@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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* MCS 설비 컴포넌트 3D 팩토리\n *\n * 10,000+ 인스턴스를 위한 최소 폴리곤 설계:\n * - 컴포넌트당 단일 Mesh (draw call 최소화)\n * - BoxGeometry / ExtrudeGeometry(hexagon) 만 사용\n * - Machine: 높은 depth, 컨테이너는 반투명\n * - Unit: 낮은 depth, 불투명\n */\n\nimport * as THREE from 'three'\nimport { RealObjectGroup, registerRealObjectFactory, 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'\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}\n\n/**\n * 포트 기본 높이 (절대값).\n * 모든 이송장치의 상단 높이 = 이 값.\n * 캐리어가 이송장치 간 높이 차 없이 이동할 수 있는 기준 높이.\n */\nexport const TRANSPORT_SURFACE_HEIGHT = 30\n\nconst DEFAULTS: MCS3DConfig = {\n depthRatio: 0.5,\n opacity: 1.0,\n metalness: 0.3,\n roughness: 0.7,\n defaultColor: 0xaabbcc,\n shape: 'box',\n}\n\n// ── 3D 오브젝트 ──────────────────────────────────────────\n\nclass MCSRealObject3D extends RealObjectGroup {\n private _config: MCS3DConfig\n\n constructor(component: Component, config: MCS3DConfig) {\n super(component)\n this._config = config\n }\n\n // width, height 절대값 (음수 값은 양수로 취급)\n protected get absSize(): { w: number; h: number } {\n const { width = 10, height = 10 } = this.component.state\n return { w: Math.abs(width), h: Math.abs(height) }\n }\n\n get effectiveDepth(): number {\n const { depth } = this.component.state\n if (depth) return depth\n if (this._config.defaultDepth) return this._config.defaultDepth\n const { w, h } = this.absSize\n return Math.min(w, h) * this._config.depthRatio\n }\n\n protected get syncZPosOffset(): number {\n // Port: 이송 표면 높이에 배치\n if (this._config.defaultZPosFromParent) {\n return TRANSPORT_SURFACE_HEIGHT\n }\n // Carrier: Port 안이면 중앙, 그 외 컨테이너면 상단 위\n if (this._config.sizeRatio && this._config.sizeRatio < 1) {\n const parentType = this.component.parent?.state?.type\n if (parentType === 'Port' || parentType === 'Shelf' || parentType === 'OHT' || parentType === 'Shuttle') {\n return 0\n }\n return TRANSPORT_SURFACE_HEIGHT\n }\n return 0\n }\n\n // 컴포넌트의 상태 색상(statusColor) 또는 fillStyle → Three.js 색상 변환\n 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') return new THREE.Color(sc).getHex()\n } catch {\n /* statusColor 미구현 시 무시 */\n }\n\n // 2) state.fillStyle fallback\n const { fillStyle } = this.component.state\n if (fillStyle && typeof fillStyle === 'string') {\n try {\n return new THREE.Color(fillStyle).getHex()\n } catch {\n /* 파싱 실패 시 무시 */\n }\n }\n\n return this._config.defaultColor\n }\n\n // ── Geometry helpers ──\n\n /**\n * 바닥면(-Y 방향) 삼각형 제거: z-fighting 근본 해결.\n * 바닥면이 없으면 floor grid와 겹칠 면 자체가 없어진다.\n */\n private removeBottomFace(geometry: THREE.BufferGeometry): THREE.BufferGeometry {\n const posAttr = geometry.getAttribute('position')\n const normAttr = geometry.getAttribute('normal')\n const index = geometry.getIndex()\n\n if (!posAttr || !normAttr || !index) return geometry\n\n const newIndices: number[] = []\n const normalY = new THREE.Vector3()\n\n for (let i = 0; i < index.count; i += 3) {\n const a = index.getX(i)\n const b = index.getX(i + 1)\n const c = index.getX(i + 2)\n\n // 세 꼭짓점 노말의 Y 성분 평균으로 방향 판단\n const avgY = (normAttr.getY(a) + normAttr.getY(b) + normAttr.getY(c)) / 3\n\n // -Y 방향 삼각형 제거 (threshold -0.9: 거의 아래를 향하는 면만)\n if (avgY > -0.9) {\n newIndices.push(a, b, c)\n }\n }\n\n geometry.setIndex(newIndices)\n return geometry\n }\n\n // ── Geometry builders ──\n\n private buildBoxGeometry(w: number, d: number, h: number): THREE.BufferGeometry {\n const geo = new THREE.BoxGeometry(w, d, h)\n return this.removeBottomFace(geo)\n }\n\n private buildHexagonGeometry(w: number, d: number, h: number): THREE.BufferGeometry {\n // Buffer의 2D 형태: 좌우 끝이 꺾인 육각형\n const offset = Math.min(w, h) * 0.2\n const hw = w / 2\n const hh = h / 2\n\n const shape = new THREE.Shape()\n shape.moveTo(-hw + offset, -hh)\n shape.lineTo(hw - offset, -hh)\n shape.lineTo(hw, 0)\n shape.lineTo(hw - offset, hh)\n shape.lineTo(-hw + offset, hh)\n shape.lineTo(-hw, 0)\n shape.closePath()\n\n const geo = new THREE.ExtrudeGeometry(shape, {\n steps: 1,\n depth: d,\n bevelEnabled: false,\n })\n\n // 중심 정렬 후 Y-up 좌표계 회전 (extrude 축: +Z → +Y)\n geo.translate(0, 0, -d / 2)\n geo.rotateX(Math.PI / 2)\n\n return this.removeBottomFace(geo)\n }\n\n // ── Build ──\n\n 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 === 'hexagon'\n ? this.buildHexagonGeometry(w, depth, h)\n : this.buildBoxGeometry(w, depth, h)\n\n const material = new THREE.MeshStandardMaterial({\n color,\n metalness,\n roughness,\n opacity,\n transparent: opacity < 1,\n side: opacity < 1 ? THREE.DoubleSide : THREE.FrontSide,\n depthWrite: opacity >= 0.9,\n })\n // z-fighting 방지: 바닥면(floor grid)보다 항상 앞에 렌더링\n material.polygonOffset = true\n material.polygonOffsetFactor = -1\n material.polygonOffsetUnit = -1\n\n // 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), 아니면 자체 중심 (depth/2)\n this._ownMesh.position.y = ratio < 1 ? rawDepth / 2 : depth / 2\n this._ownMesh.castShadow = true\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: 0.12,\n metalness: 0.6,\n roughness: 0.3,\n defaultColor: 0x888899,\n})\n\nregister('OHTLine', {\n depthRatio: 0.12,\n metalness: 0.6,\n roughness: 0.3,\n defaultColor: 0x888899,\n})\n\n// STOCKER: 벽면에 용량 게이지 바를 포함하는 커스텀 3D 오브젝트\nconst STOCKER_CONFIG: MCS3DConfig = {\n ...DEFAULTS,\n defaultDepth: 5 * TRANSPORT_SURFACE_HEIGHT,\n opacity: 0.75,\n metalness: 0.3,\n roughness: 0.6,\n defaultColor: 0x8899bb,\n}\n\nclass StockerRealObject3D extends MCSRealObject3D {\n private gaugeMesh?: THREE.Mesh\n\n constructor(component: Component) {\n super(component, STOCKER_CONFIG)\n }\n\n build() {\n super.build()\n this.buildGauge()\n }\n\n private buildGauge() {\n const comp = this.component as any\n const data = comp.data || {}\n const gaugeMode = comp.root?.style?.stockerGaugeMode || 'capacity'\n\n const gauge = this.resolveGauge(data, gaugeMode)\n\n // 테두리는 스토커의 상태 색상 (machine status)\n const statusColor = comp.statusColor\n if (statusColor && statusColor.toUpperCase() !== '#F0F0F0') {\n gauge.borderColor = statusColor\n }\n\n const { w, h } = this.absSize\n const depth = this.effectiveDepth\n const isWidthLonger = w >= h\n\n // 게이지 캔버스 (고해상도)\n const barW = 130\n const barH = 26\n const scale = 4\n const canvasW = barW * scale\n const canvasH = barH * scale\n const canvas = document.createElement('canvas')\n canvas.width = canvasW\n canvas.height = canvasH\n const ctx = canvas.getContext('2d')!\n\n const pad = 12\n\n // 배경 + 테두리\n ctx.fillStyle = '#dddddd'\n ctx.fillRect(0, 0, canvasW, canvasH)\n ctx.strokeStyle = gauge.borderColor\n ctx.lineWidth = 12\n ctx.strokeRect(6, 6, canvasW - 12, canvasH - 12)\n\n // 세그먼트 채움 (왼→오)\n const innerW = canvasW - pad * 2\n const innerH = canvasH - pad * 2\n let x = pad\n for (const seg of gauge.segments) {\n const segW = Math.max(innerW * seg.ratio, seg.ratio > 0 ? 1 : 0)\n if (segW <= 0) continue\n ctx.fillStyle = seg.color\n ctx.fillRect(x, pad, segW, innerH)\n x += segW\n }\n\n // 텍스트\n ctx.font = `bold ${10 * scale}px sans-serif`\n ctx.textAlign = 'center'\n ctx.textBaseline = 'middle'\n ctx.fillStyle = '#333333'\n ctx.fillText(gauge.label, canvasW / 2, canvasH / 2)\n\n // 텍스처 → Plane\n const texture = new THREE.CanvasTexture(canvas)\n texture.colorSpace = THREE.SRGBColorSpace\n\n const geo = new THREE.PlaneGeometry(barW, barH)\n geo.rotateX(-Math.PI / 2) // 수평 (지붕 위)\n if (!isWidthLonger) geo.rotateY(Math.PI / 2)\n\n const mat = new THREE.MeshBasicMaterial({\n map: texture,\n transparent: true,\n side: THREE.DoubleSide,\n })\n mat.polygonOffset = true\n mat.polygonOffsetFactor = -2\n mat.polygonOffsetUnit = -2\n\n this.gaugeMesh = new THREE.Mesh(geo, mat)\n this.gaugeMesh.position.set(0, depth + 0.5, 0)\n this.object3d.add(this.gaugeMesh)\n }\n\n private resolveGauge(data: any, mode: string) {\n switch (mode) {\n case 'carrier': {\n const full = Number(data.FULL_CNT) || 0\n const empty = Number(data.EMPTY_CNT) || 0\n const emptyEmpty = Number(data.EMPTYEMPTY_CNT) || 0\n const total = full + empty + emptyEmpty\n const segments = total > 0\n ? [\n { ratio: full / total, color: '#4AA7FE' },\n { ratio: empty / total, color: '#8BDA5B' },\n { ratio: emptyEmpty / total, color: '#019D59' },\n ]\n : [{ ratio: 1, color: '#dddddd' }]\n return {\n segments,\n borderColor: '#4AA7FE',\n label: total > 0 ? `F${full} E${empty} EE${emptyEmpty}` : '',\n }\n }\n case 'abnormal': {\n const normal = Number(data.CARRIER_NORMAL) || 0\n const abnormal = Number(data.CARRIER_ABNORMAL) || 0\n const total = normal + abnormal\n const segments = total > 0\n ? [\n { ratio: normal / total, color: '#8BDA5B' },\n { ratio: abnormal / total, color: '#F4B4B4' },\n ]\n : [{ ratio: 1, color: '#dddddd' }]\n return {\n segments,\n borderColor: abnormal > 0 ? '#F4B4B4' : '#8BDA5B',\n label: total > 0 ? `N${normal} A${abnormal}` : '',\n }\n }\n default: { // capacity\n const cur = Number(data.CURRENTCAPACITY) || 0\n const max = Number(data.MAXCAPACITY) || 100\n const fullup = data.FULLUP === 'T'\n const usage = Math.round((cur / max) * 100)\n const legend = (this.component as any).root?.style?.LEGEND_CAPACITY || LEGEND_CAPACITY\n const color = fullup ? 'red' : (getVaueOnRanges(usage, legend) || '#44aa44')\n return {\n segments: [{ ratio: usage / 100, color }],\n borderColor: color,\n label: `${usage}%`,\n }\n }\n }\n }\n\n onchange(after: Record<string, unknown>, before: Record<string, unknown>) {\n if ('data' in after) {\n this.clearGauge()\n this.buildGauge()\n }\n super.onchange(after, before)\n }\n\n clear() {\n this.clearGauge()\n return super.clear()\n }\n\n private clearGauge() {\n if (this.gaugeMesh) {\n this.object3d.remove(this.gaugeMesh)\n this.gaugeMesh.geometry?.dispose()\n const mat = this.gaugeMesh.material as THREE.MeshBasicMaterial\n mat?.map?.dispose()\n mat?.dispose()\n this.gaugeMesh = undefined\n }\n }\n}\n\nregisterRealObjectFactory('STOCKER', (component: Component) => new StockerRealObject3D(component))\n\n// ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━\n// Unit (이동체 · 홀더) — 낮은 depth, 불투명\n// ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━\n\n// Port: 상부 개방 5면 박스\nconst PORT_CONFIG: MCS3DConfig = {\n ...DEFAULTS,\n depthRatio: 0.5,\n defaultZPosFromParent: true,\n opacity: 0.5,\n metalness: 0.4,\n roughness: 0.6,\n defaultColor: 0xb0a090,\n openTop: true,\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: 0.2,\n roughness: 0.8,\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 private _animRaf: number | null = null\n private _animStartTime = 0\n\n constructor(component: Component) {\n super(component, CARRIER_CONFIG)\n }\n\n build() {\n super.build()\n this.startCarrierAnimation()\n }\n\n /**\n * CARRIERSTATUS의 애니메이션 설정을 읽어 3D에서 직접 실행.\n * things-scene의 delta 시스템과 독립적으로 동작.\n */\n private startCarrierAnimation() {\n this.stopCarrierAnimation()\n\n const comp = this.component as any\n if (!comp.app?.isViewMode) return\n\n const carrierStatus = comp.state?.CARRIERSTATUS\n if (!carrierStatus) return\n\n // 애니메이션 설정 가져오기\n const config = comp.getAnimationConfig?.(carrierStatus)\n if (!config?.animation) return\n\n const { type, duration = 2000, scale: animScale = 1.3 } = config.animation\n if (!type) return\n\n this._animStartTime = performance.now()\n\n // 애니메이션 대상: group(object3d) — mesh 개별 변환 대신 group 전체를 변환하여\n // 회전/스케일 중심이 component의 3D 위치(= 2D 중심)와 정확히 일치하도록 함\n const obj = this.object3d\n\n const animate = () => {\n if (!this._ownMesh) return\n\n const elapsed = performance.now() - this._animStartTime\n const progress = (elapsed % duration) / duration // 0~1 반복\n\n switch (type) {\n case 'heartbeat': {\n const t = progress < 0.5 ? progress * 2 : (1 - progress) * 2\n const s = 1 + (animScale - 1) * t\n obj.scale.set(s, 1, s)\n break\n }\n case 'rotation': {\n obj.rotation.y = progress * Math.PI * 2\n break\n }\n case 'vibration': {\n const theta = config.animation.theta ?? 0.26\n const current = Math.sin(progress * Math.PI * 2) * theta\n obj.rotation.y = current\n break\n }\n case 'fade': {\n const alpha = 0.3 + 0.7 * (progress < 0.5 ? progress * 2 : (1 - progress) * 2)\n obj.traverse((o: any) => {\n if (o.material && !o.material.map) {\n o.material.opacity = alpha\n o.material.transparent = true\n }\n })\n break\n }\n }\n\n this._animRaf = requestAnimationFrame(animate)\n }\n\n this._animRaf = requestAnimationFrame(animate)\n }\n\n // 자체 애니메이션이 실행 중이면 things-scene의 syncAnimationDelta 비활성화\n syncAnimationDelta() {\n if (!this._animRaf) {\n super.syncAnimationDelta()\n }\n }\n\n private stopCarrierAnimation() {\n if (this._animRaf) {\n cancelAnimationFrame(this._animRaf)\n this._animRaf = null\n }\n // group 스케일/회전 초기화\n this.object3d.scale.set(1, 1, 1)\n this.object3d.rotation.y = 0\n }\n\n update() {\n this.stopCarrierAnimation()\n super.update()\n }\n\n clear() {\n this.stopCarrierAnimation()\n return super.clear()\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"]}
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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 { getValueOnRanges } 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' | 'plane' | 'triangle' */\n shape: 'box' | 'hexagon' | 'plane' | 'triangle'\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 // `resizable:false` 컴포넌트(예: Scanner)는 state.width/height 가 없고\n // bounds 만 있을 수 있으므로 bounds 를 fallback 으로 사용.\n protected get absSize(): { w: number; h: number } {\n const state = (this.component.state || {}) as any\n const bounds = (this.component.bounds || {}) as any\n const width = state.width ?? bounds.width ?? 10\n const height = state.height ?? bounds.height ?? 10\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 // syncZPosOffset = placement + geometric (center origin = effectiveDepth/2)\n // 중첩 보정(parent shift 상쇄)은 base RealObject.cz가 parent.geometricOffsetY를\n // 빼는 방식으로 처리하므로 여기선 placement + 본인 geometric만 반환\n const halfD = this.effectiveDepth / 2\n // zPosOverride: 고정 높이 (OHTLine 등)\n if (this._config.zPosOverride != null) {\n return this._config.zPosOverride + halfD\n }\n // Port: 이송 표면 높이에 배치\n if (this._config.defaultZPosFromParent) {\n return TRANSPORT_SURFACE_HEIGHT + halfD\n }\n // Carrier: 부모 유형에 따라 배치 위치 결정\n if (this._config.sizeRatio && this._config.sizeRatio < 1) {\n const parentType = this.component.parent?.state?.type\n // OHT: 그리퍼 아래에 매달림 — placement = -effectiveDepth(carrier top이 OHT bottom)\n if (parentType === 'OHT') {\n return -this.effectiveDepth + halfD\n }\n if (parentType === 'Port' || parentType === 'Shelf' || parentType === 'Shuttle') {\n return halfD\n }\n return TRANSPORT_SURFACE_HEIGHT + halfD\n }\n return halfD\n }\n\n // geometric 부분(center origin: depth/2)은 base 기본값 사용 — override 불필요\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 /**\n * 삼각형 prism — 2D Triangle 의 꼭짓점(state.x1/y1, x2/y2, x3/y3) 을 그대로 사용.\n * things-scene 의 TriangleExtrude 와 동일한 방식 — 각 Scanner 인스턴스의\n * 실제 정점 배치(방향, 비대칭 등) 가 3D 에 반영된다.\n *\n * `geometry.center()` 로 로컬 원점을 bounding-box 중심으로 맞추므로\n * 후속 placement 와 정합.\n */\n private buildTriangleGeometry(d: number): THREE.BufferGeometry {\n const state = (this.component.state || {}) as any\n const { x1 = 0, y1 = 0, x2 = 0, y2 = 0, x3 = 0, y3 = 0 } = state\n\n const shape = new THREE.Shape()\n shape.moveTo(x1, y1)\n shape.lineTo(x2, y2)\n shape.lineTo(x3, y3)\n shape.closePath()\n\n const geo = new THREE.ExtrudeGeometry(shape, {\n steps: 1,\n depth: d,\n bevelEnabled: false,\n })\n\n // bounding box 중심으로 원점 정렬 후 Y-up 좌표계로 회전\n geo.center()\n geo.rotateX(Math.PI / 2)\n\n return this.removeBottomFace(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 : shape === 'triangle'\n ? this.buildTriangleGeometry(depth)\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 // ownGroup 기준(bottom-up): mesh 바닥을 y=0에 맞추고 ownGroup이 -d/2로 shift해\n // center-origin object3d에 정렬됨.\n // box/hexagon (center-local geometry): y=rawDepth/2 (바닥을 0에 맞춤)\n // plane: y=1 (바닥 살짝 띄움)\n this._ownMesh.position.y = isPlane ? 1 : rawDepth / 2\n this._ownMesh.castShadow = !isPlane\n this._ownMesh.receiveShadow = true\n this.components3D.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.components3D.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 state = this.component.state\n // alpha가 명시적으로 설정되어 있으면 그 값을 사용, 없으면 config 기본값 적용\n const effective = ('alpha' in state) ? (state.alpha as number) : this._config.opacity\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 ${10 * scale}px sans-serif`\n ctx.textAlign = 'center'\n ctx.textBaseline = 'middle'\n ctx.fillStyle = '#333333'\n ctx.fillText(gauge.label, canvasW / 2, canvasH / 2)\n\n // 텍스처 → Plane\n const texture = new THREE.CanvasTexture(canvas)\n texture.colorSpace = THREE.SRGBColorSpace\n\n const geo = new THREE.PlaneGeometry(barW, barH)\n geo.rotateX(-Math.PI / 2) // 수평 (지붕 위)\n if (!isWidthLonger) geo.rotateY(Math.PI / 2)\n\n const mat = new THREE.MeshBasicMaterial({\n map: texture,\n transparent: true,\n side: THREE.DoubleSide,\n })\n mat.polygonOffset = true\n mat.polygonOffsetFactor = -2\n mat.polygonOffsetUnit = -2\n\n this.gaugeMesh = new THREE.Mesh(geo, mat)\n // ownGroup 기준(bottom-up): 볼륨 상단 = +depth. 그 위로 0.5 띄움.\n this.gaugeMesh.position.set(0, depth + 0.5, 0)\n this.components3D.add(this.gaugeMesh)\n }\n\n private resolveGauge(data: any, mode: string) {\n switch (mode) {\n case 'carrier': {\n const full = Number(data.FULL_CNT) || 0\n const empty = Number(data.EMPTY_CNT) || 0\n const emptyEmpty = Number(data.EMPTYEMPTY_CNT) || 0\n const total = full + empty + emptyEmpty\n const segments = total > 0\n ? [\n { ratio: full / total, color: '#4AA7FE' },\n { ratio: empty / total, color: '#8BDA5B' },\n { ratio: emptyEmpty / total, color: '#019D59' },\n ]\n : [{ ratio: 1, color: '#dddddd' }]\n return {\n segments,\n borderColor: '#4AA7FE',\n label: total > 0 ? `F${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' : (getValueOnRanges(usage, legend) || '#44aa44')\n return {\n segments: [{ ratio: usage / 100, color }],\n borderColor: color,\n label: `${usage}%`,\n }\n }\n }\n }\n\n update() {\n this.clearGauge()\n super.update()\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.components3D.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: 0xf0f0f0,\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 컴포넌트는 3D에서 표시하지 않음 (부모 STOCKER의 3D 모델에서 직접 게이지 렌더링)\n// null 반환으로 3D 오브젝트 생성을 억제하고, default factory fallback도 방지\nregisterRealObjectFactory('StockerCapacityBar', () => undefined as any)\nregisterRealObjectFactory('MCSGaugeCapacityBar', () => undefined as any)\nregisterRealObjectFactory('ZoneCapacityBar', () => undefined 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 — 2D Triangle 실루엣과 정합되는 삼각형 prism.\n// 이송 표면 높이의 0.2배(=6) 얇은 기둥 — 원래 값 유지, shape 만 'box' → 'triangle'.\nconst SCANNER_CONFIG: MCS3DConfig = {\n ...DEFAULTS,\n defaultDepth: TRANSPORT_SURFACE_HEIGHT * 0.2,\n defaultZPosFromParent: true,\n opacity: 1,\n metalness: 0.3,\n roughness: 0.7,\n defaultColor: 0x888888,\n shape: 'triangle',\n}\nregisterRealObjectFactory('Scanner', (component: Component) => new MCSRealObject3D(component, SCANNER_CONFIG))\n"]}
|
package/dist/factories/oht-3d.js
CHANGED
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@@ -27,9 +27,9 @@ export class OHT3D extends RealObjectGroup {
|
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|
27
27
|
const { depth } = this.component.state;
|
|
28
28
|
return depth || TRANSPORT_SURFACE_HEIGHT;
|
|
29
29
|
}
|
|
30
|
-
/** 천장 레일 높이에 배치 */
|
|
30
|
+
/** 천장 레일 높이에 배치 (center origin 기준: 레일 높이 + 볼륨 중심 반깊이) */
|
|
31
31
|
get syncZPosOffset() {
|
|
32
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-
return OHT_RAIL_HEIGHT;
|
|
32
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+
return OHT_RAIL_HEIGHT + this.effectiveDepth / 2;
|
|
33
33
|
}
|
|
34
34
|
resolveColor() {
|
|
35
35
|
const comp = this.component;
|
|
@@ -74,26 +74,26 @@ export class OHT3D extends RealObjectGroup {
|
|
|
74
74
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roughness: 0.5,
|
|
75
75
|
metalness: 0.4,
|
|
76
76
|
});
|
|
77
|
-
// ── 1. 하단 그리퍼 바 (캐리어를 집는 가로 바) ──
|
|
77
|
+
// ── 1. 하단 그리퍼 바 (캐리어를 집는 가로 바 — 이동 방향과 직교) ──
|
|
78
78
|
const gripperBarW = w * 0.7;
|
|
79
79
|
const gripperBarD = h * 0.15;
|
|
80
80
|
const gripperGeo = new THREE.BoxGeometry(gripperBarW, gripperBarH, gripperBarD);
|
|
81
81
|
const gripperMesh = new THREE.Mesh(gripperGeo, frameMat);
|
|
82
82
|
gripperMesh.position.y = gripperBarH / 2;
|
|
83
83
|
gripperMesh.castShadow = true;
|
|
84
|
-
// ── 2. 호이스트 암 (
|
|
84
|
+
// ── 2. 호이스트 암 (전후 수직 기둥 + 하단 연결 바) ──
|
|
85
85
|
const armBaseY = gripperBarH;
|
|
86
86
|
const armGeometries = [];
|
|
87
|
-
//
|
|
88
|
-
for (const
|
|
87
|
+
// 전후 수직 기둥 (레일 방향 = Z축)
|
|
88
|
+
for (const zSign of [-1, 1]) {
|
|
89
89
|
const pillar = new THREE.BoxGeometry(armThickness, armH, armThickness);
|
|
90
|
-
pillar.translate(
|
|
90
|
+
pillar.translate(0, armBaseY + armH / 2, zSign * (h * 0.3));
|
|
91
91
|
armGeometries.push(pillar);
|
|
92
92
|
}
|
|
93
|
-
// 하단
|
|
94
|
-
const
|
|
93
|
+
// 하단 연결 바 (레일 방향으로 연결)
|
|
94
|
+
const crossBarD = h * 0.6 + armThickness;
|
|
95
95
|
const crossBarH = armThickness * 0.6;
|
|
96
|
-
const crossBar = new THREE.BoxGeometry(
|
|
96
|
+
const crossBar = new THREE.BoxGeometry(armThickness, crossBarH, crossBarD);
|
|
97
97
|
crossBar.translate(0, armBaseY + crossBarH / 2, 0);
|
|
98
98
|
armGeometries.push(crossBar);
|
|
99
99
|
const armMesh = new THREE.Mesh(BufferGeometryUtils.mergeGeometries(armGeometries), frameMat);
|
|
@@ -111,10 +111,10 @@ export class OHT3D extends RealObjectGroup {
|
|
|
111
111
|
bodyMesh.position.y = bodyBaseY + bodyH / 2;
|
|
112
112
|
bodyMesh.castShadow = true;
|
|
113
113
|
bodyMesh.receiveShadow = true;
|
|
114
|
-
// ── 4. 상단 트롤리 플레이트 (
|
|
114
|
+
// ── 4. 상단 트롤리 플레이트 (레일 방향으로 길게 — Z축) ──
|
|
115
115
|
const trolleyBaseY = bodyBaseY + bodyH + gap;
|
|
116
|
-
const trolleyW = w *
|
|
117
|
-
const trolleyD = h *
|
|
116
|
+
const trolleyW = w * 0.6;
|
|
117
|
+
const trolleyD = h * 1.15;
|
|
118
118
|
const trolleyGeo = new THREE.BoxGeometry(trolleyW, trolleyH, trolleyD);
|
|
119
119
|
const trolleyMat = new THREE.MeshStandardMaterial({
|
|
120
120
|
color: TROLLEY_COLOR,
|
|
@@ -124,27 +124,27 @@ export class OHT3D extends RealObjectGroup {
|
|
|
124
124
|
const trolleyMesh = new THREE.Mesh(trolleyGeo, trolleyMat);
|
|
125
125
|
trolleyMesh.position.y = trolleyBaseY + trolleyH / 2;
|
|
126
126
|
trolleyMesh.castShadow = true;
|
|
127
|
-
// ── 5.
|
|
127
|
+
// ── 5. 전후 바퀴 (트롤리 위, 레일 방향 = Z축) ──
|
|
128
128
|
const wheelBaseY = trolleyBaseY + trolleyH;
|
|
129
129
|
const wheelRadius = wheelH / 2;
|
|
130
|
-
const wheelDepth =
|
|
130
|
+
const wheelDepth = w * 0.2;
|
|
131
131
|
const wheelMeshes = [];
|
|
132
|
-
for (const
|
|
132
|
+
for (const zSign of [-1, 1]) {
|
|
133
133
|
const wheelGeo = new THREE.CylinderGeometry(wheelRadius, wheelRadius, wheelDepth, 12);
|
|
134
|
-
wheelGeo.
|
|
134
|
+
wheelGeo.rotateZ(Math.PI / 2);
|
|
135
135
|
const wheelMesh = new THREE.Mesh(wheelGeo, trolleyMat);
|
|
136
|
-
wheelMesh.position.set(
|
|
136
|
+
wheelMesh.position.set(0, wheelBaseY + wheelRadius, zSign * (trolleyD * 0.35));
|
|
137
137
|
wheelMesh.castShadow = true;
|
|
138
138
|
wheelMeshes.push(wheelMesh);
|
|
139
139
|
}
|
|
140
140
|
this._ownMeshes = [gripperMesh, armMesh, bodyMesh, trolleyMesh, ...wheelMeshes];
|
|
141
141
|
for (const m of this._ownMeshes)
|
|
142
|
-
this.
|
|
142
|
+
this.components3D.add(m);
|
|
143
143
|
}
|
|
144
144
|
updateDimension() { }
|
|
145
145
|
update() {
|
|
146
146
|
for (const m of this._ownMeshes) {
|
|
147
|
-
this.
|
|
147
|
+
this.components3D.remove(m);
|
|
148
148
|
disposeObject3D(m);
|
|
149
149
|
}
|
|
150
150
|
this._ownMeshes = [];
|
|
@@ -1 +1 @@
|
|
|
1
|
-
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* OHT (Overhead Hoist Transport) 3D Factory\n *\n * 천장 레일에 매달려 이동하는 반송 차량. 캐리어를 호이스트로 운반.\n * 구조 (바닥 원점, y=0~depth):\n * - 하단 그리퍼 바 (캐리어 집는 가로 바)\n * - 호이스트 암 (좌우 수직 기둥)\n * - 본체 하우징 (statusColor 적용)\n * - 상단 트롤리 (납작+넓은 레일 클램프 + 좌우 바퀴)\n */\n\nimport * as THREE from 'three'\nimport * as BufferGeometryUtils from 'three/examples/jsm/utils/BufferGeometryUtils.js'\nimport { RoundedBoxGeometry } from 'three/examples/jsm/geometries/RoundedBoxGeometry.js'\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 TROLLEY_COLOR = 0x222222\nconst FRAME_COLOR = 0x444444\nconst DEFAULT_BODY_COLOR = 0x6688cc\n\n/** OHT 레일 높이: 스토커(5x) 위 */\nconst OHT_RAIL_HEIGHT = 6 * TRANSPORT_SURFACE_HEIGHT\n\nexport class OHT3D extends RealObjectGroup {\n private _ownMeshes: THREE.Mesh[] = []\n get effectiveDepth(): number {\n const { depth } = this.component.state\n return depth || TRANSPORT_SURFACE_HEIGHT\n }\n\n /** 천장 레일 높이에 배치 */\n protected get syncZPosOffset(): number {\n return OHT_RAIL_HEIGHT\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: 그리퍼 8%, 호이스트암 22%, 본체 45%, 간격 5%, 트롤리 12%, 바퀴 8%\n const gripperBarH = d * 0.08\n const armH = d * 0.22\n const bodyH = d * 0.45\n const gap = d * 0.05\n const trolleyH = d * 0.12\n const wheelH = d * 0.08\n\n const armThickness = Math.min(w, h) * 0.12\n const bodyCornerR = Math.min(w, h, bodyH) * 0.1\n\n const frameMat = new THREE.MeshStandardMaterial({\n color: FRAME_COLOR,\n roughness: 0.5,\n metalness: 0.4,\n })\n\n // ── 1. 하단 그리퍼 바 (캐리어를 집는 가로 바) ──\n const gripperBarW = w * 0.7\n const gripperBarD = h * 0.15\n const gripperGeo = new THREE.BoxGeometry(gripperBarW, gripperBarH, gripperBarD)\n const gripperMesh = new THREE.Mesh(gripperGeo, frameMat)\n gripperMesh.position.y = gripperBarH / 2\n gripperMesh.castShadow = true\n\n // ── 2. 호이스트 암 (좌우 수직 기둥 + 하단 가로연결) ──\n const armBaseY = gripperBarH\n const armGeometries: THREE.BufferGeometry[] = []\n\n // 좌우 수직 기둥\n for (const xSign of [-1, 1]) {\n const pillar = new THREE.BoxGeometry(armThickness, armH, armThickness)\n pillar.translate(xSign * (w * 0.3), armBaseY + armH / 2, 0)\n armGeometries.push(pillar)\n }\n\n // 하단 가로 연결 바 (그리퍼와 암을 잇는 수평 바)\n const crossBarW = w * 0.6 + armThickness\n const crossBarH = armThickness * 0.6\n const crossBar = new THREE.BoxGeometry(crossBarW, crossBarH, armThickness)\n crossBar.translate(0, armBaseY + crossBarH / 2, 0)\n armGeometries.push(crossBar)\n\n const armMesh = new THREE.Mesh(BufferGeometryUtils.mergeGeometries(armGeometries), frameMat)\n armMesh.castShadow = true\n\n // ── 3. 본체 하우징 (statusColor 적용) ──\n const bodyBaseY = armBaseY + armH\n const bodyColor = this.resolveColor()\n const bodyGeo = new RoundedBoxGeometry(w, bodyH, h, 4, bodyCornerR)\n const bodyMat = new THREE.MeshStandardMaterial({\n color: bodyColor,\n roughness: 0.3,\n metalness: 0.5,\n })\n const bodyMesh = new THREE.Mesh(bodyGeo, bodyMat)\n bodyMesh.position.y = bodyBaseY + bodyH / 2\n bodyMesh.castShadow = true\n bodyMesh.receiveShadow = true\n\n // ── 4. 상단 트롤리 플레이트 (납작하고 넓은 레일 클램프) ──\n const trolleyBaseY = bodyBaseY + bodyH + gap\n const trolleyW = w * 1.15\n const trolleyD = h * 0.6\n const trolleyGeo = new THREE.BoxGeometry(trolleyW, trolleyH, trolleyD)\n const trolleyMat = new THREE.MeshStandardMaterial({\n color: TROLLEY_COLOR,\n roughness: 0.6,\n metalness: 0.3,\n })\n const trolleyMesh = new THREE.Mesh(trolleyGeo, trolleyMat)\n trolleyMesh.position.y = trolleyBaseY + trolleyH / 2\n trolleyMesh.castShadow = true\n\n // ── 5. 좌우 바퀴 (트롤리 위, 레일을 타는 원통형 바퀴) ──\n const wheelBaseY = trolleyBaseY + trolleyH\n const wheelRadius = wheelH / 2\n const wheelDepth = h * 0.2\n const wheelMeshes: THREE.Mesh[] = []\n for (const xSign of [-1, 1]) {\n const wheelGeo = new THREE.CylinderGeometry(wheelRadius, wheelRadius, wheelDepth, 12)\n wheelGeo.rotateX(Math.PI / 2)\n const wheelMesh = new THREE.Mesh(wheelGeo, trolleyMat)\n wheelMesh.position.set(xSign * (trolleyW * 0.35), wheelBaseY + wheelRadius, 0)\n wheelMesh.castShadow = true\n wheelMeshes.push(wheelMesh)\n }\n\n this._ownMeshes = [gripperMesh, armMesh, bodyMesh, trolleyMesh, ...wheelMeshes]\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('OHT', (component: Component) => new OHT3D(component))\n"]}
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* OHT (Overhead Hoist Transport) 3D Factory\n *\n * 천장 레일에 매달려 이동하는 반송 차량. 캐리어를 호이스트로 운반.\n * 구조 (바닥 원점, y=0~depth):\n * - 하단 그리퍼 바 (캐리어 집는 가로 바)\n * - 호이스트 암 (좌우 수직 기둥)\n * - 본체 하우징 (statusColor 적용)\n * - 상단 트롤리 (납작+넓은 레일 클램프 + 좌우 바퀴)\n */\n\nimport * as THREE from 'three'\nimport * as BufferGeometryUtils from 'three/examples/jsm/utils/BufferGeometryUtils.js'\nimport { RoundedBoxGeometry } from 'three/examples/jsm/geometries/RoundedBoxGeometry.js'\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 TROLLEY_COLOR = 0x222222\nconst FRAME_COLOR = 0x444444\nconst DEFAULT_BODY_COLOR = 0x6688cc\n\n/** OHT 레일 높이: 스토커(5x) 위 */\nconst OHT_RAIL_HEIGHT = 6 * TRANSPORT_SURFACE_HEIGHT\n\nexport class OHT3D extends RealObjectGroup {\n private _ownMeshes: THREE.Mesh[] = []\n get effectiveDepth(): number {\n const { depth } = this.component.state\n return depth || TRANSPORT_SURFACE_HEIGHT\n }\n\n /** 천장 레일 높이에 배치 (center origin 기준: 레일 높이 + 볼륨 중심 반깊이) */\n protected get syncZPosOffset(): number {\n return OHT_RAIL_HEIGHT + this.effectiveDepth / 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 // 높이 배분: 그리퍼 8%, 호이스트암 22%, 본체 45%, 간격 5%, 트롤리 12%, 바퀴 8%\n const gripperBarH = d * 0.08\n const armH = d * 0.22\n const bodyH = d * 0.45\n const gap = d * 0.05\n const trolleyH = d * 0.12\n const wheelH = d * 0.08\n\n const armThickness = Math.min(w, h) * 0.12\n const bodyCornerR = Math.min(w, h, bodyH) * 0.1\n\n const frameMat = new THREE.MeshStandardMaterial({\n color: FRAME_COLOR,\n roughness: 0.5,\n metalness: 0.4,\n })\n\n // ── 1. 하단 그리퍼 바 (캐리어를 집는 가로 바 — 이동 방향과 직교) ──\n const gripperBarW = w * 0.7\n const gripperBarD = h * 0.15\n const gripperGeo = new THREE.BoxGeometry(gripperBarW, gripperBarH, gripperBarD)\n const gripperMesh = new THREE.Mesh(gripperGeo, frameMat)\n gripperMesh.position.y = gripperBarH / 2\n gripperMesh.castShadow = true\n\n // ── 2. 호이스트 암 (전후 수직 기둥 + 하단 연결 바) ──\n const armBaseY = gripperBarH\n const armGeometries: THREE.BufferGeometry[] = []\n\n // 전후 수직 기둥 (레일 방향 = Z축)\n for (const zSign of [-1, 1]) {\n const pillar = new THREE.BoxGeometry(armThickness, armH, armThickness)\n pillar.translate(0, armBaseY + armH / 2, zSign * (h * 0.3))\n armGeometries.push(pillar)\n }\n\n // 하단 연결 바 (레일 방향으로 연결)\n const crossBarD = h * 0.6 + armThickness\n const crossBarH = armThickness * 0.6\n const crossBar = new THREE.BoxGeometry(armThickness, crossBarH, crossBarD)\n crossBar.translate(0, armBaseY + crossBarH / 2, 0)\n armGeometries.push(crossBar)\n\n const armMesh = new THREE.Mesh(BufferGeometryUtils.mergeGeometries(armGeometries), frameMat)\n armMesh.castShadow = true\n\n // ── 3. 본체 하우징 (statusColor 적용) ──\n const bodyBaseY = armBaseY + armH\n const bodyColor = this.resolveColor()\n const bodyGeo = new RoundedBoxGeometry(w, bodyH, h, 4, bodyCornerR)\n const bodyMat = new THREE.MeshStandardMaterial({\n color: bodyColor,\n roughness: 0.3,\n metalness: 0.5,\n })\n const bodyMesh = new THREE.Mesh(bodyGeo, bodyMat)\n bodyMesh.position.y = bodyBaseY + bodyH / 2\n bodyMesh.castShadow = true\n bodyMesh.receiveShadow = true\n\n // ── 4. 상단 트롤리 플레이트 (레일 방향으로 길게 — Z축) ──\n const trolleyBaseY = bodyBaseY + bodyH + gap\n const trolleyW = w * 0.6\n const trolleyD = h * 1.15\n const trolleyGeo = new THREE.BoxGeometry(trolleyW, trolleyH, trolleyD)\n const trolleyMat = new THREE.MeshStandardMaterial({\n color: TROLLEY_COLOR,\n roughness: 0.6,\n metalness: 0.3,\n })\n const trolleyMesh = new THREE.Mesh(trolleyGeo, trolleyMat)\n trolleyMesh.position.y = trolleyBaseY + trolleyH / 2\n trolleyMesh.castShadow = true\n\n // ── 5. 전후 바퀴 (트롤리 위, 레일 방향 = Z축) ──\n const wheelBaseY = trolleyBaseY + trolleyH\n const wheelRadius = wheelH / 2\n const wheelDepth = w * 0.2\n const wheelMeshes: THREE.Mesh[] = []\n for (const zSign of [-1, 1]) {\n const wheelGeo = new THREE.CylinderGeometry(wheelRadius, wheelRadius, wheelDepth, 12)\n wheelGeo.rotateZ(Math.PI / 2)\n const wheelMesh = new THREE.Mesh(wheelGeo, trolleyMat)\n wheelMesh.position.set(0, wheelBaseY + wheelRadius, zSign * (trolleyD * 0.35))\n wheelMesh.castShadow = true\n wheelMeshes.push(wheelMesh)\n }\n\n this._ownMeshes = [gripperMesh, armMesh, bodyMesh, trolleyMesh, ...wheelMeshes]\n for (const m of this._ownMeshes) this.components3D.add(m)\n }\n\n updateDimension() {}\n\n update() {\n for (const m of this._ownMeshes) {\n this.components3D.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('OHT', (component: Component) => new OHT3D(component))\n"]}
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@@ -25,9 +25,6 @@ export class Shuttle3D extends RealObjectGroup {
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get syncZPosOffset() {
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this.
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@@ -1 +1 @@
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* Shuttle 3D Factory\n *\n * 스토커 내부에서 캐리어를 선반↔포트 간 이송하는 포크 캐리지.\n * 수평 레일 위를 이동하며, 포크를 밀어넣어 캐리어를 적재/하역.\n *\n * 구조 (바닥 원점, y=0~depth):\n * - 하단 베이스 플레이트 (납작, 넓음, 레일 위 주행부)\n * - 중앙 마스트 (좌우 수직 기둥, statusColor 적용)\n * - 상단 포크 (2개의 평행한 가로 암, 캐리어 적재면)\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 { TRANSPORT_SURFACE_HEIGHT } from './machine-3d.js'\n\nconst BASE_COLOR = 0x333333\nconst FORK_COLOR = 0x777777\nconst DEFAULT_BODY_COLOR = 0x6688cc\n\nexport class Shuttle3D extends RealObjectGroup {\n private _ownMeshes: THREE.Mesh[] = []\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\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: 베이스 15%, 마스트 55%, 포크 30%\n const baseH = d * 0.15\n const mastH = d * 0.55\n const forkH = d * 0.30\n\n const mastThickness = Math.min(w, h) * 0.15\n\n // ── 1. 하단 베이스 플레이트 (납작하고 넓은 주행부) ──\n const basePad = Math.min(w, h) * 0.05\n const baseGeo = new THREE.BoxGeometry(w + basePad * 2, baseH, h + basePad * 2)\n const baseMat = new THREE.MeshStandardMaterial({\n color: BASE_COLOR,\n roughness: 0.7,\n metalness: 0.3,\n })\n const baseMesh = new THREE.Mesh(baseGeo, baseMat)\n baseMesh.position.y = baseH / 2\n baseMesh.castShadow = true\n baseMesh.receiveShadow = true\n\n // ── 2. 좌우 마스트 기둥 (statusColor 적용) ──\n const mastBaseY = baseH\n const bodyColor = this.resolveColor()\n const mastMat = new THREE.MeshStandardMaterial({\n color: bodyColor,\n roughness: 0.4,\n metalness: 0.5,\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(mastThickness, mastH, mastThickness)\n pillar.translate(xSign * (w / 2 - mastThickness / 2), mastBaseY + mastH / 2, 0)\n mastGeometries.push(pillar)\n }\n\n // 중간 가로 연결 바 (구조 강성)\n const crossBarW = w - mastThickness\n const crossBarH = mastThickness * 0.5\n const crossBar = new THREE.BoxGeometry(crossBarW, crossBarH, mastThickness)\n crossBar.translate(0, mastBaseY + mastH * 0.4, 0)\n mastGeometries.push(crossBar)\n\n const mastMesh = new THREE.Mesh(BufferGeometryUtils.mergeGeometries(mastGeometries), mastMat)\n mastMesh.castShadow = true\n\n // ── 3. 상단 포크 (2개의 평행 암 + 백 플레이트) ──\n const forkBaseY = mastBaseY + mastH\n const forkMat = new THREE.MeshStandardMaterial({\n color: FORK_COLOR,\n roughness: 0.4,\n metalness: 0.6,\n })\n\n const forkGeometries: THREE.BufferGeometry[] = []\n\n // 백 플레이트 (마스트 상단을 잇는 가로판)\n const backPlateH = forkH * 0.4\n const backPlate = new THREE.BoxGeometry(w, backPlateH, mastThickness * 0.8)\n backPlate.translate(0, forkBaseY + backPlateH / 2, -h * 0.35)\n forkGeometries.push(backPlate)\n\n // 2개의 포크 암 (앞으로 뻗은 평행 막대)\n const forkArmW = mastThickness * 0.7\n const forkArmH = forkH * 0.25\n const forkArmD = h * 0.85\n const forkSpacing = w * 0.55\n\n for (const xSign of [-1, 1]) {\n const arm = new THREE.BoxGeometry(forkArmW, forkArmH, forkArmD)\n arm.translate(xSign * (forkSpacing / 2), forkBaseY + forkArmH / 2, forkArmD / 2 - h * 0.35)\n forkGeometries.push(arm)\n }\n\n const forkMesh = new THREE.Mesh(BufferGeometryUtils.mergeGeometries(forkGeometries), forkMat)\n forkMesh.castShadow = true\n\n this._ownMeshes = [baseMesh, mastMesh, forkMesh]\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('Shuttle', (component: Component) => new Shuttle3D(component))\n"]}
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* Shuttle 3D Factory\n *\n * 스토커 내부에서 캐리어를 선반↔포트 간 이송하는 포크 캐리지.\n * 수평 레일 위를 이동하며, 포크를 밀어넣어 캐리어를 적재/하역.\n *\n * 구조 (바닥 원점, y=0~depth):\n * - 하단 베이스 플레이트 (납작, 넓음, 레일 위 주행부)\n * - 중앙 마스트 (좌우 수직 기둥, statusColor 적용)\n * - 상단 포크 (2개의 평행한 가로 암, 캐리어 적재면)\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 { TRANSPORT_SURFACE_HEIGHT } from './machine-3d.js'\n\nconst BASE_COLOR = 0x333333\nconst FORK_COLOR = 0x777777\nconst DEFAULT_BODY_COLOR = 0x6688cc\n\nexport class Shuttle3D extends RealObjectGroup {\n private _ownMeshes: THREE.Mesh[] = []\n get effectiveDepth(): number {\n const { depth } = this.component.state\n return depth || TRANSPORT_SURFACE_HEIGHT\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: 베이스 15%, 마스트 55%, 포크 30%\n const baseH = d * 0.15\n const mastH = d * 0.55\n const forkH = d * 0.30\n\n const mastThickness = Math.min(w, h) * 0.15\n\n // ── 1. 하단 베이스 플레이트 (납작하고 넓은 주행부) ──\n const basePad = Math.min(w, h) * 0.05\n const baseGeo = new THREE.BoxGeometry(w + basePad * 2, baseH, h + basePad * 2)\n const baseMat = new THREE.MeshStandardMaterial({\n color: BASE_COLOR,\n roughness: 0.7,\n metalness: 0.3,\n })\n const baseMesh = new THREE.Mesh(baseGeo, baseMat)\n baseMesh.position.y = baseH / 2\n baseMesh.castShadow = true\n baseMesh.receiveShadow = true\n\n // ── 2. 좌우 마스트 기둥 (statusColor 적용) ──\n const mastBaseY = baseH\n const bodyColor = this.resolveColor()\n const mastMat = new THREE.MeshStandardMaterial({\n color: bodyColor,\n roughness: 0.4,\n metalness: 0.5,\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(mastThickness, mastH, mastThickness)\n pillar.translate(xSign * (w / 2 - mastThickness / 2), mastBaseY + mastH / 2, 0)\n mastGeometries.push(pillar)\n }\n\n // 중간 가로 연결 바 (구조 강성)\n const crossBarW = w - mastThickness\n const crossBarH = mastThickness * 0.5\n const crossBar = new THREE.BoxGeometry(crossBarW, crossBarH, mastThickness)\n crossBar.translate(0, mastBaseY + mastH * 0.4, 0)\n mastGeometries.push(crossBar)\n\n const mastMesh = new THREE.Mesh(BufferGeometryUtils.mergeGeometries(mastGeometries), mastMat)\n mastMesh.castShadow = true\n\n // ── 3. 상단 포크 (2개의 평행 암 + 백 플레이트) ──\n const forkBaseY = mastBaseY + mastH\n const forkMat = new THREE.MeshStandardMaterial({\n color: FORK_COLOR,\n roughness: 0.4,\n metalness: 0.6,\n })\n\n const forkGeometries: THREE.BufferGeometry[] = []\n\n // 백 플레이트 (마스트 상단을 잇는 가로판)\n const backPlateH = forkH * 0.4\n const backPlate = new THREE.BoxGeometry(w, backPlateH, mastThickness * 0.8)\n backPlate.translate(0, forkBaseY + backPlateH / 2, -h * 0.35)\n forkGeometries.push(backPlate)\n\n // 2개의 포크 암 (앞으로 뻗은 평행 막대)\n const forkArmW = mastThickness * 0.7\n const forkArmH = forkH * 0.25\n const forkArmD = h * 0.85\n const forkSpacing = w * 0.55\n\n for (const xSign of [-1, 1]) {\n const arm = new THREE.BoxGeometry(forkArmW, forkArmH, forkArmD)\n arm.translate(xSign * (forkSpacing / 2), forkBaseY + forkArmH / 2, forkArmD / 2 - h * 0.35)\n forkGeometries.push(arm)\n }\n\n const forkMesh = new THREE.Mesh(BufferGeometryUtils.mergeGeometries(forkGeometries), forkMat)\n forkMesh.castShadow = true\n\n this._ownMeshes = [baseMesh, mastMesh, forkMesh]\n for (const m of this._ownMeshes) this.components3D.add(m)\n }\n\n updateDimension() {}\n\n update() {\n for (const m of this._ownMeshes) {\n this.components3D.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('Shuttle', (component: Component) => new Shuttle3D(component))\n"]}
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