@fmsim/machine 2.0.0-beta.98 → 2.0.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (73) hide show
  1. package/dist/carrier-manager.js +9 -1
  2. package/dist/carrier-manager.js.map +1 -1
  3. package/dist/carrier.js +69 -52
  4. package/dist/carrier.js.map +1 -1
  5. package/dist/crane.js +15 -6
  6. package/dist/crane.js.map +1 -1
  7. package/dist/factories/agv-3d.js +9 -27
  8. package/dist/factories/agv-3d.js.map +1 -1
  9. package/dist/factories/conveyor-3d.js +11 -19
  10. package/dist/factories/conveyor-3d.js.map +1 -1
  11. package/dist/factories/crane-3d.js +8 -17
  12. package/dist/factories/crane-3d.js.map +1 -1
  13. package/dist/factories/crane-rail-3d.js +8 -12
  14. package/dist/factories/crane-rail-3d.js.map +1 -1
  15. package/dist/factories/machine-3d.js +100 -63
  16. package/dist/factories/machine-3d.js.map +1 -1
  17. package/dist/factories/oht-3d.js +9 -27
  18. package/dist/factories/oht-3d.js.map +1 -1
  19. package/dist/factories/shuttle-3d.js +11 -27
  20. package/dist/factories/shuttle-3d.js.map +1 -1
  21. package/dist/features/capacity-gauge-mixin.js +520 -0
  22. package/dist/features/capacity-gauge-mixin.js.map +1 -0
  23. package/dist/features/mcs-status-default.js +13 -0
  24. package/dist/features/mcs-status-default.js.map +1 -1
  25. package/dist/features/parent-object-mixin.js +5 -1
  26. package/dist/features/parent-object-mixin.js.map +1 -1
  27. package/dist/mcs-machine.js +4 -23
  28. package/dist/mcs-machine.js.map +1 -1
  29. package/dist/mcs-unit.js +2 -5
  30. package/dist/mcs-unit.js.map +1 -1
  31. package/dist/mcs-vehicle.js +3 -1
  32. package/dist/mcs-vehicle.js.map +1 -1
  33. package/dist/scene/root-container-override.js +5 -2
  34. package/dist/scene/root-container-override.js.map +1 -1
  35. package/dist/stocker-capacity-bar.js +11 -372
  36. package/dist/stocker-capacity-bar.js.map +1 -1
  37. package/dist/stocker.js +29 -1
  38. package/dist/stocker.js.map +1 -1
  39. package/dist/tsconfig.tsbuildinfo +1 -1
  40. package/dist/utils/crane-position.js +23 -14
  41. package/dist/utils/crane-position.js.map +1 -1
  42. package/dist/utils/stocker-gauge.js +48 -10
  43. package/dist/utils/stocker-gauge.js.map +1 -1
  44. package/dist/zone-capacity-bar.js +13 -213
  45. package/dist/zone-capacity-bar.js.map +1 -1
  46. package/package.json +4 -4
  47. package/src/carrier-manager.ts +9 -1
  48. package/src/carrier.ts +73 -52
  49. package/src/crane.ts +14 -5
  50. package/src/factories/agv-3d.ts +10 -26
  51. package/src/factories/conveyor-3d.ts +12 -19
  52. package/src/factories/crane-3d.ts +9 -17
  53. package/src/factories/crane-rail-3d.ts +9 -13
  54. package/src/factories/machine-3d.ts +125 -66
  55. package/src/factories/oht-3d.ts +10 -26
  56. package/src/factories/shuttle-3d.ts +12 -26
  57. package/src/features/capacity-gauge-mixin.ts +642 -0
  58. package/src/features/mcs-status-default.ts +13 -0
  59. package/src/features/parent-object-mixin.ts +5 -1
  60. package/src/mcs-machine.ts +4 -23
  61. package/src/mcs-unit.ts +2 -5
  62. package/src/mcs-vehicle.ts +3 -1
  63. package/src/scene/root-container-override.ts +5 -2
  64. package/src/stocker-capacity-bar.ts +15 -476
  65. package/src/stocker.ts +29 -1
  66. package/src/utils/crane-position.ts +46 -14
  67. package/src/utils/stocker-gauge.ts +63 -10
  68. package/src/zone-capacity-bar.ts +17 -282
  69. package/translations/en.json +4 -1
  70. package/translations/ja.json +4 -1
  71. package/translations/ko.json +4 -1
  72. package/translations/ms.json +4 -1
  73. package/translations/zh.json +4 -1
@@ -46,6 +46,10 @@ export default class CarrierManager {
46
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  this.scheduleDying(name);
47
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  }
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  }
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+ // showText 는 *현재 소유 홀더* 의 showCarrierText 를 항상 따른다 — 생성 시점에만
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+ // 고정하면 동일 이름 carrier 가 다른 홀더(예: 분체 Crane)로 이동/보고될 때
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+ // off 를 무시하고 표시(F/E/X)가 남는다. 매 update 마다 재동기화한다.
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+ const showCarrierText = holder.getState('showCarrierText') || false;
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  // 2) afterStack 의 *순서대로* 처리 — bottom (ADDITIONS[0]) 부터 top (대표)
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  // 그래야 parent.components 가 자연스럽게 같은 순서로 정렬되어 stack index
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  // 가 일관된다.
@@ -62,7 +66,7 @@ export default class CarrierManager {
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  top: 0,
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  width,
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  height,
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- showText: holder.getState('showCarrierText') || false,
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+ showText: showCarrierText,
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  stackIndex: idx
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  }, this.root.app);
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  this.carriers.set(name, carrier);
@@ -78,6 +82,10 @@ export default class CarrierManager {
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  }
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  if (carrier.parent === holder) {
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  carrier.setState('stackIndex', idx);
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+ // showText 는 *값이 바뀔 때만* setState — 매 프레임 불필요한 onchange / 3D mesh
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+ // 재빌드를 원천 차단(성능). 평시(변화 없음)엔 getState 비교 한 번으로 끝난다.
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+ if (carrier.getState('showText') !== showCarrierText)
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+ carrier.setState('showText', showCarrierText);
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  carrier.data = item;
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  }
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  });
@@ -1 +1 @@
1
- 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{ Model } from '@hatiolab/things-scene'\nimport type Carrier from './carrier'\nimport type MCSCarrierHolder from './mcs-carrier-holder'\nimport { parseIfJsonString } from './utils/data-value'\n\n// 사라진 carrier 의 dispose 지연. 같은 macrotask 안에서 holder A 의 사라짐\n// 보고와 holder B 의 등장 보고가 순차로 들어오는 reparent 시나리오 (= 같은\n// frame snapshot 의 여러 record 적용) 를 보호하기 위해 setTimeout(0) 의\n// next-macrotask delay 만 둔다. 과거 1000ms grace 가 있었으나 seek 시 2단계\n// 갱신 (1초 후 carrier 사라짐) 부작용이 명확하고 frame 누락 bouncing 깜빡임\n// 보호 효용은 작다 판단되어 0 으로 단축 (2026-06-09).\nconst DYING_TIMEOUT = 0\n\n/**\n * Carrier 가 들고 있는 4 키 묶음. data.CARRIERNAME 의 형제 키 (CARRIERTYPE,\n * EMPTYTYPE, CARRIERSTATUS) 를 한 item 으로 묶는다. holder.data 의 *대표*\n * 와 ADDITIONS 의 *각 항목* 모두 동일 shape 으로 정규화돼 stack diff 에\n * 들어간다.\n *\n * 주의 — 외부 시스템이 ADDITIONS 의 각 항목 키를 다른 이름으로 (예:\n * NAME / TYPE / EMPTY / STATUS) 줄 가능성에 대비해 이 build 함수가 단일\n * 정규화 지점이 된다. 키 매핑 변경은 여기 한 곳만 손대면 된다.\n */\nexport interface CarrierStackItem {\n CARRIERNAME: string\n CARRIERTYPE?: string\n EMPTYTYPE?: string\n CARRIERSTATUS?: string\n}\n\nexport default class CarrierManager {\n private carriers: Map<string, Carrier> = new Map()\n private dyingTimers: Map<string, ReturnType<typeof setTimeout>> = new Map()\n private root: any\n\n constructor(root: any) {\n this.root = root\n }\n\n get(carrierName: string): Carrier | undefined {\n return this.carriers.get(carrierName)\n }\n\n /**\n * Holder 의 data 변경에 대응해 carrier pool 을 동기화.\n *\n * 정책:\n * - holder.data 가 *single source of truth*. 대표(CARRIERNAME) +\n * ADDITIONS[] 를 하나의 *stack list* 로 정규화한 뒤 before/after 의\n * 이름 set diff 로 추가/제거/유지 분기.\n * - \"대표\" 와 \"ADDITIONS\" 는 *holder.data 안의 키 위치 차이일 뿐* 이고,\n * carrier 인스턴스끼리는 **종속/그룹 관계 없음 — 모두 독립 동등**.\n * stack 안의 위치 (stackIndex) 만 carrier.state 에 주입한다. 2D render\n * skip 등의 판정은 *위치 (= parent.components 의 마지막 여부)* 로 한다.\n * - 동일 CARRIERNAME 이 *다른 holder* 에 새로 등장하면 reparent (애니메이션).\n * *해당 carrier 만 이동* — 같은 stack 의 다른 carrier 는 따라가지 않는다.\n * - 사라진 carrier 는 next-macrotask 에 dispose. 같은 macrotask 안에서 다른\n * holder 가 같은 이름을 보고하면 cancel 되어 reparent 로 전환.\n */\n update(holder: MCSCarrierHolder, after: Record<string, any>, before: Record<string, any>): void {\n const afterStack = this._buildStack(after)\n const beforeStack = this._buildStack(before)\n\n const afterNames = new Set(afterStack.map(i => i.CARRIERNAME))\n const beforeNames = new Set(beforeStack.map(i => i.CARRIERNAME))\n\n // 1) 사라진 것 → dying schedule (자기 holder 의 자식인 carrier 만)\n for (const name of beforeNames) {\n if (afterNames.has(name)) continue\n const carrier = this.carriers.get(name)\n if (carrier && carrier.parent === holder) {\n this.scheduleDying(name)\n }\n }\n\n // 2) afterStack 의 *순서대로* 처리 — bottom (ADDITIONS[0]) 부터 top (대표)\n // 그래야 parent.components 가 자연스럽게 같은 순서로 정렬되어 stack index\n // 가 일관된다.\n afterStack.forEach((item, idx) => {\n const name = item.CARRIERNAME\n this.cancelDying(name)\n\n let carrier = this.carriers.get(name)\n const { width, height } = holder.state\n\n if (!carrier) {\n carrier = Model.compile(\n {\n id: name,\n type: 'Carrier',\n left: 0,\n top: 0,\n width,\n height,\n showText: holder.getState('showCarrierText') || false,\n stackIndex: idx\n },\n this.root.app\n ) as unknown as Carrier\n\n this.carriers.set(name, carrier)\n carrier.data = item\n holder.addComponent(carrier, { silent: true })\n } else if (carrier.parent !== holder && !beforeNames.has(name)) {\n // 다른 holder 에 있던 carrier 가 이번 update 에서 *새로 등장* 한 경우만\n // reparent. before 에도 같은 이름이 있었으면 ping-pong (옛 시점의\n // 반복 보고) 이므로 trigger 하지 않는다. (F05 의 bouncing 방지)\n ;(holder as any).reparent(carrier, { animated: true, duration: 2000, ease: 'inout' })\n }\n\n if (carrier.parent === holder) {\n carrier.setState('stackIndex', idx)\n carrier.data = item\n }\n })\n\n // *_모든 carrier 추가 완료 후* — 각자의 transform 강제 갱신. 한 줄로 처리\n // 안 되는 이유: cz override 의 offset 계산이 *형제 carrier 의 _realObject.\n // effectiveDepth 누적*에 의존하는데, 첫 iteration 시점엔 자기 뒤 carrier 의\n // _realObject 가 아직 없어 offset 이 부족하게 평가될 수 있다. 모두 빌드된\n // 뒤 한 번 더 갱신해야 적층 정확.\n afterStack.forEach(item => {\n const carrier = this.carriers.get(item.CARRIERNAME)\n if (carrier && carrier.parent === holder) {\n ;(carrier as any)._realObject?.updateTransform?.()\n }\n })\n }\n\n /**\n * data.CARRIERNAME (대표) + data.MULTICARRIERS[] 를 하나의 stack list 로 정규화.\n * 적층 순서: multiCarriers[0..n-1] (bottom → up) + 대표 (top, 맨 마지막).\n * (데이터 키는 모두 대문자 전제 — 케이스 정규화 없이 직접 읽는다)\n */\n private _buildStack(data: any): CarrierStackItem[] {\n if (!data) return []\n\n const stack: CarrierStackItem[] = []\n\n // MULTICARRIERS 값이 JSON 문자열로 올 수 있어 파싱 후 처리.\n const list = parseIfJsonString(data.MULTICARRIERS)\n if (Array.isArray(list)) {\n for (const a of list) {\n if (a && typeof a === 'object' && a.CARRIERNAME) {\n // 항목 *원본 그대로* — 외부 시스템이 임의 키를 추가로 보낼 수 있고,\n // 누락된 4 키는 default 없이 그대로 비워둔다 (carrier.data 에 흘리는\n // 가공 최소화 — F03 같은 기존 테스트의 raw shape 기대와도 정합).\n stack.push({ ...a } as CarrierStackItem)\n }\n }\n }\n\n if (data.CARRIERNAME) {\n // 대표는 *holder.data 의 carrier 관련 키만 추출* — showText / carrierDepth\n // 같은 holder 자체 속성은 carrier 로 흘리지 않는다. 명시되지 않은 키는\n // 생략 (default 안 채움).\n const repr: any = { CARRIERNAME: data.CARRIERNAME }\n if ('CARRIERTYPE' in data) repr.CARRIERTYPE = data.CARRIERTYPE\n if ('EMPTYTYPE' in data) repr.EMPTYTYPE = data.EMPTYTYPE\n if ('CARRIERSTATUS' in data) repr.CARRIERSTATUS = data.CARRIERSTATUS\n stack.push(repr)\n }\n\n return stack\n }\n\n /**\n * carrier dispose 를 *next macrotask* 로 미룬다. 동기 즉시 dispose 가 아닌\n * 이유: 같은 macrotask 안에서 holder A 의 사라짐 보고가 step 1 에 들어오고\n * holder B 의 등장 보고가 (별도 carrier-manager.update 호출의) step 2 에\n * 들어오는 reparent 시나리오를 보호하기 위함. 즉시 dispose 면 step 1 에서\n * carrier 인스턴스가 파괴돼 step 2 의 reparent 분기가 *새 인스턴스 생성*\n * 으로 떨어지고, 3D mesh 재구축 + 이동 애니메이션 손실이 발생.\n *\n * 같은 macrotask 안에서 cancelDying 호출이 도달하면 clearTimeout 으로\n * dispose 회수 → reparent 정상.\n */\n private scheduleDying(carrierName: string): void {\n this.cancelDying(carrierName)\n\n const timer = setTimeout(() => {\n this.dyingTimers.delete(carrierName)\n\n const carrier = this.carriers.get(carrierName)\n if (carrier) {\n this.carriers.delete(carrierName)\n if (!carrier.disposed) {\n carrier.removeSelf(true)\n }\n }\n }, DYING_TIMEOUT)\n\n this.dyingTimers.set(carrierName, timer)\n }\n\n private cancelDying(carrierName: string): void {\n const timer = this.dyingTimers.get(carrierName)\n if (timer) {\n clearTimeout(timer)\n this.dyingTimers.delete(carrierName)\n }\n }\n\n onCarrierDisposed(carrierName: string): void {\n this.cancelDying(carrierName)\n this.carriers.delete(carrierName)\n }\n\n dispose(): void {\n for (const timer of this.dyingTimers.values()) {\n clearTimeout(timer)\n }\n this.dyingTimers.clear()\n\n for (const carrier of this.carriers.values()) {\n if (!carrier.disposed) {\n carrier.removeSelf(true)\n }\n }\n\n this.carriers.clear()\n }\n}\n"]}
1
+ 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{ Model } from '@hatiolab/things-scene'\nimport type Carrier from './carrier'\nimport type MCSCarrierHolder from './mcs-carrier-holder'\nimport { parseIfJsonString } from './utils/data-value'\n\n// 사라진 carrier 의 dispose 지연. 같은 macrotask 안에서 holder A 의 사라짐\n// 보고와 holder B 의 등장 보고가 순차로 들어오는 reparent 시나리오 (= 같은\n// frame snapshot 의 여러 record 적용) 를 보호하기 위해 setTimeout(0) 의\n// next-macrotask delay 만 둔다. 과거 1000ms grace 가 있었으나 seek 시 2단계\n// 갱신 (1초 후 carrier 사라짐) 부작용이 명확하고 frame 누락 bouncing 깜빡임\n// 보호 효용은 작다 판단되어 0 으로 단축 (2026-06-09).\nconst DYING_TIMEOUT = 0\n\n/**\n * Carrier 가 들고 있는 4 키 묶음. data.CARRIERNAME 의 형제 키 (CARRIERTYPE,\n * EMPTYTYPE, CARRIERSTATUS) 를 한 item 으로 묶는다. holder.data 의 *대표*\n * 와 ADDITIONS 의 *각 항목* 모두 동일 shape 으로 정규화돼 stack diff 에\n * 들어간다.\n *\n * 주의 — 외부 시스템이 ADDITIONS 의 각 항목 키를 다른 이름으로 (예:\n * NAME / TYPE / EMPTY / STATUS) 줄 가능성에 대비해 이 build 함수가 단일\n * 정규화 지점이 된다. 키 매핑 변경은 여기 한 곳만 손대면 된다.\n */\nexport interface CarrierStackItem {\n CARRIERNAME: string\n CARRIERTYPE?: string\n EMPTYTYPE?: string\n CARRIERSTATUS?: string\n}\n\nexport default class CarrierManager {\n private carriers: Map<string, Carrier> = new Map()\n private dyingTimers: Map<string, ReturnType<typeof setTimeout>> = new Map()\n private root: any\n\n constructor(root: any) {\n this.root = root\n }\n\n get(carrierName: string): Carrier | undefined {\n return this.carriers.get(carrierName)\n }\n\n /**\n * Holder 의 data 변경에 대응해 carrier pool 을 동기화.\n *\n * 정책:\n * - holder.data 가 *single source of truth*. 대표(CARRIERNAME) +\n * ADDITIONS[] 를 하나의 *stack list* 로 정규화한 뒤 before/after 의\n * 이름 set diff 로 추가/제거/유지 분기.\n * - \"대표\" 와 \"ADDITIONS\" 는 *holder.data 안의 키 위치 차이일 뿐* 이고,\n * carrier 인스턴스끼리는 **종속/그룹 관계 없음 — 모두 독립 동등**.\n * stack 안의 위치 (stackIndex) 만 carrier.state 에 주입한다. 2D render\n * skip 등의 판정은 *위치 (= parent.components 의 마지막 여부)* 로 한다.\n * - 동일 CARRIERNAME 이 *다른 holder* 에 새로 등장하면 reparent (애니메이션).\n * *해당 carrier 만 이동* — 같은 stack 의 다른 carrier 는 따라가지 않는다.\n * - 사라진 carrier 는 next-macrotask 에 dispose. 같은 macrotask 안에서 다른\n * holder 가 같은 이름을 보고하면 cancel 되어 reparent 로 전환.\n */\n update(holder: MCSCarrierHolder, after: Record<string, any>, before: Record<string, any>): void {\n const afterStack = this._buildStack(after)\n const beforeStack = this._buildStack(before)\n\n const afterNames = new Set(afterStack.map(i => i.CARRIERNAME))\n const beforeNames = new Set(beforeStack.map(i => i.CARRIERNAME))\n\n // 1) 사라진 것 → dying schedule (자기 holder 의 자식인 carrier 만)\n for (const name of beforeNames) {\n if (afterNames.has(name)) continue\n const carrier = this.carriers.get(name)\n if (carrier && carrier.parent === holder) {\n this.scheduleDying(name)\n }\n }\n\n // showText 는 *현재 소유 홀더* 의 showCarrierText 를 항상 따른다 — 생성 시점에만\n // 고정하면 동일 이름 carrier 가 다른 홀더(예: 분체 Crane)로 이동/보고될 때\n // off 를 무시하고 표시(F/E/X)가 남는다. 매 update 마다 재동기화한다.\n const showCarrierText = holder.getState('showCarrierText') || false\n\n // 2) afterStack 의 *순서대로* 처리 — bottom (ADDITIONS[0]) 부터 top (대표)\n // 그래야 parent.components 가 자연스럽게 같은 순서로 정렬되어 stack index\n // 가 일관된다.\n afterStack.forEach((item, idx) => {\n const name = item.CARRIERNAME\n this.cancelDying(name)\n\n let carrier = this.carriers.get(name)\n const { width, height } = holder.state\n\n if (!carrier) {\n carrier = Model.compile(\n {\n id: name,\n type: 'Carrier',\n left: 0,\n top: 0,\n width,\n height,\n showText: showCarrierText,\n stackIndex: idx\n },\n this.root.app\n ) as unknown as Carrier\n\n this.carriers.set(name, carrier)\n carrier.data = item\n holder.addComponent(carrier, { silent: true })\n } else if (carrier.parent !== holder && !beforeNames.has(name)) {\n // 다른 holder 에 있던 carrier 가 이번 update 에서 *새로 등장* 한 경우만\n // reparent. before 에도 같은 이름이 있었으면 ping-pong (옛 시점의\n // 반복 보고) 이므로 trigger 하지 않는다. (F05 의 bouncing 방지)\n ;(holder as any).reparent(carrier, { animated: true, duration: 2000, ease: 'inout' })\n }\n\n if (carrier.parent === holder) {\n carrier.setState('stackIndex', idx)\n // showText 는 *값이 바뀔 때만* setState — 매 프레임 불필요한 onchange / 3D mesh\n // 재빌드를 원천 차단(성능). 평시(변화 없음)엔 getState 비교 한 번으로 끝난다.\n if (carrier.getState('showText') !== showCarrierText) carrier.setState('showText', showCarrierText)\n carrier.data = item\n }\n })\n\n // *_모든 carrier 추가 완료 후* — 각자의 transform 강제 갱신. 한 줄로 처리\n // 안 되는 이유: cz override 의 offset 계산이 *형제 carrier 의 _realObject.\n // effectiveDepth 누적*에 의존하는데, 첫 iteration 시점엔 자기 뒤 carrier 의\n // _realObject 가 아직 없어 offset 이 부족하게 평가될 수 있다. 모두 빌드된\n // 뒤 한 번 더 갱신해야 적층 정확.\n afterStack.forEach(item => {\n const carrier = this.carriers.get(item.CARRIERNAME)\n if (carrier && carrier.parent === holder) {\n ;(carrier as any)._realObject?.updateTransform?.()\n }\n })\n }\n\n /**\n * data.CARRIERNAME (대표) + data.MULTICARRIERS[] 를 하나의 stack list 로 정규화.\n * 적층 순서: multiCarriers[0..n-1] (bottom → up) + 대표 (top, 맨 마지막).\n * (데이터 키는 모두 대문자 전제 — 케이스 정규화 없이 직접 읽는다)\n */\n private _buildStack(data: any): CarrierStackItem[] {\n if (!data) return []\n\n const stack: CarrierStackItem[] = []\n\n // MULTICARRIERS 값이 JSON 문자열로 올 수 있어 파싱 후 처리.\n const list = parseIfJsonString(data.MULTICARRIERS)\n if (Array.isArray(list)) {\n for (const a of list) {\n if (a && typeof a === 'object' && a.CARRIERNAME) {\n // 항목 *원본 그대로* — 외부 시스템이 임의 키를 추가로 보낼 수 있고,\n // 누락된 4 키는 default 없이 그대로 비워둔다 (carrier.data 에 흘리는\n // 가공 최소화 — F03 같은 기존 테스트의 raw shape 기대와도 정합).\n stack.push({ ...a } as CarrierStackItem)\n }\n }\n }\n\n if (data.CARRIERNAME) {\n // 대표는 *holder.data 의 carrier 관련 키만 추출* — showText / carrierDepth\n // 같은 holder 자체 속성은 carrier 로 흘리지 않는다. 명시되지 않은 키는\n // 생략 (default 안 채움).\n const repr: any = { CARRIERNAME: data.CARRIERNAME }\n if ('CARRIERTYPE' in data) repr.CARRIERTYPE = data.CARRIERTYPE\n if ('EMPTYTYPE' in data) repr.EMPTYTYPE = data.EMPTYTYPE\n if ('CARRIERSTATUS' in data) repr.CARRIERSTATUS = data.CARRIERSTATUS\n stack.push(repr)\n }\n\n return stack\n }\n\n /**\n * carrier dispose 를 *next macrotask* 로 미룬다. 동기 즉시 dispose 가 아닌\n * 이유: 같은 macrotask 안에서 holder A 의 사라짐 보고가 step 1 에 들어오고\n * holder B 의 등장 보고가 (별도 carrier-manager.update 호출의) step 2 에\n * 들어오는 reparent 시나리오를 보호하기 위함. 즉시 dispose 면 step 1 에서\n * carrier 인스턴스가 파괴돼 step 2 의 reparent 분기가 *새 인스턴스 생성*\n * 으로 떨어지고, 3D mesh 재구축 + 이동 애니메이션 손실이 발생.\n *\n * 같은 macrotask 안에서 cancelDying 호출이 도달하면 clearTimeout 으로\n * dispose 회수 → reparent 정상.\n */\n private scheduleDying(carrierName: string): void {\n this.cancelDying(carrierName)\n\n const timer = setTimeout(() => {\n this.dyingTimers.delete(carrierName)\n\n const carrier = this.carriers.get(carrierName)\n if (carrier) {\n this.carriers.delete(carrierName)\n if (!carrier.disposed) {\n carrier.removeSelf(true)\n }\n }\n }, DYING_TIMEOUT)\n\n this.dyingTimers.set(carrierName, timer)\n }\n\n private cancelDying(carrierName: string): void {\n const timer = this.dyingTimers.get(carrierName)\n if (timer) {\n clearTimeout(timer)\n this.dyingTimers.delete(carrierName)\n }\n }\n\n onCarrierDisposed(carrierName: string): void {\n this.cancelDying(carrierName)\n this.carriers.delete(carrierName)\n }\n\n dispose(): void {\n for (const timer of this.dyingTimers.values()) {\n clearTimeout(timer)\n }\n this.dyingTimers.clear()\n\n for (const carrier of this.carriers.values()) {\n if (!carrier.disposed) {\n carrier.removeSelf(true)\n }\n }\n\n this.carriers.clear()\n }\n}\n"]}
package/dist/carrier.js CHANGED
@@ -4,7 +4,7 @@ import { getPopupData } from '@fmsim/api';
4
4
  import { Shape, sceneComponent } from '@hatiolab/things-scene';
5
5
  import { ANIMATION_DEFAULT } from './features/animation-default.js';
6
6
  import { ParentObjectMixin } from './features/parent-object-mixin.js';
7
- import { LEGEND_CARRIER } from './features/mcs-status-default.js';
7
+ import { resolveCarrierLegend } from './features/mcs-status-default.js';
8
8
  import { MCSStatusMixin } from './features/mcs-status-mixin.js';
9
9
  const NATURE = {
10
10
  mutable: false,
@@ -60,6 +60,10 @@ let Carrier = class Carrier extends MCSStatusMixin(ParentObjectMixin(Shape)) {
60
60
  }
61
61
  }
62
62
  this.syncStateFromData();
63
+ /* 부모가 정해진 지금 다시 해석한다 — 생성 시(data 선할당) 판정에는 parent 가 없어
64
+ * 홀더의 carrierAnimationName 이 반영되지 않았다. reparent 로 홀더가 바뀐 경우도 여기서
65
+ * 새 홀더 테마로 갱신된다. (같은 조합이면 내부 가드로 no-op) */
66
+ this._applyStatusAnimation();
63
67
  // 3D 오브젝트 최초 생성 (동기적 — reparent()에서 _realObject 필요)
64
68
  if (((_a = this.root) === null || _a === void 0 ? void 0 : _a.threed) && !this._realObject) {
65
69
  ;
@@ -78,72 +82,85 @@ let Carrier = class Carrier extends MCSStatusMixin(ParentObjectMixin(Shape)) {
78
82
  this.setState('CARRIERSTATUS', CARRIERSTATUS);
79
83
  }
80
84
  onchangeData(after, before) {
81
- var _a, _b;
82
85
  const { CARRIERNAME, CARRIERTYPE = '', EMPTYTYPE, CARRIERSTATUS } = this.data || {};
83
86
  this.setState('id', CARRIERNAME);
84
87
  this.setState('EMPTYTYPE', EMPTYTYPE);
85
88
  this.setState('CARRIERTYPE', CARRIERTYPE);
86
89
  this.setState('CARRIERSTATUS', CARRIERSTATUS);
87
- // TODO carrierstatus에 따라서 매핑되는 애니메이션 테마 수행
88
- if (((_a = after.data) === null || _a === void 0 ? void 0 : _a.CARRIERSTATUS) !== ((_b = before.data) === null || _b === void 0 ? void 0 : _b.CARRIERSTATUS)) {
89
- const { CARRIERSTATUS: lastCarrierStatus } = before.data || {};
90
- const lastAnimationConfig = lastCarrierStatus && this.getAnimationConfig(lastCarrierStatus);
91
- if (lastAnimationConfig) {
92
- let { animation, decorator, border, arrow } = lastAnimationConfig;
93
- if (animation) {
94
- this.resetAnimation();
95
- this.setState('animation', {
96
- oncreate: null
97
- });
98
- }
99
- if (decorator || border || arrow) {
100
- this.trigger('deco-off');
101
- }
102
- }
103
- const animationConfig = this.getAnimationConfig(this.getState('CARRIERSTATUS'));
104
- if (animationConfig) {
105
- let { animation, decorator, border, arrow } = animationConfig;
106
- if (animation) {
107
- this.resetAnimation();
108
- this.setState('animation', {
109
- oncreate: animation
110
- });
111
- this.started = true;
112
- }
113
- if (decorator) {
114
- this.trigger('deco-icon-off');
115
- this.trigger('deco-icon', decorator);
116
- }
117
- if (border) {
118
- this.trigger('deco-border-off');
119
- this.trigger('deco-border', border);
120
- }
121
- if (arrow) {
122
- this.trigger('deco-arrow-off');
123
- this.trigger('deco-arrow', arrow);
124
- }
125
- }
90
+ /* 상태에 매핑된 애니메이션/데코 적용. 조건 판정은 _applyStatusAnimation 내부의
91
+ * (테마|상태) 키 비교로 하므로 여기서 status 변경 여부를 따지지 않는다 —
92
+ * 상태는 그대로여도 홀더가 바뀌어(=테마가 바뀌어) 재적용이 필요할 수 있다. */
93
+ this._applyStatusAnimation();
94
+ }
95
+ /**
96
+ * 현재 (해석된 애니메이션 테마 | CARRIERSTATUS) 조합에 맞는 애니메이션/데코를 적용한다.
97
+ *
98
+ * 같은 조합이면 아무것도 하지 않는다 — data 는 매 update 마다 재할당되므로, 가드가 없으면
99
+ * 매번 애니메이션이 재시작되어 끊긴다.
100
+ *
101
+ * 호출 시점이 둘인 이유:
102
+ * 1) onchangeData — 상태(또는 테마) 변화 반영
103
+ * 2) added() — **부모가 생긴 직후**. CarrierManager 는 `carrier.data = item` 을
104
+ * addComponent 보다 먼저 하므로, 생성 시 첫 판정에는 parent 가 없어 홀더의
105
+ * carrierAnimationName 이 무시된다(루트 폴백만 보임). 부모가 붙은 뒤 한 번 더
106
+ * 해석해야 홀더 테마가 반영된다.
107
+ */
108
+ _applyStatusAnimation() {
109
+ const status = this.getState('CARRIERSTATUS');
110
+ const key = `${this.resolvedCarrierAnimationName}|${status !== null && status !== void 0 ? status : ''}`;
111
+ if (key === this._appliedAnimationKey)
112
+ return;
113
+ this._appliedAnimationKey = key;
114
+ /* 이전 적용분 해제 — 이전 테마/상태를 되짚지 않고 끈다(끄는 동작은 멱등).
115
+ * 테마가 바뀐 경우 이전 config 로는 무엇이 켜져 있었는지 정확히 알 수 없다. */
116
+ this.resetAnimation();
117
+ this.setState('animation', { oncreate: null });
118
+ this.trigger('deco-off');
119
+ const animationConfig = this.getAnimationConfig(status);
120
+ if (!animationConfig)
121
+ return;
122
+ const { animation, decorator, border, arrow } = animationConfig;
123
+ if (animation) {
124
+ this.setState('animation', { oncreate: animation });
125
+ this.started = true;
126
+ }
127
+ if (decorator) {
128
+ this.trigger('deco-icon-off');
129
+ this.trigger('deco-icon', decorator);
130
+ }
131
+ if (border) {
132
+ this.trigger('deco-border-off');
133
+ this.trigger('deco-border', border);
134
+ }
135
+ if (arrow) {
136
+ this.trigger('deco-arrow-off');
137
+ this.trigger('deco-arrow', arrow);
126
138
  }
127
139
  }
128
140
  get status() {
129
141
  return this.getState('EMPTYTYPE');
130
142
  }
131
143
  get legend() {
132
- var _a, _b, _c;
133
- const { carrierLegendName } = ((_a = this.parent) === null || _a === void 0 ? void 0 : _a.state) || {};
134
- if (carrierLegendName) {
135
- return (_b = this.root) === null || _b === void 0 ? void 0 : _b.style[carrierLegendName];
136
- }
137
- return ((_c = this.root) === null || _c === void 0 ? void 0 : _c.carrierLegendTheme) || LEGEND_CARRIER;
144
+ // carrier·스토커 게이지(2D/3D) 공유 단일 소스.
145
+ return resolveCarrierLegend(this);
138
146
  }
139
147
  getAnimationConfig(carrierStatus) {
140
148
  const config = this.animationPreset[carrierStatus || 'default'];
141
149
  return config || null;
142
150
  }
143
- get animationPreset() {
151
+ /**
152
+ * 적용할 애니메이션 테마 이름 — 소유 홀더(부모) 설정이 우선, 없으면 보드(rootModel) 폴백.
153
+ *
154
+ * 부모가 아직 없는 시점(생성 직후 data 선할당)에는 홀더 설정을 알 수 없어 루트 폴백만
155
+ * 보인다. 그래서 added() 에서 한 번 더 해석한다 — _applyStatusAnimation 참조.
156
+ */
157
+ get resolvedCarrierAnimationName() {
144
158
  var _a, _b, _c, _d;
145
- const carrierAnimationName = ((_a = this.parent) === null || _a === void 0 ? void 0 : _a.state.carrierAnimationName) ||
146
- ((_b = this.root) === null || _b === void 0 ? void 0 : _b.rootModel.state.carrierAnimationName) || '';
159
+ return (((_a = this.parent) === null || _a === void 0 ? void 0 : _a.state.carrierAnimationName) || ((_d = (_c = (_b = this.root) === null || _b === void 0 ? void 0 : _b.rootModel) === null || _c === void 0 ? void 0 : _c.state) === null || _d === void 0 ? void 0 : _d.carrierAnimationName) || '');
160
+ }
161
+ get animationPreset() {
162
+ var _a, _b;
163
+ const carrierAnimationName = this.resolvedCarrierAnimationName;
147
164
  if (carrierAnimationName) {
148
165
  // 캐시에서 먼저 확인
149
166
  if (!this.root._animationConfigCache) {
@@ -154,14 +171,14 @@ let Carrier = class Carrier extends MCSStatusMixin(ParentObjectMixin(Shape)) {
154
171
  return cached;
155
172
  }
156
173
  // 캐시에 없으면 파싱하고 저장
157
- let theme = (_d = (_c = this.root) === null || _c === void 0 ? void 0 : _c.style) === null || _d === void 0 ? void 0 : _d[carrierAnimationName];
174
+ let theme = (_b = (_a = this.root) === null || _a === void 0 ? void 0 : _a.style) === null || _b === void 0 ? void 0 : _b[carrierAnimationName];
158
175
  if (theme) {
159
176
  // theme이 string이면 먼저 파싱
160
177
  if (typeof theme === 'string') {
161
178
  try {
162
179
  theme = JSON5.parse(theme);
163
180
  }
164
- catch (_e) {
181
+ catch (_c) {
165
182
  return ANIMATION_DEFAULT;
166
183
  }
167
184
  }
@@ -1 +1 @@
1
- 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JSON5 from 'json5'\nimport { getPopupData } from '@fmsim/api'\n\nimport { BOUNDS, Component, ComponentNature, Properties, Shape, sceneComponent } from '@hatiolab/things-scene'\nimport { ANIMATION_DEFAULT, AnimationPreset, AnimationConfig } from './features/animation-default.js'\nimport { ParentObjectMixin } from './features/parent-object-mixin.js'\nimport { LEGEND_CARRIER, Legend } from './features/mcs-status-default.js'\nimport { MCSStatusMixin } from './features/mcs-status-mixin.js'\n\nconst NATURE: ComponentNature = {\n mutable: false,\n resizable: false,\n rotatable: false\n}\n\n\n/**\n * Feature flag — keep status text (F / E / X) screen-axis-aligned even\n * when the carrier (or its parent holder, or an in-flight reparent\n * tween) is rotated. Counter-rotates ONLY the text; the polygon path\n * still rotates with the carrier as before.\n *\n * ROLLBACK procedure (if customer decides to revert):\n * 1. Flip this flag to `false` — text rotates with carrier again.\n * 2. Or delete this constant and the — fully strip the feature: keep\n * `if (STATUS_TEXT_COUNTER_ROTATE)` only the `else` branch in\n * branch in `render()`. `render()` (the original code).\n */\nconst STATUS_TEXT_COUNTER_ROTATE = true\n\n@sceneComponent('Carrier')\nexport default class Carrier extends MCSStatusMixin(ParentObjectMixin(Shape)) {\n static get nature() {\n return NATURE\n }\n\n get decorators() {\n return ['decotag']\n }\n\n get path() {\n if (!this.parent) {\n return []\n }\n\n const { left, top, width, height } = this.calculateShrunkRectangle(this.parent.bounds)\n\n return [\n { x: left, y: top },\n { x: left + width / 2, y: top },\n { x: left + width, y: top + height / 2 },\n { x: left + width, y: top + height },\n { x: left, y: top + height }\n ]\n }\n\n set path(path) {}\n\n\n added(parent: any) {\n super.added(parent)\n\n // 새 부모에 맞춰 크기 및 상태 갱신 — width/height 만. depth 는 *절대로\n // 건드리지 않는다*. machine-3d.ts 의 CARRIER_CONFIG + MCSRealObject3D.\n // effectiveDepth 가 depthRatio(0.5) × min(w,h) 로 자동 결정한다.\n // 여기서 state.depth 를 명시 set 하면 그 resolution chain 의 step 1 에\n // 걸려 본래 두께가 덮어써진다 (= 사용자 호소 \"두께가 줄어들었다\" 의 원인).\n if (parent) {\n const { width, height } = parent.state || {}\n if (width && height) {\n this.set({ width, height })\n }\n }\n\n this.syncStateFromData()\n\n // 3D 오브젝트 최초 생성 (동기적 — reparent()에서 _realObject 필요)\n if ((this.root as any)?.threed && !this._realObject) {\n ;(this.root as any).model_layer?._threeCapability?.addObject(this)\n }\n\n // reparent 애니메이션은 things-scene의 reparent()가 처리\n }\n\n /**\n * data로부터 carrier 상태를 동기화 (생성 시, 부모 변경 시 공통 사용)\n */\n private syncStateFromData(): void {\n const { CARRIERNAME, CARRIERTYPE = '', EMPTYTYPE, CARRIERSTATUS } = this.data || {}\n\n this.setState('id', CARRIERNAME)\n this.setState('EMPTYTYPE', EMPTYTYPE)\n this.setState('CARRIERTYPE', CARRIERTYPE)\n this.setState('CARRIERSTATUS', CARRIERSTATUS)\n }\n\n onchangeData(after: Record<string, any>, before: Record<string, any>): void {\n const { CARRIERNAME, CARRIERTYPE = '', EMPTYTYPE, CARRIERSTATUS } = this.data || {}\n\n this.setState('id', CARRIERNAME)\n this.setState('EMPTYTYPE', EMPTYTYPE)\n this.setState('CARRIERTYPE', CARRIERTYPE)\n this.setState('CARRIERSTATUS', CARRIERSTATUS)\n\n // TODO carrierstatus에 따라서 매핑되는 애니메이션 테마 수행\n if (after.data?.CARRIERSTATUS !== before.data?.CARRIERSTATUS) {\n const { CARRIERSTATUS: lastCarrierStatus } = before.data || {}\n const lastAnimationConfig = lastCarrierStatus && this.getAnimationConfig(lastCarrierStatus)\n\n if (lastAnimationConfig) {\n let { animation, decorator, border, arrow } = lastAnimationConfig\n if (animation) {\n this.resetAnimation()\n this.setState('animation', {\n oncreate: null\n })\n }\n\n if (decorator || border || arrow) {\n this.trigger('deco-off')\n }\n }\n\n const animationConfig = this.getAnimationConfig(this.getState('CARRIERSTATUS'))\n\n if (animationConfig) {\n let { animation, decorator, border, arrow } = animationConfig\n if (animation) {\n this.resetAnimation()\n this.setState('animation', {\n oncreate: animation\n })\n this.started = true\n }\n\n if (decorator) {\n this.trigger('deco-icon-off')\n this.trigger('deco-icon', decorator)\n }\n\n if (border) {\n this.trigger('deco-border-off')\n this.trigger('deco-border', border)\n }\n\n if (arrow) {\n this.trigger('deco-arrow-off')\n this.trigger('deco-arrow', arrow)\n }\n }\n }\n }\n\n get status() {\n return this.getState('EMPTYTYPE')\n }\n\n get legend(): Legend {\n const { carrierLegendName } = this.parent?.state || {}\n\n if (carrierLegendName) {\n return (this.root as any)?.style[carrierLegendName]\n }\n\n return (this.root as any)?.carrierLegendTheme || LEGEND_CARRIER\n }\n\n getAnimationConfig(carrierStatus): AnimationConfig | null {\n const config = this.animationPreset[carrierStatus || 'default']\n return (config as AnimationConfig) || null\n }\n\n get animationPreset(): AnimationPreset {\n const carrierAnimationName = this.parent?.state.carrierAnimationName || \n this.root?.rootModel.state.carrierAnimationName || ''\n\n if (carrierAnimationName) {\n // 캐시에서 먼저 확인\n if (!(this.root as any)._animationConfigCache) {\n (this.root as any)._animationConfigCache = new Map<string, AnimationPreset>()\n }\n\n const cached = (this.root as any)._animationConfigCache.get(carrierAnimationName)\n if (cached) {\n return cached\n }\n\n // 캐시에 없으면 파싱하고 저장\n let theme = (this.root as any)?.style?.[carrierAnimationName]\n if (theme) {\n // theme이 string이면 먼저 파싱\n if (typeof theme === 'string') {\n try { theme = JSON5.parse(theme) } catch { return ANIMATION_DEFAULT }\n }\n if (typeof theme !== 'object' || theme === null) return ANIMATION_DEFAULT\n\n // 문자열 형태의 설정들을 미리 파싱\n const parsedTheme = {}\n for (const [status, config] of Object.entries(theme)) {\n if (typeof config === 'string' && config.trim()) {\n try {\n parsedTheme[status] = JSON5.parse(config)\n } catch (e) {\n console.error('JSON5 parse error:', e, 'input:', JSON.stringify(config), 'status:', status, 'theme:', carrierAnimationName)\n parsedTheme[status] = config\n }\n } else {\n parsedTheme[status] = config\n }\n }\n \n ;(this.root as any)._animationConfigCache.set(carrierAnimationName, parsedTheme)\n return parsedTheme\n }\n \n return ANIMATION_DEFAULT\n } else {\n return ANIMATION_DEFAULT\n }\n }\n\n get hasTextProperty() {\n return this.getState('showText') || false\n }\n\n calculateShrunkRectangle(originalRect: BOUNDS): BOUNDS {\n const shrunkRect: BOUNDS = { ...originalRect }\n\n shrunkRect.left = originalRect.width * 0.1\n shrunkRect.width *= 0.8\n\n shrunkRect.top = originalRect.height * 0.1\n shrunkRect.height *= 0.8\n\n return shrunkRect\n }\n\n contains(x, y) {\n const { id: CARRIERNAME } = this.state || {}\n\n if (!CARRIERNAME) {\n return false\n }\n\n const rect = this.bounds\n x -= rect.left\n y -= rect.top\n\n if (x < 0 || y < 0 || x > rect.width || y > rect.height) {\n return false\n }\n\n // 윗변 중앙 좌표\n const topCenterX = rect.width / 2\n const topCenterY = 0\n\n // 오른쪽 변 중앙 좌표\n const rightCenterX = rect.width\n const rightCenterY = rect.height / 2\n\n // 기울기 m = (y2 - y1) / (x2 - x1)\n const m = (rightCenterY - topCenterY) / (rightCenterX - topCenterX)\n\n // y 절편 b = y - mx\n const b = topCenterY - m * topCenterX\n\n // 점(px, py)이 선 아래(좌하부)에 있는지 확인\n return y > m * x + b\n }\n\n render(ctx: CanvasRenderingContext2D) {\n const { EMPTYTYPE, id: CARRIERNAME, showText } = this.state\n\n if (!CARRIERNAME) {\n return\n }\n\n // 2D 에서는 stack 의 *맨 위 (= parent.components 의 마지막)* 1개만 그린다.\n // ADDITIONS 의 carrier 들도 인스턴스로는 살아있어 조회/reparent 가 가능하지만\n // 2D 시각에는 노출하지 않는다 — 정책: \"2D 는 현행처럼\" (대표 1개만).\n // 판단 기준은 *위치* — carrier 간 그룹/종속 정보는 두지 않는다.\n const parent = this.parent\n if (parent && parent.components && parent.components.length > 1) {\n const siblings = parent.components\n if (siblings[siblings.length - 1] !== this) {\n return\n }\n }\n\n const { width, height } = this.bounds\n const path = this.path\n const round = Math.round(Math.min(width, height) * 0.1)\n const lineWidth = round > 5 ? 1 : 0.5\n\n ctx.beginPath()\n ctx.moveTo(path[0].x, path[0].y)\n\n path.slice(1).forEach(({ x, y }) => {\n ctx.lineTo(x, y)\n })\n\n ctx.closePath()\n\n ctx.lineWidth = lineWidth\n ctx.fillStyle = this.statusColor || 'transparent'\n ctx.strokeStyle = this.auxColor || 'transparent'\n\n ctx.fill()\n ctx.stroke()\n\n if (showText) {\n const text = EMPTYTYPE == 'FULL' ? 'F' : EMPTYTYPE == 'EMPTY' ? 'E' : EMPTYTYPE == 'EMPTYEMPTY' ? 'X' : ''\n\n if (text) {\n const { x: cx, y: cy } = this.center\n\n ctx.fillStyle = 'black'\n ctx.font = `normal ${Math.round(round * 8)}px Arial`\n ctx.textAlign = 'center'\n ctx.textBaseline = 'middle'\n\n if (STATUS_TEXT_COUNTER_ROTATE) {\n // Counter-rotate so the status label stays screen-axis-aligned\n // even when the carrier (or its parent holder, or an in-flight\n // reparent transition) is rotated. Reading the current cumulative\n // rotation from the canvas transform handles all sources of\n // rotation uniformly (state.rotation, parent transforms,\n // animation tweens) — no need to enumerate them.\n const m = ctx.getTransform()\n const cumulRotation = Math.atan2(m.b, m.a)\n ctx.save()\n ctx.translate(cx, cy)\n ctx.rotate(-cumulRotation)\n ctx.fillText(text, -width / 8, height / 8)\n ctx.restore()\n } else {\n // Original — text rotates with the carrier.\n ctx.fillText(text, cx - width / 8, cy + height / 8)\n }\n }\n }\n }\n\n dispose(): void {\n ;(this.root as any)?.carrierManager?.onCarrierDisposed(this.state.id)\n\n super.dispose()\n }\n\n async detailInfo() {\n const { type, id } = this.state\n\n if (!id) {\n return\n }\n\n return await getPopupData(type, id)\n }\n}\n"]}
1
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t JSON5 from 'json5'\nimport { getPopupData } from '@fmsim/api'\n\nimport { BOUNDS, Component, ComponentNature, Properties, Shape, sceneComponent } from '@hatiolab/things-scene'\nimport { ANIMATION_DEFAULT, AnimationPreset, AnimationConfig } from './features/animation-default.js'\nimport { ParentObjectMixin } from './features/parent-object-mixin.js'\nimport { Legend, resolveCarrierLegend } from './features/mcs-status-default.js'\nimport { MCSStatusMixin } from './features/mcs-status-mixin.js'\n\nconst NATURE: ComponentNature = {\n mutable: false,\n resizable: false,\n rotatable: false\n}\n\n\n/**\n * Feature flag — keep status text (F / E / X) screen-axis-aligned even\n * when the carrier (or its parent holder, or an in-flight reparent\n * tween) is rotated. Counter-rotates ONLY the text; the polygon path\n * still rotates with the carrier as before.\n *\n * ROLLBACK procedure (if customer decides to revert):\n * 1. Flip this flag to `false` — text rotates with carrier again.\n * 2. Or delete this constant and the — fully strip the feature: keep\n * `if (STATUS_TEXT_COUNTER_ROTATE)` only the `else` branch in\n * branch in `render()`. `render()` (the original code).\n */\nconst STATUS_TEXT_COUNTER_ROTATE = true\n\n@sceneComponent('Carrier')\nexport default class Carrier extends MCSStatusMixin(ParentObjectMixin(Shape)) {\n static get nature() {\n return NATURE\n }\n\n get decorators() {\n return ['decotag']\n }\n\n get path() {\n if (!this.parent) {\n return []\n }\n\n const { left, top, width, height } = this.calculateShrunkRectangle(this.parent.bounds)\n\n return [\n { x: left, y: top },\n { x: left + width / 2, y: top },\n { x: left + width, y: top + height / 2 },\n { x: left + width, y: top + height },\n { x: left, y: top + height }\n ]\n }\n\n set path(path) {}\n\n /** 마지막으로 적용한 (애니메이션 테마 | CARRIERSTATUS) 조합. 같은 조합 재적용을 막는다. */\n private _appliedAnimationKey?: string\n\n added(parent: any) {\n super.added(parent)\n\n // 새 부모에 맞춰 크기 및 상태 갱신 — width/height 만. depth 는 *절대로\n // 건드리지 않는다*. machine-3d.ts 의 CARRIER_CONFIG + MCSRealObject3D.\n // effectiveDepth 가 depthRatio(0.5) × min(w,h) 로 자동 결정한다.\n // 여기서 state.depth 를 명시 set 하면 그 resolution chain 의 step 1 에\n // 걸려 본래 두께가 덮어써진다 (= 사용자 호소 \"두께가 줄어들었다\" 의 원인).\n if (parent) {\n const { width, height } = parent.state || {}\n if (width && height) {\n this.set({ width, height })\n }\n }\n\n this.syncStateFromData()\n\n /* 부모가 정해진 지금 다시 해석한다 — 생성 시(data 선할당) 판정에는 parent 가 없어\n * 홀더의 carrierAnimationName 이 반영되지 않았다. reparent 로 홀더가 바뀐 경우도 여기서\n * 새 홀더 테마로 갱신된다. (같은 조합이면 내부 가드로 no-op) */\n this._applyStatusAnimation()\n\n // 3D 오브젝트 최초 생성 (동기적 — reparent()에서 _realObject 필요)\n if ((this.root as any)?.threed && !this._realObject) {\n ;(this.root as any).model_layer?._threeCapability?.addObject(this)\n }\n\n // reparent 애니메이션은 things-scene의 reparent()가 처리\n }\n\n /**\n * data로부터 carrier 상태를 동기화 (생성 시, 부모 변경 시 공통 사용)\n */\n private syncStateFromData(): void {\n const { CARRIERNAME, CARRIERTYPE = '', EMPTYTYPE, CARRIERSTATUS } = this.data || {}\n\n this.setState('id', CARRIERNAME)\n this.setState('EMPTYTYPE', EMPTYTYPE)\n this.setState('CARRIERTYPE', CARRIERTYPE)\n this.setState('CARRIERSTATUS', CARRIERSTATUS)\n }\n\n onchangeData(after: Record<string, any>, before: Record<string, any>): void {\n const { CARRIERNAME, CARRIERTYPE = '', EMPTYTYPE, CARRIERSTATUS } = this.data || {}\n\n this.setState('id', CARRIERNAME)\n this.setState('EMPTYTYPE', EMPTYTYPE)\n this.setState('CARRIERTYPE', CARRIERTYPE)\n this.setState('CARRIERSTATUS', CARRIERSTATUS)\n\n /* 상태에 매핑된 애니메이션/데코 적용. 조건 판정은 _applyStatusAnimation 내부의\n * (테마|상태) 키 비교로 하므로 여기서 status 변경 여부를 따지지 않는다 —\n * 상태는 그대로여도 홀더가 바뀌어(=테마가 바뀌어) 재적용이 필요할 수 있다. */\n this._applyStatusAnimation()\n }\n\n /**\n * 현재 (해석된 애니메이션 테마 | CARRIERSTATUS) 조합에 맞는 애니메이션/데코를 적용한다.\n *\n * 같은 조합이면 아무것도 하지 않는다 — data 는 매 update 마다 재할당되므로, 가드가 없으면\n * 매번 애니메이션이 재시작되어 끊긴다.\n *\n * 호출 시점이 둘인 이유:\n * 1) onchangeData — 상태(또는 테마) 변화 반영\n * 2) added() — **부모가 생긴 직후**. CarrierManager 는 `carrier.data = item` 을\n * addComponent 보다 먼저 하므로, 생성 시 첫 판정에는 parent 가 없어 홀더의\n * carrierAnimationName 이 무시된다(루트 폴백만 보임). 부모가 붙은 뒤 한 번 더\n * 해석해야 홀더 테마가 반영된다.\n */\n private _applyStatusAnimation(): void {\n const status = this.getState('CARRIERSTATUS')\n const key = `${this.resolvedCarrierAnimationName}|${status ?? ''}`\n if (key === this._appliedAnimationKey) return\n this._appliedAnimationKey = key\n\n /* 이전 적용분 해제 — 이전 테마/상태를 되짚지 않고 끈다(끄는 동작은 멱등).\n * 테마가 바뀐 경우 이전 config 로는 무엇이 켜져 있었는지 정확히 알 수 없다. */\n this.resetAnimation()\n this.setState('animation', { oncreate: null })\n this.trigger('deco-off')\n\n const animationConfig = this.getAnimationConfig(status)\n if (!animationConfig) return\n\n const { animation, decorator, border, arrow } = animationConfig\n\n if (animation) {\n this.setState('animation', { oncreate: animation })\n this.started = true\n }\n\n if (decorator) {\n this.trigger('deco-icon-off')\n this.trigger('deco-icon', decorator)\n }\n\n if (border) {\n this.trigger('deco-border-off')\n this.trigger('deco-border', border)\n }\n\n if (arrow) {\n this.trigger('deco-arrow-off')\n this.trigger('deco-arrow', arrow)\n }\n }\n\n get status() {\n return this.getState('EMPTYTYPE')\n }\n\n get legend(): Legend {\n // carrier·스토커 게이지(2D/3D) 공유 단일 소스.\n return resolveCarrierLegend(this)\n }\n\n getAnimationConfig(carrierStatus): AnimationConfig | null {\n const config = this.animationPreset[carrierStatus || 'default']\n return (config as AnimationConfig) || null\n }\n\n /**\n * 적용할 애니메이션 테마 이름 — 소유 홀더(부모) 설정이 우선, 없으면 보드(rootModel) 폴백.\n *\n * 부모가 아직 없는 시점(생성 직후 data 선할당)에는 홀더 설정을 알 수 없어 루트 폴백만\n * 보인다. 그래서 added() 에서 한 번 더 해석한다 — _applyStatusAnimation 참조.\n */\n get resolvedCarrierAnimationName(): string {\n return (\n this.parent?.state.carrierAnimationName || (this.root as any)?.rootModel?.state?.carrierAnimationName || ''\n )\n }\n\n get animationPreset(): AnimationPreset {\n const carrierAnimationName = this.resolvedCarrierAnimationName\n\n if (carrierAnimationName) {\n // 캐시에서 먼저 확인\n if (!(this.root as any)._animationConfigCache) {\n (this.root as any)._animationConfigCache = new Map<string, AnimationPreset>()\n }\n\n const cached = (this.root as any)._animationConfigCache.get(carrierAnimationName)\n if (cached) {\n return cached\n }\n\n // 캐시에 없으면 파싱하고 저장\n let theme = (this.root as any)?.style?.[carrierAnimationName]\n if (theme) {\n // theme이 string이면 먼저 파싱\n if (typeof theme === 'string') {\n try { theme = JSON5.parse(theme) } catch { return ANIMATION_DEFAULT }\n }\n if (typeof theme !== 'object' || theme === null) return ANIMATION_DEFAULT\n\n // 문자열 형태의 설정들을 미리 파싱\n const parsedTheme = {}\n for (const [status, config] of Object.entries(theme)) {\n if (typeof config === 'string' && config.trim()) {\n try {\n parsedTheme[status] = JSON5.parse(config)\n } catch (e) {\n console.error('JSON5 parse error:', e, 'input:', JSON.stringify(config), 'status:', status, 'theme:', carrierAnimationName)\n parsedTheme[status] = config\n }\n } else {\n parsedTheme[status] = config\n }\n }\n \n ;(this.root as any)._animationConfigCache.set(carrierAnimationName, parsedTheme)\n return parsedTheme\n }\n \n return ANIMATION_DEFAULT\n } else {\n return ANIMATION_DEFAULT\n }\n }\n\n get hasTextProperty() {\n return this.getState('showText') || false\n }\n\n calculateShrunkRectangle(originalRect: BOUNDS): BOUNDS {\n const shrunkRect: BOUNDS = { ...originalRect }\n\n shrunkRect.left = originalRect.width * 0.1\n shrunkRect.width *= 0.8\n\n shrunkRect.top = originalRect.height * 0.1\n shrunkRect.height *= 0.8\n\n return shrunkRect\n }\n\n contains(x, y) {\n const { id: CARRIERNAME } = this.state || {}\n\n if (!CARRIERNAME) {\n return false\n }\n\n const rect = this.bounds\n x -= rect.left\n y -= rect.top\n\n if (x < 0 || y < 0 || x > rect.width || y > rect.height) {\n return false\n }\n\n // 윗변 중앙 좌표\n const topCenterX = rect.width / 2\n const topCenterY = 0\n\n // 오른쪽 변 중앙 좌표\n const rightCenterX = rect.width\n const rightCenterY = rect.height / 2\n\n // 기울기 m = (y2 - y1) / (x2 - x1)\n const m = (rightCenterY - topCenterY) / (rightCenterX - topCenterX)\n\n // y 절편 b = y - mx\n const b = topCenterY - m * topCenterX\n\n // 점(px, py)이 선 아래(좌하부)에 있는지 확인\n return y > m * x + b\n }\n\n render(ctx: CanvasRenderingContext2D) {\n const { EMPTYTYPE, id: CARRIERNAME, showText } = this.state\n\n if (!CARRIERNAME) {\n return\n }\n\n // 2D 에서는 stack 의 *맨 위 (= parent.components 의 마지막)* 1개만 그린다.\n // ADDITIONS 의 carrier 들도 인스턴스로는 살아있어 조회/reparent 가 가능하지만\n // 2D 시각에는 노출하지 않는다 — 정책: \"2D 는 현행처럼\" (대표 1개만).\n // 판단 기준은 *위치* — carrier 간 그룹/종속 정보는 두지 않는다.\n const parent = this.parent\n if (parent && parent.components && parent.components.length > 1) {\n const siblings = parent.components\n if (siblings[siblings.length - 1] !== this) {\n return\n }\n }\n\n const { width, height } = this.bounds\n const path = this.path\n const round = Math.round(Math.min(width, height) * 0.1)\n const lineWidth = round > 5 ? 1 : 0.5\n\n ctx.beginPath()\n ctx.moveTo(path[0].x, path[0].y)\n\n path.slice(1).forEach(({ x, y }) => {\n ctx.lineTo(x, y)\n })\n\n ctx.closePath()\n\n ctx.lineWidth = lineWidth\n ctx.fillStyle = this.statusColor || 'transparent'\n ctx.strokeStyle = this.auxColor || 'transparent'\n\n ctx.fill()\n ctx.stroke()\n\n if (showText) {\n const text = EMPTYTYPE == 'FULL' ? 'F' : EMPTYTYPE == 'EMPTY' ? 'E' : EMPTYTYPE == 'EMPTYEMPTY' ? 'X' : ''\n\n if (text) {\n const { x: cx, y: cy } = this.center\n\n ctx.fillStyle = 'black'\n ctx.font = `normal ${Math.round(round * 8)}px Arial`\n ctx.textAlign = 'center'\n ctx.textBaseline = 'middle'\n\n if (STATUS_TEXT_COUNTER_ROTATE) {\n // Counter-rotate so the status label stays screen-axis-aligned\n // even when the carrier (or its parent holder, or an in-flight\n // reparent transition) is rotated. Reading the current cumulative\n // rotation from the canvas transform handles all sources of\n // rotation uniformly (state.rotation, parent transforms,\n // animation tweens) — no need to enumerate them.\n const m = ctx.getTransform()\n const cumulRotation = Math.atan2(m.b, m.a)\n ctx.save()\n ctx.translate(cx, cy)\n ctx.rotate(-cumulRotation)\n ctx.fillText(text, -width / 8, height / 8)\n ctx.restore()\n } else {\n // Original — text rotates with the carrier.\n ctx.fillText(text, cx - width / 8, cy + height / 8)\n }\n }\n }\n }\n\n dispose(): void {\n ;(this.root as any)?.carrierManager?.onCarrierDisposed(this.state.id)\n\n super.dispose()\n }\n\n async detailInfo() {\n const { type, id } = this.state\n\n if (!id) {\n return\n }\n\n return await getPopupData(type, id)\n }\n}\n"]}
package/dist/crane.js CHANGED
@@ -125,10 +125,12 @@ let Crane = class Crane extends MCSVehicle {
125
125
  * cranePosition (current + limit) → state.left/top + forkZ.
126
126
  *
127
127
  * 부모 오브젝트 (보통은 Stocker 이지만 다른 컨테이너일 수도) 의 width/height
128
- * 만 사용해 좌표 매핑 — 타입 무관 일반화. 가상 rail 은 host 의 긴쪽:
129
- * - current.x → host 의 긴쪽 (자동 판별: max(width, height))
130
- * - current.y → 짧은쪽
131
- * - current.z → forkZ (state 에 0~100 으로 저장, 3D 측에서 mast 비율로 매핑)
128
+ * 만 사용해 좌표 매핑 — 타입 무관 일반화. 축 배정과 원점은 host 의 내부 좌표계 설정을
129
+ * 따른다 (coordAxisX / coordInvertX / coordInvertY, 미설정 시 아래 폴백):
130
+ * - current.x → X축 (기본: host 의 긴쪽, 자동 판별 max(width, height))
131
+ * - current.y → Y축 (기본: 짧은쪽)
132
+ * - current.z → forkZ (state 에 0~100 으로 저장, 3D 측에서 mast 비율로 매핑).
133
+ * Z 는 바닥 기준이 물리적으로 고정이라 반전 설정을 두지 않는다.
132
134
  *
133
135
  * 각 축 비율 = (current - limit.min) / (limit.max - limit.min) ∈ [0,1].
134
136
  *
@@ -141,7 +143,7 @@ let Crane = class Crane extends MCSVehicle {
141
143
  * state.parentObjectId 명시 시 그것, 미명시 시 this.parent 자동 fallback.
142
144
  */
143
145
  _ratioToReal(cp) {
144
- var _a, _b, _c, _d, _e, _f, _g, _h;
146
+ var _a, _b, _c, _d, _e, _f, _g, _h, _j, _k, _l;
145
147
  const host = this.parentObject;
146
148
  if (!host)
147
149
  return undefined;
@@ -154,7 +156,14 @@ let Crane = class Crane extends MCSVehicle {
154
156
  const rx = axisRatio((_c = cp.current) === null || _c === void 0 ? void 0 : _c.x, (_d = cp.limit) === null || _d === void 0 ? void 0 : _d.x);
155
157
  const ry = axisRatio((_e = cp.current) === null || _e === void 0 ? void 0 : _e.y, (_f = cp.limit) === null || _f === void 0 ? void 0 : _f.y);
156
158
  const rz = axisRatio((_g = cp.current) === null || _g === void 0 ? void 0 : _g.z, (_h = cp.limit) === null || _h === void 0 ? void 0 : _h.z);
157
- const { left, top } = mapCraneLocalPosition(hw, hh, cw, ch, rx, ry);
159
+ // 축 배정/원점은 host(보통 STOCKER) 의 내부 좌표계 설정을 따른다. 타입을 묻지 않고
160
+ // state 만 읽어 어떤 컨테이너가 host 여도 동일하게 동작한다 — 미설정이면 종전
161
+ // 폴백(긴쪽=X, 원점 left/top).
162
+ const { left, top } = mapCraneLocalPosition(hw, hh, cw, ch, rx, ry, {
163
+ axisX: (_j = host.state) === null || _j === void 0 ? void 0 : _j.coordAxisX,
164
+ invertX: !!((_k = host.state) === null || _k === void 0 ? void 0 : _k.coordInvertX),
165
+ invertY: !!((_l = host.state) === null || _l === void 0 ? void 0 : _l.coordInvertY)
166
+ });
158
167
  return {
159
168
  left,
160
169
  top,
package/dist/crane.js.map CHANGED
@@ -1 +1 @@
1
- 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{ Component, ComponentNature, sceneComponent, frameClock } from '@hatiolab/things-scene'\nimport MCSVehicle from './mcs-vehicle'\nimport { LEGEND_CRANE } from './features/mcs-status-default'\nimport {\n axisRatio,\n mapCraneLocalPosition,\n normalizeCranePosition,\n type CranePositionData\n} from './utils/crane-position'\n\nconst NATURE: ComponentNature = {\n mutable: false,\n resizable: true,\n rotatable: true,\n properties: [...MCSVehicle.properties]\n}\n\nconst GAP = 2\n\n/** 좌표 보간 기본 duration (ms). data.DURATION_MS 가 없으면 이 값 사용. */\nconst DEFAULT_DURATION_MS = 1000\n\nfunction lerp(a: number, b: number, t: number): number {\n return a + (b - a) * t\n}\n\nfunction easeInOut(t: number): number {\n return t < 0.5 ? 2 * t * t : 1 - Math.pow(-2 * t + 2, 2) / 2\n}\n\ninterface CranePositionAnimator {\n fromLeft: number\n fromTop: number\n fromForkZ: number\n toLeft: number\n toTop: number\n toForkZ: number\n startTime: number\n duration: number\n unsubscribe: () => void\n}\n\n@sceneComponent('Crane')\nexport default class Crane extends MCSVehicle {\n static get nature() {\n return NATURE\n }\n\n get auxColor() {\n return 'black'\n }\n\n /** Crane 의 parentObject 는 STOCKER. */\n get parentObjectTypes(): string[] {\n return ['STOCKER']\n }\n\n getLegendFallback() {\n return (this.root as any).craneLegendTheme || super.getLegendFallback()\n }\n\n private _posAnimator?: CranePositionAnimator\n\n /**\n * data.cranePosition = { current: {x,y,z}, limit: {x|y|z:{min,max}} } 분기.\n * current 를 limit 범위 안의 0~1 비율로 환산한 뒤, 부모 (보통 Stocker) 기준으로\n * 실 좌표 (state.left/top) 와 forkZ 로 변환해 lerp 시작. x→host 긴쪽, y→짧은쪽,\n * z→포크 높이. 보간 중 새 값이 들어오면 *현재 보간 위치* 를 from 으로 잡고 새\n * target 으로 새 lerp 시작.\n * NODEID 경로는 super (MCSVehicle.onchangeData) 가 처리 — cranePosition 만 있는\n * 데이터에선 NODEID 가 없어 자연스럽게 noop.\n */\n onchangeData(after: Record<string, any>, before: Record<string, any>): void {\n const afterData = after?.data\n // 데이터 키는 모두 대문자 전제. CRANEPOSITION 의 중첩 키(CURRENT/LIMIT/X/Y/Z/MIN/MAX)는\n // normalizeCranePosition 이 내부 표준형(소문자)으로 변환. DURATION_MS 는 사용하지 않음.\n const afterCP = normalizeCranePosition(afterData?.CRANEPOSITION)\n if (afterCP) {\n const beforeCP = normalizeCranePosition(before?.data?.CRANEPOSITION)\n if (this._cranePositionChanged(afterCP, beforeCP)) {\n this._startPositionAnimation(afterCP)\n }\n }\n super.onchangeData(after, before)\n }\n\n /** current 또는 limit 중 하나라도 바뀌면 재계산 필요 (limit 변화도 실 위치를 바꿈). */\n private _cranePositionChanged(a: CranePositionData, b?: CranePositionData): boolean {\n if (!b) return true\n return (\n JSON.stringify(a?.current ?? null) !== JSON.stringify(b?.current ?? null) ||\n JSON.stringify(a?.limit ?? null) !== JSON.stringify(b?.limit ?? null)\n )\n }\n\n dispose() {\n if (this._posAnimator) {\n this._posAnimator.unsubscribe()\n this._posAnimator = undefined\n }\n super.dispose()\n }\n\n private _startPositionAnimation(cranePosition: CranePositionData, durationMs?: number): void {\n const target = this._ratioToReal(cranePosition)\n if (!target) return // 부모(host) 없거나 크기 0 이면 변환 skip\n\n const now = frameClock.simTime\n const duration = Math.max(1, Number(durationMs) || DEFAULT_DURATION_MS)\n\n // 현재 위치 — 보간 중이면 그 시점 보간값을 from 으로\n let fromLeft = Number(this.state.left) || 0\n let fromTop = Number(this.state.top) || 0\n let fromForkZ = Number((this.state as any).forkZ) || 0\n\n if (this._posAnimator) {\n const a = this._posAnimator\n const t = Math.min(1, Math.max(0, (now - a.startTime) / a.duration))\n const e = easeInOut(t)\n fromLeft = lerp(a.fromLeft, a.toLeft, e)\n fromTop = lerp(a.fromTop, a.toTop, e)\n fromForkZ = lerp(a.fromForkZ, a.toForkZ, e)\n a.unsubscribe()\n this._posAnimator = undefined\n }\n\n const unsubscribe = frameClock.subscribe(\n (_dt: number, simTime: number) => this._tickPositionAnimation(simTime),\n { description: 'crane-position', component: this }\n )\n\n this._posAnimator = {\n fromLeft,\n fromTop,\n fromForkZ,\n toLeft: target.left,\n toTop: target.top,\n toForkZ: target.forkZ,\n startTime: now,\n duration,\n unsubscribe\n }\n // 즉시 첫 frame 반영 (t=0) — set 한 번 호출. paused 환경에서도 from→target\n // 진입 시점이 명확.\n this._tickPositionAnimation(now)\n }\n\n private _tickPositionAnimation(simTime: number): void {\n const a = this._posAnimator\n if (!a) return\n const t = Math.min(1, Math.max(0, (simTime - a.startTime) / a.duration))\n const e = easeInOut(t)\n this.set({\n left: lerp(a.fromLeft, a.toLeft, e),\n top: lerp(a.fromTop, a.toTop, e),\n forkZ: lerp(a.fromForkZ, a.toForkZ, e)\n })\n if (t >= 1) {\n a.unsubscribe()\n this._posAnimator = undefined\n }\n }\n\n /**\n * cranePosition (current + limit) → state.left/top + forkZ.\n *\n * 부모 오브젝트 (보통은 Stocker 이지만 다른 컨테이너일 수도) 의 width/height\n * 만 사용해 좌표 매핑 — 타입 무관 일반화. 가상 rail 은 host 의 긴쪽:\n * - current.x → host 의 긴쪽 (자동 판별: max(width, height))\n * - current.y → 짧은쪽\n * - current.z → forkZ (state 에 0~100 으로 저장, 3D 측에서 mast 비율로 매핑)\n *\n * 각 축 비율 = (current - limit.min) / (limit.max - limit.min) ∈ [0,1].\n *\n * **스토커 안쪽 오프셋**: 크레인의 폭/두께를 감안해, 크레인 *전체* 가 host 안에\n * 머무르도록 top-left 좌표를 [0, hostLen - craneLen] 범위로 매핑한다 (= 양끝에서\n * craneLen/2 만큼 inset 된 중심선 위를 움직임). 크레인이 host 보다 크면 span 0\n * 으로 떨어져 host 모서리에 정렬.\n *\n * 참조는 ParentObjectMixin 이 제공하는 `parentObject` 사용 —\n * state.parentObjectId 명시 시 그것, 미명시 시 this.parent 자동 fallback.\n */\n private _ratioToReal(\n cp: CranePositionData\n ): { left: number; top: number; forkZ: number } | undefined {\n const host: any = (this as any).parentObject\n if (!host) return undefined\n\n const hw = Number(host.state?.width) || 0\n const hh = Number(host.state?.height) || 0\n const cw = Number(this.state.width) || 0\n const ch = Number(this.state.height) || 0\n if (!hw || !hh) return undefined\n\n const rx = axisRatio(cp.current?.x, cp.limit?.x)\n const ry = axisRatio(cp.current?.y, cp.limit?.y)\n const rz = axisRatio(cp.current?.z, cp.limit?.z)\n\n const { left, top } = mapCraneLocalPosition(hw, hh, cw, ch, rx, ry)\n\n return {\n left,\n top,\n forkZ: rz * 100 // forkZ 0~100, 3D 측 (crane-3d) 에서 mast 비율로 매핑\n }\n }\n\n render(ctx: CanvasRenderingContext2D) {\n var { left, top, width, height } = this.bounds\n const { x: cx, y: cy } = this.center\n const rx = width / 2\n const ry = height / 2\n\n const round = Math.min(rx, ry) * 0.5\n\n ctx.translate(left, top)\n ctx.beginPath()\n\n ctx.strokeStyle = this.auxColor\n ctx.fillStyle = this.statusColor!\n ctx.lineWidth = 1\n ctx.lineCap = 'round'\n ctx.setLineDash([])\n\n const radius = Math.round(Math.min(width, height) * 0.1)\n ctx.roundRect(1, 0, width - 2, height, radius)\n ctx.roundRect(GAP + 1, GAP, width - (GAP + 1) * 2, height - GAP * 2, radius - 1)\n ctx.fill()\n ctx.stroke()\n\n ctx.beginPath()\n ctx.arc(cx - left, cy - top, round, 0, Math.PI * 2)\n ctx.stroke()\n\n ctx.beginPath()\n ctx.roundRect(width / 2 - (round * 2) / 4 - round / 8, height / 2 - (round * 6) / 5, round / 4, (round * 6) / 5, 1)\n ctx.roundRect(width / 2 + (round * 2) / 4 - round / 8, height / 2 - (round * 6) / 5, round / 4, (round * 6) / 5, 1)\n\n ctx.fill()\n ctx.stroke()\n\n ctx.beginPath()\n\n // draw crane bar metapore\n ctx.strokeStyle = 'black'\n ctx.lineWidth = 3\n ctx.lineCap = 'butt'\n\n ctx.moveTo(GAP * 3, height / 2)\n ctx.lineTo(width - GAP * 3, height / 2)\n\n ctx.stroke()\n\n ctx.translate(-left, -top)\n }\n}\n"]}
1
+ 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{ Component, ComponentNature, sceneComponent, frameClock } from '@hatiolab/things-scene'\nimport MCSVehicle from './mcs-vehicle'\nimport { LEGEND_CRANE } from './features/mcs-status-default'\nimport {\n axisRatio,\n mapCraneLocalPosition,\n normalizeCranePosition,\n type CranePositionData\n} from './utils/crane-position'\n\nconst NATURE: ComponentNature = {\n mutable: false,\n resizable: true,\n rotatable: true,\n properties: [...MCSVehicle.properties]\n}\n\nconst GAP = 2\n\n/** 좌표 보간 기본 duration (ms). data.DURATION_MS 가 없으면 이 값 사용. */\nconst DEFAULT_DURATION_MS = 1000\n\nfunction lerp(a: number, b: number, t: number): number {\n return a + (b - a) * t\n}\n\nfunction easeInOut(t: number): number {\n return t < 0.5 ? 2 * t * t : 1 - Math.pow(-2 * t + 2, 2) / 2\n}\n\ninterface CranePositionAnimator {\n fromLeft: number\n fromTop: number\n fromForkZ: number\n toLeft: number\n toTop: number\n toForkZ: number\n startTime: number\n duration: number\n unsubscribe: () => void\n}\n\n@sceneComponent('Crane')\nexport default class Crane extends MCSVehicle {\n static get nature() {\n return NATURE\n }\n\n get auxColor() {\n return 'black'\n }\n\n /** Crane 의 parentObject 는 STOCKER. */\n get parentObjectTypes(): string[] {\n return ['STOCKER']\n }\n\n getLegendFallback() {\n return (this.root as any).craneLegendTheme || super.getLegendFallback()\n }\n\n private _posAnimator?: CranePositionAnimator\n\n /**\n * data.cranePosition = { current: {x,y,z}, limit: {x|y|z:{min,max}} } 분기.\n * current 를 limit 범위 안의 0~1 비율로 환산한 뒤, 부모 (보통 Stocker) 기준으로\n * 실 좌표 (state.left/top) 와 forkZ 로 변환해 lerp 시작. x→host 긴쪽, y→짧은쪽,\n * z→포크 높이. 보간 중 새 값이 들어오면 *현재 보간 위치* 를 from 으로 잡고 새\n * target 으로 새 lerp 시작.\n * NODEID 경로는 super (MCSVehicle.onchangeData) 가 처리 — cranePosition 만 있는\n * 데이터에선 NODEID 가 없어 자연스럽게 noop.\n */\n onchangeData(after: Record<string, any>, before: Record<string, any>): void {\n const afterData = after?.data\n // 데이터 키는 모두 대문자 전제. CRANEPOSITION 의 중첩 키(CURRENT/LIMIT/X/Y/Z/MIN/MAX)는\n // normalizeCranePosition 이 내부 표준형(소문자)으로 변환. DURATION_MS 는 사용하지 않음.\n const afterCP = normalizeCranePosition(afterData?.CRANEPOSITION)\n if (afterCP) {\n const beforeCP = normalizeCranePosition(before?.data?.CRANEPOSITION)\n if (this._cranePositionChanged(afterCP, beforeCP)) {\n this._startPositionAnimation(afterCP)\n }\n }\n super.onchangeData(after, before)\n }\n\n /** current 또는 limit 중 하나라도 바뀌면 재계산 필요 (limit 변화도 실 위치를 바꿈). */\n private _cranePositionChanged(a: CranePositionData, b?: CranePositionData): boolean {\n if (!b) return true\n return (\n JSON.stringify(a?.current ?? null) !== JSON.stringify(b?.current ?? null) ||\n JSON.stringify(a?.limit ?? null) !== JSON.stringify(b?.limit ?? null)\n )\n }\n\n dispose() {\n if (this._posAnimator) {\n this._posAnimator.unsubscribe()\n this._posAnimator = undefined\n }\n super.dispose()\n }\n\n private _startPositionAnimation(cranePosition: CranePositionData, durationMs?: number): void {\n const target = this._ratioToReal(cranePosition)\n if (!target) return // 부모(host) 없거나 크기 0 이면 변환 skip\n\n const now = frameClock.simTime\n const duration = Math.max(1, Number(durationMs) || DEFAULT_DURATION_MS)\n\n // 현재 위치 — 보간 중이면 그 시점 보간값을 from 으로\n let fromLeft = Number(this.state.left) || 0\n let fromTop = Number(this.state.top) || 0\n let fromForkZ = Number((this.state as any).forkZ) || 0\n\n if (this._posAnimator) {\n const a = this._posAnimator\n const t = Math.min(1, Math.max(0, (now - a.startTime) / a.duration))\n const e = easeInOut(t)\n fromLeft = lerp(a.fromLeft, a.toLeft, e)\n fromTop = lerp(a.fromTop, a.toTop, e)\n fromForkZ = lerp(a.fromForkZ, a.toForkZ, e)\n a.unsubscribe()\n this._posAnimator = undefined\n }\n\n const unsubscribe = frameClock.subscribe(\n (_dt: number, simTime: number) => this._tickPositionAnimation(simTime),\n { description: 'crane-position', component: this }\n )\n\n this._posAnimator = {\n fromLeft,\n fromTop,\n fromForkZ,\n toLeft: target.left,\n toTop: target.top,\n toForkZ: target.forkZ,\n startTime: now,\n duration,\n unsubscribe\n }\n // 즉시 첫 frame 반영 (t=0) — set 한 번 호출. paused 환경에서도 from→target\n // 진입 시점이 명확.\n this._tickPositionAnimation(now)\n }\n\n private _tickPositionAnimation(simTime: number): void {\n const a = this._posAnimator\n if (!a) return\n const t = Math.min(1, Math.max(0, (simTime - a.startTime) / a.duration))\n const e = easeInOut(t)\n this.set({\n left: lerp(a.fromLeft, a.toLeft, e),\n top: lerp(a.fromTop, a.toTop, e),\n forkZ: lerp(a.fromForkZ, a.toForkZ, e)\n })\n if (t >= 1) {\n a.unsubscribe()\n this._posAnimator = undefined\n }\n }\n\n /**\n * cranePosition (current + limit) → state.left/top + forkZ.\n *\n * 부모 오브젝트 (보통은 Stocker 이지만 다른 컨테이너일 수도) 의 width/height\n * 만 사용해 좌표 매핑 — 타입 무관 일반화. 축 배정과 원점은 host 의 내부 좌표계 설정을\n * 따른다 (coordAxisX / coordInvertX / coordInvertY, 미설정 시 아래 폴백):\n * - current.x → X축 (기본: host 의 긴쪽, 자동 판별 max(width, height))\n * - current.y → Y축 (기본: 짧은쪽)\n * - current.z → forkZ (state 에 0~100 으로 저장, 3D 측에서 mast 비율로 매핑).\n * Z 는 바닥 기준이 물리적으로 고정이라 반전 설정을 두지 않는다.\n *\n * 각 축 비율 = (current - limit.min) / (limit.max - limit.min) ∈ [0,1].\n *\n * **스토커 안쪽 오프셋**: 크레인의 폭/두께를 감안해, 크레인 *전체* 가 host 안에\n * 머무르도록 top-left 좌표를 [0, hostLen - craneLen] 범위로 매핑한다 (= 양끝에서\n * craneLen/2 만큼 inset 된 중심선 위를 움직임). 크레인이 host 보다 크면 span 0\n * 으로 떨어져 host 모서리에 정렬.\n *\n * 참조는 ParentObjectMixin 이 제공하는 `parentObject` 사용 —\n * state.parentObjectId 명시 시 그것, 미명시 시 this.parent 자동 fallback.\n */\n private _ratioToReal(\n cp: CranePositionData\n ): { left: number; top: number; forkZ: number } | undefined {\n const host: any = (this as any).parentObject\n if (!host) return undefined\n\n const hw = Number(host.state?.width) || 0\n const hh = Number(host.state?.height) || 0\n const cw = Number(this.state.width) || 0\n const ch = Number(this.state.height) || 0\n if (!hw || !hh) return undefined\n\n const rx = axisRatio(cp.current?.x, cp.limit?.x)\n const ry = axisRatio(cp.current?.y, cp.limit?.y)\n const rz = axisRatio(cp.current?.z, cp.limit?.z)\n\n // 축 배정/원점은 host(보통 STOCKER) 의 내부 좌표계 설정을 따른다. 타입을 묻지 않고\n // state 만 읽어 어떤 컨테이너가 host 여도 동일하게 동작한다 — 미설정이면 종전\n // 폴백(긴쪽=X, 원점 left/top).\n const { left, top } = mapCraneLocalPosition(hw, hh, cw, ch, rx, ry, {\n axisX: host.state?.coordAxisX,\n invertX: !!host.state?.coordInvertX,\n invertY: !!host.state?.coordInvertY\n })\n\n return {\n left,\n top,\n forkZ: rz * 100 // forkZ 0~100, 3D 측 (crane-3d) 에서 mast 비율로 매핑\n }\n }\n\n render(ctx: CanvasRenderingContext2D) {\n var { left, top, width, height } = this.bounds\n const { x: cx, y: cy } = this.center\n const rx = width / 2\n const ry = height / 2\n\n const round = Math.min(rx, ry) * 0.5\n\n ctx.translate(left, top)\n ctx.beginPath()\n\n ctx.strokeStyle = this.auxColor\n ctx.fillStyle = this.statusColor!\n ctx.lineWidth = 1\n ctx.lineCap = 'round'\n ctx.setLineDash([])\n\n const radius = Math.round(Math.min(width, height) * 0.1)\n ctx.roundRect(1, 0, width - 2, height, radius)\n ctx.roundRect(GAP + 1, GAP, width - (GAP + 1) * 2, height - GAP * 2, radius - 1)\n ctx.fill()\n ctx.stroke()\n\n ctx.beginPath()\n ctx.arc(cx - left, cy - top, round, 0, Math.PI * 2)\n ctx.stroke()\n\n ctx.beginPath()\n ctx.roundRect(width / 2 - (round * 2) / 4 - round / 8, height / 2 - (round * 6) / 5, round / 4, (round * 6) / 5, 1)\n ctx.roundRect(width / 2 + (round * 2) / 4 - round / 8, height / 2 - (round * 6) / 5, round / 4, (round * 6) / 5, 1)\n\n ctx.fill()\n ctx.stroke()\n\n ctx.beginPath()\n\n // draw crane bar metapore\n ctx.strokeStyle = 'black'\n ctx.lineWidth = 3\n ctx.lineCap = 'butt'\n\n ctx.moveTo(GAP * 3, height / 2)\n ctx.lineTo(width - GAP * 3, height / 2)\n\n ctx.stroke()\n\n ctx.translate(-left, -top)\n }\n}\n"]}
@@ -14,7 +14,7 @@
14
14
  */
15
15
  import * as THREE from 'three';
16
16
  import { RoundedBoxGeometry } from 'three/examples/jsm/geometries/RoundedBoxGeometry.js';
17
- import { RealObjectGroup, registerRealObjectFactory, disposeObject3D } from '@hatiolab/things-scene';
17
+ import { RealObjectGroup, registerRealObjectFactory, disposeObject3D, MaterialBank } from '@hatiolab/things-scene';
18
18
  import { TRANSPORT_SURFACE_HEIGHT } from './machine-3d.js';
19
19
  const BUMPER_COLOR = 0x222222;
20
20
  const PLATFORM_COLOR = 0x333333;
@@ -70,11 +70,8 @@ export class AGV3D extends RealObjectGroup {
70
70
  const bumperPad = Math.min(w, h) * 0.03;
71
71
  const bumperCornerR = Math.min(w + bumperPad * 2, h + bumperPad * 2, bumperH) * 0.2;
72
72
  const bumperGeo = new RoundedBoxGeometry(w + bumperPad * 2, bumperH, h + bumperPad * 2, 4, bumperCornerR);
73
- const bumperMat = new THREE.MeshStandardMaterial({
74
- color: BUMPER_COLOR,
75
- roughness: 0.8,
76
- metalness: 0.1,
77
- });
73
+ // MaterialBank 공유 — dedup + faint 안전(코어 변형 스왑, disposeObject3D 가 __bankOwned 스킵).
74
+ const bumperMat = MaterialBank.material('agv|bumper', { roughness: 0.8, metalness: 0.1 }, BUMPER_COLOR);
78
75
  const bumper = new THREE.Mesh(bumperGeo, bumperMat);
79
76
  bumper.position.y = bumperH / 2;
80
77
  bumper.castShadow = true;
@@ -82,11 +79,7 @@ export class AGV3D extends RealObjectGroup {
82
79
  // ── 본체 (둥근 모서리, statusColor 적용) ──
83
80
  const bodyColor = this.resolveColor();
84
81
  const bodyGeo = new RoundedBoxGeometry(w, bodyH, h, 4, cornerR);
85
- const bodyMat = new THREE.MeshStandardMaterial({
86
- color: bodyColor,
87
- roughness: 0.3,
88
- metalness: 0.5,
89
- });
82
+ const bodyMat = MaterialBank.material('agv|body', { roughness: 0.3, metalness: 0.5 }, bodyColor);
90
83
  const body = new THREE.Mesh(bodyGeo, bodyMat);
91
84
  body.position.y = bumperH + bodyH / 2;
92
85
  body.castShadow = true;
@@ -95,11 +88,7 @@ export class AGV3D extends RealObjectGroup {
95
88
  const platInset = Math.min(w, h) * 0.04;
96
89
  const platCornerR = Math.min(w - platInset * 2, h - platInset * 2, platH) * 0.15;
97
90
  const platGeo = new RoundedBoxGeometry(w - platInset * 2, platH, h - platInset * 2, 4, platCornerR);
98
- const platMat = new THREE.MeshStandardMaterial({
99
- color: PLATFORM_COLOR,
100
- roughness: 0.5,
101
- metalness: 0.15,
102
- });
91
+ const platMat = MaterialBank.material('agv|platform', { roughness: 0.5, metalness: 0.15 }, PLATFORM_COLOR);
103
92
  const plat = new THREE.Mesh(platGeo, platMat);
104
93
  plat.position.y = bumperH + bodyH + gapH + platH / 2;
105
94
  plat.castShadow = true;
@@ -108,6 +97,8 @@ export class AGV3D extends RealObjectGroup {
108
97
  // ownGroup이 center-origin ↔ bottom-up 좌표계 변환을 자동 처리
109
98
  for (const m of this._ownMeshes)
110
99
  this.components3D.add(m);
100
+ // mesh 는 super.build() 이후 생성 → 코어 faint 를 명시 적용(편집 흐림이 mesh 에 닿게).
101
+ this.updateAlpha();
111
102
  }
112
103
  updateDimension() { }
113
104
  update() {
@@ -122,17 +113,8 @@ export class AGV3D extends RealObjectGroup {
122
113
  this.updateAlpha();
123
114
  this.updateHidden();
124
115
  }
125
- updateAlpha() {
126
- const { alpha = 1 } = this.component.state;
127
- for (const m of this._ownMeshes) {
128
- const materials = Array.isArray(m.material) ? m.material : [m.material];
129
- for (const mat of materials) {
130
- ;
131
- mat.opacity = alpha;
132
- mat.transparent = alpha < 1;
133
- }
134
- }
135
- }
116
+ // updateAlpha override 제거 — 코어 RealObject.updateAlpha(=applyMaterialOpacity)로 수렴.
117
+ // canonical(bank base opacity 1) × state.alpha × faint. view 모드 불변, 편집 모드 faint 추가.
136
118
  onchange(after, before) {
137
119
  if ('width' in after || 'height' in after || 'depth' in after ||
138
120
  'fillStyle' in after || 'strokeStyle' in after || 'id' in after ||