|
|
20
|
+
}
|
|
21
|
+
is3dish() {
|
|
22
|
+
return true;
|
|
23
|
+
}
|
|
24
|
+
};
|
|
25
|
+
Scanner = __decorate([
|
|
26
|
+
sceneComponent('Scanner')
|
|
27
|
+
], Scanner);
|
|
28
|
+
export default Scanner;
|
|
29
|
+
Component.memoize(Scanner.prototype, 'path', false);
|
|
30
|
+
//# sourceMappingURL=scanner.js.map
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@@ -0,0 +1 @@
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1
|
+
{"version":3,"file":"scanner.js","sourceRoot":"","sources":["../src/scanner.ts"],"names":[],"mappings":";AAAA,OAAO,EAAE,SAAS,EAAmB,QAAQ,EAAE,cAAc,EAAE,MAAM,wBAAwB,CAAA;AAC7F,OAAO,EAAE,cAAc,EAAE,MAAM,6BAA6B,CAAA;AAE5D,MAAM,MAAM,GAAoB;IAC9B,OAAO,EAAE,IAAI;IACb,SAAS,EAAE,KAAK;IAChB,SAAS,EAAE,IAAI;IACf,UAAU,EAAE;QACV;YACE,IAAI,EAAE,QAAQ;YACd,KAAK,EAAE,OAAO;YACd,IAAI,EAAE,OAAO;YACb,QAAQ,EAAE,EAAE,GAAG,EAAE,CAAC,EAAE,GAAG,EAAE,GAAG,EAAE,IAAI,EAAE,CAAC,EAAE;SACxC;KACF;CACF,CAAA;AAGc,IAAM,OAAO,GAAb,MAAM,OAAQ,SAAQ,cAAc,CAAC,QAAQ,CAAC;IAC3D,MAAM,KAAK,MAAM;QACf,OAAO,MAAM,CAAA;IACf,CAAC;IAED,OAAO;QACL,OAAO,IAAI,CAAA;IACb,CAAC;CACF,CAAA;AARoB,OAAO;IAD3B,cAAc,CAAC,SAAS,CAAC;GACL,OAAO,CAQ3B;eARoB,OAAO;AAU5B,SAAS,CAAC,OAAO,CAAC,OAAO,CAAC,SAAS,EAAE,MAAM,EAAE,KAAK,CAAC,CAAA","sourcesContent":["import { Component, ComponentNature, Triangle, sceneComponent } from '@hatiolab/things-scene'\nimport { MCSStatusMixin } from './features/mcs-status-mixin'\n\nconst NATURE: ComponentNature = {\n mutable: true,\n resizable: false,\n rotatable: true,\n properties: [\n {\n type: 'number',\n label: 'round',\n name: 'round',\n property: { min: 0, max: 100, step: 1 }\n }\n ]\n}\n\n@sceneComponent('Scanner')\nexport default class Scanner extends MCSStatusMixin(Triangle) {\n static get nature() {\n return NATURE\n }\n\n is3dish() {\n return true\n }\n}\n\nComponent.memoize(Scanner.prototype, 'path', false)\n"]}
|
package/dist/templates/index.js
CHANGED
|
@@ -13,6 +13,7 @@ import Shelf from './shelf';
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|
13
13
|
import agvLine from './agv-line';
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|
14
14
|
import ohtLine from './oht-line';
|
|
15
15
|
import conveyor from './conveyor';
|
|
16
|
+
import Scanner from './scanner';
|
|
16
17
|
import Node from './node';
|
|
17
18
|
import DataSubscription from './data-subscription';
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|
18
19
|
import FloatingContainer from './floating-container';
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|
@@ -32,6 +33,7 @@ export default [
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32
33
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Crane,
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33
34
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Shelf,
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|
34
35
|
Port,
|
|
36
|
+
Scanner,
|
|
35
37
|
Node,
|
|
36
38
|
FloatingContainer,
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|
37
39
|
DataSubscription
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|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"index.js","sourceRoot":"","sources":["../../src/templates/index.ts"],"names":[],"mappings":"AAAA,OAAO,kBAAkB,MAAM,wBAAwB,CAAA;AACvD,OAAO,eAAe,MAAM,qBAAqB,CAAA;AACjD,OAAO,QAAQ,MAAM,aAAa,CAAA;AAElC,OAAO,GAAG,MAAM,OAAO,CAAA;AACvB,OAAO,MAAM,MAAM,UAAU,CAAA;AAC7B,OAAO,SAAS,MAAM,aAAa,CAAA;AACnC,OAAO,GAAG,MAAM,OAAO,CAAA;AACvB,OAAO,OAAO,MAAM,WAAW,CAAA;AAE/B,OAAO,OAAO,MAAM,WAAW,CAAA;AAC/B,OAAO,IAAI,MAAM,QAAQ,CAAA;AACzB,OAAO,KAAK,MAAM,SAAS,CAAA;AAC3B,OAAO,KAAK,MAAM,SAAS,CAAA;AAE3B,OAAO,OAAO,MAAM,YAAY,CAAA;AAChC,OAAO,OAAO,MAAM,YAAY,CAAA;AAChC,OAAO,QAAQ,MAAM,YAAY,CAAA;AAEjC,OAAO,IAAI,MAAM,QAAQ,CAAA;AACzB,OAAO,gBAAgB,MAAM,qBAAqB,CAAA;AAClD,OAAO,iBAAiB,MAAM,sBAAsB,CAAA;AAEpD,eAAe;IACb,kBAAkB;IAClB,eAAe;IACf,QAAQ;IAER,MAAM;IACN,OAAO;IACP,SAAS;IAET,OAAO;IACP,OAAO;IACP,QAAQ;IAER,GAAG;IACH,GAAG;IACH,OAAO;IACP,KAAK;IACL,KAAK;IACL,IAAI;IAEJ,IAAI;IACJ,iBAAiB;IACjB,gBAAgB;CACjB,CAAA","sourcesContent":["import StockerCapacityBar from './stocker-capacity-bar'\nimport ZoneCapacityBar from './zone-capacity-bar'\nimport PortFlow from './port-flow'\n\nimport AGV from './agv'\nimport Buffer from './buffer'\nimport Equipment from './equipment'\nimport OHT from './oht'\nimport Stocker from './stocker'\n\nimport Shuttle from './shuttle'\nimport Port from './port'\nimport Crane from './crane'\nimport Shelf from './shelf'\n\nimport agvLine from './agv-line'\nimport ohtLine from './oht-line'\nimport conveyor from './conveyor'\n\nimport Node from './node'\nimport DataSubscription from './data-subscription'\nimport FloatingContainer from './floating-container'\n\nexport default [\n StockerCapacityBar,\n ZoneCapacityBar,\n PortFlow,\n\n Buffer,\n Stocker,\n Equipment,\n\n agvLine,\n ohtLine,\n conveyor,\n\n AGV,\n OHT,\n Shuttle,\n Crane,\n Shelf,\n Port,\n\n Node,\n FloatingContainer,\n DataSubscription\n]\n"]}
|
|
1
|
+
{"version":3,"file":"index.js","sourceRoot":"","sources":["../../src/templates/index.ts"],"names":[],"mappings":"AAAA,OAAO,kBAAkB,MAAM,wBAAwB,CAAA;AACvD,OAAO,eAAe,MAAM,qBAAqB,CAAA;AACjD,OAAO,QAAQ,MAAM,aAAa,CAAA;AAElC,OAAO,GAAG,MAAM,OAAO,CAAA;AACvB,OAAO,MAAM,MAAM,UAAU,CAAA;AAC7B,OAAO,SAAS,MAAM,aAAa,CAAA;AACnC,OAAO,GAAG,MAAM,OAAO,CAAA;AACvB,OAAO,OAAO,MAAM,WAAW,CAAA;AAE/B,OAAO,OAAO,MAAM,WAAW,CAAA;AAC/B,OAAO,IAAI,MAAM,QAAQ,CAAA;AACzB,OAAO,KAAK,MAAM,SAAS,CAAA;AAC3B,OAAO,KAAK,MAAM,SAAS,CAAA;AAE3B,OAAO,OAAO,MAAM,YAAY,CAAA;AAChC,OAAO,OAAO,MAAM,YAAY,CAAA;AAChC,OAAO,QAAQ,MAAM,YAAY,CAAA;AAEjC,OAAO,OAAO,MAAM,WAAW,CAAA;AAC/B,OAAO,IAAI,MAAM,QAAQ,CAAA;AACzB,OAAO,gBAAgB,MAAM,qBAAqB,CAAA;AAClD,OAAO,iBAAiB,MAAM,sBAAsB,CAAA;AAEpD,eAAe;IACb,kBAAkB;IAClB,eAAe;IACf,QAAQ;IAER,MAAM;IACN,OAAO;IACP,SAAS;IAET,OAAO;IACP,OAAO;IACP,QAAQ;IAER,GAAG;IACH,GAAG;IACH,OAAO;IACP,KAAK;IACL,KAAK;IACL,IAAI;IAEJ,OAAO;IACP,IAAI;IACJ,iBAAiB;IACjB,gBAAgB;CACjB,CAAA","sourcesContent":["import StockerCapacityBar from './stocker-capacity-bar'\nimport ZoneCapacityBar from './zone-capacity-bar'\nimport PortFlow from './port-flow'\n\nimport AGV from './agv'\nimport Buffer from './buffer'\nimport Equipment from './equipment'\nimport OHT from './oht'\nimport Stocker from './stocker'\n\nimport Shuttle from './shuttle'\nimport Port from './port'\nimport Crane from './crane'\nimport Shelf from './shelf'\n\nimport agvLine from './agv-line'\nimport ohtLine from './oht-line'\nimport conveyor from './conveyor'\n\nimport Scanner from './scanner'\nimport Node from './node'\nimport DataSubscription from './data-subscription'\nimport FloatingContainer from './floating-container'\n\nexport default [\n StockerCapacityBar,\n ZoneCapacityBar,\n PortFlow,\n\n Buffer,\n Stocker,\n Equipment,\n\n agvLine,\n ohtLine,\n conveyor,\n\n AGV,\n OHT,\n Shuttle,\n Crane,\n Shelf,\n Port,\n\n Scanner,\n Node,\n FloatingContainer,\n DataSubscription\n]\n"]}
|