@hatiolab/things-scene 10.1.0 → 10.1.2

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Files changed (37) hide show
  1. package/dist-types/figure/figure-blueprint.d.ts +19 -14
  2. package/dist-types/figure/figure-blueprint.d.ts.map +1 -1
  3. package/dist-types/figure/figure-instance.d.ts +30 -1
  4. package/dist-types/figure/figure-instance.d.ts.map +1 -1
  5. package/dist-types/figure/figure-part-component.d.ts +324 -0
  6. package/dist-types/figure/figure-part-component.d.ts.map +1 -0
  7. package/dist-types/figure/figure-real-object.d.ts +58 -9
  8. package/dist-types/figure/figure-real-object.d.ts.map +1 -1
  9. package/dist-types/figure/figure-sizing.d.ts +105 -0
  10. package/dist-types/figure/figure-sizing.d.ts.map +1 -0
  11. package/dist-types/figure/index.d.ts +1 -0
  12. package/dist-types/figure/index.d.ts.map +1 -1
  13. package/dist-types/threed/coordinate-ground.d.ts +51 -0
  14. package/dist-types/threed/coordinate-ground.d.ts.map +1 -0
  15. package/dist-types/threed/floor/floor.d.ts +22 -0
  16. package/dist-types/threed/floor/floor.d.ts.map +1 -1
  17. package/dist-types/threed/index.d.ts +4 -0
  18. package/dist-types/threed/index.d.ts.map +1 -1
  19. package/dist-types/threed/managers/event-manager3d.d.ts +7 -0
  20. package/dist-types/threed/managers/event-manager3d.d.ts.map +1 -1
  21. package/dist-types/threed/managers/gizmo-operation-manager.d.ts +8 -0
  22. package/dist-types/threed/managers/gizmo-operation-manager.d.ts.map +1 -1
  23. package/dist-types/threed/managers/renderer-manager.d.ts.map +1 -1
  24. package/dist-types/threed/managers/types.d.ts +10 -0
  25. package/dist-types/threed/managers/types.d.ts.map +1 -1
  26. package/dist-types/threed/parted-real-object.d.ts +79 -0
  27. package/dist-types/threed/parted-real-object.d.ts.map +1 -0
  28. package/dist-types/threed/real-object-gltf.d.ts +11 -0
  29. package/dist-types/threed/real-object-gltf.d.ts.map +1 -1
  30. package/dist-types/threed/three-capability.d.ts +11 -0
  31. package/dist-types/threed/three-capability.d.ts.map +1 -1
  32. package/package.json +1 -1
  33. package/things-scene-min.js +11 -11
  34. package/things-scene-min.js.map +1 -1
  35. package/things-scene-transfer.mjs +3 -3
  36. package/things-scene.mjs +3 -3
  37. package/things-scene.mjs.map +1 -1
@@ -0,0 +1,105 @@
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+ import type { FigureBlueprintMember, FigureVec3 } from './figure-blueprint.js';
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+ /**
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+ * 인스턴스 크기가 바뀔 때 부품이 어떻게 반응하나.
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+ *
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+ * ## 왜 따로 떼어 두나
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+ *
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+ * 같은 답을 세 곳이 낸다 — 3D(`figure-real-object`), 2D 톱뷰(`figure-instance`),
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+ * 그리고 속성 편집기. 저마다 계산하면 화면마다 다른 모양이 나오고, 그때는 어느 쪽이
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+ * 맞는지 알 방법이 없다.
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+ *
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+ * ## 규칙 넷
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+ *
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+ * scale 비례 확대. 인스턴스 배율을 그대로 받는다 — 아무것도 하지 않아도 된다
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+ * fixed 크기는 그대로, 자리만 따라간다
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+ * stretch 가장 길게 뻗은 축만 늘어난다
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+ * repeat 크기는 그대로 두고 **개수**가 늘어난다
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+ *
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+ * ## 어떻게 되돌리나
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+ *
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+ * 부모(`object3d`)가 인스턴스 배율 `S` 를 이미 걸고 있다. 그래서 크기를 그대로 두려면
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+ * 자식이 `1/S` 로 되돌리면 된다. 자리는 부모의 배율을 그대로 받으므로 따라간다.
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+ *
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+ * 월드 = S · (자리 + (1/S) ⊙ 형상) = S·자리 + 형상
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+ *
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+ * 회전은 **형상에 미리 구워** 둔다. 그래야 위 식이 정확히 성립한다 — 회전을 mesh 에
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+ * 걸면 비균등 배율이 회전 뒤에 곱해져 형상이 기울어진다.
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+ *
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+ * 이 방식의 값은 **geometry 를 그대로 나눠 쓴다**는 것이다. 인스턴스가 몇이든 정점
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+ * 버퍼는 늘지 않는다. 대신 합칠 수 없어 draw call 이 부품 수만큼 는다 — 그 비용은
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+ * 청사진의 묶음 수에 그대로 잡히고 성숙도가 잰다.
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+ */
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+ /** 인스턴스 배율. `bounds ÷ base` 다. */
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+ export interface InstanceScale {
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+ x: number;
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+ y: number;
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+ z: number;
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+ }
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+ export type FigureAxis = 'x' | 'y' | 'z';
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+ /**
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+ * 되돌릴 것이 있는 부품인가.
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+ *
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+ * `scale` 은 부모 배율을 그대로 받으면 되므로 합쳐 둔 채로 그린다. 나머지 셋만
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+ * 따로 세운다.
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+ */
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+ export declare function needsOwnMesh(member: FigureBlueprintMember): boolean;
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+ /**
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+ * 회전까지 반영한 부품의 축별 크기.
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+ *
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+ * 회전한 상자의 여덟 꼭짓점을 각 축에 내린 것 — 축에 맞춘 경계다. 회전 행렬은
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+ * `Rx·Ry·Rz` 이고 three 의 기본 Euler 순서('XYZ')와 같다. `memberGeometry` 가 같은
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+ * 순서로 돌리므로 여기만 다르면 답이 갈린다.
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+ *
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+ * figure-model 의 `rotatedExtentOf` 와 같은 식이다. 그쪽이 정본이고 여기는 읽는 쪽의
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+ * 사본이다 — 이 패키지는 figure-model 에 의존하지 않는다(`figure-blueprint.ts` 참고).
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+ */
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+ export declare function rotatedExtent(member: FigureBlueprintMember): FigureVec3;
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+ /**
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+ * `stretch` 일 때 늘어나는 축 — **가장 길게 뻗은 축**이다.
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+ *
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+ * 형식에 축을 적는 자리가 없어서 크기에서 읽는다. 프레임 · 벨트 · 레일이 전부 "길어서
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+ * 그 물건인 것"이라 이 규칙과 맞는다. 같으면 x → z → y 순으로 정한다.
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+ */
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+ export declare function stretchAxis(member: FigureBlueprintMember): FigureAxis;
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+ /**
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+ * 부품 mesh 에 걸 배율 — 부모가 건 인스턴스 배율을 **어디까지 되돌릴까**.
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+ *
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+ * `1` 은 인스턴스를 그대로 따라간다는 뜻이고, `1/S` 는 저작한 크기를 지킨다는 뜻이다.
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+ *
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+ * `repeat` 는 부품 자체의 크기를 지킨다 — 늘어나는 것은 개수다.
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+ */
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+ export declare function sizingScale(member: FigureBlueprintMember, scale: InstanceScale): FigureVec3;
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+ /**
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+ * `repeat` 를 몇 개로 펼치나.
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+ *
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+ * **`scale` 이었다면 차지했을 만큼을 개수로 채운다.** 늘리는 대신 늘어놓는 것이므로
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+ * 차지하는 공간은 같아야 한다.
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+ *
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+ * 한 칸 = 부품의 그 축 크기 + 간격
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+ * 채울 길이 = 부품 크기 × 인스턴스 배율
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+ * 개수 = round((채울 길이 + 간격) ÷ 한 칸)
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+ *
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+ * 저작한 크기(배율 1)에서 반드시 **1개**가 되는 것이 이 식의 요점이다. 저작자가 하나를
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+ * 그렸는데 열어 보니 여럿이면 무엇을 그린 것인지 알 수 없다.
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+ */
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+ export declare function repeatPlan(member: FigureBlueprintMember, scale: InstanceScale): {
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+ axis: FigureAxis;
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+ count: number;
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+ pitch: number;
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+ } | null;
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+ /**
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+ * 한 부품이 펼쳐질 수 있는 최대 개수.
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+ *
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+ * 복제본 하나가 draw call 하나다. 인스턴스를 아주 크게 늘리면 개수가 끝없이 늘어 한
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+ * 자산이 프레임을 다 먹는다. 그 지점에서는 이미 낱개를 셀 수 없으므로 더 늘려도 보이는
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+ * 것이 달라지지 않는다.
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+ */
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+ export declare const REPEAT_LIMIT = 100;
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+ /**
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+ * 복제본 하나의 자리 — 저작한 자리를 가운데 두고 양쪽으로 벌린다.
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+ *
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+ * 한쪽으로만 늘어놓으면 부품이 커질 때마다 한 방향으로 밀려서, 저작할 때 맞춰 둔 자리가
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+ * 어긋난다. 가운데를 지키면 대칭으로 놓은 것들이 계속 대칭이다.
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+ */
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+ export declare function repeatOffset(index: number, count: number, pitch: number): number;
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+ //# sourceMappingURL=figure-sizing.d.ts.map
@@ -0,0 +1 @@
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+ {"version":3,"file":"figure-sizing.d.ts","sourceRoot":"","sources":["../../src/figure/figure-sizing.ts"],"names":[],"mappings":"AAIA,OAAO,KAAK,EAAE,qBAAqB,EAAE,UAAU,EAAE,MAAM,uBAAuB,CAAA;AAE9E;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GA6BG;AAEH,kCAAkC;AAClC,MAAM,WAAW,aAAa;IAC5B,CAAC,EAAE,MAAM,CAAA;IACT,CAAC,EAAE,MAAM,CAAA;IACT,CAAC,EAAE,MAAM,CAAA;CACV;AAED,MAAM,MAAM,UAAU,GAAG,GAAG,GAAG,GAAG,GAAG,GAAG,CAAA;AAExC;;;;;GAKG;AACH,wBAAgB,YAAY,CAAC,MAAM,EAAE,qBAAqB,GAAG,OAAO,CAEnE;AAED;;;;;;;;;GASG;AACH,wBAAgB,aAAa,CAAC,MAAM,EAAE,qBAAqB,GAAG,UAAU,CAsBvE;AAED;;;;;GAKG;AACH,wBAAgB,WAAW,CAAC,MAAM,EAAE,qBAAqB,GAAG,UAAU,CAKrE;AAED;;;;;;GAMG;AACH,wBAAgB,WAAW,CAAC,MAAM,EAAE,qBAAqB,EAAE,KAAK,EAAE,aAAa,GAAG,UAAU,CAkB3F;AAOD;;;;;;;;;;;;GAYG;AACH,wBAAgB,UAAU,CACxB,MAAM,EAAE,qBAAqB,EAC7B,KAAK,EAAE,aAAa,GACnB;IAAE,IAAI,EAAE,UAAU,CAAC;IAAC,KAAK,EAAE,MAAM,CAAC;IAAC,KAAK,EAAE,MAAM,CAAA;CAAE,GAAG,IAAI,CAe3D;AAED;;;;;;GAMG;AACH,eAAO,MAAM,YAAY,MAAM,CAAA;AAE/B;;;;;GAKG;AACH,wBAAgB,YAAY,CAAC,KAAK,EAAE,MAAM,EAAE,KAAK,EAAE,MAAM,EAAE,KAAK,EAAE,MAAM,GAAG,MAAM,CAEhF"}
@@ -5,6 +5,7 @@
5
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  * 적재되며 컴포넌트 클래스를 registry 에 넣기 때문이다. 그래서 instance 를 먼저 읽는다.
6
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  */
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  export * from './figure-instance.js';
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+ export * from './figure-part-component.js';
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  export * from './figure-blueprint.js';
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  export * from './figure-palette.js';
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  export * from './figure-registry.js';
@@ -1 +1 @@
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- {"version":3,"file":"index.d.ts","sourceRoot":"","sources":["../../src/figure/index.ts"],"names":[],"mappings":"AAIA;;;;;GAKG;AACH,cAAc,sBAAsB,CAAA;AACpC,cAAc,uBAAuB,CAAA;AACrC,cAAc,qBAAqB,CAAA;AACnC,cAAc,sBAAsB,CAAA;AACpC,cAAc,yBAAyB,CAAA"}
1
+ {"version":3,"file":"index.d.ts","sourceRoot":"","sources":["../../src/figure/index.ts"],"names":[],"mappings":"AAIA;;;;;GAKG;AACH,cAAc,sBAAsB,CAAA;AAKpC,cAAc,4BAA4B,CAAA;AAC1C,cAAc,uBAAuB,CAAA;AACrC,cAAc,qBAAqB,CAAA;AACnC,cAAc,sBAAsB,CAAA;AACpC,cAAc,yBAAyB,CAAA"}
@@ -0,0 +1,51 @@
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+ import * as THREE from 'three';
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+ /**
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+ * 좌표 바탕 — 바닥 모눈과 축.
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+ *
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+ * 3D 저작면에서 이것이 없으면 **어디가 원점이고 어느 쪽이 위인지 알 수 없다.** 형상만
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+ * 떠 있으면 크기도 방향도 짐작이 안 된다.
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+ *
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+ * ## 왜 씬이 갖나
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+ *
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+ * 한동안 저작 화면이 만들어 `scene3d` 에 얹었다. 그랬더니 2D 로 갔다 오면 사라졌다 —
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+ * 그때 씬이 통째로 다시 서면서 새 `THREE.Scene` 을 만드는데, 얹어 둔 것은 옛 씬에
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+ * 남기 때문이다. 씬이 소유하면 다시 설 때 같이 산다.
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+ *
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+ * 3D 저작면이면 다 필요한 것이라, 자리도 여기가 맞다.
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+ *
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+ * ## 두 단계로 그린다
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+ *
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+ * 잔 눈금만 있으면 「지금 몇 칸인가」를 셀 수 없다. 다섯 칸마다 굵은 눈금을 둔다 —
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+ * 자와 모눈종이가 하는 것과 같다.
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+ *
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+ * ## 멀어질수록 사라지게
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+ *
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+ * 끝까지 같은 세기로 그으면 원경에서 선이 뒤엉켜 **어두운 띠**가 된다. 정점 색을
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+ * 배경색 쪽으로 섞어 반지름에 따라 지운다 — 투명도가 아니라 색으로 지우므로 깊이
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+ * 정렬과 싸우지 않는다.
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+ */
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+ export interface CoordinateGroundOptions {
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+ /** 잔 눈금 한 칸. */
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+ step: number;
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+ /** 원점에서 몇 칸까지 뻗나. */
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+ cells?: number;
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+ /** 배경색. 선이 이 색으로 스러진다. */
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+ background?: string;
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+ /** 축 이름표를 보이나. */
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+ labels?: boolean;
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+ }
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+ export declare const COORDINATE_GROUND_NAME = "coordinate-ground";
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+ /**
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+ * 가로 길이에 어울리는 **둥근** 눈금 한 칸. 대여섯 칸이 되게 잡는다.
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+ *
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+ * 그냥 나누면 27 · 33 같은 값이 나온다. 그 눈금에 맞추면 좌표가 54 · 81 이 되어 사람이
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+ * 읽을 수 없다. 1 · 2 · 5 사다리로 올려 붙인다 — 자와 차트 눈금이 쓰는 방식이다.
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+ *
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+ * 칸이 성기어야 형상이 주인공이 된다. 열 칸으로 잡았더니 모눈이 촘촘해 바탕이 먼저
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+ * 보였다.
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+ */
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+ export declare function niceGridStep(span: number): number;
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+ export declare function buildCoordinateGround(options: CoordinateGroundOptions): THREE.Group;
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+ /** 좌표 바탕이 쥐고 있는 것을 놓는다. 창고에 든 것이 아니라 우리가 만든 것들이다. */
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+ export declare function disposeCoordinateGround(ground: THREE.Object3D): void;
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+ //# sourceMappingURL=coordinate-ground.d.ts.map
@@ -0,0 +1 @@
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+ {"version":3,"file":"coordinate-ground.d.ts","sourceRoot":"","sources":["../../src/threed/coordinate-ground.ts"],"names":[],"mappings":"AAIA,OAAO,KAAK,KAAK,MAAM,OAAO,CAAA;AAE9B;;;;;;;;;;;;;;;;;;;;;;;;GAwBG;AAEH,MAAM,WAAW,uBAAuB;IACtC,gBAAgB;IAChB,IAAI,EAAE,MAAM,CAAA;IACZ,qBAAqB;IACrB,KAAK,CAAC,EAAE,MAAM,CAAA;IACd,0BAA0B;IAC1B,UAAU,CAAC,EAAE,MAAM,CAAA;IACnB,kBAAkB;IAClB,MAAM,CAAC,EAAE,OAAO,CAAA;CACjB;AAYD,eAAO,MAAM,sBAAsB,sBAAsB,CAAA;AAEzD;;;;;;;;GAQG;AACH,wBAAgB,YAAY,CAAC,IAAI,EAAE,MAAM,GAAG,MAAM,CAOjD;AAYD,wBAAgB,qBAAqB,CAAC,OAAO,EAAE,uBAAuB,GAAG,KAAK,CAAC,KAAK,CAsCnF;AA+GD,qDAAqD;AACrD,wBAAgB,uBAAuB,CAAC,MAAM,EAAE,KAAK,CAAC,QAAQ,GAAG,IAAI,CAYpE"}
@@ -1,4 +1,26 @@
1
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  import * as THREE from 'three';
2
2
  import type Component from '../../components/component.js';
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+ /**
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+ * 판의 바닥판을 만든다. 필요 없으면 만들지 않는다.
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+ *
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+ * ## `floor: false` 를 따로 두는 까닭
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+ *
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+ * **판의 면은 한 개념이다** — 2D 에서는 종이이고 3D 에서는 바닥판이다. 그래서 `fillStyle`
9
+ * 하나가 둘을 정하는 것은 원래 일관적이다.
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+ *
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+ * 그런데 **그 둘을 따로 원하는 화면이 있다.** 3D 저작면이 그렇다:
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+ *
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+ * - 2D 종이는 **밝아야 한다.** 편집 손잡이와 안내선이 어두운 색이라 어두운 바탕에서는
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+ * 안 보인다.
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+ * - 3D 바닥판은 **없어야 한다.** 좌표 모눈과 겹쳐 싸우고, 원점 아래쪽을 가린다.
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+ *
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+ * 이 조합을 말할 방법이 없었다. 유일한 길이 `fillStyle: 'none'` 인데 그러면 2D 종이까지
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+ * 비어 버려 편집 도구가 안 보인다.
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+ *
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+ * 바닥이 별개로 없어질 수 있다는 것은 코드가 이미 인정하고 있었다 — `placement === 'space'`
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+ * 는 `fillStyle` 과 무관하게 바닥을 안 만든다. 그 자리를 명시적으로 연 것뿐이다.
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+ *
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+ * **안 주면 종전 그대로다.** 이미 세워져 있는 보드는 아무것도 달라지지 않는다.
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+ */
3
25
  export declare function createFloor(component: Component): THREE.Mesh | undefined;
4
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  //# sourceMappingURL=floor.d.ts.map
@@ -1 +1 @@
1
- {"version":3,"file":"floor.d.ts","sourceRoot":"","sources":["../../../src/threed/floor/floor.ts"],"names":[],"mappings":"AAAA,OAAO,KAAK,KAAK,MAAM,OAAO,CAAA;AAC9B,OAAO,KAAK,SAAS,MAAM,+BAA+B,CAAA;AAqB1D,wBAAgB,WAAW,CAAC,SAAS,EAAE,SAAS,GAAG,KAAK,CAAC,IAAI,GAAG,SAAS,CAuExE"}
1
+ {"version":3,"file":"floor.d.ts","sourceRoot":"","sources":["../../../src/threed/floor/floor.ts"],"names":[],"mappings":"AAAA,OAAO,KAAK,KAAK,MAAM,OAAO,CAAA;AAC9B,OAAO,KAAK,SAAS,MAAM,+BAA+B,CAAA;AAqB1D;;;;;;;;;;;;;;;;;;;;;GAqBG;AACH,wBAAgB,WAAW,CAAC,SAAS,EAAE,SAAS,GAAG,KAAK,CAAC,IAAI,GAAG,SAAS,CA2ExE"}
@@ -94,4 +94,8 @@ export { createCanvasTexture, renderCanvasTexture } from './texture/canvas-textu
94
94
  export { textTexture, textBounds, drawTextTexture, fontStyle } from './texture/text-texture.js';
95
95
  export { createCanvas, PIXEL_RATIO } from './html/elements.js';
96
96
  export { createFloor } from './floor/floor.js';
97
+ export { isParted, partAtByIndex } from './parted-real-object.js';
98
+ export type { PartedRealObject } from './parted-real-object.js';
99
+ export { buildCoordinateGround, disposeCoordinateGround, niceGridStep } from './coordinate-ground.js';
100
+ export type { CoordinateGroundOptions } from './coordinate-ground.js';
97
101
  //# sourceMappingURL=index.d.ts.map
@@ -1 +1 @@
1
- {"version":3,"file":"index.d.ts","sourceRoot":"","sources":["../../src/threed/index.ts"],"names":[],"mappings":"AASA,OAAO,qBAAqB,CAAA;AAC5B,OAAO,6BAA6B,CAAA;AACpC,OAAO,wBAAwB,CAAA;AAC/B,OAAO,qBAAqB,CAAA;AAC5B,OAAO,wBAAwB,CAAA;AAC/B,OAAO,sBAAsB,CAAA;AAC7B,OAAO,yBAAyB,CAAA;AAChC,OAAO,qBAAqB,CAAA;AAC5B,OAAO,uBAAuB,CAAA;AAC9B,OAAO,uBAAuB,CAAA;AAC9B,OAAO,qBAAqB,CAAA;AAC5B,OAAO,yBAAyB,CAAA;AAChC,OAAO,uBAAuB,CAAA;AAC9B,OAAO,uBAAuB,CAAA;AAC9B,OAAO,4BAA4B,CAAA;AACnC,OAAO,sBAAsB,CAAA;AAC7B,OAAO,qBAAqB,CAAA;AAC5B,OAAO,4BAA4B,CAAA;AACnC,OAAO,sBAAsB,CAAA;AAC7B,OAAO,yBAAyB,CAAA;AAChC,OAAO,qBAAqB,CAAA;AAC5B,OAAO,yBAAyB,CAAA;AAChC,OAAO,0BAA0B,CAAA;AACjC,OAAO,sBAAsB,CAAA;AAG7B,cAAc,aAAa,CAAA;AAC3B,cAAc,iBAAiB,CAAA;AAC/B,cAAc,kBAAkB,CAAA;AAChC,cAAc,oBAAoB,CAAA;AAClC,cAAc,oBAAoB,CAAA;AAClC,cAAc,oBAAoB,CAAA;AAClC,cAAc,eAAe,CAAA;AAC7B,cAAc,kBAAkB,CAAA;AAChC,OAAO,EAAE,cAAc,EAAE,MAAM,uBAAuB,CAAA;AACtD,YAAY,EAAE,mBAAmB,EAAE,MAAM,uBAAuB,CAAA;AAChE,cAAc,kCAAkC,CAAA;AAChD,cAAc,kBAAkB,CAAA;AAChC,OAAO,EACL,UAAU,EACV,yBAAyB,EACzB,wBAAwB,EACzB,MAAM,iBAAiB,CAAA;AACxB,YAAY,EAAE,cAAc,EAAE,MAAM,iBAAiB,CAAA;AACrD,OAAO,EAAE,yBAAyB,EAAE,gCAAgC,EAAE,mBAAmB,EAAE,MAAM,2BAA2B,CAAA;AAG5H,cAAc,wBAAwB,CAAA;AACtC,cAAc,0BAA0B,CAAA;AACxC,cAAc,yBAAyB,CAAA;AAEvC,cAAc,8BAA8B,CAAA;AAC5C,cAAc,8BAA8B,CAAA;AAC5C,cAAc,iCAAiC,CAAA;AAC/C,cAAc,uBAAuB,CAAA;AACrC,cAAc,wBAAwB,CAAA;AACtC,cAAc,uBAAuB,CAAA;AACrC,cAAc,wBAAwB,CAAA;AACtC,cAAc,wBAAwB,CAAA;AACtC,cAAc,4BAA4B,CAAA;AAC1C,cAAc,2BAA2B,CAAA;AACzC,cAAc,yBAAyB,CAAA;AACvC,cAAc,0BAA0B,CAAA;AACxC,cAAc,uBAAuB,CAAA;AAGrC,OAAO,EAAE,cAAc,EAAE,MAAM,wBAAwB,CAAA;AACvD,OAAO,EAAE,WAAW,EAAE,MAAM,qBAAqB,CAAA;AACjD,OAAO,EAAE,cAAc,EAAE,MAAM,wBAAwB,CAAA;AACvD,OAAO,EAAE,YAAY,EAAE,MAAM,sBAAsB,CAAA;AACnD,OAAO,EAAE,eAAe,EAAE,MAAM,yBAAyB,CAAA;AACzD,OAAO,EAAE,WAAW,EAAE,MAAM,qBAAqB,CAAA;AAGjD,OAAO,EAAE,QAAQ,EAAE,MAAM,EAAE,MAAM,uBAAuB,CAAA;AACxD,OAAO,EAAE,MAAM,EAAE,MAAM,uBAAuB,CAAA;AAC9C,OAAO,EAAE,MAAM,EAAE,IAAI,EAAE,MAAM,qBAAqB,CAAA;AAClD,OAAO,EAAE,UAAU,EAAE,QAAQ,EAAE,MAAM,yBAAyB,CAAA;AAC9D,OAAO,EAAE,QAAQ,EAAE,MAAM,EAAE,MAAM,uBAAuB,CAAA;AACxD,OAAO,EAAE,QAAQ,EAAE,MAAM,EAAE,MAAM,uBAAuB,CAAA;AACxD,OAAO,EAAE,UAAU,EAAE,MAAM,4BAA4B,CAAA;AACvD,OAAO,EAAE,WAAW,EAAE,UAAU,EAAE,MAAM,sBAAsB,CAAA;AAC9D,OAAO,EAAE,MAAM,EAAE,IAAI,EAAE,MAAM,qBAAqB,CAAA;AAClD,OAAO,EAAE,UAAU,EAAE,MAAM,4BAA4B,CAAA;AACvD,OAAO,EAAE,MAAM,EAAE,MAAM,qBAAqB,CAAA;AAC5C,OAAO,EAAE,UAAU,EAAE,MAAM,yBAAyB,CAAA;AACpD,OAAO,EAAE,WAAW,EAAE,MAAM,0BAA0B,CAAA;AAGtD,cAAc,uBAAuB,CAAA;AAGrC,OAAO,EAAE,eAAe,EAAE,MAAM,uBAAuB,CAAA;AACvD,YAAY,EAAE,mBAAmB,EAAE,MAAM,uBAAuB,CAAA;AAGhE,OAAO,EAAE,cAAc,EAAE,MAAM,sBAAsB,CAAA;AAGrD,cAAc,qBAAqB,CAAA;AAGnC,OAAO,EAAE,YAAY,EAAE,MAAM,eAAe,CAAA;AAC5C,YAAY,EAAE,YAAY,EAAE,OAAO,EAAE,OAAO,EAAE,QAAQ,EAAE,MAAM,eAAe,CAAA;AAG7E,OAAO,EAAE,uBAAuB,EAAE,MAAM,gBAAgB,CAAA;AACxD,YAAY,EAAE,sBAAsB,EAAE,MAAM,gBAAgB,CAAA;AAG5D,OAAO,EAAE,eAAe,EAAE,gBAAgB,EAAE,MAAM,qBAAqB,CAAA;AAGvE,OAAO,EAAE,eAAe,EAAE,MAAM,oBAAoB,CAAA;AACpD,OAAO,EAAE,eAAe,EAAE,MAAM,oBAAoB,CAAA;AACpD,OAAO,EAAE,yBAAyB,EAAE,MAAM,0BAA0B,CAAA;AACpE,YAAY,EAAE,iBAAiB,EAAE,MAAM,0BAA0B,CAAA;AACjE,OAAO,EAAE,0BAA0B,EAAE,MAAM,mBAAmB,CAAA;AAC9D,YAAY,EAAE,SAAS,EAAE,YAAY,EAAE,MAAM,mBAAmB,CAAA;AAChE,OAAO,EAAE,WAAW,EAAE,YAAY,EAAE,WAAW,EAAE,aAAa,EAAE,MAAM,mBAAmB,CAAA;AACzF,YAAY,EAAE,cAAc,EAAE,MAAM,mBAAmB,CAAA;AAEvD,OAAO,EAAE,mBAAmB,EAAE,mBAAmB,EAAE,MAAM,6BAA6B,CAAA;AACtF,OAAO,EAAE,WAAW,EAAE,UAAU,EAAE,eAAe,EAAE,SAAS,EAAE,MAAM,2BAA2B,CAAA;AAC/F,OAAO,EAAE,YAAY,EAAE,WAAW,EAAE,MAAM,oBAAoB,CAAA;AAC9D,OAAO,EAAE,WAAW,EAAE,MAAM,kBAAkB,CAAA"}
1
+ {"version":3,"file":"index.d.ts","sourceRoot":"","sources":["../../src/threed/index.ts"],"names":[],"mappings":"AASA,OAAO,qBAAqB,CAAA;AAC5B,OAAO,6BAA6B,CAAA;AACpC,OAAO,wBAAwB,CAAA;AAC/B,OAAO,qBAAqB,CAAA;AAC5B,OAAO,wBAAwB,CAAA;AAC/B,OAAO,sBAAsB,CAAA;AAC7B,OAAO,yBAAyB,CAAA;AAChC,OAAO,qBAAqB,CAAA;AAC5B,OAAO,uBAAuB,CAAA;AAC9B,OAAO,uBAAuB,CAAA;AAC9B,OAAO,qBAAqB,CAAA;AAC5B,OAAO,yBAAyB,CAAA;AAChC,OAAO,uBAAuB,CAAA;AAC9B,OAAO,uBAAuB,CAAA;AAC9B,OAAO,4BAA4B,CAAA;AACnC,OAAO,sBAAsB,CAAA;AAC7B,OAAO,qBAAqB,CAAA;AAC5B,OAAO,4BAA4B,CAAA;AACnC,OAAO,sBAAsB,CAAA;AAC7B,OAAO,yBAAyB,CAAA;AAChC,OAAO,qBAAqB,CAAA;AAC5B,OAAO,yBAAyB,CAAA;AAChC,OAAO,0BAA0B,CAAA;AACjC,OAAO,sBAAsB,CAAA;AAG7B,cAAc,aAAa,CAAA;AAC3B,cAAc,iBAAiB,CAAA;AAC/B,cAAc,kBAAkB,CAAA;AAChC,cAAc,oBAAoB,CAAA;AAClC,cAAc,oBAAoB,CAAA;AAClC,cAAc,oBAAoB,CAAA;AAClC,cAAc,eAAe,CAAA;AAC7B,cAAc,kBAAkB,CAAA;AAChC,OAAO,EAAE,cAAc,EAAE,MAAM,uBAAuB,CAAA;AACtD,YAAY,EAAE,mBAAmB,EAAE,MAAM,uBAAuB,CAAA;AAChE,cAAc,kCAAkC,CAAA;AAChD,cAAc,kBAAkB,CAAA;AAChC,OAAO,EACL,UAAU,EACV,yBAAyB,EACzB,wBAAwB,EACzB,MAAM,iBAAiB,CAAA;AACxB,YAAY,EAAE,cAAc,EAAE,MAAM,iBAAiB,CAAA;AACrD,OAAO,EAAE,yBAAyB,EAAE,gCAAgC,EAAE,mBAAmB,EAAE,MAAM,2BAA2B,CAAA;AAG5H,cAAc,wBAAwB,CAAA;AACtC,cAAc,0BAA0B,CAAA;AACxC,cAAc,yBAAyB,CAAA;AAEvC,cAAc,8BAA8B,CAAA;AAC5C,cAAc,8BAA8B,CAAA;AAC5C,cAAc,iCAAiC,CAAA;AAC/C,cAAc,uBAAuB,CAAA;AACrC,cAAc,wBAAwB,CAAA;AACtC,cAAc,uBAAuB,CAAA;AACrC,cAAc,wBAAwB,CAAA;AACtC,cAAc,wBAAwB,CAAA;AACtC,cAAc,4BAA4B,CAAA;AAC1C,cAAc,2BAA2B,CAAA;AACzC,cAAc,yBAAyB,CAAA;AACvC,cAAc,0BAA0B,CAAA;AACxC,cAAc,uBAAuB,CAAA;AAGrC,OAAO,EAAE,cAAc,EAAE,MAAM,wBAAwB,CAAA;AACvD,OAAO,EAAE,WAAW,EAAE,MAAM,qBAAqB,CAAA;AACjD,OAAO,EAAE,cAAc,EAAE,MAAM,wBAAwB,CAAA;AACvD,OAAO,EAAE,YAAY,EAAE,MAAM,sBAAsB,CAAA;AACnD,OAAO,EAAE,eAAe,EAAE,MAAM,yBAAyB,CAAA;AACzD,OAAO,EAAE,WAAW,EAAE,MAAM,qBAAqB,CAAA;AAGjD,OAAO,EAAE,QAAQ,EAAE,MAAM,EAAE,MAAM,uBAAuB,CAAA;AACxD,OAAO,EAAE,MAAM,EAAE,MAAM,uBAAuB,CAAA;AAC9C,OAAO,EAAE,MAAM,EAAE,IAAI,EAAE,MAAM,qBAAqB,CAAA;AAClD,OAAO,EAAE,UAAU,EAAE,QAAQ,EAAE,MAAM,yBAAyB,CAAA;AAC9D,OAAO,EAAE,QAAQ,EAAE,MAAM,EAAE,MAAM,uBAAuB,CAAA;AACxD,OAAO,EAAE,QAAQ,EAAE,MAAM,EAAE,MAAM,uBAAuB,CAAA;AACxD,OAAO,EAAE,UAAU,EAAE,MAAM,4BAA4B,CAAA;AACvD,OAAO,EAAE,WAAW,EAAE,UAAU,EAAE,MAAM,sBAAsB,CAAA;AAC9D,OAAO,EAAE,MAAM,EAAE,IAAI,EAAE,MAAM,qBAAqB,CAAA;AAClD,OAAO,EAAE,UAAU,EAAE,MAAM,4BAA4B,CAAA;AACvD,OAAO,EAAE,MAAM,EAAE,MAAM,qBAAqB,CAAA;AAC5C,OAAO,EAAE,UAAU,EAAE,MAAM,yBAAyB,CAAA;AACpD,OAAO,EAAE,WAAW,EAAE,MAAM,0BAA0B,CAAA;AAGtD,cAAc,uBAAuB,CAAA;AAGrC,OAAO,EAAE,eAAe,EAAE,MAAM,uBAAuB,CAAA;AACvD,YAAY,EAAE,mBAAmB,EAAE,MAAM,uBAAuB,CAAA;AAGhE,OAAO,EAAE,cAAc,EAAE,MAAM,sBAAsB,CAAA;AAGrD,cAAc,qBAAqB,CAAA;AAGnC,OAAO,EAAE,YAAY,EAAE,MAAM,eAAe,CAAA;AAC5C,YAAY,EAAE,YAAY,EAAE,OAAO,EAAE,OAAO,EAAE,QAAQ,EAAE,MAAM,eAAe,CAAA;AAG7E,OAAO,EAAE,uBAAuB,EAAE,MAAM,gBAAgB,CAAA;AACxD,YAAY,EAAE,sBAAsB,EAAE,MAAM,gBAAgB,CAAA;AAG5D,OAAO,EAAE,eAAe,EAAE,gBAAgB,EAAE,MAAM,qBAAqB,CAAA;AAGvE,OAAO,EAAE,eAAe,EAAE,MAAM,oBAAoB,CAAA;AACpD,OAAO,EAAE,eAAe,EAAE,MAAM,oBAAoB,CAAA;AACpD,OAAO,EAAE,yBAAyB,EAAE,MAAM,0BAA0B,CAAA;AACpE,YAAY,EAAE,iBAAiB,EAAE,MAAM,0BAA0B,CAAA;AACjE,OAAO,EAAE,0BAA0B,EAAE,MAAM,mBAAmB,CAAA;AAC9D,YAAY,EAAE,SAAS,EAAE,YAAY,EAAE,MAAM,mBAAmB,CAAA;AAChE,OAAO,EAAE,WAAW,EAAE,YAAY,EAAE,WAAW,EAAE,aAAa,EAAE,MAAM,mBAAmB,CAAA;AACzF,YAAY,EAAE,cAAc,EAAE,MAAM,mBAAmB,CAAA;AAEvD,OAAO,EAAE,mBAAmB,EAAE,mBAAmB,EAAE,MAAM,6BAA6B,CAAA;AACtF,OAAO,EAAE,WAAW,EAAE,UAAU,EAAE,eAAe,EAAE,SAAS,EAAE,MAAM,2BAA2B,CAAA;AAC/F,OAAO,EAAE,YAAY,EAAE,WAAW,EAAE,MAAM,oBAAoB,CAAA;AAC9D,OAAO,EAAE,WAAW,EAAE,MAAM,kBAAkB,CAAA;AAE9C,OAAO,EAAE,QAAQ,EAAE,aAAa,EAAE,MAAM,yBAAyB,CAAA;AACjE,YAAY,EAAE,gBAAgB,EAAE,MAAM,yBAAyB,CAAA;AAE/D,OAAO,EAAE,qBAAqB,EAAE,uBAAuB,EAAE,YAAY,EAAE,MAAM,wBAAwB,CAAA;AACrG,YAAY,EAAE,uBAAuB,EAAE,MAAM,wBAAwB,CAAA"}
@@ -12,6 +12,13 @@ export declare class EventManager3D {
12
12
  get lastHovered(): IThreeRealObject | undefined;
13
13
  set lastHovered(value: IThreeRealObject | undefined);
14
14
  updateMouseNDC(px: number, py: number, left: number, top: number, width: number, height: number): void;
15
+ /**
16
+ * 마지막 집기에서 **실제로 맞은** Object3D.
17
+ *
18
+ * `getObjectByRaycast` 는 맞은 것에서 위로 걸어 올라가 컴포넌트를 찾아 돌려주므로,
19
+ * 맞은 자리 자체는 버려진다. 안쪽이 조각으로 나뉘는 컴포넌트가 그것을 알아야 한다.
20
+ */
21
+ private _lastHit?;
15
22
  getObjectByRaycast(camera: THREE.Camera, scene: THREE.Scene): THREE.Object3D | undefined;
16
23
  /**
17
24
  * Object3D의 전체 조상 체인이 visible인지 확인한다.
@@ -1 +1 @@
1
- {"version":3,"file":"event-manager3d.d.ts","sourceRoot":"","sources":["../../../src/threed/managers/event-manager3d.ts"],"names":[],"mappings":"AAAA,OAAO,KAAK,KAAK,MAAM,OAAO,CAAA;AAC9B,OAAO,KAAK,EAAE,gBAAgB,EAAE,MAAM,kBAAkB,CAAA;AAExD,qBAAa,cAAc;IACzB,OAAO,CAAC,MAAM,CAAsB;IACpC,OAAO,CAAC,UAAU,CAAwB;IAC1C,OAAO,CAAC,YAAY,CAAC,CAAkB;IACvC,OAAO,CAAC,YAAY,CAAC,CAAkB;;IAIvC,IAAI,KAAK,kBAER;IAED,IAAI,WAAW,IAIQ,gBAAgB,GAAG,SAAS,CAFlD;IAED,IAAI,WAAW,CAAC,KAAK,EAAE,gBAAgB,GAAG,SAAS,EAElD;IAED,IAAI,WAAW,IAIQ,gBAAgB,GAAG,SAAS,CAFlD;IAED,IAAI,WAAW,CAAC,KAAK,EAAE,gBAAgB,GAAG,SAAS,EAElD;IAED,cAAc,CAAC,EAAE,EAAE,MAAM,EAAE,EAAE,EAAE,MAAM,EAAE,IAAI,EAAE,MAAM,EAAE,GAAG,EAAE,MAAM,EAAE,KAAK,EAAE,MAAM,EAAE,MAAM,EAAE,MAAM;IAK/F,kBAAkB,CAAC,MAAM,EAAE,KAAK,CAAC,MAAM,EAAE,KAAK,EAAE,KAAK,CAAC,KAAK,GAAG,KAAK,CAAC,QAAQ,GAAG,SAAS;IAkCxF;;;OAGG;IACH,OAAO,CAAC,eAAe;IASvB,mBAAmB,CAAC,MAAM,EAAE,KAAK,CAAC,MAAM,EAAE,KAAK,EAAE,KAAK,CAAC,KAAK,GAAG,KAAK,CAAC,YAAY,EAAE;IAMnF,OAAO,CAAC,SAAS,CAAC,CAAa;IAC/B,OAAO,CAAC,UAAU,CAAC,CAAc;IAEjC,MAAM,CAAC,KAAK,EAAE,KAAK,CAAC,KAAK,EAAE,MAAM,EAAE,KAAK,CAAC,MAAM;IAK/C,WAAW,CAAC,MAAM,EAAE,KAAK,CAAC,MAAM,EAAE,KAAK,EAAE,KAAK,CAAC,KAAK,EAAE,KAAK,EAAE,UAAU,GAAG,gBAAgB,GAAG,SAAS;IA0BtG,WAAW,CAAC,MAAM,EAAE,KAAK,CAAC,MAAM,EAAE,KAAK,EAAE,KAAK,CAAC,KAAK,EAAE,KAAK,EAAE,UAAU;IAyBvE;;;;OAIG;IACH,sBAAsB,IAAI,IAAI;IAQ9B,OAAO;CAMR"}
1
+ {"version":3,"file":"event-manager3d.d.ts","sourceRoot":"","sources":["../../../src/threed/managers/event-manager3d.ts"],"names":[],"mappings":"AAAA,OAAO,KAAK,KAAK,MAAM,OAAO,CAAA;AAI9B,OAAO,KAAK,EAAE,gBAAgB,EAAE,MAAM,kBAAkB,CAAA;AAExD,qBAAa,cAAc;IACzB,OAAO,CAAC,MAAM,CAAsB;IACpC,OAAO,CAAC,UAAU,CAAwB;IAC1C,OAAO,CAAC,YAAY,CAAC,CAAkB;IACvC,OAAO,CAAC,YAAY,CAAC,CAAkB;;IAIvC,IAAI,KAAK,kBAER;IAED,IAAI,WAAW,IAIQ,gBAAgB,GAAG,SAAS,CAFlD;IAED,IAAI,WAAW,CAAC,KAAK,EAAE,gBAAgB,GAAG,SAAS,EAElD;IAED,IAAI,WAAW,IAIQ,gBAAgB,GAAG,SAAS,CAFlD;IAED,IAAI,WAAW,CAAC,KAAK,EAAE,gBAAgB,GAAG,SAAS,EAElD;IAED,cAAc,CAAC,EAAE,EAAE,MAAM,EAAE,EAAE,EAAE,MAAM,EAAE,IAAI,EAAE,MAAM,EAAE,GAAG,EAAE,MAAM,EAAE,KAAK,EAAE,MAAM,EAAE,MAAM,EAAE,MAAM;IAK/F;;;;;OAKG;IACH,OAAO,CAAC,QAAQ,CAAC,CAAgB;IAEjC,kBAAkB,CAAC,MAAM,EAAE,KAAK,CAAC,MAAM,EAAE,KAAK,EAAE,KAAK,CAAC,KAAK,GAAG,KAAK,CAAC,QAAQ,GAAG,SAAS;IAoCxF;;;OAGG;IACH,OAAO,CAAC,eAAe;IASvB,mBAAmB,CAAC,MAAM,EAAE,KAAK,CAAC,MAAM,EAAE,KAAK,EAAE,KAAK,CAAC,KAAK,GAAG,KAAK,CAAC,YAAY,EAAE;IAMnF,OAAO,CAAC,SAAS,CAAC,CAAa;IAC/B,OAAO,CAAC,UAAU,CAAC,CAAc;IAEjC,MAAM,CAAC,KAAK,EAAE,KAAK,CAAC,KAAK,EAAE,MAAM,EAAE,KAAK,CAAC,MAAM;IAK/C,WAAW,CAAC,MAAM,EAAE,KAAK,CAAC,MAAM,EAAE,KAAK,EAAE,KAAK,CAAC,KAAK,EAAE,KAAK,EAAE,UAAU,GAAG,gBAAgB,GAAG,SAAS;IAmCtG,WAAW,CAAC,MAAM,EAAE,KAAK,CAAC,MAAM,EAAE,KAAK,EAAE,KAAK,CAAC,KAAK,EAAE,KAAK,EAAE,UAAU;IAyBvE;;;;OAIG;IACH,sBAAsB,IAAI,IAAI;IAQ9B,OAAO;CAMR"}
@@ -67,6 +67,14 @@ export declare class GizmoOperationManager {
67
67
  /**
68
68
  * 기즈모 드래그 결과를 컴포넌트 속성에 역변환하여 반영한다.
69
69
  */
70
+ /**
71
+ * 조각을 끌었을 때 그 결과를 컴포넌트에 되쓴다.
72
+ *
73
+ * 씬은 조각을 옮겨 놓기만 하고, 무엇으로 옮겨 적을지는 컴포넌트가 안다.
74
+ * 되쓰는 자리가 없는 컴포넌트라면 아무 일도 하지 않는다 — 그런 컴포넌트는
75
+ * 애초에 `partObject` 가 `undefined` 를 내어 기즈모가 붙지 않는다.
76
+ */
77
+ private _syncPartFromGizmo;
70
78
  private _syncFromGizmo;
71
79
  /**
72
80
  * 오브젝트 바닥면이 Y=0(바닥)에 가까우면 스냅한다.
@@ -1 +1 @@
1
- {"version":3,"file":"gizmo-operation-manager.d.ts","sourceRoot":"","sources":["../../../src/threed/managers/gizmo-operation-manager.ts"],"names":[],"mappings":"AAWA,OAAO,EAAE,YAAY,EAAE,MAAM,oBAAoB,CAAA;AAEjD;;GAEG;AACH,MAAM,WAAW,kBAAkB;IACjC,QAAQ,CAAC,IAAI,EAAE,GAAG,CAAA;IAClB,QAAQ,CAAC,GAAG,EAAE,GAAG,CAAA;IACjB,+CAA+C;IAC/C,QAAQ,CAAC,WAAW,CAAC,EAAE,WAAW,CAAA;IAClC,UAAU,IAAI,IAAI,CAAA;CACnB;AAcD;;;;;GAKG;AACH,qBAAa,qBAAqB;IAEhC,OAAO,CAAC,iBAAiB,CAAC,CAAkB;IAC5C,OAAO,CAAC,aAAa,CAAC,CAAqC;IAE3D,OAAO,CAAC,sBAAsB,CAAC,CAAQ;IAGvC,OAAO,CAAC,gBAAgB,CAAC,CAAqC;IAE9D,OAAO,CAAC,wBAAwB,CAAC,CAAe;IAGhD,OAAO,CAAC,kBAAkB,CAAC,CAAoD;IAC/E,OAAO,CAAC,gBAAgB,CAAQ;IAGhC,OAAO,CAAC,mBAAmB,CAAC,CAAgC;IAC5D,OAAO,CAAC,qBAAqB,CAAC,CAAa;IAC3C,OAAO,CAAC,4BAA4B,CAAC,CAA8B;IACnE,OAAO,CAAC,6BAA6B,CAAC,CAAqC;IAE3E,OAAO,CAAC,YAAY,CAAC,CAAgB;IACrC,OAAO,CAAC,kBAAkB,CAAC,CAAe;IAE1C;;;OAGG;IACH,aAAa,CAAC,MAAM,EAAE,OAAO,GAAG,IAAI;IAIpC;;;;OAIG;IACH,cAAc,CACZ,YAAY,EAAE,YAAY,EAC1B,eAAe,EAAE;QAAE,UAAU,CAAC,OAAO,EAAE,OAAO,GAAG,IAAI,CAAA;KAAE,EACvD,OAAO,EAAE,MAAM,kBAAkB,GAAG,SAAS,EAC7C,SAAS,CAAC,EAAE;QACV,eAAe,CAAC,EAAE,CAAC,UAAU,EAAE,OAAO,KAAK,IAAI,CAAA;QAC/C,iBAAiB,CAAC,EAAE,CAAC,UAAU,EAAE,OAAO,KAAK,IAAI,CAAA;KAClD,GACA,IAAI;IAuCP,OAAO,CAAC,YAAY;IA4BpB,OAAO,CAAC,wBAAwB;IAyBhC,OAAO,CAAC,wBAAwB;IA2ChC,OAAO,CAAC,oBAAoB;IAiB5B;;;;;;;;;;;;OAYG;IACH,OAAO,CAAC,kBAAkB;IA6B1B,OAAO,CAAC,UAAU;IA4ElB;;OAEG;IACH,OAAO,CAAC,cAAc;IAwDtB;;;OAGG;IACH,OAAO,CAAC,gBAAgB;IAqBxB;;;;;;OAMG;IACH,OAAO,CAAC,uBAAuB;IAmC/B;;;;;OAKG;IACH,OAAO,CAAC,mBAAmB;IA8B3B;;;;;OAKG;IACH,OAAO,CAAC,8BAA8B;IA0BtC,OAAO,CAAC,gBAAgB;IAoBxB,OAAO,CAAC,kBAAkB;IA2C1B;;;;;;OAMG;IACH,OAAO,CAAC,gBAAgB;IA8BxB,OAAO,CAAC,gBAAgB;CAMzB"}
1
+ {"version":3,"file":"gizmo-operation-manager.d.ts","sourceRoot":"","sources":["../../../src/threed/managers/gizmo-operation-manager.ts"],"names":[],"mappings":"AAaA,OAAO,EAAE,YAAY,EAAE,MAAM,oBAAoB,CAAA;AAEjD;;GAEG;AACH,MAAM,WAAW,kBAAkB;IACjC,QAAQ,CAAC,IAAI,EAAE,GAAG,CAAA;IAClB,QAAQ,CAAC,GAAG,EAAE,GAAG,CAAA;IACjB,+CAA+C;IAC/C,QAAQ,CAAC,WAAW,CAAC,EAAE,WAAW,CAAA;IAClC,UAAU,IAAI,IAAI,CAAA;CACnB;AAcD;;;;;GAKG;AACH,qBAAa,qBAAqB;IAEhC,OAAO,CAAC,iBAAiB,CAAC,CAAkB;IAC5C,OAAO,CAAC,aAAa,CAAC,CAAqC;IAE3D,OAAO,CAAC,sBAAsB,CAAC,CAAQ;IAGvC,OAAO,CAAC,gBAAgB,CAAC,CAAqC;IAE9D,OAAO,CAAC,wBAAwB,CAAC,CAAe;IAGhD,OAAO,CAAC,kBAAkB,CAAC,CAAoD;IAC/E,OAAO,CAAC,gBAAgB,CAAQ;IAGhC,OAAO,CAAC,mBAAmB,CAAC,CAAgC;IAC5D,OAAO,CAAC,qBAAqB,CAAC,CAAa;IAC3C,OAAO,CAAC,4BAA4B,CAAC,CAA8B;IACnE,OAAO,CAAC,6BAA6B,CAAC,CAAqC;IAE3E,OAAO,CAAC,YAAY,CAAC,CAAgB;IACrC,OAAO,CAAC,kBAAkB,CAAC,CAAe;IAE1C;;;OAGG;IACH,aAAa,CAAC,MAAM,EAAE,OAAO,GAAG,IAAI;IAIpC;;;;OAIG;IACH,cAAc,CACZ,YAAY,EAAE,YAAY,EAC1B,eAAe,EAAE;QAAE,UAAU,CAAC,OAAO,EAAE,OAAO,GAAG,IAAI,CAAA;KAAE,EACvD,OAAO,EAAE,MAAM,kBAAkB,GAAG,SAAS,EAC7C,SAAS,CAAC,EAAE;QACV,eAAe,CAAC,EAAE,CAAC,UAAU,EAAE,OAAO,KAAK,IAAI,CAAA;QAC/C,iBAAiB,CAAC,EAAE,CAAC,UAAU,EAAE,OAAO,KAAK,IAAI,CAAA;KAClD,GACA,IAAI;IAuCP,OAAO,CAAC,YAAY;IA4BpB,OAAO,CAAC,wBAAwB;IAyBhC,OAAO,CAAC,wBAAwB;IA2ChC,OAAO,CAAC,oBAAoB;IAiB5B;;;;;;;;;;;;OAYG;IACH,OAAO,CAAC,kBAAkB;IA6B1B,OAAO,CAAC,UAAU;IA4ElB;;OAEG;IACH;;;;;;OAMG;IACH,OAAO,CAAC,kBAAkB;IAa1B,OAAO,CAAC,cAAc;IA6DtB;;;OAGG;IACH,OAAO,CAAC,gBAAgB;IAqBxB;;;;;;OAMG;IACH,OAAO,CAAC,uBAAuB;IAmC/B;;;;;OAKG;IACH,OAAO,CAAC,mBAAmB;IA8B3B;;;;;OAKG;IACH,OAAO,CAAC,8BAA8B;IA0BtC,OAAO,CAAC,gBAAgB;IAoBxB,OAAO,CAAC,kBAAkB;IA2C1B;;;;;;OAMG;IACH,OAAO,CAAC,gBAAgB;IA8BxB,OAAO,CAAC,gBAAgB;CAMzB"}
@@ -1 +1 @@
1
- {"version":3,"file":"renderer-manager.d.ts","sourceRoot":"","sources":["../../../src/threed/managers/renderer-manager.ts"],"names":[],"mappings":"AAAA,OAAO,KAAK,KAAK,MAAM,OAAO,CAAA;AAC9B,OAAO,EAAE,cAAc,EAAE,MAAM,qDAAqD,CAAA;AAKpF,OAAO,EAAE,aAAa,EAAE,MAAM,+CAA+C,CAAA;AAC7E,OAAO,EAAE,cAAc,EAAE,MAAM,YAAY,CAAA;AAE3C,qBAAa,eAAe;IAC1B,OAAO,CAAC,SAAS,CAAC,CAAqB;IACvC,OAAO,CAAC,cAAc,CAAC,CAAe;IACtC,OAAO,CAAC,WAAW,CAAC,CAAa;IACjC,OAAO,CAAC,SAAS,CAAC,CAAgB;IAClC,OAAO,CAAC,YAAY,CAAC,CAAa;IAClC,OAAO,CAAC,eAAe,CAAQ;IAG/B,OAAO,CAAC,SAAS,CAAC,CAAa;IAC/B,OAAO,CAAC,UAAU,CAAC,CAA0B;IAE7C,OAAO,CAAC,iBAAiB,CAAC,CAAe;IACzC,OAAO,CAAC,cAAc,CAAC,CAAa;IACpC,OAAO,CAAC,eAAe,CAAC,CAA0B;IAElD,IAAI,QAAQ,oCAEX;IAED;;;OAGG;IACH,WAAW,CAAC,KAAK,EAAE,MAAM,GAAG,IAAI;IAMhC,IAAI,aAAa,kBAKhB;IAED,IAAI,UAAU,wCAKb;IAED,IAAI,QAAQ,+BAEX;IAED,IAAI,cAAc,YAEjB;IAED,IAAI,UAAU,kCAEb;IAED,IAAI,QAAQ,wCAKX;IAED,IAAI,aAAa,wCAKhB;IAED,IAAI,SAAS,yCAEZ;IAED;;;OAGG;IACH,QAAQ,CAAC,KAAK,EAAE,MAAM,EAAE,MAAM,EAAE,MAAM;IA4CtC;;OAEG;IACH,SAAS,CAAC,KAAK,EAAE,MAAM,EAAE,MAAM,EAAE,MAAM;IAQvC,UAAU,CAAC,KAAK,EAAE,MAAM,EAAE,MAAM,EAAE,MAAM,EAAE,MAAM,EAAE,cAAc,GAAG,OAAO;IAmD1E,UAAU,CAAC,UAAU,EAAE,OAAO,EAAE,SAAS,CAAC,EAAE,MAAM;IAmBlD,OAAO,CAAC,mBAAmB;IAI3B,aAAa,CAAC,KAAK,EAAE,KAAK,CAAC,KAAK,EAAE,MAAM,EAAE,KAAK,CAAC,MAAM,EAAE,KAAK,EAAE,MAAM,EAAE,MAAM,EAAE,MAAM,EAAE,WAAW,CAAC,EAAE,KAAK,CAAC,QAAQ;IA4CnH,kBAAkB,CAAC,KAAK,EAAE,KAAK,CAAC,KAAK,EAAE,MAAM,EAAE,KAAK,CAAC,MAAM,EAAE,KAAK,EAAE,MAAM,EAAE,MAAM,EAAE,MAAM;IAsB1F,IAAI,cAAc,IAAI,OAAO,CAE5B;IAED,sBAAsB,CAAC,MAAM,EAAE,KAAK,CAAC,MAAM;IAa3C;;OAEG;IACH,iBAAiB,CAAC,OAAO,EAAE,KAAK,CAAC,QAAQ,EAAE;IAM3C;;;;OAIG;IACH,eAAe,CAAC,KAAK,EAAE,MAAM;IAO7B,MAAM,CAAC,KAAK,EAAE,MAAM,EAAE,MAAM,EAAE,MAAM;IAkBpC,OAAO,CAAC,MAAM,CAAC,CAAa;IAC5B,OAAO,CAAC,OAAO,CAAC,CAAc;IAE9B;;OAEG;IACH,qBAAqB;IAQrB;;OAEG;IACH,sBAAsB,CAAC,KAAK,EAAE,KAAK,CAAC,KAAK,EAAE,MAAM,EAAE,KAAK,CAAC,MAAM;IAK/D,MAAM;IAsBN,OAAO,CAAC,SAAS;IAcjB,WAAW,CAAC,MAAM,EAAE,KAAK,CAAC,MAAM;IAchC,IAAI,gBAAgB,8BAEnB;IAED,OAAO,IAAI;QAAE,KAAK,EAAE,MAAM,CAAC;QAAC,MAAM,EAAE,MAAM,CAAA;KAAE;IAM5C,OAAO;IAYP,UAAU;IAkCV,iBAAiB;CAMlB"}
1
+ {"version":3,"file":"renderer-manager.d.ts","sourceRoot":"","sources":["../../../src/threed/managers/renderer-manager.ts"],"names":[],"mappings":"AAAA,OAAO,KAAK,KAAK,MAAM,OAAO,CAAA;AAC9B,OAAO,EAAE,cAAc,EAAE,MAAM,qDAAqD,CAAA;AAKpF,OAAO,EAAE,aAAa,EAAE,MAAM,+CAA+C,CAAA;AAC7E,OAAO,EAAE,cAAc,EAAE,MAAM,YAAY,CAAA;AAE3C,qBAAa,eAAe;IAC1B,OAAO,CAAC,SAAS,CAAC,CAAqB;IACvC,OAAO,CAAC,cAAc,CAAC,CAAe;IACtC,OAAO,CAAC,WAAW,CAAC,CAAa;IACjC,OAAO,CAAC,SAAS,CAAC,CAAgB;IAClC,OAAO,CAAC,YAAY,CAAC,CAAa;IAClC,OAAO,CAAC,eAAe,CAAQ;IAG/B,OAAO,CAAC,SAAS,CAAC,CAAa;IAC/B,OAAO,CAAC,UAAU,CAAC,CAA0B;IAE7C,OAAO,CAAC,iBAAiB,CAAC,CAAe;IACzC,OAAO,CAAC,cAAc,CAAC,CAAa;IACpC,OAAO,CAAC,eAAe,CAAC,CAA0B;IAElD,IAAI,QAAQ,oCAEX;IAED;;;OAGG;IACH,WAAW,CAAC,KAAK,EAAE,MAAM,GAAG,IAAI;IAMhC,IAAI,aAAa,kBAKhB;IAED,IAAI,UAAU,wCAKb;IAED,IAAI,QAAQ,+BAEX;IAED,IAAI,cAAc,YAEjB;IAED,IAAI,UAAU,kCAEb;IAED,IAAI,QAAQ,wCAKX;IAED,IAAI,aAAa,wCAKhB;IAED,IAAI,SAAS,yCAEZ;IAED;;;OAGG;IACH,QAAQ,CAAC,KAAK,EAAE,MAAM,EAAE,MAAM,EAAE,MAAM;IA4CtC;;OAEG;IACH,SAAS,CAAC,KAAK,EAAE,MAAM,EAAE,MAAM,EAAE,MAAM;IAQvC,UAAU,CAAC,KAAK,EAAE,MAAM,EAAE,MAAM,EAAE,MAAM,EAAE,MAAM,EAAE,cAAc,GAAG,OAAO;IA6D1E,UAAU,CAAC,UAAU,EAAE,OAAO,EAAE,SAAS,CAAC,EAAE,MAAM;IAmBlD,OAAO,CAAC,mBAAmB;IAI3B,aAAa,CAAC,KAAK,EAAE,KAAK,CAAC,KAAK,EAAE,MAAM,EAAE,KAAK,CAAC,MAAM,EAAE,KAAK,EAAE,MAAM,EAAE,MAAM,EAAE,MAAM,EAAE,WAAW,CAAC,EAAE,KAAK,CAAC,QAAQ;IA4CnH,kBAAkB,CAAC,KAAK,EAAE,KAAK,CAAC,KAAK,EAAE,MAAM,EAAE,KAAK,CAAC,MAAM,EAAE,KAAK,EAAE,MAAM,EAAE,MAAM,EAAE,MAAM;IAsB1F,IAAI,cAAc,IAAI,OAAO,CAE5B;IAED,sBAAsB,CAAC,MAAM,EAAE,KAAK,CAAC,MAAM;IAa3C;;OAEG;IACH,iBAAiB,CAAC,OAAO,EAAE,KAAK,CAAC,QAAQ,EAAE;IAM3C;;;;OAIG;IACH,eAAe,CAAC,KAAK,EAAE,MAAM;IAO7B,MAAM,CAAC,KAAK,EAAE,MAAM,EAAE,MAAM,EAAE,MAAM;IAkBpC,OAAO,CAAC,MAAM,CAAC,CAAa;IAC5B,OAAO,CAAC,OAAO,CAAC,CAAc;IAE9B;;OAEG;IACH,qBAAqB;IAQrB;;OAEG;IACH,sBAAsB,CAAC,KAAK,EAAE,KAAK,CAAC,KAAK,EAAE,MAAM,EAAE,KAAK,CAAC,MAAM;IAK/D,MAAM;IAsBN,OAAO,CAAC,SAAS;IAcjB,WAAW,CAAC,MAAM,EAAE,KAAK,CAAC,MAAM;IAchC,IAAI,gBAAgB,8BAEnB;IAED,OAAO,IAAI;QAAE,KAAK,EAAE,MAAM,CAAC;QAAC,MAAM,EAAE,MAAM,CAAA;KAAE;IAM5C,OAAO;IAYP,UAAU;IAkCV,iBAAiB;CAMlB"}
@@ -13,6 +13,16 @@ export interface RendererConfig {
13
13
  postprocessing?: boolean;
14
14
  shadowMap?: boolean;
15
15
  logarithmicDepthBuffer?: boolean;
16
+ /**
17
+ * 화면 한 점을 몇 점으로 그리나. 없으면 화면의 값(`devicePixelRatio`)을 쓴다.
18
+ *
19
+ * MSAA 만으로는 부족한 자리가 있다 — 저작면처럼 **작은 화면에 자산 하나**를 크게
20
+ * 띄우면 실루엣의 계단이 그대로 보인다. 그런 화면은 그릴 것이 적으므로 표본을 더
21
+ * 써도 된다. 보드처럼 수백 개를 세우는 화면에서는 올리지 않는다.
22
+ *
23
+ * 화면 값보다 낮게도 줄 수 있다 — 큰 보드를 가볍게 굴릴 때 쓴다.
24
+ */
25
+ pixelRatio?: number;
16
26
  }
17
27
  export interface LightingConfig {
18
28
  hemisphere: {
@@ -1 +1 @@
1
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@@ -0,0 +1,79 @@
1
+ import * as THREE from 'three';
2
+ /**
3
+ * **안쪽이 조각으로 나뉘는 컴포넌트.**
4
+ *
5
+ * 씬에게 선택이란 컴포넌트다. 그런데 어떤 컴포넌트는 안쪽에 **이름이 붙은 조각**을
6
+ * 갖는다 — 반입한 glTF 의 노드가 그렇다. 그런 컴포넌트에서 「컴포넌트가 골라졌다」는
7
+ * 말은 정보를 거의 주지 못한다. 문짝 하나를 눌렀는데 설비 전체에 테가 둘리고,
8
+ * 기즈모도 전체를 끈다.
9
+ *
10
+ * 이 계약이 그 사이를 메운다. 씬은 **조각을 이름으로 가리키는 법**만 알면 되고, 조각을
11
+ * 어떻게 만들고 무엇이라 부르는지는 컴포넌트가 정한다.
12
+ *
13
+ * ## 지금 누가 쓰나
14
+ *
15
+ * 반입한 glTF 컴포넌트가 쓴다(`real-object-gltf.ts`). 그 컴포넌트는 노드마다 상태를
16
+ * 걸 수 있는데(`state.nodes`), 3D 에서 노드를 집을 수 없어 편집기가 이름 목록에서
17
+ * 고르게 해야 했다.
18
+ *
19
+ * **보드에 놓인 Figure 도 언젠가 쓸 수 있다.** 다만 그때는 재질 묶음당 메시 하나로
20
+ * 합쳐져 있어 한 메시가 여러 부품이다. 부품별 정점 구간을 따로 적어 두지 않으면 맞은
21
+ * 삼각형이 어느 부품인지 답할 방법이 없다.
22
+ *
23
+ * 지금은 그 수요가 없다고 보고 **적어만 둔다.** 필요해지면 그때 정점 구간을 기록할지
24
+ * 정한다.
25
+ *
26
+ * (저작면은 이 계약을 쓰지 않는다. 거기서는 부품 하나가 **컴포넌트 하나**라 씬의 기본
27
+ * 선택으로 충분하다.)
28
+ *
29
+ * ## 가릴 수 없으면 가릴 수 없다고 말한다
30
+ *
31
+ * `partAt` 과 `partObject` 는 `undefined` 를 낼 수 있다. 위의 병합된 Figure 가 그런
32
+ * 경우다. 그 자리에서 「첫 부품이겠거니」로 채우면 화면이 엉뚱한 것을 골라 준다.
33
+ * 씬은 `undefined` 를 받으면 종전대로 컴포넌트 전체를 다룬다.
34
+ *
35
+ * ## 왜 조각을 만드는 방법은 계약에 없나
36
+ *
37
+ * 조각이 따로 선 객체인지(glTF), 저작 중에만 갈라지는지(Figure)는 컴포넌트의 사정이다.
38
+ * 계약에 넣으면 씬이 그 사정을 알아야 하고, 그러면 컴포넌트마다 예외가 하나씩 는다.
39
+ */
40
+ export interface PartedRealObject {
41
+ /** 조각의 이름들. 순서는 컴포넌트가 정한다. */
42
+ partNames(): string[];
43
+ /** 이름으로 조각을 찾는다. 지금 가릴 수 없으면 `undefined`. */
44
+ partObject(name: string): THREE.Object3D | undefined;
45
+ /** 이 Object3D 가 어느 조각인가. 가릴 수 없으면 `undefined`. */
46
+ partAt(hit: THREE.Object3D): string | undefined;
47
+ /**
48
+ * 지금 골라 둔 조각. 씬이 집을 때 채우고, 화면이 목록에서 고를 때도 채운다.
49
+ *
50
+ * 컴포넌트를 골랐지만 조각을 못 가렸으면 `undefined` 다.
51
+ */
52
+ pickedPart: string | undefined;
53
+ /**
54
+ * 조각을 기즈모로 끌었다. 그 결과를 컴포넌트가 되쓴다.
55
+ *
56
+ * 씬은 조각을 **옮겨만 놓는다** — `Object3D` 의 자리·회전·배율이 이미 바뀐 채로
57
+ * 넘어온다. 그것을 무엇으로 옮겨 적을지는 컴포넌트가 안다. 씬이 형식을 알면
58
+ * 컴포넌트마다 예외가 하나씩 는다.
59
+ *
60
+ * 없으면 조각은 끌리지 않는다 — **조용히 되지 않는 것보다** 낫다. 기즈모가 붙지
61
+ * 않게 하려면 `partObject` 가 `undefined` 를 내면 된다.
62
+ */
63
+ partMoved?(name: string, object: THREE.Object3D): void;
64
+ }
65
+ /**
66
+ * 이 객체가 조각 계약을 지키나.
67
+ *
68
+ * 함수 넷과 값 하나가 다 있어야 한다. 하나라도 빠진 것을 통과시키면 씬이 뒤에서
69
+ * 던진다 — 그때는 어느 컴포넌트가 원인인지 알기 어렵다.
70
+ */
71
+ export declare function isParted(target: unknown): target is PartedRealObject;
72
+ /**
73
+ * 맞은 자리에서 위로 걸어 올라가며 조각을 찾는다.
74
+ *
75
+ * 조각 하나가 mesh 여럿으로 되어 있을 수 있다 — glTF 노드가 그렇다. 맞은 것은 그
76
+ * 안쪽 mesh 이므로, 조각으로 등록된 조상을 만날 때까지 올라가야 한다.
77
+ */
78
+ export declare function partAtByIndex(hit: THREE.Object3D, index: Map<string, THREE.Object3D>): string | undefined;
79
+ //# sourceMappingURL=parted-real-object.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"parted-real-object.d.ts","sourceRoot":"","sources":["../../src/threed/parted-real-object.ts"],"names":[],"mappings":"AAIA,OAAO,KAAK,KAAK,MAAM,OAAO,CAAA;AAE9B;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GAqCG;AACH,MAAM,WAAW,gBAAgB;IAC/B,8BAA8B;IAC9B,SAAS,IAAI,MAAM,EAAE,CAAA;IAErB,6CAA6C;IAC7C,UAAU,CAAC,IAAI,EAAE,MAAM,GAAG,KAAK,CAAC,QAAQ,GAAG,SAAS,CAAA;IAEpD,kDAAkD;IAClD,MAAM,CAAC,GAAG,EAAE,KAAK,CAAC,QAAQ,GAAG,MAAM,GAAG,SAAS,CAAA;IAE/C;;;;OAIG;IACH,UAAU,EAAE,MAAM,GAAG,SAAS,CAAA;IAE9B;;;;;;;;;OASG;IACH,SAAS,CAAC,CAAC,IAAI,EAAE,MAAM,EAAE,MAAM,EAAE,KAAK,CAAC,QAAQ,GAAG,IAAI,CAAA;CACvD;AAED;;;;;GAKG;AACH,wBAAgB,QAAQ,CAAC,MAAM,EAAE,OAAO,GAAG,MAAM,IAAI,gBAAgB,CAKpE;AAED;;;;;GAKG;AACH,wBAAgB,aAAa,CAC3B,GAAG,EAAE,KAAK,CAAC,QAAQ,EACnB,KAAK,EAAE,GAAG,CAAC,MAAM,EAAE,KAAK,CAAC,QAAQ,CAAC,GACjC,MAAM,GAAG,SAAS,CAMpB"}
@@ -73,6 +73,17 @@ export declare class RealObjectGLTF extends RealObjectExternalModel<GLTF> {
73
73
  private _buildNodeIndex;
74
74
  getNode(name: string): THREE.Object3D | undefined;
75
75
  get nodeNames(): string[];
76
+ /** 지금 골라 둔 노드. 편집기가 이 값으로 어느 노드의 상태를 고칠지 정할 수 있다. */
77
+ pickedPart: string | undefined;
78
+ partNames(): string[];
79
+ partObject(name: string): THREE.Object3D | undefined;
80
+ /**
81
+ * 맞은 것이 어느 노드인가.
82
+ *
83
+ * 노드 하나가 mesh 여럿으로 되어 있을 수 있으므로, 색인에 등록된 조상을 만날 때까지
84
+ * 위로 걸어 올라간다.
85
+ */
86
+ partAt(hit: THREE.Object3D): string | undefined;
76
87
  private _applyNodeStates;
77
88
  /**
78
89
  * 단일 노드를 원본 상태로 복원한다.
@@ -1 +1 @@
1
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1
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@@ -75,11 +75,15 @@ export declare class ThreeCapability {
75
75
  private _onItemRemove?;
76
76
  private _onComponentRemove?;
77
77
  private _onSelectionChanged?;
78
+ /** 조각이 갈리는 컴포넌트가 고른 조각을 바꿨을 때. 선택 자체는 안 바뀐다. */
79
+ private _onPartChanged?;
78
80
  private _onAddStart?;
79
81
  private _onAddStop?;
80
82
  private _initialized;
81
83
  private _decoratorOutlines;
82
84
  private _selectionOutlineObjects;
85
+ /** 좌표 바탕. 씬이 다시 설 때마다 새로 만든다. */
86
+ private _coordinateGround?;
83
87
  private _highlightedMarkerIndex;
84
88
  private _arrows;
85
89
  private _resizeDebouncer?;
@@ -202,6 +206,13 @@ export declare class ThreeCapability {
202
206
  /**
203
207
  * 모든 리소스를 정리한다.
204
208
  */
209
+ /**
210
+ * 좌표 바탕을 세운다. `state.grid` 가 참일 때만.
211
+ *
212
+ * 눈금 한 칸을 안 주면 판 크기에서 뽑는다 — 고정 간격이면 작은 판에서는 안 보이고
213
+ * 큰 판에서는 뭉갠다.
214
+ */
215
+ private _setupCoordinateGround;
205
216
  destroy(): void;
206
217
  /**
207
218
  * 드래그 상태를 강제 정리한다.
@@ -1 +1 @@
1
- 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package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "@hatiolab/things-scene",
3
- "version": "10.1.0",
3
+ "version": "10.1.2",
4
4
  "description": "A high-performance 2D/3D scene graph library for building interactive visual editors, combining HTML5 Canvas and Three.js to enable facility visualization, data-driven animations, and real-time monitoring dashboards",
5
5
  "main": "things-scene-min.js",
6
6
  "module": "things-scene.mjs",