@fmsim/machine 2.0.0-beta.94 → 2.0.0-beta.97

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.
@@ -13,6 +13,7 @@ import { RealObjectGroup, registerRealObjectFactory, disposeObject3D } from '@ha
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  import { LEGEND_CAPACITY } from '../features/mcs-status-default';
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  import { getValueOnRanges } from '../utils/get-value-on-ranges';
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  import { fitGaugeScale } from '../utils/fit-gauge-scale';
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+ import { carrierSegmentsFromData, abnormalSegmentsFromData, CARRIER_COLORS, ABNORMAL_COLORS } from '../utils/stocker-gauge';
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  import { Z_FMSIM } from './z-priority';
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  /**
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  * 포트 기본 높이 (절대값).
@@ -522,10 +523,10 @@ class StockerRealObject3D extends MCSRealObject3D {
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  this.buildGauge();
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  }
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  buildGauge() {
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- var _a, _b;
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+ var _a;
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  const comp = this.component;
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  const data = comp.data || {};
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- const gaugeMode = ((_b = (_a = comp.root) === null || _a === void 0 ? void 0 : _a.style) === null || _b === void 0 ? void 0 : _b.stockerGaugeMode) || 'capacity';
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+ const gaugeMode = ((_a = comp.root) === null || _a === void 0 ? void 0 : _a.stockerGaugeMode) || 'capacity';
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  const gauge = this.resolveGauge(data, gaugeMode);
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  // 테두리는 스토커의 상태 색상 (machine status)
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  const statusColor = comp.statusColor;
@@ -600,37 +601,28 @@ class StockerRealObject3D extends MCSRealObject3D {
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  var _a;
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  switch (mode) {
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  case 'carrier': {
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- const full = Number(data.FULL_CNT) || 0;
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- const empty = Number(data.EMPTY_CNT) || 0;
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- const emptyEmpty = Number(data.EMPTYEMPTY_CNT) || 0;
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- const total = full + empty + emptyEmpty;
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+ // 세그먼트 비율/색상은 2D 와 공유되는 단일 소스에서 계산 (필드/색상 drift 방지)
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+ const [f, e, ee] = carrierSegmentsFromData(data);
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+ const total = f.count + e.count + ee.count;
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  const segments = total > 0
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- ? [
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- { ratio: full / total, color: '#4AA7FE' },
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- { ratio: empty / total, color: '#8BDA5B' },
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- { ratio: emptyEmpty / total, color: '#019D59' },
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- ]
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+ ? [f, e, ee].map(s => ({ ratio: s.ratio, color: s.color }))
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  : [{ ratio: 1, color: '#dddddd' }];
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  return {
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  segments,
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- borderColor: '#4AA7FE',
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- label: total > 0 ? `F${full} E${empty} EE${emptyEmpty}` : '',
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+ borderColor: CARRIER_COLORS.full,
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+ label: total > 0 ? `F${f.count} E${e.count} EE${ee.count}` : '',
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  };
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  }
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  case 'abnormal': {
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- const normal = Number(data.CARRIER_NORMAL) || 0;
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- const abnormal = Number(data.CARRIER_ABNORMAL) || 0;
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- const total = normal + abnormal;
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+ const [n, a] = abnormalSegmentsFromData(data);
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+ const total = n.count + a.count;
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  const segments = total > 0
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- ? [
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- { ratio: normal / total, color: '#8BDA5B' },
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- { ratio: abnormal / total, color: '#F4B4B4' },
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- ]
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+ ? [n, a].map(s => ({ ratio: s.ratio, color: s.color }))
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  : [{ ratio: 1, color: '#dddddd' }];
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  return {
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  segments,
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- borderColor: abnormal > 0 ? '#F4B4B4' : '#8BDA5B',
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- label: total > 0 ? `N${normal} A${abnormal}` : '',
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+ borderColor: a.count > 0 ? ABNORMAL_COLORS.abnormal : ABNORMAL_COLORS.normal,
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+ label: total > 0 ? `N${n.count} A${a.count}` : '',
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  };
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  }
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  default: { // capacity
@@ -1 +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 * 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'\nimport { fitGaugeScale } from '../utils/fit-gauge-scale'\nimport { Z_FMSIM } from './z-priority'\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 /** z-priority — polygonOffset 으로 z-fight 완화. 기본 0 (OBJECTS). */\n zPriority?: 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 get zPriority(): number {\n return this._config.zPriority ?? 0\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 //\n // `??` only catches null/undefined — a property-panel input that produced\n // NaN would slip through and corrupt every downstream Math.* call. Use a\n // finite check so NaN falls through to bounds → 10 like missing values do.\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 = pickFinite(state.width, bounds.width, 10)\n const height = pickFinite(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 // Truthy `if (depth)` already rejected NaN/0/undefined, but be explicit\n // so the intent (and the resolution chain) reads cleanly: only an\n // explicit positive finite number wins; everything else → defaults.\n if (typeof depth === 'number' && Number.isFinite(depth) && depth > 0) {\n return depth\n }\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// ── 헬퍼 ────────────────────────────────────────────────\n\n/**\n * Returns the first argument that is a finite number. NaN slips past `??`\n * (which only catches null/undefined), so without this a property-panel\n * input producing NaN would corrupt absSize and cascade through Math.*.\n */\nfunction pickFinite(...candidates: unknown[]): number {\n for (const c of candidates) {\n if (typeof c === 'number' && Number.isFinite(c)) return c\n }\n return 0\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 zPriority: Z_FMSIM.EQUIPMENT,\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 zPriority: Z_FMSIM.BUFFER,\n})\n\nregister('AGVLine', {\n depthRatio: 0,\n defaultDepth: 0.1,\n metalness: 0.6,\n roughness: 0.3,\n defaultColor: 0x888899,\n zPriority: Z_FMSIM.AGV_LINE,\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 zPriority(): number { return Z_FMSIM.OHT_LINE }\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 zPriority: Z_FMSIM.STOCKER,\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 최대 크기 (스토커가 충분히 크면 이 크기 그대로 사용).\n const MAX_BAR_W = 130\n const MAX_BAR_H = 26\n\n // 스토커 지붕 footprint 에 맞춰 비례 축소 (확대는 안 함 — 현재 크기가 상한).\n const fit = fitGaugeScale(w, h, MAX_BAR_W, MAX_BAR_H)\n\n // PlaneGeometry 의 월드 크기는 clamp, 텍스처 캔버스 해상도는 최대 크기 기준 고정\n // (축소되어도 선명도 유지).\n const barW = MAX_BAR_W * fit\n const barH = MAX_BAR_H * fit\n const scale = 4\n const canvasW = MAX_BAR_W * scale\n const canvasH = MAX_BAR_H * 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?.stockerCapacityLegendTheme || 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 zPriority: Z_FMSIM.PORT,\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 zPriority: Z_FMSIM.SHELF,\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 // Carrier 는 이동 entity — default OBJECTS(0). zPriority 미설정.\n}\n\n/**\n * 적층 시 다음 carrier 의 z-position 이 *_이전 carrier 의 effectiveDepth × N*\n * 만큼 위에 놓인다. N=1 이면 carrier 들이 맞붙어 적층 (기존), N<1 이면 부분\n * overlap (3D box 들이 겹쳐서 적층). 사용자 의도 — carrier 두께는 두꺼워도\n * 적층 시 *_compact 하게 보이도록* — N 을 작게.\n */\nconst CARRIER_STACK_STEP_RATIO = 0.9\n\nclass CarrierRealObject3D extends MCSRealObject3D {\n constructor(component: Component) {\n super(component, CARRIER_CONFIG)\n }\n\n /**\n * cz override — *carrier 자기 결정* 의 적층 위치.\n * parent.components 안 자기 index 까지의 형제 carrier 들의 effectiveDepth\n * 누적합을 base cz 위에 더한다. holder 측에 별도 layout 책임을 두지 않고,\n * carrier 가 자기 stack 위치를 알아서 결정.\n */\n override get cz(): number {\n const base = super.cz\n const parent = this.component.parent as any\n if (!parent?.components) return base\n const siblings = parent.components as any[]\n const idx = siblings.indexOf(this.component)\n if (idx <= 0) return base\n let offset = 0\n for (let i = 0; i < idx; i++) {\n const ro = siblings[i]?._realObject\n const eff = Number(ro?.effectiveDepth)\n const d = Number.isFinite(eff) && eff > 0 ? eff : 1\n offset += d * CARRIER_STACK_STEP_RATIO\n }\n // 적층 방향 — placement (= 부모 holder 타입) 에 따라 결정.\n // OHT 처럼 그리퍼 아래에 매달리는 holder 는 carrier 가 *_아래로_* 누적,\n // 그 외 (Port / Shelf / Shuttle / Vehicle) 는 위로 누적.\n // MCSRealObject3D.syncZPosOffset 의 OHT 분기 (-effectiveDepth + halfD) 와\n // 같은 방향성 일관 적용.\n const parentType = parent?.state?.type\n const dir = parentType === 'OHT' ? -1 : 1\n return base + dir * offset\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 zPriority(): number { return Z_FMSIM.PORT_FLOW }\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 zPriority(): number { return Z_FMSIM.NODE }\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 zPriority: Z_FMSIM.SCANNER,\n}\nregisterRealObjectFactory('Scanner', (component: Component) => new MCSRealObject3D(component, SCANNER_CONFIG))\n"]}
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 * 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'\nimport { fitGaugeScale } from '../utils/fit-gauge-scale'\nimport {\n carrierSegmentsFromData,\n abnormalSegmentsFromData,\n CARRIER_COLORS,\n ABNORMAL_COLORS\n} from '../utils/stocker-gauge'\nimport { Z_FMSIM } from './z-priority'\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 /** z-priority — polygonOffset 으로 z-fight 완화. 기본 0 (OBJECTS). */\n zPriority?: 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 get zPriority(): number {\n return this._config.zPriority ?? 0\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 //\n // `??` only catches null/undefined — a property-panel input that produced\n // NaN would slip through and corrupt every downstream Math.* call. Use a\n // finite check so NaN falls through to bounds → 10 like missing values do.\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 = pickFinite(state.width, bounds.width, 10)\n const height = pickFinite(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 // Truthy `if (depth)` already rejected NaN/0/undefined, but be explicit\n // so the intent (and the resolution chain) reads cleanly: only an\n // explicit positive finite number wins; everything else → defaults.\n if (typeof depth === 'number' && Number.isFinite(depth) && depth > 0) {\n return depth\n }\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// ── 헬퍼 ────────────────────────────────────────────────\n\n/**\n * Returns the first argument that is a finite number. NaN slips past `??`\n * (which only catches null/undefined), so without this a property-panel\n * input producing NaN would corrupt absSize and cascade through Math.*.\n */\nfunction pickFinite(...candidates: unknown[]): number {\n for (const c of candidates) {\n if (typeof c === 'number' && Number.isFinite(c)) return c\n }\n return 0\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 zPriority: Z_FMSIM.EQUIPMENT,\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 zPriority: Z_FMSIM.BUFFER,\n})\n\nregister('AGVLine', {\n depthRatio: 0,\n defaultDepth: 0.1,\n metalness: 0.6,\n roughness: 0.3,\n defaultColor: 0x888899,\n zPriority: Z_FMSIM.AGV_LINE,\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 zPriority(): number { return Z_FMSIM.OHT_LINE }\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 zPriority: Z_FMSIM.STOCKER,\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?.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 최대 크기 (스토커가 충분히 크면 이 크기 그대로 사용).\n const MAX_BAR_W = 130\n const MAX_BAR_H = 26\n\n // 스토커 지붕 footprint 에 맞춰 비례 축소 (확대는 안 함 — 현재 크기가 상한).\n const fit = fitGaugeScale(w, h, MAX_BAR_W, MAX_BAR_H)\n\n // PlaneGeometry 의 월드 크기는 clamp, 텍스처 캔버스 해상도는 최대 크기 기준 고정\n // (축소되어도 선명도 유지).\n const barW = MAX_BAR_W * fit\n const barH = MAX_BAR_H * fit\n const scale = 4\n const canvasW = MAX_BAR_W * scale\n const canvasH = MAX_BAR_H * 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 ${10 * scale}px sans-serif`\n ctx.textAlign = 'center'\n ctx.textBaseline = 'middle'\n ctx.fillStyle = '#333333'\n ctx.fillText(gauge.label, canvasW / 2, canvasH / 2)\n\n // 텍스처 → Plane\n const texture = new THREE.CanvasTexture(canvas)\n texture.colorSpace = THREE.SRGBColorSpace\n\n const geo = new THREE.PlaneGeometry(barW, barH)\n geo.rotateX(-Math.PI / 2) // 수평 (지붕 위)\n if (!isWidthLonger) geo.rotateY(Math.PI / 2)\n\n const mat = new THREE.MeshBasicMaterial({\n map: texture,\n transparent: true,\n side: THREE.DoubleSide,\n })\n mat.polygonOffset = true\n mat.polygonOffsetFactor = -2\n mat.polygonOffsetUnit = -2\n\n this.gaugeMesh = new THREE.Mesh(geo, mat)\n // ownGroup 기준(bottom-up): 볼륨 상단 = +depth. 그 위로 0.5 띄움.\n this.gaugeMesh.position.set(0, depth + 0.5, 0)\n this.components3D.add(this.gaugeMesh)\n }\n\n private resolveGauge(data: any, mode: string) {\n switch (mode) {\n case 'carrier': {\n // 세그먼트 비율/색상은 2D 와 공유되는 단일 소스에서 계산 (필드/색상 drift 방지)\n const [f, e, ee] = carrierSegmentsFromData(data)\n const total = f.count + e.count + ee.count\n const segments = total > 0\n ? [f, e, ee].map(s => ({ ratio: s.ratio, color: s.color }))\n : [{ ratio: 1, color: '#dddddd' }]\n return {\n segments,\n borderColor: CARRIER_COLORS.full,\n label: total > 0 ? `F${f.count} E${e.count} EE${ee.count}` : '',\n }\n }\n case 'abnormal': {\n const [n, a] = abnormalSegmentsFromData(data)\n const total = n.count + a.count\n const segments = total > 0\n ? [n, a].map(s => ({ ratio: s.ratio, color: s.color }))\n : [{ ratio: 1, color: '#dddddd' }]\n return {\n segments,\n borderColor: a.count > 0 ? ABNORMAL_COLORS.abnormal : ABNORMAL_COLORS.normal,\n label: total > 0 ? `N${n.count} A${a.count}` : '',\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?.stockerCapacityLegendTheme || 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 zPriority: Z_FMSIM.PORT,\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 zPriority: Z_FMSIM.SHELF,\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 // Carrier 는 이동 entity — default OBJECTS(0). zPriority 미설정.\n}\n\n/**\n * 적층 시 다음 carrier 의 z-position 이 *_이전 carrier 의 effectiveDepth × N*\n * 만큼 위에 놓인다. N=1 이면 carrier 들이 맞붙어 적층 (기존), N<1 이면 부분\n * overlap (3D box 들이 겹쳐서 적층). 사용자 의도 — carrier 두께는 두꺼워도\n * 적층 시 *_compact 하게 보이도록* — N 을 작게.\n */\nconst CARRIER_STACK_STEP_RATIO = 0.9\n\nclass CarrierRealObject3D extends MCSRealObject3D {\n constructor(component: Component) {\n super(component, CARRIER_CONFIG)\n }\n\n /**\n * cz override — *carrier 자기 결정* 의 적층 위치.\n * parent.components 안 자기 index 까지의 형제 carrier 들의 effectiveDepth\n * 누적합을 base cz 위에 더한다. holder 측에 별도 layout 책임을 두지 않고,\n * carrier 가 자기 stack 위치를 알아서 결정.\n */\n override get cz(): number {\n const base = super.cz\n const parent = this.component.parent as any\n if (!parent?.components) return base\n const siblings = parent.components as any[]\n const idx = siblings.indexOf(this.component)\n if (idx <= 0) return base\n let offset = 0\n for (let i = 0; i < idx; i++) {\n const ro = siblings[i]?._realObject\n const eff = Number(ro?.effectiveDepth)\n const d = Number.isFinite(eff) && eff > 0 ? eff : 1\n offset += d * CARRIER_STACK_STEP_RATIO\n }\n // 적층 방향 — placement (= 부모 holder 타입) 에 따라 결정.\n // OHT 처럼 그리퍼 아래에 매달리는 holder 는 carrier 가 *_아래로_* 누적,\n // 그 외 (Port / Shelf / Shuttle / Vehicle) 는 위로 누적.\n // MCSRealObject3D.syncZPosOffset 의 OHT 분기 (-effectiveDepth + halfD) 와\n // 같은 방향성 일관 적용.\n const parentType = parent?.state?.type\n const dir = parentType === 'OHT' ? -1 : 1\n return base + dir * offset\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 zPriority(): number { return Z_FMSIM.PORT_FLOW }\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 zPriority(): number { return Z_FMSIM.NODE }\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 zPriority: Z_FMSIM.SCANNER,\n}\nregisterRealObjectFactory('Scanner', (component: Component) => new MCSRealObject3D(component, SCANNER_CONFIG))\n"]}
@@ -1,6 +1,16 @@
1
1
  import { Component, RootContainer } from '@hatiolab/things-scene';
2
2
  import { themesColorMap, themesColorRange, themesAnimationMap } from '@fmsim/api';
3
3
  import CarrierManager from '../carrier-manager';
4
+ /**
5
+ * 스토커 적재율 게이지 표시 모드 — 런타임 선택지.
6
+ * value 는 엔진 canonical(2D StockerCapacityBar / 3D buildGauge 공통), label 은 표시명.
7
+ * 런타임 UI(뷰어 컨트롤)가 이 목록으로 selector 를 구성한다.
8
+ */
9
+ export const STOCKER_GAUGE_MODES = [
10
+ { value: 'capacity', label: 'Capacity' },
11
+ { value: 'carrier', label: 'Carrier Status' },
12
+ { value: 'abnormal', label: 'Abnormal Carrier' }
13
+ ];
4
14
  const ModelLayer = Component.register('model-layer');
5
15
  Object.defineProperty(ModelLayer.prototype, 'nature', {
6
16
  get: function () {
@@ -285,4 +295,49 @@ Object.defineProperty(RootContainer.prototype, 'carrierManager', {
285
295
  return this._carrierManager;
286
296
  }
287
297
  });
298
+ // === 스토커 게이지 표시 모드 (런타임 전용 transient) ===
299
+ //
300
+ // 모델(state)에 저장하지 않는다 — nature 속성이 아니므로 보드 직렬화에 포함되지 않고,
301
+ // 보드를 다시 열면 항상 기본값 'capacity' 로 시작한다. 실행 중 뷰어 컨트롤 등이
302
+ // `scene.root.stockerGaugeMode = 'carrier'` 로 동적 변경한다.
303
+ //
304
+ // 2D(StockerCapacityBar.gaugeMode) 와 3D(machine-3d buildGauge) 가 모두 이 값을 읽어
305
+ // 게이지 표현이 항상 일치한다. 값이 바뀌면 setter 가 2D 리드로우 + 3D 게이지 재빌드를
306
+ // 즉시 트리거한다.
307
+ Object.defineProperty(RootContainer.prototype, 'stockerGaugeMode', {
308
+ get: function () {
309
+ return this._stockerGaugeMode || 'capacity';
310
+ },
311
+ set: function (mode) {
312
+ const next = mode || 'capacity';
313
+ if (this._stockerGaugeMode === next)
314
+ return;
315
+ this._stockerGaugeMode = next;
316
+ this._refreshStockerGauges();
317
+ }
318
+ });
319
+ /** scene 하위 STOCKER(3D 게이지) + StockerCapacityBar(2D 게이지) 를 새 모드로 갱신. */
320
+ RootContainer.prototype._refreshStockerGauges = function () {
321
+ var _a;
322
+ const walk = (container) => {
323
+ var _a, _b, _c, _d;
324
+ const kids = container === null || container === void 0 ? void 0 : container.components;
325
+ if (!Array.isArray(kids))
326
+ return;
327
+ for (const c of kids) {
328
+ const type = (_a = c === null || c === void 0 ? void 0 : c.state) === null || _a === void 0 ? void 0 : _a.type;
329
+ if (type === 'STOCKER') {
330
+ // 3D 게이지는 스토커 자신의 real-object 가 그린다 → 재빌드 (2D 모드면 _realObject 없음)
331
+ (_c = (_b = c._realObject) === null || _b === void 0 ? void 0 : _b.update) === null || _c === void 0 ? void 0 : _c.call(_b);
332
+ }
333
+ else if (type === 'StockerCapacityBar' || type === 'MCSGaugeCapacityBar') {
334
+ // 2D 게이지는 자식 컴포넌트가 그린다 → 리드로우
335
+ (_d = c.invalidate) === null || _d === void 0 ? void 0 : _d.call(c);
336
+ }
337
+ walk(c);
338
+ }
339
+ };
340
+ walk(this);
341
+ (_a = this.invalidate) === null || _a === void 0 ? void 0 : _a.call(this);
342
+ };
288
343
  //# sourceMappingURL=root-container-override.js.map
@@ -1 +1 @@
1
- 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{ Component, RootContainer } from '@hatiolab/things-scene'\nimport { themesColorMap, themesColorRange, themesAnimationMap } from '@fmsim/api'\nimport { Legend } from '../features/mcs-status-default'\nimport CarrierManager from '../carrier-manager'\n\n// RootContainer 클래스 타입 확장\ndeclare module '@hatiolab/things-scene' {\n interface RootContainer {\n portLegendTheme?: any\n carrierLegendTheme?: any\n carrierAnimationTheme?: any\n stockerCapacityLegendTheme?: any\n zoneCapacityLegendTheme?: any\n batteryRateLegendTheme?: any\n bufferLegendTheme?: any\n agvlineLegendTheme?: any\n ohtlineLegendTheme?: any\n conveyorLegendTheme?: any\n stokerLegendTheme?: any\n agvLegendTheme?: any\n ohtLegendTheme?: any\n shuttleLegendTheme?: any\n craneLegendTheme?: any\n shelfLegendTheme?: any\n equipmentLegendTheme?: any\n style: any\n vehicleAnimation?: boolean\n // 캐시 관련 속성 추가\n _animationConfigCache?: Map<string, any>\n _carrierManager?: CarrierManager\n carrierManager: CarrierManager\n }\n}\n\nconst ModelLayer = (Component as any).register('model-layer') as any\n\nObject.defineProperty(ModelLayer.prototype, 'nature', {\n get: function () {\n return {\n mutable: false,\n rotatable: false,\n resizable: true,\n properties: [\n {\n type: 'boolean',\n label: 'vehicle-animation',\n name: 'vehicleAnimation'\n },\n {\n type: 'legend',\n label: '',\n name: 'LEGENDS',\n property: {\n label: 'LEGENDS'\n }\n },\n {\n type: 'select',\n label: 'equipment-legend-name',\n name: 'equipmentLegendName',\n property: {\n options: themesColorMap\n }\n },\n {\n type: 'select',\n label: 'buffer-legend-name',\n name: 'bufferLegendName',\n property: {\n options: themesColorMap\n }\n },\n {\n type: 'select',\n label: 'agvline-legend-name',\n name: 'agvlineLegendName',\n property: {\n options: themesColorMap\n }\n },\n {\n type: 'select',\n label: 'ohtline-legend-name',\n name: 'ohtlineLegendName',\n property: {\n options: themesColorMap\n }\n },\n {\n type: 'select',\n label: 'conveyor-legend-name',\n name: 'conveyorLegendName',\n property: {\n options: themesColorMap\n }\n },\n {\n type: 'select',\n label: 'stoker-legend-name',\n name: 'stokerLegendName',\n property: {\n options: themesColorMap\n }\n },\n {\n type: 'select',\n label: 'port-legend-name',\n name: 'portLegendName',\n property: {\n options: themesColorMap\n }\n },\n {\n type: 'select',\n label: 'agv-legend-name',\n name: 'agvLegendName',\n property: {\n options: themesColorMap\n }\n },\n {\n type: 'select',\n label: 'oht-legend-name',\n name: 'ohtLegendName',\n property: {\n options: themesColorMap\n }\n },\n {\n type: 'select',\n label: 'shuttle-legend-name',\n name: 'shuttleLegendName',\n property: {\n options: themesColorMap\n }\n },\n {\n type: 'select',\n label: 'crane-legend-name',\n name: 'craneLegendName',\n property: {\n options: themesColorMap\n }\n },\n {\n type: 'select',\n label: 'port-legend-name',\n name: 'portLegendName',\n property: {\n options: themesColorMap\n }\n },\n {\n type: 'select',\n label: 'shelf-legend-name',\n name: 'shelfLegendName',\n property: {\n options: themesColorMap\n }\n },\n {\n type: 'select',\n label: 'carrier-legend-name',\n name: 'carrierLegendName',\n property: {\n options: themesColorMap\n }\n },\n {\n type: 'select',\n label: 'carrier-animation-name',\n name: 'carrierAnimationName',\n property: {\n options: themesAnimationMap\n }\n },\n {\n type: 'select',\n label: 'stocker-capacity-legend-name',\n name: 'stockerCapacityLegendName',\n property: {\n options: themesColorRange\n }\n },\n {\n type: 'select',\n label: 'zone-capacity-legend-name',\n name: 'zoneCapacityLegendName',\n property: {\n options: themesColorRange\n }\n },\n {\n type: 'select',\n label: 'battery-rate-legend-name',\n name: 'batteryRateLegendName',\n property: {\n options: themesColorRange\n }\n },\n {\n type: 'legend',\n label: '',\n name: 'MOOD',\n property: {\n label: 'MOOD'\n }\n },\n {\n type: 'select',\n label: 'light-preset',\n name: 'lightPreset',\n property: {\n options: ['dark', 'medium', 'bright']\n }\n }\n ],\n 'value-property': 'text'\n }\n }\n})\n\n/**\n * 조명 프리셋 — 3 단계 밝기 토글.\n *\n * fmsim 은 디테일 조명 옵션 UI 를 노출하지 않으므로 단일 select 로 단순화.\n * medium = things-scene 의 현재 default 값과 동일 (외관 변화 없음).\n * 사용자가 select 변경 시 onchange 가 exposure + hemiIntensity + dirLightIntensity\n * 를 일괄 set → three-capability 의 변경 감지 핸들러가 즉시 갱신.\n */\nconst LIGHT_PRESETS: Record<string, { exposure: number; hemiIntensity: number; dirLightIntensity: number }> = {\n dark: { exposure: 1.2, hemiIntensity: 4.0, dirLightIntensity: 0.6 },\n medium: { exposure: 1.2, hemiIntensity: 4.0, dirLightIntensity: 2.0 },\n bright: { exposure: 1.2, hemiIntensity: 4.0, dirLightIntensity: 5.0 }\n}\n\nconst _origModelLayerOnchange = ModelLayer.prototype.onchange\nModelLayer.prototype.onchange = function (after: any) {\n if (after && Object.prototype.hasOwnProperty.call(after, 'lightPreset')) {\n const preset = LIGHT_PRESETS[after.lightPreset as string]\n if (preset) {\n this.set({\n exposure: preset.exposure,\n hemiIntensity: preset.hemiIntensity,\n dirLightIntensity: preset.dirLightIntensity\n })\n }\n }\n return _origModelLayerOnchange.call(this, after)\n}\n\n// === LegendTheme / AnimationTheme value resolve ===\n//\n// rootModel.state.style[name] 에 저장된 legend/animation 값은 보드 직렬화\n// 형태에 따라 (a) 정상 object 또는 (b) JSON 문자열 둘 다로 나타난다 (2026-06-09\n// 진단 — consumer 인 carrier.ts:animationPreset 이 같은 이유로 typeof string\n// 분기 + JSON5.parse 처리하는 선례 존재). LegendTheme getter 들이 이 분기를\n// 두지 않아 string 통과 → getValueOnRanges 매칭 실패 → 3D gauge 의 색상이\n// fallback 으로만 결정되던 증상.\n//\n// fix 는 getter 한 곳에서 lazy parse. WeakMap<state, Map<rawString, parsed>>\n// 으로 *raw string 자체를 key* — 보드 편집으로 raw 가 바뀌면 자연 무효화,\n// 같은 raw 의 반복 lookup 은 O(1). root 가 GC 되면 cache 도 같이 GC.\nconst _legendParseCache = new WeakMap<object, Map<string, any>>()\n\nfunction parseLegendIfString(state: any, raw: any): any {\n if (typeof raw !== 'string') return raw\n let cache = _legendParseCache.get(state)\n if (!cache) {\n cache = new Map()\n _legendParseCache.set(state, cache)\n }\n if (cache.has(raw)) return cache.get(raw)\n let parsed: any\n try { parsed = JSON.parse(raw) } catch { parsed = raw } // parse 실패 시 raw 보존\n cache.set(raw, parsed)\n return parsed\n}\n\nfunction legendThemeGetter(stateKey: string) {\n return function (this: any) {\n const name = this.rootModel.state[stateKey]\n const raw = name && this.state.style[name]\n return parseLegendIfString(this.state, raw)\n }\n}\n\nObject.defineProperty(RootContainer.prototype, 'equipmentLegendTheme', { get: legendThemeGetter('equipmentLegendName') })\nObject.defineProperty(RootContainer.prototype, 'bufferLegendTheme', { get: legendThemeGetter('bufferLegendName') })\nObject.defineProperty(RootContainer.prototype, 'agvlineLegendTheme', { get: legendThemeGetter('agvlineLegendName') })\nObject.defineProperty(RootContainer.prototype, 'ohtlineLegendTheme', { get: legendThemeGetter('ohtlineLegendName') })\nObject.defineProperty(RootContainer.prototype, 'conveyorLegendTheme', { get: legendThemeGetter('conveyorLegendName') })\nObject.defineProperty(RootContainer.prototype, 'stokerLegendTheme', { get: legendThemeGetter('stokerLegendName') })\nObject.defineProperty(RootContainer.prototype, 'agvLegendTheme', { get: legendThemeGetter('agvLegendName') })\nObject.defineProperty(RootContainer.prototype, 'ohtLegendTheme', { get: legendThemeGetter('ohtLegendName') })\nObject.defineProperty(RootContainer.prototype, 'shuttleLegendTheme', { get: legendThemeGetter('shuttleLegendName') })\nObject.defineProperty(RootContainer.prototype, 'craneLegendTheme', { get: legendThemeGetter('craneLegendName') })\nObject.defineProperty(RootContainer.prototype, 'shelfLegendTheme', { get: legendThemeGetter('shelfLegendName') })\nObject.defineProperty(RootContainer.prototype, 'portLegendTheme', { get: legendThemeGetter('portLegendName') })\nObject.defineProperty(RootContainer.prototype, 'carrierLegendTheme', { get: legendThemeGetter('carrierLegendName') })\nObject.defineProperty(RootContainer.prototype, 'carrierAnimationTheme', { get: legendThemeGetter('carrierAnimationName') })\nObject.defineProperty(RootContainer.prototype, 'stockerCapacityLegendTheme', { get: legendThemeGetter('stockerCapacityLegendName') })\nObject.defineProperty(RootContainer.prototype, 'zoneCapacityLegendTheme', { get: legendThemeGetter('zoneCapacityLegendName') })\nObject.defineProperty(RootContainer.prototype, 'batteryRateLegendTheme', { get: legendThemeGetter('batteryRateLegendName') })\n\nObject.defineProperty(RootContainer.prototype, 'vehicleAnimation', {\n get: function () {\n const { vehicleAnimation } = this.rootModel.state\n return !!vehicleAnimation\n }\n})\n\nObject.defineProperty(RootContainer.prototype, 'carrierManager', {\n get: function () {\n if (!this._carrierManager) {\n this._carrierManager = new CarrierManager(this)\n }\n return this._carrierManager\n }\n})\n"]}
1
+ 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{ Component, RootContainer } from '@hatiolab/things-scene'\nimport { themesColorMap, themesColorRange, themesAnimationMap } from '@fmsim/api'\nimport { Legend } from '../features/mcs-status-default'\nimport CarrierManager from '../carrier-manager'\n\n// RootContainer 클래스 타입 확장\ndeclare module '@hatiolab/things-scene' {\n interface RootContainer {\n portLegendTheme?: any\n carrierLegendTheme?: any\n carrierAnimationTheme?: any\n stockerCapacityLegendTheme?: any\n zoneCapacityLegendTheme?: any\n batteryRateLegendTheme?: any\n bufferLegendTheme?: any\n agvlineLegendTheme?: any\n ohtlineLegendTheme?: any\n conveyorLegendTheme?: any\n stokerLegendTheme?: any\n agvLegendTheme?: any\n ohtLegendTheme?: any\n shuttleLegendTheme?: any\n craneLegendTheme?: any\n shelfLegendTheme?: any\n equipmentLegendTheme?: any\n style: any\n vehicleAnimation?: boolean\n // 스토커 게이지 표시 모드 — 런타임 전용 transient (모델 비저장, 항상 'capacity' 시작)\n stockerGaugeMode: string\n _stockerGaugeMode?: string\n _refreshStockerGauges(): void\n // 캐시 관련 속성 추가\n _animationConfigCache?: Map<string, any>\n _carrierManager?: CarrierManager\n carrierManager: CarrierManager\n }\n}\n\n/**\n * 스토커 적재율 게이지 표시 모드 — 런타임 선택지.\n * value 는 엔진 canonical(2D StockerCapacityBar / 3D buildGauge 공통), label 은 표시명.\n * 런타임 UI(뷰어 컨트롤)가 이 목록으로 selector 를 구성한다.\n */\nexport const STOCKER_GAUGE_MODES: { value: string; label: string }[] = [\n { value: 'capacity', label: 'Capacity' },\n { value: 'carrier', label: 'Carrier Status' },\n { value: 'abnormal', label: 'Abnormal Carrier' }\n]\n\nconst ModelLayer = (Component as any).register('model-layer') as any\n\nObject.defineProperty(ModelLayer.prototype, 'nature', {\n get: function () {\n return {\n mutable: false,\n rotatable: false,\n resizable: true,\n properties: [\n {\n type: 'boolean',\n label: 'vehicle-animation',\n name: 'vehicleAnimation'\n },\n {\n type: 'legend',\n label: '',\n name: 'LEGENDS',\n property: {\n label: 'LEGENDS'\n }\n },\n {\n type: 'select',\n label: 'equipment-legend-name',\n name: 'equipmentLegendName',\n property: {\n options: themesColorMap\n }\n },\n {\n type: 'select',\n label: 'buffer-legend-name',\n name: 'bufferLegendName',\n property: {\n options: themesColorMap\n }\n },\n {\n type: 'select',\n label: 'agvline-legend-name',\n name: 'agvlineLegendName',\n property: {\n options: themesColorMap\n }\n },\n {\n type: 'select',\n label: 'ohtline-legend-name',\n name: 'ohtlineLegendName',\n property: {\n options: themesColorMap\n }\n },\n {\n type: 'select',\n label: 'conveyor-legend-name',\n name: 'conveyorLegendName',\n property: {\n options: themesColorMap\n }\n },\n {\n type: 'select',\n label: 'stoker-legend-name',\n name: 'stokerLegendName',\n property: {\n options: themesColorMap\n }\n },\n {\n type: 'select',\n label: 'port-legend-name',\n name: 'portLegendName',\n property: {\n options: themesColorMap\n }\n },\n {\n type: 'select',\n label: 'agv-legend-name',\n name: 'agvLegendName',\n property: {\n options: themesColorMap\n }\n },\n {\n type: 'select',\n label: 'oht-legend-name',\n name: 'ohtLegendName',\n property: {\n options: themesColorMap\n }\n },\n {\n type: 'select',\n label: 'shuttle-legend-name',\n name: 'shuttleLegendName',\n property: {\n options: themesColorMap\n }\n },\n {\n type: 'select',\n label: 'crane-legend-name',\n name: 'craneLegendName',\n property: {\n options: themesColorMap\n }\n },\n {\n type: 'select',\n label: 'port-legend-name',\n name: 'portLegendName',\n property: {\n options: themesColorMap\n }\n },\n {\n type: 'select',\n label: 'shelf-legend-name',\n name: 'shelfLegendName',\n property: {\n options: themesColorMap\n }\n },\n {\n type: 'select',\n label: 'carrier-legend-name',\n name: 'carrierLegendName',\n property: {\n options: themesColorMap\n }\n },\n {\n type: 'select',\n label: 'carrier-animation-name',\n name: 'carrierAnimationName',\n property: {\n options: themesAnimationMap\n }\n },\n {\n type: 'select',\n label: 'stocker-capacity-legend-name',\n name: 'stockerCapacityLegendName',\n property: {\n options: themesColorRange\n }\n },\n {\n type: 'select',\n label: 'zone-capacity-legend-name',\n name: 'zoneCapacityLegendName',\n property: {\n options: themesColorRange\n }\n },\n {\n type: 'select',\n label: 'battery-rate-legend-name',\n name: 'batteryRateLegendName',\n property: {\n options: themesColorRange\n }\n },\n {\n type: 'legend',\n label: '',\n name: 'MOOD',\n property: {\n label: 'MOOD'\n }\n },\n {\n type: 'select',\n label: 'light-preset',\n name: 'lightPreset',\n property: {\n options: ['dark', 'medium', 'bright']\n }\n }\n ],\n 'value-property': 'text'\n }\n }\n})\n\n/**\n * 조명 프리셋 — 3 단계 밝기 토글.\n *\n * fmsim 은 디테일 조명 옵션 UI 를 노출하지 않으므로 단일 select 로 단순화.\n * medium = things-scene 의 현재 default 값과 동일 (외관 변화 없음).\n * 사용자가 select 변경 시 onchange 가 exposure + hemiIntensity + dirLightIntensity\n * 를 일괄 set → three-capability 의 변경 감지 핸들러가 즉시 갱신.\n */\nconst LIGHT_PRESETS: Record<string, { exposure: number; hemiIntensity: number; dirLightIntensity: number }> = {\n dark: { exposure: 1.2, hemiIntensity: 4.0, dirLightIntensity: 0.6 },\n medium: { exposure: 1.2, hemiIntensity: 4.0, dirLightIntensity: 2.0 },\n bright: { exposure: 1.2, hemiIntensity: 4.0, dirLightIntensity: 5.0 }\n}\n\nconst _origModelLayerOnchange = ModelLayer.prototype.onchange\nModelLayer.prototype.onchange = function (after: any) {\n if (after && Object.prototype.hasOwnProperty.call(after, 'lightPreset')) {\n const preset = LIGHT_PRESETS[after.lightPreset as string]\n if (preset) {\n this.set({\n exposure: preset.exposure,\n hemiIntensity: preset.hemiIntensity,\n dirLightIntensity: preset.dirLightIntensity\n })\n }\n }\n return _origModelLayerOnchange.call(this, after)\n}\n\n// === LegendTheme / AnimationTheme value resolve ===\n//\n// rootModel.state.style[name] 에 저장된 legend/animation 값은 보드 직렬화\n// 형태에 따라 (a) 정상 object 또는 (b) JSON 문자열 둘 다로 나타난다 (2026-06-09\n// 진단 — consumer 인 carrier.ts:animationPreset 이 같은 이유로 typeof string\n// 분기 + JSON5.parse 처리하는 선례 존재). LegendTheme getter 들이 이 분기를\n// 두지 않아 string 통과 → getValueOnRanges 매칭 실패 → 3D gauge 의 색상이\n// fallback 으로만 결정되던 증상.\n//\n// fix 는 getter 한 곳에서 lazy parse. WeakMap<state, Map<rawString, parsed>>\n// 으로 *raw string 자체를 key* — 보드 편집으로 raw 가 바뀌면 자연 무효화,\n// 같은 raw 의 반복 lookup 은 O(1). root 가 GC 되면 cache 도 같이 GC.\nconst _legendParseCache = new WeakMap<object, Map<string, any>>()\n\nfunction parseLegendIfString(state: any, raw: any): any {\n if (typeof raw !== 'string') return raw\n let cache = _legendParseCache.get(state)\n if (!cache) {\n cache = new Map()\n _legendParseCache.set(state, cache)\n }\n if (cache.has(raw)) return cache.get(raw)\n let parsed: any\n try { parsed = JSON.parse(raw) } catch { parsed = raw } // parse 실패 시 raw 보존\n cache.set(raw, parsed)\n return parsed\n}\n\nfunction legendThemeGetter(stateKey: string) {\n return function (this: any) {\n const name = this.rootModel.state[stateKey]\n const raw = name && this.state.style[name]\n return parseLegendIfString(this.state, raw)\n }\n}\n\nObject.defineProperty(RootContainer.prototype, 'equipmentLegendTheme', { get: legendThemeGetter('equipmentLegendName') })\nObject.defineProperty(RootContainer.prototype, 'bufferLegendTheme', { get: legendThemeGetter('bufferLegendName') })\nObject.defineProperty(RootContainer.prototype, 'agvlineLegendTheme', { get: legendThemeGetter('agvlineLegendName') })\nObject.defineProperty(RootContainer.prototype, 'ohtlineLegendTheme', { get: legendThemeGetter('ohtlineLegendName') })\nObject.defineProperty(RootContainer.prototype, 'conveyorLegendTheme', { get: legendThemeGetter('conveyorLegendName') })\nObject.defineProperty(RootContainer.prototype, 'stokerLegendTheme', { get: legendThemeGetter('stokerLegendName') })\nObject.defineProperty(RootContainer.prototype, 'agvLegendTheme', { get: legendThemeGetter('agvLegendName') })\nObject.defineProperty(RootContainer.prototype, 'ohtLegendTheme', { get: legendThemeGetter('ohtLegendName') })\nObject.defineProperty(RootContainer.prototype, 'shuttleLegendTheme', { get: legendThemeGetter('shuttleLegendName') })\nObject.defineProperty(RootContainer.prototype, 'craneLegendTheme', { get: legendThemeGetter('craneLegendName') })\nObject.defineProperty(RootContainer.prototype, 'shelfLegendTheme', { get: legendThemeGetter('shelfLegendName') })\nObject.defineProperty(RootContainer.prototype, 'portLegendTheme', { get: legendThemeGetter('portLegendName') })\nObject.defineProperty(RootContainer.prototype, 'carrierLegendTheme', { get: legendThemeGetter('carrierLegendName') })\nObject.defineProperty(RootContainer.prototype, 'carrierAnimationTheme', { get: legendThemeGetter('carrierAnimationName') })\nObject.defineProperty(RootContainer.prototype, 'stockerCapacityLegendTheme', { get: legendThemeGetter('stockerCapacityLegendName') })\nObject.defineProperty(RootContainer.prototype, 'zoneCapacityLegendTheme', { get: legendThemeGetter('zoneCapacityLegendName') })\nObject.defineProperty(RootContainer.prototype, 'batteryRateLegendTheme', { get: legendThemeGetter('batteryRateLegendName') })\n\nObject.defineProperty(RootContainer.prototype, 'vehicleAnimation', {\n get: function () {\n const { vehicleAnimation } = this.rootModel.state\n return !!vehicleAnimation\n }\n})\n\nObject.defineProperty(RootContainer.prototype, 'carrierManager', {\n get: function () {\n if (!this._carrierManager) {\n this._carrierManager = new CarrierManager(this)\n }\n return this._carrierManager\n }\n})\n\n// === 스토커 게이지 표시 모드 (런타임 전용 transient) ===\n//\n// 모델(state)에 저장하지 않는다 — nature 속성이 아니므로 보드 직렬화에 포함되지 않고,\n// 보드를 다시 열면 항상 기본값 'capacity' 로 시작한다. 실행 중 뷰어 컨트롤 등이\n// `scene.root.stockerGaugeMode = 'carrier'` 로 동적 변경한다.\n//\n// 2D(StockerCapacityBar.gaugeMode) 와 3D(machine-3d buildGauge) 가 모두 이 값을 읽어\n// 게이지 표현이 항상 일치한다. 값이 바뀌면 setter 가 2D 리드로우 + 3D 게이지 재빌드를\n// 즉시 트리거한다.\nObject.defineProperty(RootContainer.prototype, 'stockerGaugeMode', {\n get: function () {\n return this._stockerGaugeMode || 'capacity'\n },\n set: function (mode: string) {\n const next = mode || 'capacity'\n if (this._stockerGaugeMode === next) return\n this._stockerGaugeMode = next\n this._refreshStockerGauges()\n }\n})\n\n/** scene 하위 STOCKER(3D 게이지) + StockerCapacityBar(2D 게이지) 를 새 모드로 갱신. */\nRootContainer.prototype._refreshStockerGauges = function () {\n const walk = (container: any) => {\n const kids = container?.components\n if (!Array.isArray(kids)) return\n for (const c of kids) {\n const type = c?.state?.type\n if (type === 'STOCKER') {\n // 3D 게이지는 스토커 자신의 real-object 가 그린다 → 재빌드 (2D 모드면 _realObject 없음)\n c._realObject?.update?.()\n } else if (type === 'StockerCapacityBar' || type === 'MCSGaugeCapacityBar') {\n // 2D 게이지는 자식 컴포넌트가 그린다 → 리드로우\n c.invalidate?.()\n }\n walk(c)\n }\n }\n walk(this)\n this.invalidate?.()\n}\n"]}