@fmsim/machine 2.0.0-beta.6 → 2.0.0-beta.60
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/agv.js +2 -2
- package/dist/agv.js.map +1 -1
- package/dist/carrier-manager.js +93 -0
- package/dist/carrier-manager.js.map +1 -0
- package/dist/carrier.js +49 -4
- package/dist/carrier.js.map +1 -1
- package/dist/conveyor-join.js +8 -2
- package/dist/conveyor-join.js.map +1 -1
- package/dist/conveyor.js +8 -0
- package/dist/conveyor.js.map +1 -1
- package/dist/crane.js.map +1 -1
- package/dist/factories/agv-3d.js +8 -9
- package/dist/factories/agv-3d.js.map +1 -1
- package/dist/factories/conveyor-3d.js +166 -81
- package/dist/factories/conveyor-3d.js.map +1 -1
- package/dist/factories/crane-3d.js +5 -7
- package/dist/factories/crane-3d.js.map +1 -1
- package/dist/factories/crane-rail-3d.js +4 -6
- package/dist/factories/crane-rail-3d.js.map +1 -1
- package/dist/factories/machine-3d.js +363 -132
- package/dist/factories/machine-3d.js.map +1 -1
- package/dist/factories/oht-3d.js +20 -20
- package/dist/factories/oht-3d.js.map +1 -1
- package/dist/factories/shuttle-3d.js +2 -5
- package/dist/factories/shuttle-3d.js.map +1 -1
- package/dist/index.js +50 -34
- package/dist/index.js.map +1 -1
- package/dist/mcs-carrier-holder.js +39 -22
- package/dist/mcs-carrier-holder.js.map +1 -1
- package/dist/mcs-vehicle.js +8 -3
- package/dist/mcs-vehicle.js.map +1 -1
- package/dist/node.js +1 -1
- package/dist/node.js.map +1 -1
- package/dist/oht.js.map +1 -1
- package/dist/scanner.js +30 -0
- package/dist/scanner.js.map +1 -0
- package/dist/scene/root-container-override.js +9 -0
- package/dist/scene/root-container-override.js.map +1 -1
- package/dist/stocker-capacity-bar.js +2 -2
- package/dist/stocker-capacity-bar.js.map +1 -1
- 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/dist/utils/get-value-on-ranges.js +2 -4
- package/dist/utils/get-value-on-ranges.js.map +1 -1
- package/dist/zone-capacity-bar.js +2 -2
- package/dist/zone-capacity-bar.js.map +1 -1
- package/jest.config.js +10 -0
- package/package.json +4 -3
- package/src/agv.ts +2 -2
- package/src/carrier-manager.ts +117 -0
- package/src/carrier.ts +48 -2
- package/src/conveyor-join.ts +5 -2
- package/src/conveyor.ts +8 -0
- package/src/crane.ts +1 -1
- package/src/factories/agv-3d.ts +9 -10
- package/src/factories/conveyor-3d.ts +168 -84
- package/src/factories/crane-3d.ts +6 -8
- package/src/factories/crane-rail-3d.ts +5 -7
- package/src/factories/machine-3d.ts +428 -144
- package/src/factories/oht-3d.ts +20 -20
- package/src/factories/shuttle-3d.ts +2 -6
- package/src/index.ts +56 -34
- package/src/mcs-carrier-holder.ts +38 -34
- package/src/mcs-vehicle.ts +9 -6
- package/src/node.ts +1 -1
- package/src/oht.ts +1 -1
- package/src/scanner.ts +29 -0
- package/src/scene/root-container-override.ts +12 -0
- package/src/stocker-capacity-bar.ts +2 -2
- package/src/templates/index.ts +2 -0
- package/src/templates/scanner.ts +20 -0
- package/src/utils/get-value-on-ranges.ts +2 -4
- package/src/zone-capacity-bar.ts +2 -2
- package/translations/en.json +2 -1
- package/translations/ja.json +2 -1
- package/translations/ko.json +2 -1
- package/translations/ms.json +2 -1
- package/translations/zh.json +2 -1
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* Crane (Stacker Crane) 3D Factory\n *\n * 스토커 내부의 스태커 크레인 — CraneRail 위를 이동하는 차체.\n * 레일 인프라는 CraneRail이 담당하므로 크레인은 이동체만 표현.\n *\n * 구조 (바닥 원점, y=0~depth):\n * - 하단 바퀴/클램프 (4%, 바닥 레일에 물리는 부분)\n * - 수직 마스트 (좌우 기둥 88%, statusColor 적용)\n * - 캐리지 포크 (마스트 40% 높이, 양쪽 포크 암)\n * - 상단 클램프 (4%, 천장 레일에 물리는 부분)\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 CLAMP_COLOR = 0x444444\nconst FORK_COLOR = 0x999999\nconst DEFAULT_BODY_COLOR = 0xcc8844\n\nexport class Crane3D extends RealObjectGroup {\n get effectiveDepth(): number {\n const { depth } = this.component.state\n return depth || 5 * TRANSPORT_SURFACE_HEIGHT - 2\n }\n\n protected get syncZPosOffset(): number {\n return 0\n }\n\n private resolveColor(): number {\n const comp = this.component as any\n\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 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_BODY_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 // 높이 배분: 하단 클램프 4%, 마스트 92%, 상단 클램프 4%\n const clampH = d * 0.04\n const mastH = d * 0.92\n\n const pillarThick = Math.min(w, h) * 0.12\n\n const clampMat = new THREE.MeshStandardMaterial({\n color: CLAMP_COLOR,\n roughness: 0.5,\n metalness: 0.5,\n })\n\n // ── 1. 하단 클램프 (바닥 레일에 물리는 바퀴부) ──\n const clampW = w * 0.7\n const clampD = h * 0.5\n const bottomClampGeo = new THREE.BoxGeometry(clampW, clampH, clampD)\n const bottomClamp = new THREE.Mesh(bottomClampGeo, clampMat)\n bottomClamp.position.y = clampH / 2\n bottomClamp.castShadow = true\n this.object3d.add(bottomClamp)\n\n // ── 2. 수직 마스트 (좌우 기둥 + 상·하 가로 연결 바) ──\n const mastBaseY = clampH\n const bodyColor = this.resolveColor()\n const mastMat = new THREE.MeshStandardMaterial({\n color: bodyColor,\n roughness: 0.3,\n metalness: 0.6,\n })\n\n const mastGeometries: THREE.BufferGeometry[] = []\n\n // 좌우 수직 기둥\n for (const xSign of [-1, 1]) {\n const pillar = new THREE.BoxGeometry(pillarThick, mastH, pillarThick)\n pillar.translate(xSign * (w / 2 - pillarThick / 2), mastBaseY + mastH / 2, 0)\n mastGeometries.push(pillar)\n }\n\n // 하단 가로 연결 바\n const crossW = w - pillarThick\n const crossH = pillarThick * 0.5\n const lowerCross = new THREE.BoxGeometry(crossW, crossH, pillarThick)\n lowerCross.translate(0, mastBaseY + crossH / 2, 0)\n mastGeometries.push(lowerCross)\n\n // 상단 가로 연결 바\n const upperCross = new THREE.BoxGeometry(crossW, crossH, pillarThick)\n upperCross.translate(0, mastBaseY + mastH - crossH / 2, 0)\n mastGeometries.push(upperCross)\n\n const mastMesh = new THREE.Mesh(BufferGeometryUtils.mergeGeometries(mastGeometries), mastMat)\n mastMesh.castShadow = true\n this.object3d.add(mastMesh)\n\n // ── 3. 캐리지 포크 (마스트 40% 높이, 양쪽으로 뻗는 포크 암) ──\n const forkY = mastBaseY + mastH * 0.4\n const forkMat = new THREE.MeshStandardMaterial({\n color: FORK_COLOR,\n roughness: 0.4,\n metalness: 0.5,\n })\n\n const forkGeometries: THREE.BufferGeometry[] = []\n\n // 캐리지 중심 플레이트 (마스트에 부착, 양쪽 포크의 베이스)\n const plateW = w * 0.9\n const plateH = d * 0.08\n const plateD = pillarThick * 0.8\n const centerPlate = new THREE.BoxGeometry(plateW, plateH, plateD)\n centerPlate.translate(0, forkY + plateH / 2, 0)\n forkGeometries.push(centerPlate)\n\n // 양쪽 포크 암 (좌/우 선반 방향으로 뻗음)\n const armW = pillarThick * 0.6\n const armH = plateH * 0.4\n const armD = h * 0.6\n const armSpacing = w * 0.5\n\n for (const zSign of [-1, 1]) {\n for (const xSign of [-1, 1]) {\n const arm = new THREE.BoxGeometry(armW, armH, armD)\n arm.translate(xSign * (armSpacing / 2), forkY + armH / 2, zSign * (plateD / 2 + armD / 2))\n forkGeometries.push(arm)\n }\n }\n\n const forkMesh = new THREE.Mesh(BufferGeometryUtils.mergeGeometries(forkGeometries), forkMat)\n forkMesh.castShadow = true\n this.object3d.add(forkMesh)\n\n // ── 4. 상단 클램프 (천장 레일에 물리는 가이드부) ──\n const topClampGeo = new THREE.BoxGeometry(clampW, clampH, clampD)\n const topClamp = new THREE.Mesh(topClampGeo, clampMat)\n topClamp.position.y = mastBaseY + mastH + clampH / 2\n topClamp.castShadow = true\n this.object3d.add(topClamp)\n }\n\n updateDimension() {}\n updateAlpha() {}\n\n onchange(after: Record<string, unknown>, before: Record<string, unknown>) {\n if ('width' in after || 'height' in after || 'depth' in after || 'fillStyle' in after || 'strokeStyle' in after) {\n this.update()\n return\n }\n super.onchange(after, before)\n }\n}\n\nregisterRealObjectFactory('Crane', (component: Component) => new Crane3D(component))\n"]}
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* Crane (Stacker Crane) 3D Factory\n *\n * 스토커 내부의 스태커 크레인 — CraneRail 위를 이동하는 차체.\n * 레일 인프라는 CraneRail이 담당하므로 크레인은 이동체만 표현.\n *\n * 구조 (바닥 원점, y=0~depth):\n * - 하단 바퀴/클램프 (4%, 바닥 레일에 물리는 부분)\n * - 수직 마스트 (좌우 기둥 88%, statusColor 적용)\n * - 캐리지 포크 (마스트 40% 높이, 양쪽 포크 암)\n * - 상단 클램프 (4%, 천장 레일에 물리는 부분)\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 CLAMP_COLOR = 0x444444\nconst FORK_COLOR = 0x999999\nconst DEFAULT_BODY_COLOR = 0xcc8844\n\nexport class Crane3D extends RealObjectGroup {\n get effectiveDepth(): number {\n const { depth } = this.component.state\n return depth || 5 * TRANSPORT_SURFACE_HEIGHT - 2\n }\n\n private resolveColor(): number {\n const comp = this.component as any\n\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 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_BODY_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 inner = this.components3D\n\n // 높이 배분: 하단 클램프 4%, 마스트 92%, 상단 클램프 4%\n const clampH = d * 0.04\n const mastH = d * 0.92\n\n const pillarThick = Math.min(w, h) * 0.12\n\n const clampMat = new THREE.MeshStandardMaterial({\n color: CLAMP_COLOR,\n roughness: 0.5,\n metalness: 0.5,\n })\n\n // ── 1. 하단 클램프 (바닥 레일에 물리는 바퀴부) ──\n const clampW = w * 0.7\n const clampD = h * 0.5\n const bottomClampGeo = new THREE.BoxGeometry(clampW, clampH, clampD)\n const bottomClamp = new THREE.Mesh(bottomClampGeo, clampMat)\n bottomClamp.position.y = clampH / 2\n bottomClamp.castShadow = true\n inner.add(bottomClamp)\n\n // ── 2. 수직 마스트 (좌우 기둥 + 상·하 가로 연결 바) ──\n const mastBaseY = clampH\n const bodyColor = this.resolveColor()\n const mastMat = new THREE.MeshStandardMaterial({\n color: bodyColor,\n roughness: 0.3,\n metalness: 0.6,\n })\n\n const mastGeometries: THREE.BufferGeometry[] = []\n\n // 좌우 수직 기둥\n for (const xSign of [-1, 1]) {\n const pillar = new THREE.BoxGeometry(pillarThick, mastH, pillarThick)\n pillar.translate(xSign * (w / 2 - pillarThick / 2), mastBaseY + mastH / 2, 0)\n mastGeometries.push(pillar)\n }\n\n // 하단 가로 연결 바\n const crossW = w - pillarThick\n const crossH = pillarThick * 0.5\n const lowerCross = new THREE.BoxGeometry(crossW, crossH, pillarThick)\n lowerCross.translate(0, mastBaseY + crossH / 2, 0)\n mastGeometries.push(lowerCross)\n\n // 상단 가로 연결 바\n const upperCross = new THREE.BoxGeometry(crossW, crossH, pillarThick)\n upperCross.translate(0, mastBaseY + mastH - crossH / 2, 0)\n mastGeometries.push(upperCross)\n\n const mastMesh = new THREE.Mesh(BufferGeometryUtils.mergeGeometries(mastGeometries), mastMat)\n mastMesh.castShadow = true\n inner.add(mastMesh)\n\n // ── 3. 캐리지 포크 (마스트 40% 높이, 양쪽으로 뻗는 포크 암) ──\n const forkY = mastBaseY + mastH * 0.4\n const forkMat = new THREE.MeshStandardMaterial({\n color: FORK_COLOR,\n roughness: 0.4,\n metalness: 0.5,\n })\n\n const forkGeometries: THREE.BufferGeometry[] = []\n\n // 캐리지 중심 플레이트 (마스트에 부착, 양쪽 포크의 베이스)\n const plateW = w * 0.9\n const plateH = d * 0.08\n const plateD = pillarThick * 0.8\n const centerPlate = new THREE.BoxGeometry(plateW, plateH, plateD)\n centerPlate.translate(0, forkY + plateH / 2, 0)\n forkGeometries.push(centerPlate)\n\n // 양쪽 포크 암 (좌/우 선반 방향으로 뻗음)\n const armW = pillarThick * 0.6\n const armH = plateH * 0.4\n const armD = h * 0.6\n const armSpacing = w * 0.5\n\n for (const zSign of [-1, 1]) {\n for (const xSign of [-1, 1]) {\n const arm = new THREE.BoxGeometry(armW, armH, armD)\n arm.translate(xSign * (armSpacing / 2), forkY + armH / 2, zSign * (plateD / 2 + armD / 2))\n forkGeometries.push(arm)\n }\n }\n\n const forkMesh = new THREE.Mesh(BufferGeometryUtils.mergeGeometries(forkGeometries), forkMat)\n forkMesh.castShadow = true\n inner.add(forkMesh)\n\n // ── 4. 상단 클램프 (천장 레일에 물리는 가이드부) ──\n const topClampGeo = new THREE.BoxGeometry(clampW, clampH, clampD)\n const topClamp = new THREE.Mesh(topClampGeo, clampMat)\n topClamp.position.y = mastBaseY + mastH + clampH / 2\n topClamp.castShadow = true\n inner.add(topClamp)\n }\n\n updateDimension() {}\n updateAlpha() {}\n\n onchange(after: Record<string, unknown>, before: Record<string, unknown>) {\n if ('width' in after || 'height' in after || 'depth' in after || 'fillStyle' in after || 'strokeStyle' in after) {\n this.update()\n return\n }\n super.onchange(after, before)\n }\n}\n\nregisterRealObjectFactory('Crane', (component: Component) => new Crane3D(component))\n"]}
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@@ -22,9 +22,6 @@ export class CraneRail3D extends RealObjectGroup {
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get syncZPosOffset() {
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const inner = this.components3D;
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const railH = Math.max(d * 0.02, 2); // 레일 높이 (얇은 트랙)
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const railW = Math.max(h * 0.06, 2); // 레일 폭
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const supportThick = Math.max(Math.min(w, h) * 0.05, 2);
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const bottomMesh = new THREE.Mesh(BufferGeometryUtils.mergeGeometries(bottomGeometries), railMat);
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inner.add(bottomMesh);
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const topMesh = new THREE.Mesh(BufferGeometryUtils.mergeGeometries(topGeometries), railMat);
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inner.add(topMesh);
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-
{"version":3,"file":"crane-rail-3d.js","sourceRoot":"","sources":["../../src/factories/crane-rail-3d.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;GAUG;AAEH,OAAO,KAAK,KAAK,MAAM,OAAO,CAAA;AAC9B,OAAO,KAAK,mBAAmB,MAAM,iDAAiD,CAAA;AACtF,OAAO,EAAE,eAAe,EAAE,yBAAyB,EAAE,MAAM,wBAAwB,CAAA;AAEnF,OAAO,EAAE,wBAAwB,EAAE,MAAM,iBAAiB,CAAA;AAE1D,MAAM,UAAU,GAAG,QAAQ,CAAA;AAC3B,MAAM,aAAa,GAAG,QAAQ,CAAA;AAE9B,4BAA4B;AAC5B,MAAM,kBAAkB,GAAG,CAAC,GAAG,wBAAwB,CAAA;AAEvD,MAAM,OAAO,WAAY,SAAQ,eAAe;IAC9C,IAAI,cAAc;QAChB,MAAM,EAAE,KAAK,EAAE,GAAG,IAAI,CAAC,SAAS,CAAC,KAAK,CAAA;QACtC,OAAO,KAAK,IAAI,kBAAkB,CAAA;IACpC,CAAC;IAED,
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1
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+
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바닥 레일: 2개의 평행 트랙 (크레인 바퀴 주행)\n * - 천장 가이드 레일: 2개의 평행 트랙 (마스트 상단 안내)\n * - 수직 지지대: 양 끝단 기둥 (바닥~천장 연결)\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 RAIL_COLOR = 0x666677\nconst SUPPORT_COLOR = 0x555566\n\n/** 크레인 레일 기본 높이: 스토커와 동일 */\nconst DEFAULT_RAIL_DEPTH = 5 * TRANSPORT_SURFACE_HEIGHT\n\nexport class CraneRail3D extends RealObjectGroup {\n get effectiveDepth(): number {\n const { depth } = this.component.state\n return depth || DEFAULT_RAIL_DEPTH\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 inner = this.components3D\n\n const railH = Math.max(d * 0.02, 2) // 레일 높이 (얇은 트랙)\n const railW = Math.max(h * 0.06, 2) // 레일 폭\n const supportThick = Math.max(Math.min(w, h) * 0.05, 2)\n\n const railMat = new THREE.MeshStandardMaterial({\n color: RAIL_COLOR,\n roughness: 0.3,\n metalness: 0.7,\n })\n\n const supportMat = new THREE.MeshStandardMaterial({\n color: SUPPORT_COLOR,\n roughness: 0.5,\n metalness: 0.5,\n })\n\n // ── 바닥 레일 (2개 평행 트랙) ──\n const bottomGeometries: THREE.BufferGeometry[] = []\n for (const zSign of [-1, 1]) {\n const rail = new THREE.BoxGeometry(w, railH, railW)\n rail.translate(0, railH / 2, zSign * (h / 2 - railW / 2))\n bottomGeometries.push(rail)\n }\n const bottomMesh = new THREE.Mesh(BufferGeometryUtils.mergeGeometries(bottomGeometries), railMat)\n bottomMesh.castShadow = true\n bottomMesh.receiveShadow = true\n inner.add(bottomMesh)\n\n // ── 천장 가이드 레일 (2개 평행 트랙) ──\n const topGeometries: THREE.BufferGeometry[] = []\n for (const zSign of [-1, 1]) {\n const rail = new THREE.BoxGeometry(w, railH, railW)\n rail.translate(0, d - railH / 2, zSign * (h / 2 - railW / 2))\n topGeometries.push(rail)\n }\n const topMesh = new THREE.Mesh(BufferGeometryUtils.mergeGeometries(topGeometries), railMat)\n topMesh.castShadow = true\n inner.add(topMesh)\n\n // ── 양 끝단 수직 지지대 (바닥~천장 연결) ──\n const supportH = d - railH * 2\n const supportGeometries: THREE.BufferGeometry[] = []\n for (const xSign of [-1, 1]) {\n for (const zSign of [-1, 1]) {\n const support = new THREE.BoxGeometry(supportThick, supportH, supportThick)\n support.translate(\n xSign * (w / 2 - supportThick / 2),\n railH + supportH / 2,\n zSign * (h / 2 - railW / 2)\n )\n supportGeometries.push(support)\n }\n }\n const supportMesh = new THREE.Mesh(BufferGeometryUtils.mergeGeometries(supportGeometries), supportMat)\n supportMesh.castShadow = true\n inner.add(supportMesh)\n }\n\n updateDimension() {}\n updateAlpha() {}\n\n onchange(after: Record<string, unknown>, before: Record<string, unknown>) {\n if ('width' in after || 'height' in after || 'depth' in after || 'fillStyle' in after || 'strokeStyle' in after) {\n this.update()\n return\n }\n super.onchange(after, before)\n }\n}\n\nregisterRealObjectFactory('CraneRail', (component: Component) => new CraneRail3D(component))\n"]}
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