@operato/property-panel 10.0.0-beta.61 → 10.0.0-beta.63

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Files changed (24) hide show
  1. package/CHANGELOG.md +32 -0
  2. package/dist/src/ox-property-panel.d.ts +10 -0
  3. package/dist/src/ox-property-panel.js +44 -6
  4. package/dist/src/ox-property-panel.js.map +1 -1
  5. package/dist/src/property-panel/inspector/inspector-controller.d.ts +58 -0
  6. package/dist/src/property-panel/inspector/inspector-controller.js +258 -0
  7. package/dist/src/property-panel/inspector/inspector-controller.js.map +1 -0
  8. package/dist/src/property-panel/inspector/inspector-group-view.d.ts +13 -0
  9. package/dist/src/property-panel/inspector/inspector-group-view.js +48 -0
  10. package/dist/src/property-panel/inspector/inspector-group-view.js.map +1 -0
  11. package/dist/src/property-panel/inspector/inspector-highlight.d.ts +7 -0
  12. package/dist/src/property-panel/inspector/inspector-highlight.js +25 -0
  13. package/dist/src/property-panel/inspector/inspector-highlight.js.map +1 -0
  14. package/dist/src/property-panel/inspector/inspector-model.d.ts +44 -0
  15. package/dist/src/property-panel/inspector/inspector-model.js +72 -0
  16. package/dist/src/property-panel/inspector/inspector-model.js.map +1 -0
  17. package/dist/src/property-panel/inspector/inspector-tree-view.d.ts +18 -0
  18. package/dist/src/property-panel/inspector/inspector-tree-view.js +61 -0
  19. package/dist/src/property-panel/inspector/inspector-tree-view.js.map +1 -0
  20. package/dist/src/property-panel/inspector/inspector.d.ts +17 -12
  21. package/dist/src/property-panel/inspector/inspector.js +264 -179
  22. package/dist/src/property-panel/inspector/inspector.js.map +1 -1
  23. package/dist/tsconfig.tsbuildinfo +1 -1
  24. package/package.json +3 -3
package/CHANGELOG.md CHANGED
@@ -3,6 +3,38 @@
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  All notable changes to this project will be documented in this file.
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  See [Conventional Commits](https://conventionalcommits.org) for commit guidelines.
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+ ## [10.0.0-beta.63](https://github.com/hatiolab/operato/compare/v10.0.0-beta.62...v10.0.0-beta.63) (2026-07-07)
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+
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+
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+ ### :rocket: New Features
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+
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+ * **property-panel:** tree range(volume) select + tighter node spacing ([8443533](https://github.com/hatiolab/operato/commit/8443533425cba514c3aabda971f3ec118ab0d9ac))
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+
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+
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+
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+ ## [10.0.0-beta.62](https://github.com/hatiolab/operato/compare/v10.0.0-beta.61...v10.0.0-beta.62) (2026-07-04)
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+
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+
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+ ### :house: Code Refactoring
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+
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+ * **property-panel:** split scene inspector into model/controller/view (P0) ([35ce908](https://github.com/hatiolab/operato/commit/35ce908d46dde884d73af2aa0f7a0da2008f4526))
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+
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+
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+ ### :rocket: New Features
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+
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+ * **property-panel:** field-token search, highlight, per-group filter (P2) ([eea8bf1](https://github.com/hatiolab/operato/commit/eea8bf1744427e12072032fc2b285b9b7d4626af)), closes [#2](https://github.com/hatiolab/operato/issues/2)
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+ * **property-panel:** group dim-out toggle drives scene focus filter (P2.5a) ([7d174ef](https://github.com/hatiolab/operato/commit/7d174efd22ac7af8d5369f57e0321dd9195eb037))
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+ * **property-panel:** lock toggle, center-to zoom, reveal-scroll (P3) ([2bdcdf8](https://github.com/hatiolab/operato/commit/2bdcdf892991beceaa78accf22875df756b5ee13))
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+ * **property-panel:** persist inspector view mode; drop per-group filter ([c20ffa6](https://github.com/hatiolab/operato/commit/c20ffa6fcc557bd6df17fd31c825f133d6e399a5))
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+ * **property-panel:** type-group view + view toggle + group collapse (P1) ([0d561a7](https://github.com/hatiolab/operato/commit/0d561a75c66b6bdb0599badb3cd793f69ab0235d)), closes [#1](https://github.com/hatiolab/operato/issues/1)
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+
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+
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+ ### :bug: Bug Fix
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+
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+ * **property-panel:** stop shape/3d tab flicker on marquee/background click ([e79bbeb](https://github.com/hatiolab/operato/commit/e79bbeb351b59479b331ab09df322c2b041e0a81))
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+
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+
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+
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  ## [10.0.0-beta.61](https://github.com/hatiolab/operato/compare/v10.0.0-beta.60...v10.0.0-beta.61) (2026-06-25)
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@@ -25,8 +25,18 @@ export declare class OxPropertyPanel extends OxPropertyPanel_base {
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  fonts: any[];
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  propertyEditor: any[];
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  propertyTarget: Component | null;
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+ /** 렌더에 실제 반영되는(디바운스된) 선택 — 마퀴 드래그 중 번뜩임 방지용. */
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+ private _settledSelected;
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+ private _selectionDebounceTimer?;
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  firstUpdated(): void;
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  updated(change: PropertyValues<this>): void;
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+ /**
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+ * 선택 변경을 트레일링 디바운스해, 속성창(shape/3d 등)이 마퀴 드래그 중 매 mousemove 마다
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+ * 재빌드되어 번뜩이는 것을 막는다. 드래그가 멈춘 뒤 최종 선택으로 한 번만 갱신한다.
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+ * (드래그 중 render 는 재실행되나 _settledSelected 가 고정이라 동일 출력 → Lit no-op.)
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+ */
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+ private _scheduleSelectedUpdate;
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+ disconnectedCallback(): void;
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  static get scopedElements(): {
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  'property-shape': typeof PropertyShapes;
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  'property-style': typeof PropertyStyles;
@@ -4,7 +4,7 @@
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  import { __decorate } from "tslib";
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  import '@material/web/icon/icon.js';
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  import { css, html, LitElement } from 'lit';
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- import { customElement, property } from 'lit/decorators.js';
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+ import { customElement, property, state } from 'lit/decorators.js';
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  import deepClone from 'lodash-es/cloneDeep.js';
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  import { ScopedElementsMixin } from '@open-wc/scoped-elements';
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  import { ScrollbarStyles } from '@operato/styles';
@@ -28,6 +28,8 @@ let OxPropertyPanel = class OxPropertyPanel extends ScopedElementsMixin(LitEleme
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  this.fonts = [];
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  this.propertyEditor = [];
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  this.propertyTarget = null;
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+ /** 렌더에 실제 반영되는(디바운스된) 선택 — 마퀴 드래그 중 번뜩임 방지용. */
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+ this._settledSelected = [];
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  }
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  firstUpdated() {
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  this.renderRoot.addEventListener('property-change', this.onPropertyChanged.bind(this));
@@ -35,9 +37,36 @@ let OxPropertyPanel = class OxPropertyPanel extends ScopedElementsMixin(LitEleme
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  }
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  updated(change) {
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  change.has('scene') && this.onSceneChanged();
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- change.has('selected') && this.onSelectedChanged(this.selected);
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+ change.has('selected') && this._scheduleSelectedUpdate();
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  change.has('collapsed') && this.onCollapsed(this.collapsed);
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  }
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+ /**
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+ * 선택 변경을 트레일링 디바운스해, 속성창(shape/3d 등)이 마퀴 드래그 중 매 mousemove 마다
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+ * 재빌드되어 번뜩이는 것을 막는다. 드래그가 멈춘 뒤 최종 선택으로 한 번만 갱신한다.
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+ * (드래그 중 render 는 재실행되나 _settledSelected 가 고정이라 동일 출력 → Lit no-op.)
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+ */
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+ _scheduleSelectedUpdate() {
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+ if (this._selectionDebounceTimer)
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+ clearTimeout(this._selectionDebounceTimer);
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+ this._selectionDebounceTimer = setTimeout(() => {
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+ this._selectionDebounceTimer = undefined;
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+ const sel = this.selected;
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+ // 배경 클릭 등으로 선택이 빈([]) 상태이고, 마퀴가 아니어서 곧 root(model-layer)로
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+ // auto-select 될 상황이면 — 빈 상태를 렌더하지 않고(빈→root 깜박임 방지) auto-select 만
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+ // 유발한다. 결과로 생기는 [model-layer] 가 다음 사이클에서 _settledSelected 를 갱신한다.
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+ if (sel.length === 0 && this.scene && !this.scene.isSelecting) {
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+ this.onSelectedChanged(sel);
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+ return;
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+ }
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+ this._settledSelected = sel;
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+ this.onSelectedChanged(sel);
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+ }, 80);
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+ }
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+ disconnectedCallback() {
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+ super.disconnectedCallback();
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+ if (this._selectionDebounceTimer)
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+ clearTimeout(this._selectionDebounceTimer);
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+ }
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  static get scopedElements() {
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  return {
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  'property-shape': PropertyShapes,
@@ -78,7 +107,7 @@ let OxPropertyPanel = class OxPropertyPanel extends ScopedElementsMixin(LitEleme
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  <property-shape
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  .value=${this.model}
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  .bounds=${this.bounds}
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- .selected=${this.selected}
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+ .selected=${this._settledSelected}
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  ?active=${tabName == 'shape'}
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  >
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  </property-shape>
@@ -86,7 +115,7 @@ let OxPropertyPanel = class OxPropertyPanel extends ScopedElementsMixin(LitEleme
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  style: html `
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  <property-style
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  .value=${this.model}
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- .selected=${this.selected}
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+ .selected=${this._settledSelected}
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  .fonts=${this.fonts}
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  ?active=${tabName == 'style'}
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  ?is-line=${this.isLine(this.selected)}
@@ -112,7 +141,7 @@ let OxPropertyPanel = class OxPropertyPanel extends ScopedElementsMixin(LitEleme
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  <property-3d
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  .value=${this.model}
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  .bounds=${this.bounds}
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- .selected=${this.selected}
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+ .selected=${this._settledSelected}
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  ?active=${tabName == 'threed'}
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  >
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  </property-3d>
@@ -127,7 +156,7 @@ let OxPropertyPanel = class OxPropertyPanel extends ScopedElementsMixin(LitEleme
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  <property-specific
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  .value=${this.model}
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  .scene=${this.scene}
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- .selected=${this.selected}
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+ .selected=${this._settledSelected}
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  .props=${this.specificProps}
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  .propertyEditor=${this.propertyEditor}
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  ?active=${tabName == 'specific'}
@@ -216,6 +245,12 @@ let OxPropertyPanel = class OxPropertyPanel extends ScopedElementsMixin(LitEleme
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  }
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  }
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  setPropertyTargetAsDefault() {
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+ var _a;
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+ // 마퀴(영역) 선택 드래그 중에는 root(model-layer) auto-select 를 하지 않는다.
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+ // 마퀴가 만드는 transient 빈 선택([])과 auto-select([model-layer]) 가 싸워
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+ // 속성창(shape/3d)이 번뜩이는 것을 막는다. 드래그 종료 후에만 scene 기본속성 표시.
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+ if ((_a = this.scene) === null || _a === void 0 ? void 0 : _a.isSelecting)
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+ return;
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  if (!this.scene) {
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  this.setPropertyTarget(null);
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  this.specificProps = [];
@@ -395,6 +430,9 @@ __decorate([
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  __decorate([
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  property({ type: Array })
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  ], OxPropertyPanel.prototype, "propertyEditor", void 0);
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+ __decorate([
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+ state()
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+ ], OxPropertyPanel.prototype, "_settledSelected", void 0);
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  OxPropertyPanel = __decorate([
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  customElement('ox-property-panel')
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  ], OxPropertyPanel);
@@ -1 +1 @@
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- 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* @license Copyright © HatioLab Inc. All rights reserved.\n */\n\nimport '@material/web/icon/icon.js'\n\nimport { css, html, LitElement, PropertyValues } from 'lit'\nimport { customElement, property } from 'lit/decorators.js'\nimport deepClone from 'lodash-es/cloneDeep.js'\n\nimport { BOUNDS, Component, Model, Scene } from '@hatiolab/things-scene'\nimport { ScopedElementsMixin } from '@open-wc/scoped-elements'\nimport { ScrollbarStyles } from '@operato/styles'\n\nimport { PropertyDataBinding } from './property-panel/data-binding/data-binding.js'\nimport { PropertyEffects } from './property-panel/effects/effects.js'\nimport { SceneInspector } from './property-panel/inspector/inspector.js'\nimport { PropertyShapes } from './property-panel/shapes/shapes.js'\nimport { PropertySpecific } from './property-panel/specifics/specifics.js'\nimport { PropertyStyles } from './property-panel/styles/styles.js'\nimport { Property3D } from './property-panel/threed/threed.js'\nimport { PropertyScene3D } from './property-panel/threed/property-scene3d.js'\n\n@customElement('ox-property-panel')\nexport class OxPropertyPanel extends ScopedElementsMixin(LitElement) {\n static styles = [\n ScrollbarStyles,\n css`\n :host {\n border-left: 1px solid var(--md-sys-color-border, #ccc);\n width: 270px;\n display: flex;\n flex-direction: column;\n background-color: var(--property-sidebar-background-color, var(--md-sys-color-secondary-container));\n color: var(--property-sidebar-color, var(--md-sys-color-on-secondary-container));\n user-select: none;\n\n --input-padding: var(--spacing-small);\n --label-font: var(--property-sidebar-fieldset-label, roboto);\n }\n\n [tab] {\n display: flex;\n background-color: rgba(0, 0, 0, 0.08);\n opacity: 0.85;\n }\n\n [tab] md-icon {\n flex: 1;\n\n display: flex;\n align-items: center;\n justify-content: center;\n\n color: var(--property-sidebar-tab-icon-color);\n height: 40px;\n }\n\n [tab] [selected] {\n background-color: var(--property-sidebar-background-color, var(--md-sys-color-secondary-container));\n border-left: 1px solid rgba(255, 255, 255, 0.5);\n border-right: 1px solid rgba(0, 0, 0, 0.15);\n opacity: 1;\n }\n\n [content] {\n flex: 1;\n\n overflow: hidden;\n overflow-y: auto;\n\n --md-icon-size: 22px;\n }\n\n [content] > :not([active]) {\n display: none;\n }\n `\n ]\n\n @property({ type: Object }) scene: Scene | null = null\n @property({ type: Object }) bounds: any = {}\n @property({ type: Object }) model: Model | null = {}\n @property({ type: Array }) selected: Component[] = []\n @property({ type: Array }) specificProps: any\n @property({ type: String }) tabName: string | null = 'shape'\n @property({ type: Boolean }) collapsed: boolean = false\n @property({ type: Array }) fonts: any[] = []\n @property({ type: Array }) propertyEditor: any[] = []\n\n propertyTarget: Component | null = null\n\n firstUpdated() {\n this.renderRoot.addEventListener('property-change', this.onPropertyChanged.bind(this) as EventListener)\n this.renderRoot.addEventListener('bounds-change', this.onBoundsChanged.bind(this) as EventListener)\n }\n\n updated(change: PropertyValues<this>) {\n change.has('scene') && this.onSceneChanged()\n change.has('selected') && this.onSelectedChanged(this.selected)\n change.has('collapsed') && this.onCollapsed(this.collapsed)\n }\n\n static get scopedElements() {\n return {\n 'property-shape': PropertyShapes,\n 'property-style': PropertyStyles,\n 'property-effect': PropertyEffects,\n 'property-specific': PropertySpecific,\n 'property-3d': Property3D,\n 'property-scene3d': PropertyScene3D,\n 'property-data-binding': PropertyDataBinding,\n 'scene-inspector': SceneInspector\n }\n }\n\n private hasGroup(selected: Component[]) {\n return selected.some(c => c?.model?.type === 'group')\n }\n\n render() {\n var tabName = this.tabName ? this.tabName : 'shape'\n return html`\n <div\n tab\n @click=${(e: MouseEvent) => {\n this.tabName = (e.target as HTMLElement).getAttribute('name')\n }}\n >\n <md-icon name=\"shape\" ?selected=${tabName == 'shape'}>format_shapes</md-icon>\n <md-icon name=\"style\" ?selected=${tabName == 'style'}>palette</md-icon>\n <md-icon name=\"threed\" ?selected=${tabName == 'threed'}>view_in_ar</md-icon>\n <md-icon name=\"effect\" ?selected=${tabName == 'effect'}>movie_filter</md-icon>\n <md-icon name=\"specific\" ?selected=${tabName == 'specific'}>tune</md-icon>\n <md-icon name=\"data-binding\" ?selected=${tabName == 'data-binding'}>share</md-icon>\n <md-icon name=\"inspector\" ?selected=${tabName == 'inspector'}>visibility</md-icon>\n </div>\n\n <div content>\n ${html`\n ${{\n shape: html`\n <property-shape\n .value=${this.model}\n .bounds=${this.bounds}\n .selected=${this.selected}\n ?active=${tabName == 'shape'}\n >\n </property-shape>\n `,\n style: html`\n <property-style\n .value=${this.model}\n .selected=${this.selected}\n .fonts=${this.fonts}\n ?active=${tabName == 'style'}\n ?is-line=${this.isLine(this.selected)}\n >\n </property-style>\n `,\n threed: !this.is3dish(this.selected)\n ? html`\n <div style=\"display:flex;align-items:center;justify-content:center;height:100%;color:var(--md-sys-color-on-surface-variant,#666);font-size:12px;opacity:0.7;padding:16px;text-align:center;\">\n Selected component(s) do not support 3D properties\n </div>\n `\n : this.isRootModel(this.selected)\n ? html`\n <property-scene3d\n .value=${this.model}\n .scene=${this.scene}\n ?active=${tabName == 'threed'}\n >\n </property-scene3d>\n `\n : html`\n <property-3d\n .value=${this.model}\n .bounds=${this.bounds}\n .selected=${this.selected}\n ?active=${tabName == 'threed'}\n >\n </property-3d>\n `,\n effect: html`\n <property-effect .value=${this.model} .scene=${this.scene} ?active=${tabName == 'effect'}>\n </property-effect>\n `,\n specific: this.hasGroup(this.selected)\n ? html``\n : html`\n <property-specific\n .value=${this.model}\n .scene=${this.scene}\n .selected=${this.selected}\n .props=${this.specificProps}\n .propertyEditor=${this.propertyEditor}\n ?active=${tabName == 'specific'}\n >\n </property-specific>\n `,\n 'data-binding': html`\n <property-data-binding .scene=${this.scene} .value=${this.model} ?active=${tabName == 'data-binding'}>\n </property-data-binding>\n `,\n inspector: html`\n <scene-inspector .scene=${this.scene} ?active=${tabName == 'inspector'}></scene-inspector>\n `\n }[this.tabName!]}\n `}\n </div>\n `\n }\n\n private onPropertyChanged(e: CustomEvent) {\n var detail = e.detail\n\n if (this.propertyTarget) {\n /* 단일 컴포넌트의 경우에 적용 */\n this.scene && this.scene.undoableChange(() => this.propertyTarget!.set(detail))\n\n // nature.properties 가 동적인 컴포넌트(예: robot-arm 의 chainPreset\n // 변경 시 joint 개수 변화)를 위해 set 직후 nature 재평가.\n // 정적 nature 컴포넌트는 동일한 배열이 반환되어 비용 미미.\n const nextProps = this.propertyTarget.nature?.properties\n if (nextProps && this.specificPropsChanged(nextProps)) {\n this.specificProps = deepClone(nextProps)\n }\n } else {\n /* 여러 컴포넌트의 경우에 적용 */\n this.scene && this.scene.undoableChange(() => this.selected.forEach(component => component.set(detail)))\n }\n }\n\n /**\n * 새 properties 배열이 현재 specificProps 와 *구조상* 다른지 빠르게 검사.\n * 단순히 length + 각 항목의 name 만 비교 — value 변경은 model 측에서 처리되므로\n * specificProps 의 reference 를 바꿀 필요가 없다.\n */\n private specificPropsChanged(next: any[]): boolean {\n const cur = this.specificProps\n if (!cur || cur.length !== next.length) return true\n for (let i = 0; i < next.length; i++) {\n if (cur[i]?.name !== next[i]?.name) return true\n }\n return false\n }\n\n private onBoundsChanged(e: CustomEvent) {\n var detail = e.detail\n\n if (!this.scene) {\n return\n }\n\n if (this.propertyTarget) {\n /* 단일 컴포넌트의 경우에 적용 */\n this.scene.undoableChange(() => {\n this.propertyTarget!.bounds = {\n ...this.propertyTarget!.bounds,\n ...detail\n }\n })\n } else {\n /* 여러 컴포넌트의 경우에 적용 */\n this.scene.undoableChange(() => {\n this.selected.forEach(component => {\n component.bounds = {\n ...component.bounds,\n ...detail\n }\n })\n })\n }\n }\n\n private onChangedByScene() {\n if (this.propertyTarget) {\n this.model = {\n ...this.propertyTarget.model\n }\n this.setBounds(this.propertyTarget.bounds)\n }\n }\n\n private setPropertyTargetAsDefault() {\n if (!this.scene) {\n this.setPropertyTarget(null)\n this.specificProps = []\n this.model = null\n this.bounds = {}\n } else {\n this.scene.select('model-layer')\n }\n }\n\n private onCollapsed(collapsed: boolean) {\n this.style.display = collapsed ? 'none' : ''\n dispatchEvent(new Event('resize'))\n }\n\n private async onSceneChanged() {\n await this.updateComplete\n\n if (this.scene) this.selected = this.scene.select('model-layer')\n }\n\n private async onSelectedChanged(after: Component[]) {\n await this.updateComplete\n\n\n if (after.length == 1) {\n this.setPropertyTarget(after[0])\n // 컴포넌트 특성 속성(specific properties)을 먼저 바꾸고, 모델을 바꾸어준다.\n // 컴포넌트 속성에 따라 UI 컴포넌트가 준비되고, 이후에 모델값을 보여주도록 하기 위해서이다.\n this.specificProps = deepClone(this.propertyTarget!.nature.properties)\n this.model = {\n ...this.propertyTarget!.model\n }\n this.setBounds(this.propertyTarget!.bounds)\n } else if (after.length == 0) {\n // 선택이 안된 경우\n\n this.setPropertyTargetAsDefault()\n } else {\n // 다중 선택된 경우\n\n var type = after[0].model.type\n for (let i = 1; i < after.length; i++) {\n if (after[i].model.type != type) {\n type = undefined\n break\n }\n }\n\n this.setPropertyTarget(null)\n\n if (type) this.specificProps = deepClone(after[0].nature.properties)\n else this.specificProps = null\n\n this.model = {\n type: type,\n alpha: 1\n }\n this.bounds = {}\n }\n }\n\n private setPropertyTarget(newTarget: Component | null) {\n var oldTarget = this.propertyTarget\n\n if (oldTarget) {\n oldTarget.off('change', this.onChangedByScene, this)\n }\n if (newTarget) {\n newTarget.on('change', this.onChangedByScene, this)\n }\n\n this.propertyTarget = newTarget\n }\n\n private setBounds(bounds: BOUNDS) {\n this.bounds = {\n left: bounds.left,\n top: bounds.top,\n width: Math.round(bounds.width),\n height: Math.round(bounds.height)\n }\n }\n\n private is3dish(selected: Component[]) {\n if (selected.length === 0) return false\n const first = selected[0]\n return first?.is3dish?.() || first?.isRootModel?.()\n }\n\n private isRootModel(selected: Component[]) {\n return selected.length > 0 && selected[0]?.isRootModel?.()\n }\n\n private isLine(selected: Component[]) {\n var isLine = false\n\n for (var i = 0; i < selected.length; i++) {\n var comp = selected[i]\n\n if (!comp.isLine || !comp.isLine()) {\n isLine = false\n return isLine\n }\n\n isLine = true\n }\n\n return isLine\n }\n}\n"]}
1
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* @license Copyright © HatioLab Inc. All rights reserved.\n */\n\nimport '@material/web/icon/icon.js'\n\nimport { css, html, LitElement, PropertyValues } from 'lit'\nimport { customElement, property, state } from 'lit/decorators.js'\nimport deepClone from 'lodash-es/cloneDeep.js'\n\nimport { BOUNDS, Component, Model, Scene } from '@hatiolab/things-scene'\nimport { ScopedElementsMixin } from '@open-wc/scoped-elements'\nimport { ScrollbarStyles } from '@operato/styles'\n\nimport { PropertyDataBinding } from './property-panel/data-binding/data-binding.js'\nimport { PropertyEffects } from './property-panel/effects/effects.js'\nimport { SceneInspector } from './property-panel/inspector/inspector.js'\nimport { PropertyShapes } from './property-panel/shapes/shapes.js'\nimport { PropertySpecific } from './property-panel/specifics/specifics.js'\nimport { PropertyStyles } from './property-panel/styles/styles.js'\nimport { Property3D } from './property-panel/threed/threed.js'\nimport { PropertyScene3D } from './property-panel/threed/property-scene3d.js'\n\n@customElement('ox-property-panel')\nexport class OxPropertyPanel extends ScopedElementsMixin(LitElement) {\n static styles = [\n ScrollbarStyles,\n css`\n :host {\n border-left: 1px solid var(--md-sys-color-border, #ccc);\n width: 270px;\n display: flex;\n flex-direction: column;\n background-color: var(--property-sidebar-background-color, var(--md-sys-color-secondary-container));\n color: var(--property-sidebar-color, var(--md-sys-color-on-secondary-container));\n user-select: none;\n\n --input-padding: var(--spacing-small);\n --label-font: var(--property-sidebar-fieldset-label, roboto);\n }\n\n [tab] {\n display: flex;\n background-color: rgba(0, 0, 0, 0.08);\n opacity: 0.85;\n }\n\n [tab] md-icon {\n flex: 1;\n\n display: flex;\n align-items: center;\n justify-content: center;\n\n color: var(--property-sidebar-tab-icon-color);\n height: 40px;\n }\n\n [tab] [selected] {\n background-color: var(--property-sidebar-background-color, var(--md-sys-color-secondary-container));\n border-left: 1px solid rgba(255, 255, 255, 0.5);\n border-right: 1px solid rgba(0, 0, 0, 0.15);\n opacity: 1;\n }\n\n [content] {\n flex: 1;\n\n overflow: hidden;\n overflow-y: auto;\n\n --md-icon-size: 22px;\n }\n\n [content] > :not([active]) {\n display: none;\n }\n `\n ]\n\n @property({ type: Object }) scene: Scene | null = null\n @property({ type: Object }) bounds: any = {}\n @property({ type: Object }) model: Model | null = {}\n @property({ type: Array }) selected: Component[] = []\n @property({ type: Array }) specificProps: any\n @property({ type: String }) tabName: string | null = 'shape'\n @property({ type: Boolean }) collapsed: boolean = false\n @property({ type: Array }) fonts: any[] = []\n @property({ type: Array }) propertyEditor: any[] = []\n\n propertyTarget: Component | null = null\n\n /** 렌더에 실제 반영되는(디바운스된) 선택 — 마퀴 드래그 중 번뜩임 방지용. */\n @state() private _settledSelected: Component[] = []\n private _selectionDebounceTimer?: ReturnType<typeof setTimeout>\n\n firstUpdated() {\n this.renderRoot.addEventListener('property-change', this.onPropertyChanged.bind(this) as EventListener)\n this.renderRoot.addEventListener('bounds-change', this.onBoundsChanged.bind(this) as EventListener)\n }\n\n updated(change: PropertyValues<this>) {\n change.has('scene') && this.onSceneChanged()\n change.has('selected') && this._scheduleSelectedUpdate()\n change.has('collapsed') && this.onCollapsed(this.collapsed)\n }\n\n /**\n * 선택 변경을 트레일링 디바운스해, 속성창(shape/3d 등)이 마퀴 드래그 중 매 mousemove 마다\n * 재빌드되어 번뜩이는 것을 막는다. 드래그가 멈춘 뒤 최종 선택으로 한 번만 갱신한다.\n * (드래그 중 render 는 재실행되나 _settledSelected 가 고정이라 동일 출력 → Lit no-op.)\n */\n private _scheduleSelectedUpdate() {\n if (this._selectionDebounceTimer) clearTimeout(this._selectionDebounceTimer)\n this._selectionDebounceTimer = setTimeout(() => {\n this._selectionDebounceTimer = undefined\n const sel = this.selected\n // 배경 클릭 등으로 선택이 빈([]) 상태이고, 마퀴가 아니어서 곧 root(model-layer)로\n // auto-select 될 상황이면 — 빈 상태를 렌더하지 않고(빈→root 깜박임 방지) auto-select 만\n // 유발한다. 결과로 생기는 [model-layer] 가 다음 사이클에서 _settledSelected 를 갱신한다.\n if (sel.length === 0 && this.scene && !(this.scene as any).isSelecting) {\n this.onSelectedChanged(sel)\n return\n }\n this._settledSelected = sel\n this.onSelectedChanged(sel)\n }, 80)\n }\n\n disconnectedCallback() {\n super.disconnectedCallback()\n if (this._selectionDebounceTimer) clearTimeout(this._selectionDebounceTimer)\n }\n\n static get scopedElements() {\n return {\n 'property-shape': PropertyShapes,\n 'property-style': PropertyStyles,\n 'property-effect': PropertyEffects,\n 'property-specific': PropertySpecific,\n 'property-3d': Property3D,\n 'property-scene3d': PropertyScene3D,\n 'property-data-binding': PropertyDataBinding,\n 'scene-inspector': SceneInspector\n }\n }\n\n private hasGroup(selected: Component[]) {\n return selected.some(c => c?.model?.type === 'group')\n }\n\n render() {\n var tabName = this.tabName ? this.tabName : 'shape'\n return html`\n <div\n tab\n @click=${(e: MouseEvent) => {\n this.tabName = (e.target as HTMLElement).getAttribute('name')\n }}\n >\n <md-icon name=\"shape\" ?selected=${tabName == 'shape'}>format_shapes</md-icon>\n <md-icon name=\"style\" ?selected=${tabName == 'style'}>palette</md-icon>\n <md-icon name=\"threed\" ?selected=${tabName == 'threed'}>view_in_ar</md-icon>\n <md-icon name=\"effect\" ?selected=${tabName == 'effect'}>movie_filter</md-icon>\n <md-icon name=\"specific\" ?selected=${tabName == 'specific'}>tune</md-icon>\n <md-icon name=\"data-binding\" ?selected=${tabName == 'data-binding'}>share</md-icon>\n <md-icon name=\"inspector\" ?selected=${tabName == 'inspector'}>visibility</md-icon>\n </div>\n\n <div content>\n ${html`\n ${{\n shape: html`\n <property-shape\n .value=${this.model}\n .bounds=${this.bounds}\n .selected=${this._settledSelected}\n ?active=${tabName == 'shape'}\n >\n </property-shape>\n `,\n style: html`\n <property-style\n .value=${this.model}\n .selected=${this._settledSelected}\n .fonts=${this.fonts}\n ?active=${tabName == 'style'}\n ?is-line=${this.isLine(this.selected)}\n >\n </property-style>\n `,\n threed: !this.is3dish(this.selected)\n ? html`\n <div style=\"display:flex;align-items:center;justify-content:center;height:100%;color:var(--md-sys-color-on-surface-variant,#666);font-size:12px;opacity:0.7;padding:16px;text-align:center;\">\n Selected component(s) do not support 3D properties\n </div>\n `\n : this.isRootModel(this.selected)\n ? html`\n <property-scene3d\n .value=${this.model}\n .scene=${this.scene}\n ?active=${tabName == 'threed'}\n >\n </property-scene3d>\n `\n : html`\n <property-3d\n .value=${this.model}\n .bounds=${this.bounds}\n .selected=${this._settledSelected}\n ?active=${tabName == 'threed'}\n >\n </property-3d>\n `,\n effect: html`\n <property-effect .value=${this.model} .scene=${this.scene} ?active=${tabName == 'effect'}>\n </property-effect>\n `,\n specific: this.hasGroup(this.selected)\n ? html``\n : html`\n <property-specific\n .value=${this.model}\n .scene=${this.scene}\n .selected=${this._settledSelected}\n .props=${this.specificProps}\n .propertyEditor=${this.propertyEditor}\n ?active=${tabName == 'specific'}\n >\n </property-specific>\n `,\n 'data-binding': html`\n <property-data-binding .scene=${this.scene} .value=${this.model} ?active=${tabName == 'data-binding'}>\n </property-data-binding>\n `,\n inspector: html`\n <scene-inspector .scene=${this.scene} ?active=${tabName == 'inspector'}></scene-inspector>\n `\n }[this.tabName!]}\n `}\n </div>\n `\n }\n\n private onPropertyChanged(e: CustomEvent) {\n var detail = e.detail\n\n if (this.propertyTarget) {\n /* 단일 컴포넌트의 경우에 적용 */\n this.scene && this.scene.undoableChange(() => this.propertyTarget!.set(detail))\n\n // nature.properties 가 동적인 컴포넌트(예: robot-arm 의 chainPreset\n // 변경 시 joint 개수 변화)를 위해 set 직후 nature 재평가.\n // 정적 nature 컴포넌트는 동일한 배열이 반환되어 비용 미미.\n const nextProps = this.propertyTarget.nature?.properties\n if (nextProps && this.specificPropsChanged(nextProps)) {\n this.specificProps = deepClone(nextProps)\n }\n } else {\n /* 여러 컴포넌트의 경우에 적용 */\n this.scene && this.scene.undoableChange(() => this.selected.forEach(component => component.set(detail)))\n }\n }\n\n /**\n * 새 properties 배열이 현재 specificProps 와 *구조상* 다른지 빠르게 검사.\n * 단순히 length + 각 항목의 name 만 비교 — value 변경은 model 측에서 처리되므로\n * specificProps 의 reference 를 바꿀 필요가 없다.\n */\n private specificPropsChanged(next: any[]): boolean {\n const cur = this.specificProps\n if (!cur || cur.length !== next.length) return true\n for (let i = 0; i < next.length; i++) {\n if (cur[i]?.name !== next[i]?.name) return true\n }\n return false\n }\n\n private onBoundsChanged(e: CustomEvent) {\n var detail = e.detail\n\n if (!this.scene) {\n return\n }\n\n if (this.propertyTarget) {\n /* 단일 컴포넌트의 경우에 적용 */\n this.scene.undoableChange(() => {\n this.propertyTarget!.bounds = {\n ...this.propertyTarget!.bounds,\n ...detail\n }\n })\n } else {\n /* 여러 컴포넌트의 경우에 적용 */\n this.scene.undoableChange(() => {\n this.selected.forEach(component => {\n component.bounds = {\n ...component.bounds,\n ...detail\n }\n })\n })\n }\n }\n\n private onChangedByScene() {\n if (this.propertyTarget) {\n this.model = {\n ...this.propertyTarget.model\n }\n this.setBounds(this.propertyTarget.bounds)\n }\n }\n\n private setPropertyTargetAsDefault() {\n // 마퀴(영역) 선택 드래그 중에는 root(model-layer) auto-select 를 하지 않는다.\n // 마퀴가 만드는 transient 빈 선택([])과 auto-select([model-layer]) 가 싸워\n // 속성창(shape/3d)이 번뜩이는 것을 막는다. 드래그 종료 후에만 scene 기본속성 표시.\n if ((this.scene as any)?.isSelecting) return\n if (!this.scene) {\n this.setPropertyTarget(null)\n this.specificProps = []\n this.model = null\n this.bounds = {}\n } else {\n this.scene.select('model-layer')\n }\n }\n\n private onCollapsed(collapsed: boolean) {\n this.style.display = collapsed ? 'none' : ''\n dispatchEvent(new Event('resize'))\n }\n\n private async onSceneChanged() {\n await this.updateComplete\n\n if (this.scene) this.selected = this.scene.select('model-layer')\n }\n\n private async onSelectedChanged(after: Component[]) {\n await this.updateComplete\n\n\n if (after.length == 1) {\n this.setPropertyTarget(after[0])\n // 컴포넌트 특성 속성(specific properties)을 먼저 바꾸고, 모델을 바꾸어준다.\n // 컴포넌트 속성에 따라 UI 컴포넌트가 준비되고, 이후에 모델값을 보여주도록 하기 위해서이다.\n this.specificProps = deepClone(this.propertyTarget!.nature.properties)\n this.model = {\n ...this.propertyTarget!.model\n }\n this.setBounds(this.propertyTarget!.bounds)\n } else if (after.length == 0) {\n // 선택이 안된 경우\n\n this.setPropertyTargetAsDefault()\n } else {\n // 다중 선택된 경우\n\n var type = after[0].model.type\n for (let i = 1; i < after.length; i++) {\n if (after[i].model.type != type) {\n type = undefined\n break\n }\n }\n\n this.setPropertyTarget(null)\n\n if (type) this.specificProps = deepClone(after[0].nature.properties)\n else this.specificProps = null\n\n this.model = {\n type: type,\n alpha: 1\n }\n this.bounds = {}\n }\n }\n\n private setPropertyTarget(newTarget: Component | null) {\n var oldTarget = this.propertyTarget\n\n if (oldTarget) {\n oldTarget.off('change', this.onChangedByScene, this)\n }\n if (newTarget) {\n newTarget.on('change', this.onChangedByScene, this)\n }\n\n this.propertyTarget = newTarget\n }\n\n private setBounds(bounds: BOUNDS) {\n this.bounds = {\n left: bounds.left,\n top: bounds.top,\n width: Math.round(bounds.width),\n height: Math.round(bounds.height)\n }\n }\n\n private is3dish(selected: Component[]) {\n if (selected.length === 0) return false\n const first = selected[0]\n return first?.is3dish?.() || first?.isRootModel?.()\n }\n\n private isRootModel(selected: Component[]) {\n return selected.length > 0 && selected[0]?.isRootModel?.()\n }\n\n private isLine(selected: Component[]) {\n var isLine = false\n\n for (var i = 0; i < selected.length; i++) {\n var comp = selected[i]\n\n if (!comp.isLine || !comp.isLine()) {\n isLine = false\n return isLine\n }\n\n isLine = true\n }\n\n return isLine\n }\n}\n"]}
@@ -0,0 +1,58 @@
1
+ import { Component, Scene } from '@hatiolab/things-scene';
2
+ import { InspectorIndex, SearchTerm } from './inspector-model.js';
3
+ export declare class InspectorController {
4
+ private _scene?;
5
+ private _extendedMap;
6
+ /** 타입 그룹 뷰의 펼침 상태 — 그룹 키(type)는 안정적이라 Set 으로 관리. 기본 전부 접힘. */
7
+ private _expandedGroups;
8
+ /** 모델링 포커스 dim 처리된 그룹(타입) 집합 — transient(비영속). */
9
+ private _dimmedTypes;
10
+ /** shift+click 범위(볼륨) 선택의 기준점 — 마지막 단일/토글 클릭. */
11
+ private _anchor?;
12
+ private _index?;
13
+ private _onChange?;
14
+ /** scene 에 바인딩 — 이전 바인딩은 해제한다. onChange 는 재렌더 요청 콜백. */
15
+ bind(scene: Scene | undefined, onChange: () => void): void;
16
+ unbind(): void;
17
+ get scene(): Scene | undefined;
18
+ get selected(): Component[];
19
+ /** 캐시된 모델 인덱스 — 없으면 build. execute/undo/redo 시 무효화. */
20
+ get index(): InspectorIndex | undefined;
21
+ private _invalidateAndRefresh;
22
+ /** 선택된 컴포넌트의 조상을 펼치고 재렌더 요청. */
23
+ private _refresh;
24
+ isExtended(component: Component): boolean;
25
+ toggleExtended(component: Component): void;
26
+ /** 트리 노드 핸들(펼침/접힘/공백) 클래스. */
27
+ nodeHandleClass(component: Component): string;
28
+ isGroupExpanded(type: string): boolean;
29
+ toggleGroup(type: string): void;
30
+ /** 모든 그룹 접기 — "그룹 레벨까지만 펼침"(헤더만 표시). */
31
+ collapseAllGroups(): void;
32
+ /** 모든 그룹 펼치기. */
33
+ expandAllGroups(types: string[]): void;
34
+ isTypeDimmed(type: string): boolean;
35
+ /** 그룹(타입) dim-out 토글 → scene.focusFilter 재설정(편집 모드에서 캔버스 dim + pick 제외). */
36
+ toggleTypeDim(type: string): void;
37
+ private _applyFocusFilter;
38
+ /** 개별 컴포넌트 hidden(영구 모델 속성) 토글 — 기존 eye 동작. */
39
+ toggleHidden(component: Component): void;
40
+ /** 개별 컴포넌트 locked(영구 모델 속성) 토글. */
41
+ toggleLocked(component: Component): void;
42
+ /** 캔버스를 해당 컴포넌트로 센터 이동. */
43
+ centerTo(component: Component): void;
44
+ /** 선택 — append(ctrl/cmd) 시 토글식 다중 선택. anchor 를 갱신한다. */
45
+ select(component: Component, append?: boolean): void;
46
+ /**
47
+ * shift+click 범위(볼륨) 선택 — anchor↔target 사이의 **보이는 트리 행**을 블록 선택한다.
48
+ * target 이 이미 선택돼 있으면 그 범위를 블록 **해제**(additive/subtractive). anchor 는 유지.
49
+ */
50
+ selectRange(target: Component, terms: SearchTerm[]): void;
51
+ /** 선택 강조. */
52
+ private _decorate;
53
+ /**
54
+ * 현재 트리 뷰에 보이는 컴포넌트를 렌더 순서대로 반환 — 범위 선택의 기준.
55
+ * renderNode 와 동일 규칙(shouldBeShown = 자신/자손 매치, isExtended 자식만 전개).
56
+ */
57
+ private _visibleOrder;
58
+ }
@@ -0,0 +1,258 @@
1
+ import { buildInspectorIndex, matchesQuery } from './inspector-model.js';
2
+ export class InspectorController {
3
+ constructor() {
4
+ this._extendedMap = new WeakMap();
5
+ /** 타입 그룹 뷰의 펼침 상태 — 그룹 키(type)는 안정적이라 Set 으로 관리. 기본 전부 접힘. */
6
+ this._expandedGroups = new Set();
7
+ /** 모델링 포커스 dim 처리된 그룹(타입) 집합 — transient(비영속). */
8
+ this._dimmedTypes = new Set();
9
+ this._invalidateAndRefresh = () => {
10
+ this._index = undefined;
11
+ this._refresh();
12
+ };
13
+ /** 선택된 컴포넌트의 조상을 펼치고 재렌더 요청. */
14
+ this._refresh = () => {
15
+ var _a, _b;
16
+ const selected = ((_a = this._scene) === null || _a === void 0 ? void 0 : _a.selected) || [];
17
+ selected.forEach((component) => {
18
+ let parent = component.parent;
19
+ while (parent && !this._extendedMap.get(parent)) {
20
+ this._extendedMap.set(parent, true);
21
+ parent = parent.parent;
22
+ }
23
+ });
24
+ (_b = this._onChange) === null || _b === void 0 ? void 0 : _b.call(this);
25
+ };
26
+ }
27
+ /** scene 에 바인딩 — 이전 바인딩은 해제한다. onChange 는 재렌더 요청 콜백. */
28
+ bind(scene, onChange) {
29
+ this.unbind();
30
+ this._scene = scene;
31
+ this._onChange = onChange;
32
+ this._index = undefined;
33
+ if (scene && scene.root) {
34
+ scene.on('selected', this._refresh, this);
35
+ scene.on('execute', this._invalidateAndRefresh, this);
36
+ scene.on('undo', this._invalidateAndRefresh, this);
37
+ scene.on('redo', this._invalidateAndRefresh, this);
38
+ this._refresh();
39
+ }
40
+ }
41
+ unbind() {
42
+ const scene = this._scene;
43
+ if (scene) {
44
+ // 포커스 dim 은 transient — 인스펙터가 떠나면 캔버스 dim 해제.
45
+ scene.focusFilter = undefined;
46
+ scene.off('selected', undefined, this);
47
+ scene.off('execute', undefined, this);
48
+ scene.off('undo', undefined, this);
49
+ scene.off('redo', undefined, this);
50
+ }
51
+ this._scene = undefined;
52
+ this._index = undefined;
53
+ this._extendedMap = new WeakMap();
54
+ this._dimmedTypes.clear();
55
+ }
56
+ get scene() {
57
+ return this._scene;
58
+ }
59
+ get selected() {
60
+ var _a;
61
+ return ((_a = this._scene) === null || _a === void 0 ? void 0 : _a.selected) || [];
62
+ }
63
+ /** 캐시된 모델 인덱스 — 없으면 build. execute/undo/redo 시 무효화. */
64
+ get index() {
65
+ var _a;
66
+ if (!((_a = this._scene) === null || _a === void 0 ? void 0 : _a.root))
67
+ return undefined;
68
+ if (!this._index)
69
+ this._index = buildInspectorIndex(this._scene.root);
70
+ return this._index;
71
+ }
72
+ isExtended(component) {
73
+ return !!this._extendedMap.get(component);
74
+ }
75
+ toggleExtended(component) {
76
+ var _a;
77
+ if (this.isExtended(component)) {
78
+ this._extendedMap.delete(component);
79
+ }
80
+ else {
81
+ this._extendedMap.set(component, true);
82
+ }
83
+ (_a = this._onChange) === null || _a === void 0 ? void 0 : _a.call(this);
84
+ }
85
+ /** 트리 노드 핸들(펼침/접힘/공백) 클래스. */
86
+ nodeHandleClass(component) {
87
+ if (component.isContainer() && component.components.length > 0) {
88
+ return this.isExtended(component) ? 'extended' : 'collapsed';
89
+ }
90
+ return 'collapsespace';
91
+ }
92
+ // ── 타입 그룹 뷰 확장 상태 ──
93
+ isGroupExpanded(type) {
94
+ return this._expandedGroups.has(type);
95
+ }
96
+ toggleGroup(type) {
97
+ var _a;
98
+ if (this._expandedGroups.has(type)) {
99
+ this._expandedGroups.delete(type);
100
+ }
101
+ else {
102
+ this._expandedGroups.add(type);
103
+ }
104
+ (_a = this._onChange) === null || _a === void 0 ? void 0 : _a.call(this);
105
+ }
106
+ /** 모든 그룹 접기 — "그룹 레벨까지만 펼침"(헤더만 표시). */
107
+ collapseAllGroups() {
108
+ var _a;
109
+ if (this._expandedGroups.size === 0)
110
+ return;
111
+ this._expandedGroups.clear();
112
+ (_a = this._onChange) === null || _a === void 0 ? void 0 : _a.call(this);
113
+ }
114
+ /** 모든 그룹 펼치기. */
115
+ expandAllGroups(types) {
116
+ var _a;
117
+ types.forEach(t => this._expandedGroups.add(t));
118
+ (_a = this._onChange) === null || _a === void 0 ? void 0 : _a.call(this);
119
+ }
120
+ // ── 모델링 포커스 dim (그룹 단위, transient) ──
121
+ isTypeDimmed(type) {
122
+ return this._dimmedTypes.has(type);
123
+ }
124
+ /** 그룹(타입) dim-out 토글 → scene.focusFilter 재설정(편집 모드에서 캔버스 dim + pick 제외). */
125
+ toggleTypeDim(type) {
126
+ var _a;
127
+ if (this._dimmedTypes.has(type))
128
+ this._dimmedTypes.delete(type);
129
+ else
130
+ this._dimmedTypes.add(type);
131
+ this._applyFocusFilter();
132
+ (_a = this._onChange) === null || _a === void 0 ? void 0 : _a.call(this);
133
+ }
134
+ _applyFocusFilter() {
135
+ if (!this._scene)
136
+ return;
137
+ if (this._dimmedTypes.size === 0) {
138
+ this._scene.focusFilter = undefined;
139
+ }
140
+ else {
141
+ const dimmed = this._dimmedTypes;
142
+ // focus(정상) = dim 집합에 없는 타입. 불일치(=dim 그룹)만 캔버스에서 흐림 + pick 제외.
143
+ this._scene.focusFilter = (component) => !dimmed.has(component.state.type);
144
+ }
145
+ }
146
+ /** 개별 컴포넌트 hidden(영구 모델 속성) 토글 — 기존 eye 동작. */
147
+ toggleHidden(component) {
148
+ var _a;
149
+ component.set('hidden', !component.get('hidden'));
150
+ (_a = this._onChange) === null || _a === void 0 ? void 0 : _a.call(this);
151
+ }
152
+ /** 개별 컴포넌트 locked(영구 모델 속성) 토글. */
153
+ toggleLocked(component) {
154
+ var _a;
155
+ component.set('locked', !component.get('locked'));
156
+ (_a = this._onChange) === null || _a === void 0 ? void 0 : _a.call(this);
157
+ }
158
+ /** 캔버스를 해당 컴포넌트로 센터 이동. */
159
+ centerTo(component) {
160
+ var _a, _b;
161
+ ;
162
+ (_b = (_a = this._scene) === null || _a === void 0 ? void 0 : _a.centerTo) === null || _b === void 0 ? void 0 : _b.call(_a, component, true);
163
+ }
164
+ /** 선택 — append(ctrl/cmd) 시 토글식 다중 선택. anchor 를 갱신한다. */
165
+ select(component, append = false) {
166
+ var _a;
167
+ const scene = this._scene;
168
+ if (!scene)
169
+ return;
170
+ const selected = scene.selected;
171
+ if (append) {
172
+ const idx = selected.findIndex((s) => s === component);
173
+ if (idx != -1) {
174
+ selected.splice(idx, 1);
175
+ scene.selected = [...selected];
176
+ }
177
+ else {
178
+ scene.selected = [...selected, component];
179
+ }
180
+ }
181
+ else {
182
+ scene.selected = [component];
183
+ }
184
+ this._anchor = component;
185
+ this._decorate(component);
186
+ (_a = this._onChange) === null || _a === void 0 ? void 0 : _a.call(this);
187
+ }
188
+ /**
189
+ * shift+click 범위(볼륨) 선택 — anchor↔target 사이의 **보이는 트리 행**을 블록 선택한다.
190
+ * target 이 이미 선택돼 있으면 그 범위를 블록 **해제**(additive/subtractive). anchor 는 유지.
191
+ */
192
+ selectRange(target, terms) {
193
+ var _a;
194
+ const scene = this._scene;
195
+ if (!scene)
196
+ return;
197
+ const order = this._visibleOrder(terms);
198
+ const ti = order.indexOf(target);
199
+ if (ti < 0)
200
+ return;
201
+ const ai = this._anchor ? order.indexOf(this._anchor) : -1;
202
+ if (ai < 0) {
203
+ // anchor 없음/보이지 않음 → 단일 토글로 폴백(+ anchor 설정)
204
+ this.select(target, true);
205
+ return;
206
+ }
207
+ const [lo, hi] = ai <= ti ? [ai, ti] : [ti, ai];
208
+ const range = order.slice(lo, hi + 1);
209
+ const rangeSet = new Set(range);
210
+ // target 이 이미 선택 상태면 블록 해제, 아니면 블록 선택.
211
+ if (scene.selected.indexOf(target) > -1) {
212
+ scene.selected = scene.selected.filter((c) => !rangeSet.has(c));
213
+ range.forEach(c => c.trigger('reactionreset'));
214
+ }
215
+ else {
216
+ const cur = new Set(scene.selected);
217
+ const next = [...scene.selected];
218
+ range.forEach(c => {
219
+ if (!cur.has(c))
220
+ next.push(c);
221
+ this._decorate(c);
222
+ });
223
+ scene.selected = next;
224
+ }
225
+ // anchor 는 유지 — 연속 shift+click 으로 범위 확장/축소.
226
+ (_a = this._onChange) === null || _a === void 0 ? void 0 : _a.call(this);
227
+ }
228
+ /** 선택 강조. */
229
+ _decorate(component) {
230
+ component.trigger('reactionreset');
231
+ component.trigger('reaction');
232
+ }
233
+ /**
234
+ * 현재 트리 뷰에 보이는 컴포넌트를 렌더 순서대로 반환 — 범위 선택의 기준.
235
+ * renderNode 와 동일 규칙(shouldBeShown = 자신/자손 매치, isExtended 자식만 전개).
236
+ */
237
+ _visibleOrder(terms) {
238
+ var _a;
239
+ const root = (_a = this._scene) === null || _a === void 0 ? void 0 : _a.root;
240
+ if (!root)
241
+ return [];
242
+ const shown = (c) => matchesQuery(c, terms) ||
243
+ (c.isContainer() && c.components.some((child) => shown(child)));
244
+ const out = [];
245
+ const walk = (c) => {
246
+ if (!shown(c))
247
+ return;
248
+ out.push(c);
249
+ if (this.isExtended(c) && c.isContainer()) {
250
+ for (const child of c.components)
251
+ walk(child);
252
+ }
253
+ };
254
+ walk(root);
255
+ return out;
256
+ }
257
+ }
258
+ //# sourceMappingURL=inspector-controller.js.map
@@ -0,0 +1 @@
1
+ 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* Copyright © HatioLab Inc. All rights reserved.\n *\n * Scene Inspector 컨트롤러.\n *\n * scene 과의 상호작용(구독·선택·가시성·확장 상태)과 모델 인덱스 캐시를 한 곳에 응집한다.\n * DOM 을 직접 다루지 않으며, 뷰 렌더러(트리/그룹)가 공유한다. 상태 변경 시 onChange 로\n * 호스트(LitElement)의 재렌더를 요청한다.\n */\nimport { Component, Container, Scene } from '@hatiolab/things-scene'\n\nimport { buildInspectorIndex, InspectorIndex, matchesQuery, SearchTerm } from './inspector-model.js'\n\nexport class InspectorController {\n private _scene?: Scene\n private _extendedMap = new WeakMap<Component, boolean>()\n /** 타입 그룹 뷰의 펼침 상태 — 그룹 키(type)는 안정적이라 Set 으로 관리. 기본 전부 접힘. */\n private _expandedGroups = new Set<string>()\n /** 모델링 포커스 dim 처리된 그룹(타입) 집합 — transient(비영속). */\n private _dimmedTypes = new Set<string>()\n /** shift+click 범위(볼륨) 선택의 기준점 — 마지막 단일/토글 클릭. */\n private _anchor?: Component\n private _index?: InspectorIndex\n private _onChange?: () => void\n\n /** scene 에 바인딩 — 이전 바인딩은 해제한다. onChange 는 재렌더 요청 콜백. */\n bind(scene: Scene | undefined, onChange: () => void): void {\n this.unbind()\n this._scene = scene\n this._onChange = onChange\n this._index = undefined\n\n if (scene && scene.root) {\n scene.on('selected', this._refresh, this)\n scene.on('execute', this._invalidateAndRefresh, this)\n scene.on('undo', this._invalidateAndRefresh, this)\n scene.on('redo', this._invalidateAndRefresh, this)\n this._refresh()\n }\n }\n\n unbind(): void {\n const scene = this._scene\n if (scene) {\n // 포커스 dim 은 transient — 인스펙터가 떠나면 캔버스 dim 해제.\n scene.focusFilter = undefined\n scene.off('selected', undefined, this)\n scene.off('execute', undefined, this)\n scene.off('undo', undefined, this)\n scene.off('redo', undefined, this)\n }\n this._scene = undefined\n this._index = undefined\n this._extendedMap = new WeakMap()\n this._dimmedTypes.clear()\n }\n\n get scene(): Scene | undefined {\n return this._scene\n }\n\n get selected(): Component[] {\n return this._scene?.selected || []\n }\n\n /** 캐시된 모델 인덱스 — 없으면 build. execute/undo/redo 시 무효화. */\n get index(): InspectorIndex | undefined {\n if (!this._scene?.root) return undefined\n if (!this._index) this._index = buildInspectorIndex(this._scene.root)\n return this._index\n }\n\n private _invalidateAndRefresh = (): void => {\n this._index = undefined\n this._refresh()\n }\n\n /** 선택된 컴포넌트의 조상을 펼치고 재렌더 요청. */\n private _refresh = (): void => {\n const selected = this._scene?.selected || []\n selected.forEach((component: Component) => {\n let parent = component.parent\n while (parent && !this._extendedMap.get(parent)) {\n this._extendedMap.set(parent, true)\n parent = parent.parent\n }\n })\n this._onChange?.()\n }\n\n isExtended(component: Component): boolean {\n return !!this._extendedMap.get(component)\n }\n\n toggleExtended(component: Component): void {\n if (this.isExtended(component)) {\n this._extendedMap.delete(component)\n } else {\n this._extendedMap.set(component, true)\n }\n this._onChange?.()\n }\n\n /** 트리 노드 핸들(펼침/접힘/공백) 클래스. */\n nodeHandleClass(component: Component): string {\n if (component.isContainer() && (component as Container).components.length > 0) {\n return this.isExtended(component) ? 'extended' : 'collapsed'\n }\n return 'collapsespace'\n }\n\n // ── 타입 그룹 뷰 확장 상태 ──\n\n isGroupExpanded(type: string): boolean {\n return this._expandedGroups.has(type)\n }\n\n toggleGroup(type: string): void {\n if (this._expandedGroups.has(type)) {\n this._expandedGroups.delete(type)\n } else {\n this._expandedGroups.add(type)\n }\n this._onChange?.()\n }\n\n /** 모든 그룹 접기 — \"그룹 레벨까지만 펼침\"(헤더만 표시). */\n collapseAllGroups(): void {\n if (this._expandedGroups.size === 0) return\n this._expandedGroups.clear()\n this._onChange?.()\n }\n\n /** 모든 그룹 펼치기. */\n expandAllGroups(types: string[]): void {\n types.forEach(t => this._expandedGroups.add(t))\n this._onChange?.()\n }\n\n // ── 모델링 포커스 dim (그룹 단위, transient) ──\n\n isTypeDimmed(type: string): boolean {\n return this._dimmedTypes.has(type)\n }\n\n /** 그룹(타입) dim-out 토글 → scene.focusFilter 재설정(편집 모드에서 캔버스 dim + pick 제외). */\n toggleTypeDim(type: string): void {\n if (this._dimmedTypes.has(type)) this._dimmedTypes.delete(type)\n else this._dimmedTypes.add(type)\n this._applyFocusFilter()\n this._onChange?.()\n }\n\n private _applyFocusFilter(): void {\n if (!this._scene) return\n if (this._dimmedTypes.size === 0) {\n this._scene.focusFilter = undefined\n } else {\n const dimmed = this._dimmedTypes\n // focus(정상) = dim 집합에 없는 타입. 불일치(=dim 그룹)만 캔버스에서 흐림 + pick 제외.\n this._scene.focusFilter = (component: Component) => !dimmed.has(component.state.type)\n }\n }\n\n /** 개별 컴포넌트 hidden(영구 모델 속성) 토글 — 기존 eye 동작. */\n toggleHidden(component: Component): void {\n component.set('hidden', !component.get('hidden'))\n this._onChange?.()\n }\n\n /** 개별 컴포넌트 locked(영구 모델 속성) 토글. */\n toggleLocked(component: Component): void {\n component.set('locked', !component.get('locked'))\n this._onChange?.()\n }\n\n /** 캔버스를 해당 컴포넌트로 센터 이동. */\n centerTo(component: Component): void {\n ;(this._scene as unknown as { centerTo?: (c: Component, animated?: boolean) => void })?.centerTo?.(component, true)\n }\n\n /** 선택 — append(ctrl/cmd) 시 토글식 다중 선택. anchor 를 갱신한다. */\n select(component: Component, append = false): void {\n const scene = this._scene\n if (!scene) return\n\n const selected = scene.selected\n if (append) {\n const idx = selected.findIndex((s: Component) => s === component)\n if (idx != -1) {\n selected.splice(idx, 1)\n scene.selected = [...selected]\n } else {\n scene.selected = [...selected, component]\n }\n } else {\n scene.selected = [component]\n }\n\n this._anchor = component\n this._decorate(component)\n this._onChange?.()\n }\n\n /**\n * shift+click 범위(볼륨) 선택 — anchor↔target 사이의 **보이는 트리 행**을 블록 선택한다.\n * target 이 이미 선택돼 있으면 그 범위를 블록 **해제**(additive/subtractive). anchor 는 유지.\n */\n selectRange(target: Component, terms: SearchTerm[]): void {\n const scene = this._scene\n if (!scene) return\n\n const order = this._visibleOrder(terms)\n const ti = order.indexOf(target)\n if (ti < 0) return\n\n const ai = this._anchor ? order.indexOf(this._anchor) : -1\n if (ai < 0) {\n // anchor 없음/보이지 않음 → 단일 토글로 폴백(+ anchor 설정)\n this.select(target, true)\n return\n }\n\n const [lo, hi] = ai <= ti ? [ai, ti] : [ti, ai]\n const range = order.slice(lo, hi + 1)\n const rangeSet = new Set(range)\n\n // target 이 이미 선택 상태면 블록 해제, 아니면 블록 선택.\n if (scene.selected.indexOf(target) > -1) {\n scene.selected = scene.selected.filter((c: Component) => !rangeSet.has(c))\n range.forEach(c => c.trigger('reactionreset'))\n } else {\n const cur = new Set(scene.selected)\n const next = [...scene.selected]\n range.forEach(c => {\n if (!cur.has(c)) next.push(c)\n this._decorate(c)\n })\n scene.selected = next\n }\n // anchor 는 유지 — 연속 shift+click 으로 범위 확장/축소.\n this._onChange?.()\n }\n\n /** 선택 강조. */\n private _decorate(component: Component): void {\n component.trigger('reactionreset')\n component.trigger('reaction')\n }\n\n /**\n * 현재 트리 뷰에 보이는 컴포넌트를 렌더 순서대로 반환 — 범위 선택의 기준.\n * renderNode 와 동일 규칙(shouldBeShown = 자신/자손 매치, isExtended 자식만 전개).\n */\n private _visibleOrder(terms: SearchTerm[]): Component[] {\n const root = this._scene?.root\n if (!root) return []\n\n const shown = (c: Component): boolean =>\n matchesQuery(c, terms) ||\n (c.isContainer() && (c as Container).components.some((child: Component) => shown(child)))\n\n const out: Component[] = []\n const walk = (c: Component) => {\n if (!shown(c)) return\n out.push(c)\n if (this.isExtended(c) && c.isContainer()) {\n for (const child of (c as Container).components) walk(child)\n }\n }\n walk(root)\n return out\n }\n}\n"]}