@fmsim/machine 2.0.0-beta.3 → 2.0.0-beta.31

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.
Files changed (56) hide show
  1. package/dist/carrier-manager.js +92 -0
  2. package/dist/carrier-manager.js.map +1 -0
  3. package/dist/carrier.js +51 -6
  4. package/dist/carrier.js.map +1 -1
  5. package/dist/conveyor-join.js +8 -2
  6. package/dist/conveyor-join.js.map +1 -1
  7. package/dist/conveyor.js +8 -0
  8. package/dist/conveyor.js.map +1 -1
  9. package/dist/factories/agv-3d.js +36 -8
  10. package/dist/factories/agv-3d.js.map +1 -1
  11. package/dist/factories/conveyor-3d.js +159 -69
  12. package/dist/factories/conveyor-3d.js.map +1 -1
  13. package/dist/factories/machine-3d.js +604 -82
  14. package/dist/factories/machine-3d.js.map +1 -1
  15. package/dist/factories/oht-3d.js +50 -24
  16. package/dist/factories/oht-3d.js.map +1 -1
  17. package/dist/factories/shuttle-3d.js +32 -6
  18. package/dist/factories/shuttle-3d.js.map +1 -1
  19. package/dist/index.js +50 -34
  20. package/dist/index.js.map +1 -1
  21. package/dist/mcs-carrier-holder.js +39 -22
  22. package/dist/mcs-carrier-holder.js.map +1 -1
  23. package/dist/node.js +1 -1
  24. package/dist/node.js.map +1 -1
  25. package/dist/scanner.js +30 -0
  26. package/dist/scanner.js.map +1 -0
  27. package/dist/scene/root-container-override.js +9 -0
  28. package/dist/scene/root-container-override.js.map +1 -1
  29. package/dist/templates/index.js +2 -0
  30. package/dist/templates/index.js.map +1 -1
  31. package/dist/templates/scanner.js +20 -0
  32. package/dist/templates/scanner.js.map +1 -0
  33. package/dist/tsconfig.tsbuildinfo +1 -1
  34. package/jest.config.js +10 -0
  35. package/package.json +4 -3
  36. package/src/carrier-manager.ts +116 -0
  37. package/src/carrier.ts +50 -4
  38. package/src/conveyor-join.ts +5 -2
  39. package/src/conveyor.ts +8 -0
  40. package/src/factories/agv-3d.ts +36 -8
  41. package/src/factories/conveyor-3d.ts +161 -71
  42. package/src/factories/machine-3d.ts +708 -72
  43. package/src/factories/oht-3d.ts +48 -24
  44. package/src/factories/shuttle-3d.ts +30 -6
  45. package/src/index.ts +56 -34
  46. package/src/mcs-carrier-holder.ts +38 -34
  47. package/src/node.ts +1 -1
  48. package/src/scanner.ts +29 -0
  49. package/src/scene/root-container-override.ts +12 -0
  50. package/src/templates/index.ts +2 -0
  51. package/src/templates/scanner.ts +20 -0
  52. package/translations/en.json +2 -1
  53. package/translations/ja.json +2 -1
  54. package/translations/ko.json +2 -1
  55. package/translations/ms.json +2 -1
  56. package/translations/zh.json +2 -1
@@ -33,7 +33,7 @@ export class Conveyor3D extends RealObjectGroup {
33
33
  // '#F0F0F0'은 상태 미설정 시 기본 fallback — 무시하고 defaultColor 사용
34
34
  try {
35
35
  const sc = comp.statusColor;
36
- if (typeof sc === 'string' && sc && sc.toUpperCase() !== '#F0F0F0')
36
+ if (typeof sc === 'string' && sc && sc.toUpperCase() !== '#F0F0F0' && sc !== 'transparent')
37
37
  return new THREE.Color(sc).getHex();
38
38
  }
39
39
  catch (_a) {
@@ -41,7 +41,7 @@ export class Conveyor3D extends RealObjectGroup {
41
41
  }
42
42
  // 2) state.fillStyle fallback
43
43
  const { fillStyle } = this.component.state;
44
- if (fillStyle && typeof fillStyle === 'string') {
44
+ if (fillStyle && typeof fillStyle === 'string' && fillStyle !== 'transparent') {
45
45
  try {
46
46
  return new THREE.Color(fillStyle).getHex();
47
47
  }
@@ -53,16 +53,29 @@ export class Conveyor3D extends RealObjectGroup {
53
53
  }
54
54
  build() {
55
55
  super.build();
56
- const { width, height, conveyorType } = this.component.state;
56
+ const { width: rawWidth, height: rawHeight, conveyorType, orientation } = this.component.state;
57
57
  const depth = this.effectiveDepth;
58
- if (!width || !height)
58
+ if (!rawWidth || !rawHeight)
59
59
  return;
60
+ // orientation: 'horizontal' = 롤러가 Z축(세로), 'vertical' = 롤러가 X축(가로)
61
+ // default = 긴 방향에 수직 (긴 축을 따라 이송)
62
+ const isVertical = orientation === 'vertical' ? true
63
+ : orientation === 'horizontal' ? false
64
+ : rawWidth < rawHeight; // default: 세로가 길면 롤러는 가로(X축)
65
+ // isVertical=true → 롤러 축이 X(가로), 이송 방향이 Z(세로)
66
+ // isVertical=false → 롤러 축이 Z(세로), 이송 방향이 X(가로)
67
+ const width = rawWidth;
68
+ const height = rawHeight;
60
69
  // 2D와 동일 로직으로 rollWidth 산출
61
70
  const rollWidth = Math.max(10, Math.min(width, height) / 2);
62
71
  const rollerDiameter = Math.max(rollWidth, 2);
63
72
  const frameH = Math.min(rollerDiameter, depth);
64
73
  const legH = Math.max(depth - frameH, 0);
65
- const railW = Math.max(height * 0.06, 2);
74
+ // isVertical일 때 이송 방향이 Z축: 레일은 Z축을 따라, 벨트폭은 width
75
+ // !isVertical일 때 이송 방향이 X축: 레일은 X축을 따라, 벨트폭은 height
76
+ const beltWidth = isVertical ? width : height;
77
+ const railLen = isVertical ? height : width;
78
+ const railW = Math.max(beltWidth * 0.06, 2);
66
79
  const legThickness = Math.max(railW * 0.8, 2);
67
80
  const frameMaterial = new THREE.MeshStandardMaterial({
68
81
  color: FRAME_COLOR,
@@ -73,41 +86,70 @@ export class Conveyor3D extends RealObjectGroup {
73
86
  // Y 좌표: y=0(바닥) ~ y=depth(상단). 레일 상단이 depth에 위치.
74
87
  const frameGeometries = [];
75
88
  const railY = depth - frameH / 2;
76
- // Side rails (along X)
77
- for (const zSign of [-1, 1]) {
78
- const rail = new THREE.BoxGeometry(width, frameH, railW);
79
- rail.translate(0, railY, zSign * (height / 2 - railW / 2));
80
- frameGeometries.push(rail);
89
+ // Side rails — 이송 방향을 따라, 벨트 양측에 배치
90
+ if (isVertical) {
91
+ // 레일이 Z축(세로)을 따라, ±X에 배치
92
+ for (const xSign of [-1, 1]) {
93
+ const rail = new THREE.BoxGeometry(railW, frameH, height);
94
+ rail.translate(xSign * (width / 2 - railW / 2), railY, 0);
95
+ frameGeometries.push(rail);
96
+ }
97
+ }
98
+ else {
99
+ // 레일이 X축(가로)을 따라, ±Z에 배치
100
+ for (const zSign of [-1, 1]) {
101
+ const rail = new THREE.BoxGeometry(width, frameH, railW);
102
+ rail.translate(0, railY, zSign * (height / 2 - railW / 2));
103
+ frameGeometries.push(rail);
104
+ }
81
105
  }
82
106
  // 4 legs at corners
83
107
  if (legH > 0) {
84
108
  const legTopY = depth - frameH;
85
109
  const legCenterY = legTopY - legH / 2;
110
+ // 다리 위치: 레일 안쪽에 정렬
111
+ const legXPos = isVertical ? (width / 2 - railW / 2) : (width / 2 - legThickness / 2);
112
+ const legZPos = isVertical ? (height / 2 - legThickness / 2) : (height / 2 - railW / 2);
86
113
  for (const xSign of [-1, 1]) {
87
114
  for (const zSign of [-1, 1]) {
88
- const lx = xSign * (width / 2 - legThickness / 2);
89
- const lz = zSign * (height / 2 - railW / 2);
90
115
  const leg = new THREE.BoxGeometry(legThickness, legH, legThickness);
91
- leg.translate(lx, legCenterY, lz);
116
+ leg.translate(xSign * legXPos, legCenterY, zSign * legZPos);
92
117
  frameGeometries.push(leg);
93
118
  }
94
119
  }
95
- // Cross-bracing: 앞뒤 다리 연결 (Z 방향)
120
+ // Cross-bracing
96
121
  const braceH = legThickness * 0.6;
97
122
  const braceW = legThickness * 0.6;
98
- const braceLen = height - railW;
99
123
  const braceY = legTopY - legH * 0.35;
100
- for (const xSign of [-1, 1]) {
101
- const brace = new THREE.BoxGeometry(braceW, braceH, braceLen);
102
- brace.translate(xSign * (width / 2 - legThickness / 2), braceY, 0);
103
- frameGeometries.push(brace);
124
+ // 이송 방향 브레이스 (레일과 평행)
125
+ if (isVertical) {
126
+ for (const xSign of [-1, 1]) {
127
+ const brace = new THREE.BoxGeometry(braceW, braceH, height - legThickness);
128
+ brace.translate(xSign * legXPos, braceY, 0);
129
+ frameGeometries.push(brace);
130
+ }
104
131
  }
105
- // Cross-bracing: 좌우 다리 연결 (X 방향)
106
- const braceLenX = width - legThickness;
107
- for (const zSign of [-1, 1]) {
108
- const brace = new THREE.BoxGeometry(braceLenX, braceH, braceW);
109
- brace.translate(0, braceY, zSign * (height / 2 - railW / 2));
110
- frameGeometries.push(brace);
132
+ else {
133
+ for (const zSign of [-1, 1]) {
134
+ const brace = new THREE.BoxGeometry(width - legThickness, braceH, braceW);
135
+ brace.translate(0, braceY, zSign * legZPos);
136
+ frameGeometries.push(brace);
137
+ }
138
+ }
139
+ // 벨트폭 방향 브레이스 (레일과 수직)
140
+ if (isVertical) {
141
+ for (const zSign of [-1, 1]) {
142
+ const brace = new THREE.BoxGeometry(width - railW, braceH, braceW);
143
+ brace.translate(0, braceY, zSign * legZPos);
144
+ frameGeometries.push(brace);
145
+ }
146
+ }
147
+ else {
148
+ for (const xSign of [-1, 1]) {
149
+ const brace = new THREE.BoxGeometry(braceW, braceH, height - railW);
150
+ brace.translate(xSign * legXPos, braceY, 0);
151
+ frameGeometries.push(brace);
152
+ }
111
153
  }
112
154
  }
113
155
  const frameMesh = new THREE.Mesh(BufferGeometryUtils.mergeGeometries(frameGeometries), frameMaterial);
@@ -116,34 +158,49 @@ export class Conveyor3D extends RealObjectGroup {
116
158
  this.object3d.add(frameMesh);
117
159
  // --- Rollers, Belt, or Rails ---
118
160
  if (conveyorType === 'rail') {
119
- this.buildRails(width, height, depth, frameH, railW);
161
+ this.buildRails(width, height, depth, frameH, railW, isVertical);
120
162
  }
121
163
  else if (conveyorType === 'belt') {
122
- this.buildBelt(width, height, depth, frameH, railW);
164
+ this.buildBelt(width, height, depth, frameH, railW, isVertical);
123
165
  }
124
166
  else {
125
- this.buildRollers(width, height, depth, frameH, railW, rollWidth);
167
+ this.buildRollers(width, height, depth, frameH, railW, rollWidth, isVertical);
126
168
  }
127
169
  }
128
- buildRollers(width, height, depth, frameH, railW, rollWidth) {
170
+ buildRollers(width, height, depth, frameH, railW, rollWidth, isVertical = false) {
129
171
  const rollerRadius = Math.max(rollWidth / 8, 1);
130
- const rollerLength = height - railW * 2 - 0.5;
131
172
  const diameter = rollerRadius * 2;
132
- // 롤러 간 최소 간격 (z-fighting 방지용 미세 갭만)
133
173
  const step = diameter * 1.05;
134
- // 롤러 상단 = 이송 표면 (y=depth)
135
174
  const rollerY = depth - rollerRadius;
136
175
  const color = this.resolveColor();
137
176
  const rollerGeometries = [];
138
- const count = Math.max(1, Math.floor(width / step));
139
- const totalSpan = (count - 1) * step;
140
- const startX = -totalSpan / 2;
141
- for (let i = 0; i < count; i++) {
142
- const x = startX + i * step;
143
- const roller = new THREE.CylinderGeometry(rollerRadius, rollerRadius, rollerLength, 16);
144
- roller.rotateX(Math.PI / 2);
145
- roller.translate(x, rollerY, 0);
146
- rollerGeometries.push(roller);
177
+ if (isVertical) {
178
+ // 롤러 축 = X축(가로), 이송 방향 = Z축(세로)
179
+ const rollerLength = width - railW * 2 - 0.5;
180
+ const count = Math.max(1, Math.floor(height / step));
181
+ const totalSpan = (count - 1) * step;
182
+ const startZ = -totalSpan / 2;
183
+ for (let i = 0; i < count; i++) {
184
+ const z = startZ + i * step;
185
+ const roller = new THREE.CylinderGeometry(rollerRadius, rollerRadius, rollerLength, 16);
186
+ roller.rotateZ(Math.PI / 2);
187
+ roller.translate(0, rollerY, z);
188
+ rollerGeometries.push(roller);
189
+ }
190
+ }
191
+ else {
192
+ // 롤러 축 = Z축(세로), 이송 방향 = X축(가로) — 기존 동작
193
+ const rollerLength = height - railW * 2 - 0.5;
194
+ const count = Math.max(1, Math.floor(width / step));
195
+ const totalSpan = (count - 1) * step;
196
+ const startX = -totalSpan / 2;
197
+ for (let i = 0; i < count; i++) {
198
+ const x = startX + i * step;
199
+ const roller = new THREE.CylinderGeometry(rollerRadius, rollerRadius, rollerLength, 16);
200
+ roller.rotateX(Math.PI / 2);
201
+ roller.translate(x, rollerY, 0);
202
+ rollerGeometries.push(roller);
203
+ }
147
204
  }
148
205
  if (rollerGeometries.length > 0) {
149
206
  const rollerMesh = new THREE.Mesh(BufferGeometryUtils.mergeGeometries(rollerGeometries), new THREE.MeshStandardMaterial({ color, metalness: 0.9, roughness: 0.2 }));
@@ -151,20 +208,29 @@ export class Conveyor3D extends RealObjectGroup {
151
208
  this.object3d.add(rollerMesh);
152
209
  }
153
210
  }
154
- buildBelt(width, height, depth, frameH, railW) {
211
+ buildBelt(width, height, depth, frameH, railW, isVertical = false) {
155
212
  const drumRadius = frameH * 0.38;
156
- const drumLength = height - railW * 2;
157
213
  const beltY = depth - drumRadius;
158
214
  const color = this.resolveColor();
215
+ // 이송 방향 길이와 벨트폭
216
+ const transportLen = isVertical ? height : width;
217
+ const beltWidth = isVertical ? width : height;
218
+ const drumLength = beltWidth - railW * 2;
159
219
  // Two end drums
160
220
  const drumGeometries = [];
161
221
  const drumInset = drumRadius * 1.5;
162
- const leftDrumX = -width / 2 + drumInset;
163
- const rightDrumX = width / 2 - drumInset;
164
- for (const dx of [leftDrumX, rightDrumX]) {
222
+ const drum1 = -transportLen / 2 + drumInset;
223
+ const drum2 = transportLen / 2 - drumInset;
224
+ for (const dp of [drum1, drum2]) {
165
225
  const drum = new THREE.CylinderGeometry(drumRadius, drumRadius, drumLength, 16);
166
- drum.rotateX(Math.PI / 2);
167
- drum.translate(dx, beltY, 0);
226
+ if (isVertical) {
227
+ drum.rotateZ(Math.PI / 2);
228
+ drum.translate(0, beltY, dp);
229
+ }
230
+ else {
231
+ drum.rotateX(Math.PI / 2);
232
+ drum.translate(dp, beltY, 0);
233
+ }
168
234
  drumGeometries.push(drum);
169
235
  }
170
236
  const drumMesh = new THREE.Mesh(BufferGeometryUtils.mergeGeometries(drumGeometries), new THREE.MeshStandardMaterial({ color: ROLLER_COLOR, metalness: 0.9, roughness: 0.2 }));
@@ -178,49 +244,63 @@ export class Conveyor3D extends RealObjectGroup {
178
244
  roughness: 0.9,
179
245
  });
180
246
  // Flat belt top surface spanning between drums
181
- const flatLen = rightDrumX - leftDrumX;
182
- const flatGeo = new THREE.BoxGeometry(flatLen, beltThickness, drumLength);
247
+ const flatLen = drum2 - drum1;
248
+ const flatGeo = isVertical
249
+ ? new THREE.BoxGeometry(drumLength, beltThickness, flatLen)
250
+ : new THREE.BoxGeometry(flatLen, beltThickness, drumLength);
183
251
  const flatMesh = new THREE.Mesh(flatGeo, beltMaterial);
184
252
  flatMesh.position.set(0, beltY + drumRadius, 0);
185
253
  flatMesh.castShadow = true;
186
254
  this.object3d.add(flatMesh);
187
255
  // Belt wrap around drums (segmented half-cylinder)
188
256
  const wrapSegments = 12;
189
- for (const [dx, angleStart] of [
190
- [leftDrumX, Math.PI / 2],
191
- [rightDrumX, -Math.PI / 2],
257
+ for (const [dp, angleStart] of [
258
+ [drum1, Math.PI / 2],
259
+ [drum2, -Math.PI / 2],
192
260
  ]) {
193
261
  const wrapGeometries = [];
194
262
  for (let i = 0; i < wrapSegments; i++) {
195
263
  const a0 = angleStart + (Math.PI * i) / wrapSegments;
196
264
  const a1 = angleStart + (Math.PI * (i + 1)) / wrapSegments;
197
265
  const r = drumRadius + beltThickness / 2;
198
- const x0 = dx + Math.cos(a0) * r;
266
+ const p0 = dp + Math.cos(a0) * r;
199
267
  const y0 = beltY + Math.sin(a0) * r;
200
- const x1 = dx + Math.cos(a1) * r;
268
+ const p1 = dp + Math.cos(a1) * r;
201
269
  const y1 = beltY + Math.sin(a1) * r;
202
- const segLen = Math.sqrt((x1 - x0) ** 2 + (y1 - y0) ** 2) * 1.05;
203
- const segAngle = Math.atan2(y1 - y0, x1 - x0);
204
- const seg = new THREE.BoxGeometry(segLen, beltThickness, drumLength);
205
- seg.rotateZ(segAngle);
206
- seg.translate((x0 + x1) / 2, (y0 + y1) / 2, 0);
207
- wrapGeometries.push(seg);
270
+ const segLen = Math.sqrt((p1 - p0) ** 2 + (y1 - y0) ** 2) * 1.05;
271
+ const segAngle = Math.atan2(y1 - y0, p1 - p0);
272
+ if (isVertical) {
273
+ const seg = new THREE.BoxGeometry(drumLength, beltThickness, segLen);
274
+ seg.rotateX(-segAngle);
275
+ seg.translate(0, (y0 + y1) / 2, (p0 + p1) / 2);
276
+ wrapGeometries.push(seg);
277
+ }
278
+ else {
279
+ const seg = new THREE.BoxGeometry(segLen, beltThickness, drumLength);
280
+ seg.rotateZ(segAngle);
281
+ seg.translate((p0 + p1) / 2, (y0 + y1) / 2, 0);
282
+ wrapGeometries.push(seg);
283
+ }
208
284
  }
209
285
  const wrapMesh = new THREE.Mesh(BufferGeometryUtils.mergeGeometries(wrapGeometries), beltMaterial);
210
286
  wrapMesh.castShadow = true;
211
287
  this.object3d.add(wrapMesh);
212
288
  }
213
289
  // Flat belt bottom (return path)
214
- const bottomGeo = new THREE.BoxGeometry(flatLen, beltThickness, drumLength * 0.85);
290
+ const bottomGeo = isVertical
291
+ ? new THREE.BoxGeometry(drumLength * 0.85, beltThickness, flatLen)
292
+ : new THREE.BoxGeometry(flatLen, beltThickness, drumLength * 0.85);
215
293
  const bottomMesh = new THREE.Mesh(bottomGeo, beltMaterial);
216
294
  bottomMesh.position.set(0, beltY - drumRadius, 0);
217
295
  this.object3d.add(bottomMesh);
218
296
  }
219
- buildRails(width, height, depth, frameH, railW) {
297
+ buildRails(width, height, depth, frameH, railW, isVertical = false) {
220
298
  const color = this.resolveColor();
221
299
  const railHeight = frameH * 0.3;
222
300
  const railY = depth - railHeight / 2;
223
- const innerWidth = height - railW * 2;
301
+ const beltWidth = isVertical ? width : height;
302
+ const transportLen = isVertical ? height : width;
303
+ const innerWidth = beltWidth - railW * 2;
224
304
  // 두 레일 간격: 내부 폭의 60%
225
305
  const railSpacing = innerWidth * 0.6;
226
306
  const railMaterial = new THREE.MeshStandardMaterial({
@@ -229,11 +309,20 @@ export class Conveyor3D extends RealObjectGroup {
229
309
  roughness: 0.3,
230
310
  });
231
311
  const railGeometries = [];
232
- // Two parallel rails running along X axis
233
- for (const zSign of [-1, 1]) {
234
- const rail = new THREE.BoxGeometry(width - railW * 2, railHeight, railW * 0.8);
235
- rail.translate(0, railY, zSign * (railSpacing / 2));
236
- railGeometries.push(rail);
312
+ // Two parallel rails running along transport direction
313
+ if (isVertical) {
314
+ for (const xSign of [-1, 1]) {
315
+ const rail = new THREE.BoxGeometry(railW * 0.8, railHeight, transportLen - railW * 2);
316
+ rail.translate(xSign * (railSpacing / 2), railY, 0);
317
+ railGeometries.push(rail);
318
+ }
319
+ }
320
+ else {
321
+ for (const zSign of [-1, 1]) {
322
+ const rail = new THREE.BoxGeometry(transportLen - railW * 2, railHeight, railW * 0.8);
323
+ rail.translate(0, railY, zSign * (railSpacing / 2));
324
+ railGeometries.push(rail);
325
+ }
237
326
  }
238
327
  const railMesh = new THREE.Mesh(BufferGeometryUtils.mergeGeometries(railGeometries), railMaterial);
239
328
  railMesh.castShadow = true;
@@ -243,6 +332,7 @@ export class Conveyor3D extends RealObjectGroup {
243
332
  updateAlpha() { }
244
333
  onchange(after, before) {
245
334
  if ('conveyorType' in after ||
335
+ 'orientation' in after ||
246
336
  'width' in after ||
247
337
  'height' in after ||
248
338
  'depth' in after ||
@@ -1 +1 @@
1
- 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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') return new THREE.Color(sc).getHex()\n } catch {\n /* statusColor 미구현 시 무시 */\n }\n\n // 2) state.fillStyle fallback\n const { fillStyle } = this.component.state\n if (fillStyle && typeof fillStyle === 'string') {\n try {\n return new THREE.Color(fillStyle).getHex()\n } catch {\n /* 파싱 실패 시 무시 */\n }\n }\n\n return DEFAULT_COLOR\n }\n\n build() {\n super.build()\n\n const { width, height, conveyorType } = this.component.state\n const depth = this.effectiveDepth\n if (!width || !height) return\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)\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 ) {\n const rollerRadius = Math.max(rollWidth / 8, 1)\n const rollerLength = height - railW * 2 - 0.5\n const diameter = rollerRadius * 2\n // 롤러 간 최소 간격 (z-fighting 방지용 미세 갭만)\n const step = diameter * 1.05\n // 롤러 상단 = 이송 표면 (y=depth)\n const rollerY = depth - rollerRadius\n const color = this.resolveColor()\n\n const rollerGeometries: THREE.BufferGeometry[] = []\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 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 '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"]}