@fmsim/machine 2.0.0-beta.7 → 2.0.0-beta.75

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (119) hide show
  1. package/dist/agv.js +2 -2
  2. package/dist/agv.js.map +1 -1
  3. package/dist/carrier-manager.js +93 -0
  4. package/dist/carrier-manager.js.map +1 -0
  5. package/dist/carrier.js +81 -5
  6. package/dist/carrier.js.map +1 -1
  7. package/dist/conveyor-join.js +8 -2
  8. package/dist/conveyor-join.js.map +1 -1
  9. package/dist/conveyor.js +8 -0
  10. package/dist/conveyor.js.map +1 -1
  11. package/dist/crane.js.map +1 -1
  12. package/dist/factories/agv-3d.js +8 -9
  13. package/dist/factories/agv-3d.js.map +1 -1
  14. package/dist/factories/conveyor-3d.js +166 -81
  15. package/dist/factories/conveyor-3d.js.map +1 -1
  16. package/dist/factories/crane-3d.js +5 -7
  17. package/dist/factories/crane-3d.js.map +1 -1
  18. package/dist/factories/crane-rail-3d.js +4 -6
  19. package/dist/factories/crane-rail-3d.js.map +1 -1
  20. package/dist/factories/machine-3d.js +384 -133
  21. package/dist/factories/machine-3d.js.map +1 -1
  22. package/dist/factories/oht-3d.js +20 -20
  23. package/dist/factories/oht-3d.js.map +1 -1
  24. package/dist/factories/shuttle-3d.js +2 -5
  25. package/dist/factories/shuttle-3d.js.map +1 -1
  26. package/dist/features/conveyor-mixin.js.map +1 -1
  27. package/dist/features/mcs-status-mixin.js +22 -0
  28. package/dist/features/mcs-status-mixin.js.map +1 -1
  29. package/dist/features/mcs-zone-mixin.js.map +1 -1
  30. package/dist/features/parent-object-mixin.js.map +1 -1
  31. package/dist/floating-container.js +5 -0
  32. package/dist/floating-container.js.map +1 -1
  33. package/dist/index.js +50 -34
  34. package/dist/index.js.map +1 -1
  35. package/dist/mcs-carrier-holder.js +39 -22
  36. package/dist/mcs-carrier-holder.js.map +1 -1
  37. package/dist/mcs-machine.js +28 -0
  38. package/dist/mcs-machine.js.map +1 -1
  39. package/dist/mcs-unit.js +10 -0
  40. package/dist/mcs-unit.js.map +1 -1
  41. package/dist/mcs-vehicle.js +8 -3
  42. package/dist/mcs-vehicle.js.map +1 -1
  43. package/dist/node.js +1 -1
  44. package/dist/node.js.map +1 -1
  45. package/dist/oht.js.map +1 -1
  46. package/dist/scanner.js +30 -0
  47. package/dist/scanner.js.map +1 -0
  48. package/dist/scene/root-container-override.js +9 -0
  49. package/dist/scene/root-container-override.js.map +1 -1
  50. package/dist/static-container.js +5 -0
  51. package/dist/static-container.js.map +1 -1
  52. package/dist/stocker-abnormal-bar.js +1 -1
  53. package/dist/stocker-abnormal-bar.js.map +1 -1
  54. package/dist/stocker-capacity-bar.js +3 -3
  55. package/dist/stocker-capacity-bar.js.map +1 -1
  56. package/dist/stocker-carrier-bar.js +1 -1
  57. package/dist/stocker-carrier-bar.js.map +1 -1
  58. package/dist/stocker.js +6 -0
  59. package/dist/stocker.js.map +1 -1
  60. package/dist/templates/backdrop.js +30 -0
  61. package/dist/templates/backdrop.js.map +1 -0
  62. package/dist/templates/decal.js +21 -0
  63. package/dist/templates/decal.js.map +1 -0
  64. package/dist/templates/index.js +7 -1
  65. package/dist/templates/index.js.map +1 -1
  66. package/dist/templates/scanner.js +20 -0
  67. package/dist/templates/scanner.js.map +1 -0
  68. package/dist/tsconfig.tsbuildinfo +1 -1
  69. package/dist/utils/get-value-on-ranges.js +2 -4
  70. package/dist/utils/get-value-on-ranges.js.map +1 -1
  71. package/dist/zone-capacity-bar.js +3 -3
  72. package/dist/zone-capacity-bar.js.map +1 -1
  73. package/icons/backdrop.png +0 -0
  74. package/icons/decal.png +0 -0
  75. package/jest.config.js +10 -0
  76. package/package.json +4 -3
  77. package/src/agv.ts +2 -2
  78. package/src/carrier-manager.ts +117 -0
  79. package/src/carrier.ts +80 -3
  80. package/src/conveyor-join.ts +5 -2
  81. package/src/conveyor.ts +8 -0
  82. package/src/crane.ts +1 -1
  83. package/src/factories/agv-3d.ts +9 -10
  84. package/src/factories/conveyor-3d.ts +168 -84
  85. package/src/factories/crane-3d.ts +6 -8
  86. package/src/factories/crane-rail-3d.ts +5 -7
  87. package/src/factories/machine-3d.ts +452 -145
  88. package/src/factories/oht-3d.ts +20 -20
  89. package/src/factories/shuttle-3d.ts +2 -6
  90. package/src/features/conveyor-mixin.ts +1 -1
  91. package/src/features/mcs-status-mixin.ts +26 -4
  92. package/src/features/mcs-zone-mixin.ts +1 -1
  93. package/src/features/parent-object-mixin.ts +1 -1
  94. package/src/floating-container.ts +5 -0
  95. package/src/index.ts +56 -34
  96. package/src/mcs-carrier-holder.ts +38 -34
  97. package/src/mcs-machine.ts +29 -0
  98. package/src/mcs-unit.ts +12 -1
  99. package/src/mcs-vehicle.ts +9 -6
  100. package/src/node.ts +1 -1
  101. package/src/oht.ts +1 -1
  102. package/src/scanner.ts +29 -0
  103. package/src/scene/root-container-override.ts +12 -0
  104. package/src/static-container.ts +5 -0
  105. package/src/stocker-abnormal-bar.ts +1 -1
  106. package/src/stocker-capacity-bar.ts +3 -3
  107. package/src/stocker-carrier-bar.ts +1 -1
  108. package/src/stocker.ts +7 -0
  109. package/src/templates/backdrop.ts +30 -0
  110. package/src/templates/decal.ts +21 -0
  111. package/src/templates/index.ts +7 -1
  112. package/src/templates/scanner.ts +20 -0
  113. package/src/utils/get-value-on-ranges.ts +2 -4
  114. package/src/zone-capacity-bar.ts +3 -3
  115. package/translations/en.json +16 -1
  116. package/translations/ja.json +16 -1
  117. package/translations/ko.json +16 -1
  118. package/translations/ms.json +16 -1
  119. package/translations/zh.json +16 -1
@@ -10,7 +10,7 @@
10
10
  * Based on operato-scene Vehicle3D, adapted for fmsim:
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  * - extends RealObjectGroup (Conveyor3D와 동일 패턴)
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  * - statusColor from MCSStatusMixin
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- * - 바닥 원점 (y=0~depth)
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+ * - 볼륨 중심 원점 (things-scene 기본 컨벤션) - mesh 로컬 [-d/2, +d/2]
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  */
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  import * as THREE from 'three';
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  import { RoundedBoxGeometry } from 'three/examples/jsm/geometries/RoundedBoxGeometry.js';
@@ -28,16 +28,13 @@ export class AGV3D extends RealObjectGroup {
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  const { depth } = this.component.state;
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  return depth || TRANSPORT_SURFACE_HEIGHT;
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  }
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- get syncZPosOffset() {
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- return 0;
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- }
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  resolveColor() {
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  const comp = this.component;
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  // 1) MCSStatusMixin.statusColor (legend 기반 상태 색상)
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  // '#F0F0F0'은 상태 미설정 시 기본 fallback — 무시하고 defaultColor 사용
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  try {
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  const sc = comp.statusColor;
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- if (typeof sc === 'string' && sc && sc.toUpperCase() !== '#F0F0F0')
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+ if (typeof sc === 'string' && sc && sc.toUpperCase() !== '#F0F0F0' && sc !== 'transparent')
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  return new THREE.Color(sc).getHex();
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  }
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  catch (_a) {
@@ -45,7 +42,7 @@ export class AGV3D extends RealObjectGroup {
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  }
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  // 2) state.fillStyle fallback
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  const { fillStyle } = this.component.state;
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- if (fillStyle && typeof fillStyle === 'string') {
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+ if (fillStyle && typeof fillStyle === 'string' && fillStyle !== 'transparent') {
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  try {
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  return new THREE.Color(fillStyle).getHex();
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  }
@@ -108,14 +105,15 @@ export class AGV3D extends RealObjectGroup {
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  plat.castShadow = true;
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  plat.receiveShadow = true;
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  this._ownMeshes = [bumper, body, plat];
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+ // ownGroup이 center-origin ↔ bottom-up 좌표계 변환을 자동 처리
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  for (const m of this._ownMeshes)
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- this.object3d.add(m);
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+ this.components3D.add(m);
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  }
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  updateDimension() { }
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  update() {
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  // 자신의 mesh만 제거 (Carrier 등 자식 컴포넌트 3D 보존)
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  for (const m of this._ownMeshes) {
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- this.object3d.remove(m);
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+ this.components3D.remove(m);
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  disposeObject3D(m);
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  }
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  this._ownMeshes = [];
@@ -137,7 +135,8 @@ export class AGV3D extends RealObjectGroup {
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  }
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  onchange(after, before) {
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  if ('width' in after || 'height' in after || 'depth' in after ||
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- 'fillStyle' in after || 'strokeStyle' in after || 'id' in after) {
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+ 'fillStyle' in after || 'strokeStyle' in after || 'id' in after ||
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+ 'EMPTYTYPE' in after || 'CARRIERSTATUS' in after) {
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  this.update();
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  return;
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  }
@@ -1 +1 @@
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- 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* AGV 3D Factory\n *\n * 범퍼 + 본체 + 플랫폼 3단 구조:\n * - 하단 범퍼 (10%, 본체보다 약간 넓음, #222222)\n * - 본체 (58%, RoundedBoxGeometry, statusColor 적용)\n * - 간격 (4%)\n * - 상단 플랫폼 (28%, 본체보다 안쪽, #333333)\n *\n * Based on operato-scene Vehicle3D, adapted for fmsim:\n * - extends RealObjectGroup (Conveyor3D와 동일 패턴)\n * - statusColor from MCSStatusMixin\n * - 바닥 원점 (y=0~depth)\n */\n\nimport * as THREE from 'three'\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 BUMPER_COLOR = 0x222222\nconst PLATFORM_COLOR = 0x333333\nconst DEFAULT_BODY_COLOR = 0x6688cc\n\nexport class AGV3D 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 // 1) MCSStatusMixin.statusColor (legend 기반 상태 색상)\n // '#F0F0F0'은 상태 미설정 시 기본 fallback — 무시하고 defaultColor 사용\n try {\n const sc = comp.statusColor\n if (typeof sc === 'string' && sc && sc.toUpperCase() !== '#F0F0F0') return new THREE.Color(sc).getHex()\n } catch {\n /* statusColor 미구현 시 무시 */\n }\n\n // 2) state.fillStyle fallback\n const { fillStyle } = this.component.state\n if (fillStyle && typeof fillStyle === 'string') {\n try {\n return new THREE.Color(fillStyle).getHex()\n } catch {\n /* 파싱 실패 시 무시 */\n }\n }\n\n return DEFAULT_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 // 비율: 하단 범퍼 10%, 본체 58%, 간격 4%, 플랫폼 28%\n const bumperH = d * 0.1\n const bodyH = d * 0.58\n const gapH = d * 0.04\n const platH = d * 0.28\n\n const cornerR = Math.min(w, h, bodyH) * 0.12\n\n // ── 하단 범퍼 밴드 (본체보다 약간 넓게 돌출) ──\n const bumperPad = Math.min(w, h) * 0.03\n const bumperCornerR = Math.min(w + bumperPad * 2, h + bumperPad * 2, bumperH) * 0.2\n const bumperGeo = new RoundedBoxGeometry(w + bumperPad * 2, bumperH, h + bumperPad * 2, 4, bumperCornerR)\n const bumperMat = new THREE.MeshStandardMaterial({\n color: BUMPER_COLOR,\n roughness: 0.8,\n metalness: 0.1,\n })\n const bumper = new THREE.Mesh(bumperGeo, bumperMat)\n bumper.position.y = bumperH / 2\n bumper.castShadow = true\n bumper.receiveShadow = true\n\n // ── 본체 (둥근 모서리, statusColor 적용) ──\n const bodyColor = this.resolveColor()\n const bodyGeo = new RoundedBoxGeometry(w, bodyH, h, 4, cornerR)\n const bodyMat = new THREE.MeshStandardMaterial({\n color: bodyColor,\n roughness: 0.3,\n metalness: 0.5,\n })\n const body = new THREE.Mesh(bodyGeo, bodyMat)\n body.position.y = bumperH + bodyH / 2\n body.castShadow = true\n body.receiveShadow = true\n\n // ── 상단 플랫폼 (본체보다 안쪽, 어두운색) ──\n const platInset = Math.min(w, h) * 0.04\n const platCornerR = Math.min(w - platInset * 2, h - platInset * 2, platH) * 0.15\n const platGeo = new RoundedBoxGeometry(w - platInset * 2, platH, h - platInset * 2, 4, platCornerR)\n const platMat = new THREE.MeshStandardMaterial({\n color: PLATFORM_COLOR,\n roughness: 0.5,\n metalness: 0.15,\n })\n const plat = new THREE.Mesh(platGeo, platMat)\n plat.position.y = bumperH + bodyH + gapH + platH / 2\n plat.castShadow = true\n plat.receiveShadow = true\n\n this._ownMeshes = [bumper, body, plat]\n for (const m of this._ownMeshes) this.object3d.add(m)\n }\n\n updateDimension() {}\n\n update() {\n // 자신의 mesh만 제거 (Carrier 등 자식 컴포넌트 3D 보존)\n for (const m of this._ownMeshes) {\n this.object3d.remove(m)\n disposeObject3D(m)\n }\n this._ownMeshes = []\n\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('AGV', (component: Component) => new AGV3D(component))\n"]}
1
+ 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* AGV 3D Factory\n *\n * 범퍼 + 본체 + 플랫폼 3단 구조:\n * - 하단 범퍼 (10%, 본체보다 약간 넓음, #222222)\n * - 본체 (58%, RoundedBoxGeometry, statusColor 적용)\n * - 간격 (4%)\n * - 상단 플랫폼 (28%, 본체보다 안쪽, #333333)\n *\n * Based on operato-scene Vehicle3D, adapted for fmsim:\n * - extends RealObjectGroup (Conveyor3D와 동일 패턴)\n * - statusColor from MCSStatusMixin\n * - 볼륨 중심 원점 (things-scene 기본 컨벤션) - mesh 로컬 [-d/2, +d/2]\n */\n\nimport * as THREE from 'three'\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 BUMPER_COLOR = 0x222222\nconst PLATFORM_COLOR = 0x333333\nconst DEFAULT_BODY_COLOR = 0x6688cc\n\nexport class AGV3D 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 // 1) MCSStatusMixin.statusColor (legend 기반 상태 색상)\n // '#F0F0F0'은 상태 미설정 시 기본 fallback — 무시하고 defaultColor 사용\n try {\n const sc = comp.statusColor\n if (typeof sc === 'string' && sc && sc.toUpperCase() !== '#F0F0F0' && sc !== 'transparent') return new THREE.Color(sc).getHex()\n } catch {\n /* statusColor 미구현 시 무시 */\n }\n\n // 2) state.fillStyle fallback\n const { fillStyle } = this.component.state\n if (fillStyle && typeof fillStyle === 'string' && fillStyle !== 'transparent') {\n try {\n return new THREE.Color(fillStyle).getHex()\n } catch {\n /* 파싱 실패 시 무시 */\n }\n }\n\n return DEFAULT_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 // 비율: 하단 범퍼 10%, 본체 58%, 간격 4%, 플랫폼 28%\n const bumperH = d * 0.1\n const bodyH = d * 0.58\n const gapH = d * 0.04\n const platH = d * 0.28\n\n const cornerR = Math.min(w, h, bodyH) * 0.12\n\n // ── 하단 범퍼 밴드 (본체보다 약간 넓게 돌출) ──\n const bumperPad = Math.min(w, h) * 0.03\n const bumperCornerR = Math.min(w + bumperPad * 2, h + bumperPad * 2, bumperH) * 0.2\n const bumperGeo = new RoundedBoxGeometry(w + bumperPad * 2, bumperH, h + bumperPad * 2, 4, bumperCornerR)\n const bumperMat = new THREE.MeshStandardMaterial({\n color: BUMPER_COLOR,\n roughness: 0.8,\n metalness: 0.1,\n })\n const bumper = new THREE.Mesh(bumperGeo, bumperMat)\n bumper.position.y = bumperH / 2\n bumper.castShadow = true\n bumper.receiveShadow = true\n\n // ── 본체 (둥근 모서리, statusColor 적용) ──\n const bodyColor = this.resolveColor()\n const bodyGeo = new RoundedBoxGeometry(w, bodyH, h, 4, cornerR)\n const bodyMat = new THREE.MeshStandardMaterial({\n color: bodyColor,\n roughness: 0.3,\n metalness: 0.5,\n })\n const body = new THREE.Mesh(bodyGeo, bodyMat)\n body.position.y = bumperH + bodyH / 2\n body.castShadow = true\n body.receiveShadow = true\n\n // ── 상단 플랫폼 (본체보다 안쪽, 어두운색) ──\n const platInset = Math.min(w, h) * 0.04\n const platCornerR = Math.min(w - platInset * 2, h - platInset * 2, platH) * 0.15\n const platGeo = new RoundedBoxGeometry(w - platInset * 2, platH, h - platInset * 2, 4, platCornerR)\n const platMat = new THREE.MeshStandardMaterial({\n color: PLATFORM_COLOR,\n roughness: 0.5,\n metalness: 0.15,\n })\n const plat = new THREE.Mesh(platGeo, platMat)\n plat.position.y = bumperH + bodyH + gapH + platH / 2\n plat.castShadow = true\n plat.receiveShadow = true\n\n this._ownMeshes = [bumper, body, plat]\n // ownGroup이 center-origin ↔ bottom-up 좌표계 변환을 자동 처리\n for (const m of this._ownMeshes) this.components3D.add(m)\n }\n\n updateDimension() {}\n\n update() {\n // 자신의 mesh만 제거 (Carrier 등 자식 컴포넌트 3D 보존)\n for (const m of this._ownMeshes) {\n this.components3D.remove(m)\n disposeObject3D(m)\n }\n this._ownMeshes = []\n\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 'EMPTYTYPE' in after || 'CARRIERSTATUS' in after) {\n this.update()\n return\n }\n\n super.onchange(after, before)\n }\n}\n\nregisterRealObjectFactory('AGV', (component: Component) => new AGV3D(component))\n"]}
@@ -22,18 +22,13 @@ export class Conveyor3D extends RealObjectGroup {
22
22
  const { depth } = this.component.state;
23
23
  return depth || TRANSPORT_SURFACE_HEIGHT;
24
24
  }
25
- // group origin = 바닥 (y=0). MCSRealObject3D와 동일 컨벤션.
26
- // 기하는 build()에서 y=0(바닥)~y=depth(상단) 범위로 배치.
27
- get syncZPosOffset() {
28
- return 0;
29
- }
30
25
  resolveColor() {
31
26
  const comp = this.component;
32
27
  // 1) MCSStatusMixin.statusColor (legend 기반 상태 색상)
33
28
  // '#F0F0F0'은 상태 미설정 시 기본 fallback — 무시하고 defaultColor 사용
34
29
  try {
35
30
  const sc = comp.statusColor;
36
- if (typeof sc === 'string' && sc && sc.toUpperCase() !== '#F0F0F0')
31
+ if (typeof sc === 'string' && sc && sc.toUpperCase() !== '#F0F0F0' && sc !== 'transparent')
37
32
  return new THREE.Color(sc).getHex();
38
33
  }
39
34
  catch (_a) {
@@ -41,7 +36,7 @@ export class Conveyor3D extends RealObjectGroup {
41
36
  }
42
37
  // 2) state.fillStyle fallback
43
38
  const { fillStyle } = this.component.state;
44
- if (fillStyle && typeof fillStyle === 'string') {
39
+ if (fillStyle && typeof fillStyle === 'string' && fillStyle !== 'transparent') {
45
40
  try {
46
41
  return new THREE.Color(fillStyle).getHex();
47
42
  }
@@ -53,16 +48,29 @@ export class Conveyor3D extends RealObjectGroup {
53
48
  }
54
49
  build() {
55
50
  super.build();
56
- const { width, height, conveyorType } = this.component.state;
51
+ const { width: rawWidth, height: rawHeight, conveyorType, orientation } = this.component.state;
57
52
  const depth = this.effectiveDepth;
58
- if (!width || !height)
53
+ if (!rawWidth || !rawHeight)
59
54
  return;
55
+ // orientation: 'horizontal' = 롤러가 Z축(세로), 'vertical' = 롤러가 X축(가로)
56
+ // default = 긴 방향에 수직 (긴 축을 따라 이송)
57
+ const isVertical = orientation === 'vertical' ? true
58
+ : orientation === 'horizontal' ? false
59
+ : rawWidth < rawHeight; // default: 세로가 길면 롤러는 가로(X축)
60
+ // isVertical=true → 롤러 축이 X(가로), 이송 방향이 Z(세로)
61
+ // isVertical=false → 롤러 축이 Z(세로), 이송 방향이 X(가로)
62
+ const width = rawWidth;
63
+ const height = rawHeight;
60
64
  // 2D와 동일 로직으로 rollWidth 산출
61
65
  const rollWidth = Math.max(10, Math.min(width, height) / 2);
62
66
  const rollerDiameter = Math.max(rollWidth, 2);
63
67
  const frameH = Math.min(rollerDiameter, depth);
64
68
  const legH = Math.max(depth - frameH, 0);
65
- const railW = Math.max(height * 0.06, 2);
69
+ // isVertical일 때 이송 방향이 Z축: 레일은 Z축을 따라, 벨트폭은 width
70
+ // !isVertical일 때 이송 방향이 X축: 레일은 X축을 따라, 벨트폭은 height
71
+ const beltWidth = isVertical ? width : height;
72
+ const railLen = isVertical ? height : width;
73
+ const railW = Math.max(beltWidth * 0.06, 2);
66
74
  const legThickness = Math.max(railW * 0.8, 2);
67
75
  const frameMaterial = new THREE.MeshStandardMaterial({
68
76
  color: FRAME_COLOR,
@@ -73,103 +81,156 @@ export class Conveyor3D extends RealObjectGroup {
73
81
  // Y 좌표: y=0(바닥) ~ y=depth(상단). 레일 상단이 depth에 위치.
74
82
  const frameGeometries = [];
75
83
  const railY = depth - frameH / 2;
76
- // Side rails (along X)
77
- for (const zSign of [-1, 1]) {
78
- const rail = new THREE.BoxGeometry(width, frameH, railW);
79
- rail.translate(0, railY, zSign * (height / 2 - railW / 2));
80
- frameGeometries.push(rail);
84
+ // Side rails — 이송 방향을 따라, 벨트 양측에 배치
85
+ if (isVertical) {
86
+ // 레일이 Z축(세로)을 따라, ±X에 배치
87
+ for (const xSign of [-1, 1]) {
88
+ const rail = new THREE.BoxGeometry(railW, frameH, height);
89
+ rail.translate(xSign * (width / 2 - railW / 2), railY, 0);
90
+ frameGeometries.push(rail);
91
+ }
92
+ }
93
+ else {
94
+ // 레일이 X축(가로)을 따라, ±Z에 배치
95
+ for (const zSign of [-1, 1]) {
96
+ const rail = new THREE.BoxGeometry(width, frameH, railW);
97
+ rail.translate(0, railY, zSign * (height / 2 - railW / 2));
98
+ frameGeometries.push(rail);
99
+ }
81
100
  }
82
101
  // 4 legs at corners
83
102
  if (legH > 0) {
84
103
  const legTopY = depth - frameH;
85
104
  const legCenterY = legTopY - legH / 2;
105
+ // 다리 위치: 레일 안쪽에 정렬
106
+ const legXPos = isVertical ? (width / 2 - railW / 2) : (width / 2 - legThickness / 2);
107
+ const legZPos = isVertical ? (height / 2 - legThickness / 2) : (height / 2 - railW / 2);
86
108
  for (const xSign of [-1, 1]) {
87
109
  for (const zSign of [-1, 1]) {
88
- const lx = xSign * (width / 2 - legThickness / 2);
89
- const lz = zSign * (height / 2 - railW / 2);
90
110
  const leg = new THREE.BoxGeometry(legThickness, legH, legThickness);
91
- leg.translate(lx, legCenterY, lz);
111
+ leg.translate(xSign * legXPos, legCenterY, zSign * legZPos);
92
112
  frameGeometries.push(leg);
93
113
  }
94
114
  }
95
- // Cross-bracing: 앞뒤 다리 연결 (Z 방향)
115
+ // Cross-bracing
96
116
  const braceH = legThickness * 0.6;
97
117
  const braceW = legThickness * 0.6;
98
- const braceLen = height - railW;
99
118
  const braceY = legTopY - legH * 0.35;
100
- for (const xSign of [-1, 1]) {
101
- const brace = new THREE.BoxGeometry(braceW, braceH, braceLen);
102
- brace.translate(xSign * (width / 2 - legThickness / 2), braceY, 0);
103
- frameGeometries.push(brace);
119
+ // 이송 방향 브레이스 (레일과 평행)
120
+ if (isVertical) {
121
+ for (const xSign of [-1, 1]) {
122
+ const brace = new THREE.BoxGeometry(braceW, braceH, height - legThickness);
123
+ brace.translate(xSign * legXPos, braceY, 0);
124
+ frameGeometries.push(brace);
125
+ }
104
126
  }
105
- // Cross-bracing: 좌우 다리 연결 (X 방향)
106
- const braceLenX = width - legThickness;
107
- for (const zSign of [-1, 1]) {
108
- const brace = new THREE.BoxGeometry(braceLenX, braceH, braceW);
109
- brace.translate(0, braceY, zSign * (height / 2 - railW / 2));
110
- frameGeometries.push(brace);
127
+ else {
128
+ for (const zSign of [-1, 1]) {
129
+ const brace = new THREE.BoxGeometry(width - legThickness, braceH, braceW);
130
+ brace.translate(0, braceY, zSign * legZPos);
131
+ frameGeometries.push(brace);
132
+ }
133
+ }
134
+ // 벨트폭 방향 브레이스 (레일과 수직)
135
+ if (isVertical) {
136
+ for (const zSign of [-1, 1]) {
137
+ const brace = new THREE.BoxGeometry(width - railW, braceH, braceW);
138
+ brace.translate(0, braceY, zSign * legZPos);
139
+ frameGeometries.push(brace);
140
+ }
141
+ }
142
+ else {
143
+ for (const xSign of [-1, 1]) {
144
+ const brace = new THREE.BoxGeometry(braceW, braceH, height - railW);
145
+ brace.translate(xSign * legXPos, braceY, 0);
146
+ frameGeometries.push(brace);
147
+ }
111
148
  }
112
149
  }
113
150
  const frameMesh = new THREE.Mesh(BufferGeometryUtils.mergeGeometries(frameGeometries), frameMaterial);
114
151
  frameMesh.castShadow = true;
115
152
  frameMesh.receiveShadow = true;
116
- this.object3d.add(frameMesh);
153
+ this.components3D.add(frameMesh);
117
154
  // --- Rollers, Belt, or Rails ---
118
155
  if (conveyorType === 'rail') {
119
- this.buildRails(width, height, depth, frameH, railW);
156
+ this.buildRails(width, height, depth, frameH, railW, isVertical);
120
157
  }
121
158
  else if (conveyorType === 'belt') {
122
- this.buildBelt(width, height, depth, frameH, railW);
159
+ this.buildBelt(width, height, depth, frameH, railW, isVertical);
123
160
  }
124
161
  else {
125
- this.buildRollers(width, height, depth, frameH, railW, rollWidth);
162
+ this.buildRollers(width, height, depth, frameH, railW, rollWidth, isVertical);
126
163
  }
127
164
  }
128
- buildRollers(width, height, depth, frameH, railW, rollWidth) {
165
+ buildRollers(width, height, depth, frameH, railW, rollWidth, isVertical = false) {
129
166
  const rollerRadius = Math.max(rollWidth / 8, 1);
130
- const rollerLength = height - railW * 2 - 0.5;
131
167
  const diameter = rollerRadius * 2;
132
- // 롤러 간 최소 간격 (z-fighting 방지용 미세 갭만)
133
168
  const step = diameter * 1.05;
134
- // 롤러 상단 = 이송 표면 (y=depth)
135
169
  const rollerY = depth - rollerRadius;
136
170
  const color = this.resolveColor();
137
171
  const rollerGeometries = [];
138
- const count = Math.max(1, Math.floor(width / step));
139
- const totalSpan = (count - 1) * step;
140
- const startX = -totalSpan / 2;
141
- for (let i = 0; i < count; i++) {
142
- const x = startX + i * step;
143
- const roller = new THREE.CylinderGeometry(rollerRadius, rollerRadius, rollerLength, 16);
144
- roller.rotateX(Math.PI / 2);
145
- roller.translate(x, rollerY, 0);
146
- rollerGeometries.push(roller);
172
+ if (isVertical) {
173
+ // 롤러 축 = X축(가로), 이송 방향 = Z축(세로)
174
+ const rollerLength = width - railW * 2 - 0.5;
175
+ const count = Math.max(1, Math.floor(height / step));
176
+ const totalSpan = (count - 1) * step;
177
+ const startZ = -totalSpan / 2;
178
+ for (let i = 0; i < count; i++) {
179
+ const z = startZ + i * step;
180
+ const roller = new THREE.CylinderGeometry(rollerRadius, rollerRadius, rollerLength, 16);
181
+ roller.rotateZ(Math.PI / 2);
182
+ roller.translate(0, rollerY, z);
183
+ rollerGeometries.push(roller);
184
+ }
185
+ }
186
+ else {
187
+ // 롤러 축 = Z축(세로), 이송 방향 = X축(가로) — 기존 동작
188
+ const rollerLength = height - railW * 2 - 0.5;
189
+ const count = Math.max(1, Math.floor(width / step));
190
+ const totalSpan = (count - 1) * step;
191
+ const startX = -totalSpan / 2;
192
+ for (let i = 0; i < count; i++) {
193
+ const x = startX + i * step;
194
+ const roller = new THREE.CylinderGeometry(rollerRadius, rollerRadius, rollerLength, 16);
195
+ roller.rotateX(Math.PI / 2);
196
+ roller.translate(x, rollerY, 0);
197
+ rollerGeometries.push(roller);
198
+ }
147
199
  }
148
200
  if (rollerGeometries.length > 0) {
149
201
  const rollerMesh = new THREE.Mesh(BufferGeometryUtils.mergeGeometries(rollerGeometries), new THREE.MeshStandardMaterial({ color, metalness: 0.9, roughness: 0.2 }));
150
202
  rollerMesh.castShadow = true;
151
- this.object3d.add(rollerMesh);
203
+ this.components3D.add(rollerMesh);
152
204
  }
153
205
  }
154
- buildBelt(width, height, depth, frameH, railW) {
206
+ buildBelt(width, height, depth, frameH, railW, isVertical = false) {
155
207
  const drumRadius = frameH * 0.38;
156
- const drumLength = height - railW * 2;
157
208
  const beltY = depth - drumRadius;
158
209
  const color = this.resolveColor();
210
+ // 이송 방향 길이와 벨트폭
211
+ const transportLen = isVertical ? height : width;
212
+ const beltWidth = isVertical ? width : height;
213
+ const drumLength = beltWidth - railW * 2;
159
214
  // Two end drums
160
215
  const drumGeometries = [];
161
216
  const drumInset = drumRadius * 1.5;
162
- const leftDrumX = -width / 2 + drumInset;
163
- const rightDrumX = width / 2 - drumInset;
164
- for (const dx of [leftDrumX, rightDrumX]) {
217
+ const drum1 = -transportLen / 2 + drumInset;
218
+ const drum2 = transportLen / 2 - drumInset;
219
+ for (const dp of [drum1, drum2]) {
165
220
  const drum = new THREE.CylinderGeometry(drumRadius, drumRadius, drumLength, 16);
166
- drum.rotateX(Math.PI / 2);
167
- drum.translate(dx, beltY, 0);
221
+ if (isVertical) {
222
+ drum.rotateZ(Math.PI / 2);
223
+ drum.translate(0, beltY, dp);
224
+ }
225
+ else {
226
+ drum.rotateX(Math.PI / 2);
227
+ drum.translate(dp, beltY, 0);
228
+ }
168
229
  drumGeometries.push(drum);
169
230
  }
170
231
  const drumMesh = new THREE.Mesh(BufferGeometryUtils.mergeGeometries(drumGeometries), new THREE.MeshStandardMaterial({ color: ROLLER_COLOR, metalness: 0.9, roughness: 0.2 }));
171
232
  drumMesh.castShadow = true;
172
- this.object3d.add(drumMesh);
233
+ this.components3D.add(drumMesh);
173
234
  // Belt surface
174
235
  const beltThickness = drumRadius * 0.12;
175
236
  const beltMaterial = new THREE.MeshStandardMaterial({
@@ -178,49 +239,63 @@ export class Conveyor3D extends RealObjectGroup {
178
239
  roughness: 0.9,
179
240
  });
180
241
  // Flat belt top surface spanning between drums
181
- const flatLen = rightDrumX - leftDrumX;
182
- const flatGeo = new THREE.BoxGeometry(flatLen, beltThickness, drumLength);
242
+ const flatLen = drum2 - drum1;
243
+ const flatGeo = isVertical
244
+ ? new THREE.BoxGeometry(drumLength, beltThickness, flatLen)
245
+ : new THREE.BoxGeometry(flatLen, beltThickness, drumLength);
183
246
  const flatMesh = new THREE.Mesh(flatGeo, beltMaterial);
184
247
  flatMesh.position.set(0, beltY + drumRadius, 0);
185
248
  flatMesh.castShadow = true;
186
- this.object3d.add(flatMesh);
249
+ this.components3D.add(flatMesh);
187
250
  // Belt wrap around drums (segmented half-cylinder)
188
251
  const wrapSegments = 12;
189
- for (const [dx, angleStart] of [
190
- [leftDrumX, Math.PI / 2],
191
- [rightDrumX, -Math.PI / 2],
252
+ for (const [dp, angleStart] of [
253
+ [drum1, Math.PI / 2],
254
+ [drum2, -Math.PI / 2],
192
255
  ]) {
193
256
  const wrapGeometries = [];
194
257
  for (let i = 0; i < wrapSegments; i++) {
195
258
  const a0 = angleStart + (Math.PI * i) / wrapSegments;
196
259
  const a1 = angleStart + (Math.PI * (i + 1)) / wrapSegments;
197
260
  const r = drumRadius + beltThickness / 2;
198
- const x0 = dx + Math.cos(a0) * r;
261
+ const p0 = dp + Math.cos(a0) * r;
199
262
  const y0 = beltY + Math.sin(a0) * r;
200
- const x1 = dx + Math.cos(a1) * r;
263
+ const p1 = dp + Math.cos(a1) * r;
201
264
  const y1 = beltY + Math.sin(a1) * r;
202
- const segLen = Math.sqrt((x1 - x0) ** 2 + (y1 - y0) ** 2) * 1.05;
203
- const segAngle = Math.atan2(y1 - y0, x1 - x0);
204
- const seg = new THREE.BoxGeometry(segLen, beltThickness, drumLength);
205
- seg.rotateZ(segAngle);
206
- seg.translate((x0 + x1) / 2, (y0 + y1) / 2, 0);
207
- wrapGeometries.push(seg);
265
+ const segLen = Math.sqrt((p1 - p0) ** 2 + (y1 - y0) ** 2) * 1.05;
266
+ const segAngle = Math.atan2(y1 - y0, p1 - p0);
267
+ if (isVertical) {
268
+ const seg = new THREE.BoxGeometry(drumLength, beltThickness, segLen);
269
+ seg.rotateX(-segAngle);
270
+ seg.translate(0, (y0 + y1) / 2, (p0 + p1) / 2);
271
+ wrapGeometries.push(seg);
272
+ }
273
+ else {
274
+ const seg = new THREE.BoxGeometry(segLen, beltThickness, drumLength);
275
+ seg.rotateZ(segAngle);
276
+ seg.translate((p0 + p1) / 2, (y0 + y1) / 2, 0);
277
+ wrapGeometries.push(seg);
278
+ }
208
279
  }
209
280
  const wrapMesh = new THREE.Mesh(BufferGeometryUtils.mergeGeometries(wrapGeometries), beltMaterial);
210
281
  wrapMesh.castShadow = true;
211
- this.object3d.add(wrapMesh);
282
+ this.components3D.add(wrapMesh);
212
283
  }
213
284
  // Flat belt bottom (return path)
214
- const bottomGeo = new THREE.BoxGeometry(flatLen, beltThickness, drumLength * 0.85);
285
+ const bottomGeo = isVertical
286
+ ? new THREE.BoxGeometry(drumLength * 0.85, beltThickness, flatLen)
287
+ : new THREE.BoxGeometry(flatLen, beltThickness, drumLength * 0.85);
215
288
  const bottomMesh = new THREE.Mesh(bottomGeo, beltMaterial);
216
289
  bottomMesh.position.set(0, beltY - drumRadius, 0);
217
- this.object3d.add(bottomMesh);
290
+ this.components3D.add(bottomMesh);
218
291
  }
219
- buildRails(width, height, depth, frameH, railW) {
292
+ buildRails(width, height, depth, frameH, railW, isVertical = false) {
220
293
  const color = this.resolveColor();
221
294
  const railHeight = frameH * 0.3;
222
295
  const railY = depth - railHeight / 2;
223
- const innerWidth = height - railW * 2;
296
+ const beltWidth = isVertical ? width : height;
297
+ const transportLen = isVertical ? height : width;
298
+ const innerWidth = beltWidth - railW * 2;
224
299
  // 두 레일 간격: 내부 폭의 60%
225
300
  const railSpacing = innerWidth * 0.6;
226
301
  const railMaterial = new THREE.MeshStandardMaterial({
@@ -229,20 +304,30 @@ export class Conveyor3D extends RealObjectGroup {
229
304
  roughness: 0.3,
230
305
  });
231
306
  const railGeometries = [];
232
- // Two parallel rails running along X axis
233
- for (const zSign of [-1, 1]) {
234
- const rail = new THREE.BoxGeometry(width - railW * 2, railHeight, railW * 0.8);
235
- rail.translate(0, railY, zSign * (railSpacing / 2));
236
- railGeometries.push(rail);
307
+ // Two parallel rails running along transport direction
308
+ if (isVertical) {
309
+ for (const xSign of [-1, 1]) {
310
+ const rail = new THREE.BoxGeometry(railW * 0.8, railHeight, transportLen - railW * 2);
311
+ rail.translate(xSign * (railSpacing / 2), railY, 0);
312
+ railGeometries.push(rail);
313
+ }
314
+ }
315
+ else {
316
+ for (const zSign of [-1, 1]) {
317
+ const rail = new THREE.BoxGeometry(transportLen - railW * 2, railHeight, railW * 0.8);
318
+ rail.translate(0, railY, zSign * (railSpacing / 2));
319
+ railGeometries.push(rail);
320
+ }
237
321
  }
238
322
  const railMesh = new THREE.Mesh(BufferGeometryUtils.mergeGeometries(railGeometries), railMaterial);
239
323
  railMesh.castShadow = true;
240
- this.object3d.add(railMesh);
324
+ this.components3D.add(railMesh);
241
325
  }
242
326
  updateDimension() { }
243
327
  updateAlpha() { }
244
328
  onchange(after, before) {
245
329
  if ('conveyorType' in after ||
330
+ 'orientation' in after ||
246
331
  'width' in after ||
247
332
  'height' in after ||
248
333
  'depth' in after ||
@@ -1 +1 @@
1
- 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* Conveyor 3D Factory\n *\n * 'conveyor' type (default): side rails + cylindrical rollers + 4 legs + cross-bracing\n * 'belt' type: side rails + two end drums + belt wrapping + 4 legs + cross-bracing\n * 'rail' type: side rails + two parallel rails + 4 legs + cross-bracing\n *\n * Based on operato-scene conveyor-3d.ts, adapted for fmsim:\n * - conveyorType is string ('', 'conveyor', 'belt', 'rail') instead of numeric\n * - statusColor from MCSStatusMixin instead of value-based lookup\n * - rollWidth auto-calculated: Math.max(10, Math.min(width, height) / 2)\n */\n\nimport * as THREE from 'three'\nimport * as BufferGeometryUtils from 'three/examples/jsm/utils/BufferGeometryUtils.js'\nimport { RealObjectGroup, registerRealObjectFactory } from '@hatiolab/things-scene'\nimport type { Component } from '@hatiolab/things-scene'\nimport { TRANSPORT_SURFACE_HEIGHT } from './machine-3d.js'\n\nconst FRAME_COLOR = 0x888899\nconst ROLLER_COLOR = 0xaaaabc\nconst DEFAULT_COLOR = 0x999999\n\nexport class Conveyor3D extends RealObjectGroup {\n get effectiveDepth(): number {\n const { depth } = this.component.state\n return depth || TRANSPORT_SURFACE_HEIGHT\n }\n\n // group origin = 바닥 (y=0). MCSRealObject3D와 동일 컨벤션.\n // 기하는 build()에서 y=0(바닥)~y=depth(상단) 범위로 배치.\n protected get syncZPosOffset(): number {\n return 0\n }\n\n private resolveColor(): number {\n const comp = this.component as any\n\n // 1) MCSStatusMixin.statusColor (legend 기반 상태 색상)\n // '#F0F0F0'은 상태 미설정 시 기본 fallback — 무시하고 defaultColor 사용\n try {\n const sc = comp.statusColor\n if (typeof sc === 'string' && sc && sc.toUpperCase() !== '#F0F0F0') return new THREE.Color(sc).getHex()\n } catch {\n /* statusColor 미구현 시 무시 */\n }\n\n // 2) state.fillStyle fallback\n const { fillStyle } = this.component.state\n if (fillStyle && typeof fillStyle === 'string') {\n try {\n return new THREE.Color(fillStyle).getHex()\n } catch {\n /* 파싱 실패 시 무시 */\n }\n }\n\n return DEFAULT_COLOR\n }\n\n build() {\n super.build()\n\n const { width, height, conveyorType } = this.component.state\n const depth = this.effectiveDepth\n if (!width || !height) return\n\n // 2D와 동일 로직으로 rollWidth 산출\n const rollWidth = Math.max(10, Math.min(width, height) / 2)\n const rollerDiameter = Math.max(rollWidth, 2)\n const frameH = Math.min(rollerDiameter, depth)\n const legH = Math.max(depth - frameH, 0)\n const railW = Math.max(height * 0.06, 2)\n const legThickness = Math.max(railW * 0.8, 2)\n\n const frameMaterial = new THREE.MeshStandardMaterial({\n color: FRAME_COLOR,\n metalness: 0.85,\n roughness: 0.35,\n })\n\n // --- Frame: side rails + legs + cross-bracing ---\n // Y 좌표: y=0(바닥) ~ y=depth(상단). 레일 상단이 depth에 위치.\n const frameGeometries: THREE.BufferGeometry[] = []\n const railY = depth - frameH / 2\n\n // Side rails (along X)\n for (const zSign of [-1, 1]) {\n const rail = new THREE.BoxGeometry(width, frameH, railW)\n rail.translate(0, railY, zSign * (height / 2 - railW / 2))\n frameGeometries.push(rail)\n }\n\n // 4 legs at corners\n if (legH > 0) {\n const legTopY = depth - frameH\n const legCenterY = legTopY - legH / 2\n\n for (const xSign of [-1, 1]) {\n for (const zSign of [-1, 1]) {\n const lx = xSign * (width / 2 - legThickness / 2)\n const lz = zSign * (height / 2 - railW / 2)\n const leg = new THREE.BoxGeometry(legThickness, legH, legThickness)\n leg.translate(lx, legCenterY, lz)\n frameGeometries.push(leg)\n }\n }\n\n // Cross-bracing: 앞뒤 다리 연결 (Z 방향)\n const braceH = legThickness * 0.6\n const braceW = legThickness * 0.6\n const braceLen = height - railW\n const braceY = legTopY - legH * 0.35\n\n for (const xSign of [-1, 1]) {\n const brace = new THREE.BoxGeometry(braceW, braceH, braceLen)\n brace.translate(xSign * (width / 2 - legThickness / 2), braceY, 0)\n frameGeometries.push(brace)\n }\n\n // Cross-bracing: 좌우 다리 연결 (X 방향)\n const braceLenX = width - legThickness\n for (const zSign of [-1, 1]) {\n const brace = new THREE.BoxGeometry(braceLenX, braceH, braceW)\n brace.translate(0, braceY, zSign * (height / 2 - railW / 2))\n frameGeometries.push(brace)\n }\n }\n\n const frameMesh = new THREE.Mesh(BufferGeometryUtils.mergeGeometries(frameGeometries), frameMaterial)\n frameMesh.castShadow = true\n frameMesh.receiveShadow = true\n this.object3d.add(frameMesh)\n\n // --- Rollers, Belt, or Rails ---\n if (conveyorType === 'rail') {\n this.buildRails(width, height, depth, frameH, railW)\n } else if (conveyorType === 'belt') {\n this.buildBelt(width, height, depth, frameH, railW)\n } else {\n this.buildRollers(width, height, depth, frameH, railW, rollWidth)\n }\n }\n\n private buildRollers(\n width: number,\n height: number,\n depth: number,\n frameH: number,\n railW: number,\n rollWidth: number\n ) {\n const rollerRadius = Math.max(rollWidth / 8, 1)\n const rollerLength = height - railW * 2 - 0.5\n const diameter = rollerRadius * 2\n // 롤러 간 최소 간격 (z-fighting 방지용 미세 갭만)\n const step = diameter * 1.05\n // 롤러 상단 = 이송 표면 (y=depth)\n const rollerY = depth - rollerRadius\n const color = this.resolveColor()\n\n const rollerGeometries: THREE.BufferGeometry[] = []\n const count = Math.max(1, Math.floor(width / step))\n const totalSpan = (count - 1) * step\n const startX = -totalSpan / 2\n\n for (let i = 0; i < count; i++) {\n const x = startX + i * step\n const roller = new THREE.CylinderGeometry(rollerRadius, rollerRadius, rollerLength, 16)\n roller.rotateX(Math.PI / 2)\n roller.translate(x, rollerY, 0)\n rollerGeometries.push(roller)\n }\n\n if (rollerGeometries.length > 0) {\n const rollerMesh = new THREE.Mesh(\n BufferGeometryUtils.mergeGeometries(rollerGeometries),\n new THREE.MeshStandardMaterial({ color, metalness: 0.9, roughness: 0.2 })\n )\n rollerMesh.castShadow = true\n this.object3d.add(rollerMesh)\n }\n }\n\n private buildBelt(width: number, height: number, depth: number, frameH: number, railW: number) {\n const drumRadius = frameH * 0.38\n const drumLength = height - railW * 2\n const beltY = depth - drumRadius\n const color = this.resolveColor()\n\n // Two end drums\n const drumGeometries: THREE.BufferGeometry[] = []\n const drumInset = drumRadius * 1.5\n const leftDrumX = -width / 2 + drumInset\n const rightDrumX = width / 2 - drumInset\n\n for (const dx of [leftDrumX, rightDrumX]) {\n const drum = new THREE.CylinderGeometry(drumRadius, drumRadius, drumLength, 16)\n drum.rotateX(Math.PI / 2)\n drum.translate(dx, beltY, 0)\n drumGeometries.push(drum)\n }\n\n const drumMesh = new THREE.Mesh(\n BufferGeometryUtils.mergeGeometries(drumGeometries),\n new THREE.MeshStandardMaterial({ color: ROLLER_COLOR, metalness: 0.9, roughness: 0.2 })\n )\n drumMesh.castShadow = true\n this.object3d.add(drumMesh)\n\n // Belt surface\n const beltThickness = drumRadius * 0.12\n const beltMaterial = new THREE.MeshStandardMaterial({\n color: color,\n metalness: 0.0,\n roughness: 0.9,\n })\n\n // Flat belt top surface spanning between drums\n const flatLen = rightDrumX - leftDrumX\n const flatGeo = new THREE.BoxGeometry(flatLen, beltThickness, drumLength)\n const flatMesh = new THREE.Mesh(flatGeo, beltMaterial)\n flatMesh.position.set(0, beltY + drumRadius, 0)\n flatMesh.castShadow = true\n this.object3d.add(flatMesh)\n\n // Belt wrap around drums (segmented half-cylinder)\n const wrapSegments = 12\n for (const [dx, angleStart] of [\n [leftDrumX, Math.PI / 2],\n [rightDrumX, -Math.PI / 2],\n ] as [number, number][]) {\n const wrapGeometries: THREE.BufferGeometry[] = []\n for (let i = 0; i < wrapSegments; i++) {\n const a0 = angleStart + (Math.PI * i) / wrapSegments\n const a1 = angleStart + (Math.PI * (i + 1)) / wrapSegments\n const r = drumRadius + beltThickness / 2\n\n const x0 = dx + Math.cos(a0) * r\n const y0 = beltY + Math.sin(a0) * r\n const x1 = dx + Math.cos(a1) * r\n const y1 = beltY + Math.sin(a1) * r\n\n const segLen = Math.sqrt((x1 - x0) ** 2 + (y1 - y0) ** 2) * 1.05\n const segAngle = Math.atan2(y1 - y0, x1 - x0)\n\n const seg = new THREE.BoxGeometry(segLen, beltThickness, drumLength)\n seg.rotateZ(segAngle)\n seg.translate((x0 + x1) / 2, (y0 + y1) / 2, 0)\n wrapGeometries.push(seg)\n }\n const wrapMesh = new THREE.Mesh(BufferGeometryUtils.mergeGeometries(wrapGeometries), beltMaterial)\n wrapMesh.castShadow = true\n this.object3d.add(wrapMesh)\n }\n\n // Flat belt bottom (return path)\n const bottomGeo = new THREE.BoxGeometry(flatLen, beltThickness, drumLength * 0.85)\n const bottomMesh = new THREE.Mesh(bottomGeo, beltMaterial)\n bottomMesh.position.set(0, beltY - drumRadius, 0)\n this.object3d.add(bottomMesh)\n }\n\n private buildRails(width: number, height: number, depth: number, frameH: number, railW: number) {\n const color = this.resolveColor()\n const railHeight = frameH * 0.3\n const railY = depth - railHeight / 2\n const innerWidth = height - railW * 2\n // 두 레일 간격: 내부 폭의 60%\n const railSpacing = innerWidth * 0.6\n\n const railMaterial = new THREE.MeshStandardMaterial({\n color,\n metalness: 0.7,\n roughness: 0.3,\n })\n\n const railGeometries: THREE.BufferGeometry[] = []\n\n // Two parallel rails running along X axis\n for (const zSign of [-1, 1]) {\n const rail = new THREE.BoxGeometry(width - railW * 2, railHeight, railW * 0.8)\n rail.translate(0, railY, zSign * (railSpacing / 2))\n railGeometries.push(rail)\n }\n\n const railMesh = new THREE.Mesh(BufferGeometryUtils.mergeGeometries(railGeometries), railMaterial)\n railMesh.castShadow = true\n this.object3d.add(railMesh)\n }\n\n updateDimension() {}\n updateAlpha() {}\n\n onchange(after: Record<string, unknown>, before: Record<string, unknown>) {\n if (\n 'conveyorType' in after ||\n 'width' in after ||\n 'height' in after ||\n 'depth' in after ||\n 'fillStyle' in after ||\n 'strokeStyle' in after\n ) {\n this.update()\n return\n }\n super.onchange(after, before)\n }\n}\n\nregisterRealObjectFactory('Conveyor', (component: Component) => new Conveyor3D(component))\n"]}
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* Conveyor 3D Factory\n *\n * 'conveyor' type (default): side rails + cylindrical rollers + 4 legs + cross-bracing\n * 'belt' type: side rails + two end drums + belt wrapping + 4 legs + cross-bracing\n * 'rail' type: side rails + two parallel rails + 4 legs + cross-bracing\n *\n * Based on operato-scene conveyor-3d.ts, adapted for fmsim:\n * - conveyorType is string ('', 'conveyor', 'belt', 'rail') instead of numeric\n * - statusColor from MCSStatusMixin instead of value-based lookup\n * - rollWidth auto-calculated: Math.max(10, Math.min(width, height) / 2)\n */\n\nimport * as THREE from 'three'\nimport * as BufferGeometryUtils from 'three/examples/jsm/utils/BufferGeometryUtils.js'\nimport { RealObjectGroup, registerRealObjectFactory } from '@hatiolab/things-scene'\nimport type { Component } from '@hatiolab/things-scene'\nimport { TRANSPORT_SURFACE_HEIGHT } from './machine-3d.js'\n\nconst FRAME_COLOR = 0x888899\nconst ROLLER_COLOR = 0xaaaabc\nconst DEFAULT_COLOR = 0x999999\n\nexport class Conveyor3D extends RealObjectGroup {\n get effectiveDepth(): number {\n const { depth } = this.component.state\n return depth || TRANSPORT_SURFACE_HEIGHT\n }\n\n private resolveColor(): number {\n const comp = this.component as any\n\n // 1) MCSStatusMixin.statusColor (legend 기반 상태 색상)\n // '#F0F0F0'은 상태 미설정 시 기본 fallback — 무시하고 defaultColor 사용\n try {\n const sc = comp.statusColor\n if (typeof sc === 'string' && sc && sc.toUpperCase() !== '#F0F0F0' && sc !== 'transparent') return new THREE.Color(sc).getHex()\n } catch {\n /* statusColor 미구현 시 무시 */\n }\n\n // 2) state.fillStyle fallback\n const { fillStyle } = this.component.state\n if (fillStyle && typeof fillStyle === 'string' && fillStyle !== 'transparent') {\n try {\n return new THREE.Color(fillStyle).getHex()\n } catch {\n /* 파싱 실패 시 무시 */\n }\n }\n\n return DEFAULT_COLOR\n }\n\n build() {\n super.build()\n\n const { width: rawWidth, height: rawHeight, conveyorType, orientation } = this.component.state\n const depth = this.effectiveDepth\n if (!rawWidth || !rawHeight) return\n\n // orientation: 'horizontal' = 롤러가 Z축(세로), 'vertical' = 롤러가 X축(가로)\n // default = 긴 방향에 수직 (긴 축을 따라 이송)\n const isVertical = orientation === 'vertical' ? true\n : orientation === 'horizontal' ? false\n : rawWidth < rawHeight // default: 세로가 길면 롤러는 가로(X축)\n // isVertical=true → 롤러 축이 X(가로), 이송 방향이 Z(세로)\n // isVertical=false → 롤러 축이 Z(세로), 이송 방향이 X(가로)\n const width = rawWidth\n const height = rawHeight\n\n // 2D와 동일 로직으로 rollWidth 산출\n const rollWidth = Math.max(10, Math.min(width, height) / 2)\n const rollerDiameter = Math.max(rollWidth, 2)\n const frameH = Math.min(rollerDiameter, depth)\n const legH = Math.max(depth - frameH, 0)\n\n // isVertical일 때 이송 방향이 Z축: 레일은 Z축을 따라, 벨트폭은 width\n // !isVertical일 때 이송 방향이 X축: 레일은 X축을 따라, 벨트폭은 height\n const beltWidth = isVertical ? width : height\n const railLen = isVertical ? height : width\n const railW = Math.max(beltWidth * 0.06, 2)\n const legThickness = Math.max(railW * 0.8, 2)\n\n const frameMaterial = new THREE.MeshStandardMaterial({\n color: FRAME_COLOR,\n metalness: 0.85,\n roughness: 0.35,\n })\n\n // --- Frame: side rails + legs + cross-bracing ---\n // Y 좌표: y=0(바닥) ~ y=depth(상단). 레일 상단이 depth에 위치.\n const frameGeometries: THREE.BufferGeometry[] = []\n const railY = depth - frameH / 2\n\n // Side rails — 이송 방향을 따라, 벨트 양측에 배치\n if (isVertical) {\n // 레일이 Z축(세로)을 따라, ±X에 배치\n for (const xSign of [-1, 1]) {\n const rail = new THREE.BoxGeometry(railW, frameH, height)\n rail.translate(xSign * (width / 2 - railW / 2), railY, 0)\n frameGeometries.push(rail)\n }\n } else {\n // 레일이 X축(가로)을 따라, ±Z에 배치\n for (const zSign of [-1, 1]) {\n const rail = new THREE.BoxGeometry(width, frameH, railW)\n rail.translate(0, railY, zSign * (height / 2 - railW / 2))\n frameGeometries.push(rail)\n }\n }\n\n // 4 legs at corners\n if (legH > 0) {\n const legTopY = depth - frameH\n const legCenterY = legTopY - legH / 2\n\n // 다리 위치: 레일 안쪽에 정렬\n const legXPos = isVertical ? (width / 2 - railW / 2) : (width / 2 - legThickness / 2)\n const legZPos = isVertical ? (height / 2 - legThickness / 2) : (height / 2 - railW / 2)\n\n for (const xSign of [-1, 1]) {\n for (const zSign of [-1, 1]) {\n const leg = new THREE.BoxGeometry(legThickness, legH, legThickness)\n leg.translate(xSign * legXPos, legCenterY, zSign * legZPos)\n frameGeometries.push(leg)\n }\n }\n\n // Cross-bracing\n const braceH = legThickness * 0.6\n const braceW = legThickness * 0.6\n const braceY = legTopY - legH * 0.35\n\n // 이송 방향 브레이스 (레일과 평행)\n if (isVertical) {\n for (const xSign of [-1, 1]) {\n const brace = new THREE.BoxGeometry(braceW, braceH, height - legThickness)\n brace.translate(xSign * legXPos, braceY, 0)\n frameGeometries.push(brace)\n }\n } else {\n for (const zSign of [-1, 1]) {\n const brace = new THREE.BoxGeometry(width - legThickness, braceH, braceW)\n brace.translate(0, braceY, zSign * legZPos)\n frameGeometries.push(brace)\n }\n }\n\n // 벨트폭 방향 브레이스 (레일과 수직)\n if (isVertical) {\n for (const zSign of [-1, 1]) {\n const brace = new THREE.BoxGeometry(width - railW, braceH, braceW)\n brace.translate(0, braceY, zSign * legZPos)\n frameGeometries.push(brace)\n }\n } else {\n for (const xSign of [-1, 1]) {\n const brace = new THREE.BoxGeometry(braceW, braceH, height - railW)\n brace.translate(xSign * legXPos, braceY, 0)\n frameGeometries.push(brace)\n }\n }\n }\n\n const frameMesh = new THREE.Mesh(BufferGeometryUtils.mergeGeometries(frameGeometries), frameMaterial)\n frameMesh.castShadow = true\n frameMesh.receiveShadow = true\n this.components3D.add(frameMesh)\n\n // --- Rollers, Belt, or Rails ---\n if (conveyorType === 'rail') {\n this.buildRails(width, height, depth, frameH, railW, isVertical)\n } else if (conveyorType === 'belt') {\n this.buildBelt(width, height, depth, frameH, railW, isVertical)\n } else {\n this.buildRollers(width, height, depth, frameH, railW, rollWidth, isVertical)\n }\n }\n\n private buildRollers(\n width: number,\n height: number,\n depth: number,\n frameH: number,\n railW: number,\n rollWidth: number,\n isVertical: boolean = false\n ) {\n const rollerRadius = Math.max(rollWidth / 8, 1)\n const diameter = rollerRadius * 2\n const step = diameter * 1.05\n const rollerY = depth - rollerRadius\n const color = this.resolveColor()\n\n const rollerGeometries: THREE.BufferGeometry[] = []\n\n if (isVertical) {\n // 롤러 축 = X축(가로), 이송 방향 = Z축(세로)\n const rollerLength = width - railW * 2 - 0.5\n const count = Math.max(1, Math.floor(height / step))\n const totalSpan = (count - 1) * step\n const startZ = -totalSpan / 2\n\n for (let i = 0; i < count; i++) {\n const z = startZ + i * step\n const roller = new THREE.CylinderGeometry(rollerRadius, rollerRadius, rollerLength, 16)\n roller.rotateZ(Math.PI / 2)\n roller.translate(0, rollerY, z)\n rollerGeometries.push(roller)\n }\n } else {\n // 롤러 축 = Z축(세로), 이송 방향 = X축(가로) — 기존 동작\n const rollerLength = height - railW * 2 - 0.5\n const count = Math.max(1, Math.floor(width / step))\n const totalSpan = (count - 1) * step\n const startX = -totalSpan / 2\n\n for (let i = 0; i < count; i++) {\n const x = startX + i * step\n const roller = new THREE.CylinderGeometry(rollerRadius, rollerRadius, rollerLength, 16)\n roller.rotateX(Math.PI / 2)\n roller.translate(x, rollerY, 0)\n rollerGeometries.push(roller)\n }\n }\n\n if (rollerGeometries.length > 0) {\n const rollerMesh = new THREE.Mesh(\n BufferGeometryUtils.mergeGeometries(rollerGeometries),\n new THREE.MeshStandardMaterial({ color, metalness: 0.9, roughness: 0.2 })\n )\n rollerMesh.castShadow = true\n this.components3D.add(rollerMesh)\n }\n }\n\n private buildBelt(width: number, height: number, depth: number, frameH: number, railW: number, isVertical: boolean = false) {\n const drumRadius = frameH * 0.38\n const beltY = depth - drumRadius\n const color = this.resolveColor()\n\n // 이송 방향 길이와 벨트폭\n const transportLen = isVertical ? height : width\n const beltWidth = isVertical ? width : height\n const drumLength = beltWidth - railW * 2\n\n // Two end drums\n const drumGeometries: THREE.BufferGeometry[] = []\n const drumInset = drumRadius * 1.5\n const drum1 = -transportLen / 2 + drumInset\n const drum2 = transportLen / 2 - drumInset\n\n for (const dp of [drum1, drum2]) {\n const drum = new THREE.CylinderGeometry(drumRadius, drumRadius, drumLength, 16)\n if (isVertical) {\n drum.rotateZ(Math.PI / 2)\n drum.translate(0, beltY, dp)\n } else {\n drum.rotateX(Math.PI / 2)\n drum.translate(dp, beltY, 0)\n }\n drumGeometries.push(drum)\n }\n\n const drumMesh = new THREE.Mesh(\n BufferGeometryUtils.mergeGeometries(drumGeometries),\n new THREE.MeshStandardMaterial({ color: ROLLER_COLOR, metalness: 0.9, roughness: 0.2 })\n )\n drumMesh.castShadow = true\n this.components3D.add(drumMesh)\n\n // Belt surface\n const beltThickness = drumRadius * 0.12\n const beltMaterial = new THREE.MeshStandardMaterial({\n color: color,\n metalness: 0.0,\n roughness: 0.9,\n })\n\n // Flat belt top surface spanning between drums\n const flatLen = drum2 - drum1\n const flatGeo = isVertical\n ? new THREE.BoxGeometry(drumLength, beltThickness, flatLen)\n : new THREE.BoxGeometry(flatLen, beltThickness, drumLength)\n const flatMesh = new THREE.Mesh(flatGeo, beltMaterial)\n flatMesh.position.set(0, beltY + drumRadius, 0)\n flatMesh.castShadow = true\n this.components3D.add(flatMesh)\n\n // Belt wrap around drums (segmented half-cylinder)\n const wrapSegments = 12\n for (const [dp, angleStart] of [\n [drum1, Math.PI / 2],\n [drum2, -Math.PI / 2],\n ] as [number, number][]) {\n const wrapGeometries: THREE.BufferGeometry[] = []\n for (let i = 0; i < wrapSegments; i++) {\n const a0 = angleStart + (Math.PI * i) / wrapSegments\n const a1 = angleStart + (Math.PI * (i + 1)) / wrapSegments\n const r = drumRadius + beltThickness / 2\n\n const p0 = dp + Math.cos(a0) * r\n const y0 = beltY + Math.sin(a0) * r\n const p1 = dp + Math.cos(a1) * r\n const y1 = beltY + Math.sin(a1) * r\n\n const segLen = Math.sqrt((p1 - p0) ** 2 + (y1 - y0) ** 2) * 1.05\n const segAngle = Math.atan2(y1 - y0, p1 - p0)\n\n if (isVertical) {\n const seg = new THREE.BoxGeometry(drumLength, beltThickness, segLen)\n seg.rotateX(-segAngle)\n seg.translate(0, (y0 + y1) / 2, (p0 + p1) / 2)\n wrapGeometries.push(seg)\n } else {\n const seg = new THREE.BoxGeometry(segLen, beltThickness, drumLength)\n seg.rotateZ(segAngle)\n seg.translate((p0 + p1) / 2, (y0 + y1) / 2, 0)\n wrapGeometries.push(seg)\n }\n }\n const wrapMesh = new THREE.Mesh(BufferGeometryUtils.mergeGeometries(wrapGeometries), beltMaterial)\n wrapMesh.castShadow = true\n this.components3D.add(wrapMesh)\n }\n\n // Flat belt bottom (return path)\n const bottomGeo = isVertical\n ? new THREE.BoxGeometry(drumLength * 0.85, beltThickness, flatLen)\n : new THREE.BoxGeometry(flatLen, beltThickness, drumLength * 0.85)\n const bottomMesh = new THREE.Mesh(bottomGeo, beltMaterial)\n bottomMesh.position.set(0, beltY - drumRadius, 0)\n this.components3D.add(bottomMesh)\n }\n\n private buildRails(width: number, height: number, depth: number, frameH: number, railW: number, isVertical: boolean = false) {\n const color = this.resolveColor()\n const railHeight = frameH * 0.3\n const railY = depth - railHeight / 2\n const beltWidth = isVertical ? width : height\n const transportLen = isVertical ? height : width\n const innerWidth = beltWidth - railW * 2\n // 두 레일 간격: 내부 폭의 60%\n const railSpacing = innerWidth * 0.6\n\n const railMaterial = new THREE.MeshStandardMaterial({\n color,\n metalness: 0.7,\n roughness: 0.3,\n })\n\n const railGeometries: THREE.BufferGeometry[] = []\n\n // Two parallel rails running along transport direction\n if (isVertical) {\n for (const xSign of [-1, 1]) {\n const rail = new THREE.BoxGeometry(railW * 0.8, railHeight, transportLen - railW * 2)\n rail.translate(xSign * (railSpacing / 2), railY, 0)\n railGeometries.push(rail)\n }\n } else {\n for (const zSign of [-1, 1]) {\n const rail = new THREE.BoxGeometry(transportLen - railW * 2, railHeight, railW * 0.8)\n rail.translate(0, railY, zSign * (railSpacing / 2))\n railGeometries.push(rail)\n }\n }\n\n const railMesh = new THREE.Mesh(BufferGeometryUtils.mergeGeometries(railGeometries), railMaterial)\n railMesh.castShadow = true\n this.components3D.add(railMesh)\n }\n\n updateDimension() {}\n updateAlpha() {}\n\n onchange(after: Record<string, unknown>, before: Record<string, unknown>) {\n if (\n 'conveyorType' in after ||\n 'orientation' in after ||\n 'width' in after ||\n 'height' in after ||\n 'depth' in after ||\n 'fillStyle' in after ||\n 'strokeStyle' in after\n ) {\n this.update()\n return\n }\n super.onchange(after, before)\n }\n}\n\nregisterRealObjectFactory('Conveyor', (component: Component) => new Conveyor3D(component))\n"]}