@operato/scene-indoor-map 1.2.36 → 1.2.46
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- package/CHANGELOG.md +19 -0
- package/dist/floor.js +1 -1
- package/dist/floor.js.map +1 -1
- package/dist/indoor-map.d.ts +0 -2
- package/dist/indoor-map.js +18 -12
- package/dist/indoor-map.js.map +1 -1
- package/logs/.08636eb59927f12972f6774f5947c8507b3564c2-audit.json +8 -3
- package/logs/.5e5d741d8b7784a2fbad65eedc0fd46946aaf6f2-audit.json +8 -3
- package/logs/application-2023-06-10-11.log +10 -0
- package/logs/application-2023-06-10-12.log +5 -0
- package/logs/connections-2023-06-10-11.log +82 -0
- package/logs/connections-2023-06-10-12.log +41 -0
- package/package.json +2 -2
- package/schema.gql +2773 -0
- package/src/floor.ts +1 -1
- package/src/indoor-map.ts +24 -15
- package/tsconfig.json +2 -2
- package/tsconfig.tsbuildinfo +1 -1
- package/logs/application-2022-11-12-23.log +0 -8
- package/logs/connections-2022-11-12-23.log +0 -35
package/CHANGELOG.md
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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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## [1.2.46](https://github.com/things-scene/operato-scene/compare/v1.2.45...v1.2.46) (2023-06-10)
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### :bug: Bug Fix
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* card layout related ([5b1e1d7](https://github.com/things-scene/operato-scene/commit/5b1e1d78d3307b9550bad33d113501db4cea6522))
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* typescript build options ([3eb0d7f](https://github.com/things-scene/operato-scene/commit/3eb0d7fd80e2c3cea698501aa1d9d54903423a7b))
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## [1.2.45](https://github.com/things-scene/operato-scene/compare/v1.2.44...v1.2.45) (2023-06-09)
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### :bug: Bug Fix
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* set => setState, get => getState for whole scene component ([c205db4](https://github.com/things-scene/operato-scene/commit/c205db4c7bfa5c6dd7d34ea82af283d83b551bad))
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## [1.2.36](https://github.com/things-scene/operato-scene/compare/v1.2.35...v1.2.36) (2023-05-13)
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package/dist/floor.js
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package/dist/floor.js.map
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All rights reserved.\n */\nimport { Component, ComponentNature, Container } from '@hatiolab/things-scene'\n\nimport IndoorMap from './indoor-map'\n\nconst NATURE: ComponentNature = {\n mutable: false,\n resizable: true,\n rotatable: true,\n properties: [\n {\n type: 'action',\n label: 'remove',\n name: 'remove',\n property: {\n icon: 'remove_circle',\n action: function (floor: Floor) {\n let indoor = floor.parent as IndoorMap\n indoor.removeComponent(floor)\n indoor.set('activeIndex', 0)\n }\n }\n }\n ]\n}\n\nexport default class Floor extends Container {\n private _clickPoint?: Component\n\n get hasTextProperty() {\n return false\n }\n\n get showMoveHandle() {\n return false\n }\n\n /*\n * PATH 리스트를 직접 수정할 수 있는 지를 결정한다.\n *\n * 일반적으로 PATH는 바운드 생성을 위해서 논리적으로 생성되므로, 직접 수정하지 않는다.(return false)\n * 그러나, 각 꼭지점들이 개별로 움직이는 다각형류는 path 라는 모델데이타를 가지므로, 직접수정이 가능할 수 있다.(return true)\n *\n * Immutable 컴포넌트의 형상을 바꾸는 방법은 바운드를 이용한 리사이즈나, 특별한 컨트롤을 통해서 가능하다.\n */\n get mutable() {\n return false\n }\n\n /*\n * BOUND를 통해서 리사이즈를 할 수 있는 지를 결정한다.\n *\n * 일반적으로 면적을 갖는 컴포넌트는 대체로 가능하다.(return true)\n * 그러나, LINE 등 면적을 가지지않는 컴포넌트는 가능하지 않도록 정의한다.(return false)\n */\n get resizable() {\n return false\n }\n\n /*\n * 회전을 할 수 있는 지를 결정한다.\n *\n * 일반적으로 모든 컴포넌트는 가능하다.(return true)\n */\n get rotatable() {\n return false\n }\n\n get nature() {\n return NATURE\n }\n\n // drawLocationMarkers(locations) {\n // for (let uuid in locations) {\n // let locInfo = locations[uuid]\n // let props = locInfo.props || {}\n\n // props.width = props.width || 10\n // props.height = props.height || 10\n\n // let currentTime = new Date().getTime()\n // // let diffTime = 500\n // let diffTime = currentTime - locInfo.lastUpdateTime\n\n // if (diffTime < locInfo.updateInterval) {\n // let movingObject = this.findById(uuid)\n // if (movingObject) {\n // // props.yaw = 0;\n // // props.roll = 0;\n\n // movingObject.set(props)\n // for (let key in props) {\n // movingObject[key] = props[key]\n // }\n // } else {\n // // TODO: marker의 초기값 관련 로직 정리 필요.\n\n // let config = Object.assign(\n // {\n // type: locInfo.type || 'rect',\n // // type: locInfo.type || \"camera\",\n // id: uuid,\n // fillStyle: 'red',\n // left: props.center.x - props.width * 0.5,\n // top: props.center.y - props.height * 0.5,\n // cx: props.center.x,\n // cy: props.center.y\n // },\n // props\n // )\n\n // let marker = Model.compile(config)\n\n // this.addComponent(marker)\n\n // // movingObject = this.findById(uuid)\n // // if(movingObject) {\n // // movingObject.set(props);\n // // }\n // }\n // } else {\n // let movingObject = this.findById(uuid)\n // this.removeComponent(movingObject)\n // }\n\n // this.invalidate()\n // }\n // }\n\n // simulate(point) {\n // // for(let i in this.components) {\n // // if(this.components[i].model.type != 'beacon')\n // // continue;\n // //\n // // let beacon = this.components[i]\n // // let distance = Math.sqrt(Math.pow(beacon.center.x - point.x, 2) + Math.pow(beacon.center.y - point.y, 2)) * 0.01\n // // let rssi = -10 * Math.log10(distance) + (beacon.txPower || -71)\n // //\n // // let randRssi = gaussian(rssi, Math.pow(4.894686948810031, 2))\n // //\n // // rssi = randRssi.ppf(Math.random())\n // //\n // // console.log(rssi);\n // // }\n\n // let beacons: {\n // distance: number;\n // gaussian: number;\n // txPower: number;\n // }[] = []\n\n // for (let i in this.components) {\n // if (this.components[i].model.type != 'beacon') continue\n\n // let beacon = this.components[i]\n\n // beacon.distance = Math.sqrt(\n // Math.pow(beacon.center.x - point.x, 2) +\n // Math.pow(beacon.center.y - point.y, 2)\n // )\n // beacon.gaussian = gaussian(\n // beacon.model.txPower || -71,\n // Math.pow(3.209, 2)\n // )\n // beacon.txPower = beacon.gaussian.ppf(Math.random())\n\n // beacons.push(beacon)\n // }\n\n // beacons = beacons.slice(0)\n\n // this.calculatePosition(beacons, point)\n // }\n\n // calculatePosition(nodeArr, position) {\n // let beacons = nodeArr\n\n // beacons.sort(function(a, b) {\n // let rssiA = -10 * Math.log10(a.distance) + a.txPower\n // let rssiB = -10 * Math.log10(b.distance) + b.txPower\n\n // return Math.abs(rssiA) - Math.abs(rssiB)\n // })\n\n // let beaconCombs = this.k_combinations(beacons.slice(0, 4), 3)\n // let positions = []\n\n // for (let i in beaconCombs) {\n // let beaconComb = beaconCombs[i]\n // let beaconA = beaconComb[0]\n // let beaconB = beaconComb[1]\n // let beaconC = beaconComb[2]\n\n // let xa = beaconA.center.x\n // let ya = beaconA.center.y\n // let xb = beaconB.center.x\n // let yb = beaconB.center.y\n // let xc = beaconC.center.x\n // let yc = beaconC.center.y\n // let ra = beaconA.distance\n // let rb = beaconB.distance\n // let rc = beaconC.distance\n\n // // let ra = Math.sqrt(Math.pow(beaconA.center.x - position.x, 2) + Math.pow(beaconA.center.y - position.y, 2)) * 0.01\n // // let rb = Math.sqrt(Math.pow(beaconB.center.x - position.x, 2) + Math.pow(beaconB.center.y - position.y, 2)) * 0.01\n // // let rc = Math.sqrt(Math.pow(beaconC.center.x - position.x, 2) + Math.pow(beaconC.center.y - position.y, 2)) * 0.01\n\n // let rssiA = -10 * Math.log10(beaconA.distance * 0.01) + beaconA.txPower\n // let rssiB = -10 * Math.log10(beaconB.distance * 0.01) + beaconB.txPower\n // let rssiC = -10 * Math.log10(beaconC.distance * 0.01) + beaconC.txPower\n\n // ra = this.calculateDistance(beaconA.txPower, rssiA) * 100\n // rb = this.calculateDistance(beaconB.txPower, rssiB) * 100\n // rc = this.calculateDistance(beaconC.txPower, rssiC) * 100\n\n // let xaSq = xa * xa,\n // xbSq = xb * xb,\n // xcSq = xc * xc,\n // yaSq = ya * ya,\n // ybSq = yb * yb,\n // ycSq = yc * yc,\n // raSq = ra * ra,\n // rbSq = rb * rb,\n // rcSq = rc * rc\n // let numerator1 =\n // (xb - xa) * (xcSq + ycSq - rcSq) +\n // (xa - xc) * (xbSq + ybSq - rbSq) +\n // (xc - xb) * (xaSq + yaSq - raSq)\n // let denominator1 = 2 * (yc * (xb - xa) + yb * (xa - xc) + ya * (xc - xb))\n // let y = numerator1 / denominator1\n // let numerator2 =\n // rbSq - raSq + xaSq - xbSq + yaSq - ybSq - 2 * (ya - yb) * y\n // let denominator2 = 2 * (xa - xb)\n // let x = numerator2 / denominator2\n\n // if (Number.isFinite(x) && Number.isFinite(y)) {\n // positions.push({\n // x: x,\n // y: y\n // })\n // }\n // }\n\n // let avgPosition = this.averageOfPositions(positions)\n\n // if (this._simPosition) this.removeComponent(this._simPosition)\n\n // this._simPosition = Model.compile({\n // type: 'ellipse',\n // cx: avgPosition.x,\n // cy: avgPosition.y,\n // rx: 10,\n // ry: 10,\n // fillStyle: 'navy'\n // })\n\n // this.addComponent(this._simPosition)\n // }\n\n // calculateDistance(txPower, rssi) {\n // if (rssi == 0) {\n // return -1.0 // if we cannot determine distance, return -1.\n // }\n\n // let ratio = (rssi * 1.0) / txPower\n // if (ratio < 1.0) {\n // return Math.pow(ratio, 10)\n // } else {\n // let accuracy = 0.89976 * Math.pow(ratio, 7.7095) + 0.111\n // return accuracy\n // }\n // }\n\n // calculateAngle(p1, p2, p3) {\n // let l1 = Math.pow(p2.x - p1.x, 2) + Math.pow(p2.y - p1.y, 2),\n // l2 = Math.pow(p2.x - p3.x, 2) + Math.pow(p2.y - p3.y, 2),\n // l3 = Math.pow(p3.x - p1.x, 2) + Math.pow(p3.y - p1.y, 2)\n\n // return Math.acos((l1 + l2 - l3) / Math.sqrt(4 * l1 * l2))\n // }\n\n // averageOfPositions(p) {\n // let sumOfX = 0\n // let sumOfY = 0\n\n // for (let i in p) {\n // let point = p[i]\n // sumOfX += point.x\n // sumOfY += point.y\n // }\n\n // return {\n // x: sumOfX / p.length,\n // y: sumOfY / p.length\n // }\n // }\n\n // k_combinations(set, k) {\n // var i, j, combs, head, tailcombs\n\n // // There is no way to take e.g. sets of 5 elements from\n // // a set of 4.\n // if (k > set.length || k <= 0) {\n // return []\n // }\n\n // // K-sized set has only one K-sized subset.\n // if (k == set.length) {\n // return [set]\n // }\n\n // // There is N 1-sized subsets in a N-sized set.\n // if (k == 1) {\n // combs = []\n // for (i = 0; i < set.length; i++) {\n // combs.push([set[i]])\n // }\n // return combs\n // }\n\n // // Assert {1 < k < set.length}\n\n // // Algorithm description:\n // // To get k-combinations of a set, we want to join each element\n // // with all (k-1)-combinations of the other elements. The set of\n // // these k-sized sets would be the desired result. However, as we\n // // represent sets with lists, we need to take duplicates into\n // // account. To avoid producing duplicates and also unnecessary\n // // computing, we use the following approach: each element i\n // // divides the list into three: the preceding elements, the\n // // current element i, and the subsequent elements. For the first\n // // element, the list of preceding elements is empty. For element i,\n // // we compute the (k-1)-computations of the subsequent elements,\n // // join each with the element i, and store the joined to the set of\n // // computed k-combinations. We do not need to take the preceding\n // // elements into account, because they have already been the i:th\n // // element so they are already computed and stored. When the length\n // // of the subsequent list drops below (k-1), we cannot find any\n // // (k-1)-combs, hence the upper limit for the iteration:\n // combs = []\n // for (i = 0; i < set.length - k + 1; i++) {\n // // head is a list that includes only our current element.\n // head = set.slice(i, i + 1)\n // // We take smaller combinations from the subsequent elements\n // tailcombs = this.k_combinations(set.slice(i + 1), k - 1)\n // // For each (k-1)-combination we join it with the current\n // // and store it to the set of k-combinations.\n // for (j = 0; j < tailcombs.length; j++) {\n // combs.push(head.concat(tailcombs[j]))\n // }\n // }\n // return combs\n // }\n\n // onclick(e) {\n // return\n\n // let point = this.transcoordC2S(e.offsetX, e.offsetY)\n\n // if (this._clickPoint) {\n // this.removeComponent(this._clickPoint)\n // }\n\n // this._clickPoint = Model.compile({\n // type: 'ellipse',\n // cx: point.x,\n // cy: point.y,\n // rx: 10,\n // ry: 10,\n // fillStyle: 'red'\n // })\n\n // this.addComponent(this._clickPoint)\n // this.simulate(point)\n // // let self = this\n // // setTimeout(function() {\n // // self.simulate(point)\n // // }, 500)\n // this.invalidate()\n // }\n}\n\nComponent.register('floor', Floor)\n"]}
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All rights reserved.\n */\nimport { Component, ComponentNature, Container } from '@hatiolab/things-scene'\n\nimport IndoorMap from './indoor-map'\n\nconst NATURE: ComponentNature = {\n mutable: false,\n resizable: true,\n rotatable: true,\n properties: [\n {\n type: 'action',\n label: 'remove',\n name: 'remove',\n property: {\n icon: 'remove_circle',\n action: function (floor: Floor) {\n let indoor = floor.parent as IndoorMap\n indoor.removeComponent(floor)\n indoor.setState('activeIndex', 0)\n }\n }\n }\n ]\n}\n\nexport default class Floor extends Container {\n private _clickPoint?: Component\n\n get hasTextProperty() {\n return false\n }\n\n get showMoveHandle() {\n return false\n }\n\n /*\n * PATH 리스트를 직접 수정할 수 있는 지를 결정한다.\n *\n * 일반적으로 PATH는 바운드 생성을 위해서 논리적으로 생성되므로, 직접 수정하지 않는다.(return false)\n * 그러나, 각 꼭지점들이 개별로 움직이는 다각형류는 path 라는 모델데이타를 가지므로, 직접수정이 가능할 수 있다.(return true)\n *\n * Immutable 컴포넌트의 형상을 바꾸는 방법은 바운드를 이용한 리사이즈나, 특별한 컨트롤을 통해서 가능하다.\n */\n get mutable() {\n return false\n }\n\n /*\n * BOUND를 통해서 리사이즈를 할 수 있는 지를 결정한다.\n *\n * 일반적으로 면적을 갖는 컴포넌트는 대체로 가능하다.(return true)\n * 그러나, LINE 등 면적을 가지지않는 컴포넌트는 가능하지 않도록 정의한다.(return false)\n */\n get resizable() {\n return false\n }\n\n /*\n * 회전을 할 수 있는 지를 결정한다.\n *\n * 일반적으로 모든 컴포넌트는 가능하다.(return true)\n */\n get rotatable() {\n return false\n }\n\n get nature() {\n return NATURE\n }\n\n // drawLocationMarkers(locations) {\n // for (let uuid in locations) {\n // let locInfo = locations[uuid]\n // let props = locInfo.props || {}\n\n // props.width = props.width || 10\n // props.height = props.height || 10\n\n // let currentTime = new Date().getTime()\n // // let diffTime = 500\n // let diffTime = currentTime - locInfo.lastUpdateTime\n\n // if (diffTime < locInfo.updateInterval) {\n // let movingObject = this.findById(uuid)\n // if (movingObject) {\n // // props.yaw = 0;\n // // props.roll = 0;\n\n // movingObject.set(props)\n // for (let key in props) {\n // movingObject[key] = props[key]\n // }\n // } else {\n // // TODO: marker의 초기값 관련 로직 정리 필요.\n\n // let config = Object.assign(\n // {\n // type: locInfo.type || 'rect',\n // // type: locInfo.type || \"camera\",\n // id: uuid,\n // fillStyle: 'red',\n // left: props.center.x - props.width * 0.5,\n // top: props.center.y - props.height * 0.5,\n // cx: props.center.x,\n // cy: props.center.y\n // },\n // props\n // )\n\n // let marker = Model.compile(config)\n\n // this.addComponent(marker)\n\n // // movingObject = this.findById(uuid)\n // // if(movingObject) {\n // // movingObject.set(props);\n // // }\n // }\n // } else {\n // let movingObject = this.findById(uuid)\n // this.removeComponent(movingObject)\n // }\n\n // this.invalidate()\n // }\n // }\n\n // simulate(point) {\n // // for(let i in this.components) {\n // // if(this.components[i].model.type != 'beacon')\n // // continue;\n // //\n // // let beacon = this.components[i]\n // // let distance = Math.sqrt(Math.pow(beacon.center.x - point.x, 2) + Math.pow(beacon.center.y - point.y, 2)) * 0.01\n // // let rssi = -10 * Math.log10(distance) + (beacon.txPower || -71)\n // //\n // // let randRssi = gaussian(rssi, Math.pow(4.894686948810031, 2))\n // //\n // // rssi = randRssi.ppf(Math.random())\n // //\n // // console.log(rssi);\n // // }\n\n // let beacons: {\n // distance: number;\n // gaussian: number;\n // txPower: number;\n // }[] = []\n\n // for (let i in this.components) {\n // if (this.components[i].model.type != 'beacon') continue\n\n // let beacon = this.components[i]\n\n // beacon.distance = Math.sqrt(\n // Math.pow(beacon.center.x - point.x, 2) +\n // Math.pow(beacon.center.y - point.y, 2)\n // )\n // beacon.gaussian = gaussian(\n // beacon.model.txPower || -71,\n // Math.pow(3.209, 2)\n // )\n // beacon.txPower = beacon.gaussian.ppf(Math.random())\n\n // beacons.push(beacon)\n // }\n\n // beacons = beacons.slice(0)\n\n // this.calculatePosition(beacons, point)\n // }\n\n // calculatePosition(nodeArr, position) {\n // let beacons = nodeArr\n\n // beacons.sort(function(a, b) {\n // let rssiA = -10 * Math.log10(a.distance) + a.txPower\n // let rssiB = -10 * Math.log10(b.distance) + b.txPower\n\n // return Math.abs(rssiA) - Math.abs(rssiB)\n // })\n\n // let beaconCombs = this.k_combinations(beacons.slice(0, 4), 3)\n // let positions = []\n\n // for (let i in beaconCombs) {\n // let beaconComb = beaconCombs[i]\n // let beaconA = beaconComb[0]\n // let beaconB = beaconComb[1]\n // let beaconC = beaconComb[2]\n\n // let xa = beaconA.center.x\n // let ya = beaconA.center.y\n // let xb = beaconB.center.x\n // let yb = beaconB.center.y\n // let xc = beaconC.center.x\n // let yc = beaconC.center.y\n // let ra = beaconA.distance\n // let rb = beaconB.distance\n // let rc = beaconC.distance\n\n // // let ra = Math.sqrt(Math.pow(beaconA.center.x - position.x, 2) + Math.pow(beaconA.center.y - position.y, 2)) * 0.01\n // // let rb = Math.sqrt(Math.pow(beaconB.center.x - position.x, 2) + Math.pow(beaconB.center.y - position.y, 2)) * 0.01\n // // let rc = Math.sqrt(Math.pow(beaconC.center.x - position.x, 2) + Math.pow(beaconC.center.y - position.y, 2)) * 0.01\n\n // let rssiA = -10 * Math.log10(beaconA.distance * 0.01) + beaconA.txPower\n // let rssiB = -10 * Math.log10(beaconB.distance * 0.01) + beaconB.txPower\n // let rssiC = -10 * Math.log10(beaconC.distance * 0.01) + beaconC.txPower\n\n // ra = this.calculateDistance(beaconA.txPower, rssiA) * 100\n // rb = this.calculateDistance(beaconB.txPower, rssiB) * 100\n // rc = this.calculateDistance(beaconC.txPower, rssiC) * 100\n\n // let xaSq = xa * xa,\n // xbSq = xb * xb,\n // xcSq = xc * xc,\n // yaSq = ya * ya,\n // ybSq = yb * yb,\n // ycSq = yc * yc,\n // raSq = ra * ra,\n // rbSq = rb * rb,\n // rcSq = rc * rc\n // let numerator1 =\n // (xb - xa) * (xcSq + ycSq - rcSq) +\n // (xa - xc) * (xbSq + ybSq - rbSq) +\n // (xc - xb) * (xaSq + yaSq - raSq)\n // let denominator1 = 2 * (yc * (xb - xa) + yb * (xa - xc) + ya * (xc - xb))\n // let y = numerator1 / denominator1\n // let numerator2 =\n // rbSq - raSq + xaSq - xbSq + yaSq - ybSq - 2 * (ya - yb) * y\n // let denominator2 = 2 * (xa - xb)\n // let x = numerator2 / denominator2\n\n // if (Number.isFinite(x) && Number.isFinite(y)) {\n // positions.push({\n // x: x,\n // y: y\n // })\n // }\n // }\n\n // let avgPosition = this.averageOfPositions(positions)\n\n // if (this._simPosition) this.removeComponent(this._simPosition)\n\n // this._simPosition = Model.compile({\n // type: 'ellipse',\n // cx: avgPosition.x,\n // cy: avgPosition.y,\n // rx: 10,\n // ry: 10,\n // fillStyle: 'navy'\n // })\n\n // this.addComponent(this._simPosition)\n // }\n\n // calculateDistance(txPower, rssi) {\n // if (rssi == 0) {\n // return -1.0 // if we cannot determine distance, return -1.\n // }\n\n // let ratio = (rssi * 1.0) / txPower\n // if (ratio < 1.0) {\n // return Math.pow(ratio, 10)\n // } else {\n // let accuracy = 0.89976 * Math.pow(ratio, 7.7095) + 0.111\n // return accuracy\n // }\n // }\n\n // calculateAngle(p1, p2, p3) {\n // let l1 = Math.pow(p2.x - p1.x, 2) + Math.pow(p2.y - p1.y, 2),\n // l2 = Math.pow(p2.x - p3.x, 2) + Math.pow(p2.y - p3.y, 2),\n // l3 = Math.pow(p3.x - p1.x, 2) + Math.pow(p3.y - p1.y, 2)\n\n // return Math.acos((l1 + l2 - l3) / Math.sqrt(4 * l1 * l2))\n // }\n\n // averageOfPositions(p) {\n // let sumOfX = 0\n // let sumOfY = 0\n\n // for (let i in p) {\n // let point = p[i]\n // sumOfX += point.x\n // sumOfY += point.y\n // }\n\n // return {\n // x: sumOfX / p.length,\n // y: sumOfY / p.length\n // }\n // }\n\n // k_combinations(set, k) {\n // var i, j, combs, head, tailcombs\n\n // // There is no way to take e.g. sets of 5 elements from\n // // a set of 4.\n // if (k > set.length || k <= 0) {\n // return []\n // }\n\n // // K-sized set has only one K-sized subset.\n // if (k == set.length) {\n // return [set]\n // }\n\n // // There is N 1-sized subsets in a N-sized set.\n // if (k == 1) {\n // combs = []\n // for (i = 0; i < set.length; i++) {\n // combs.push([set[i]])\n // }\n // return combs\n // }\n\n // // Assert {1 < k < set.length}\n\n // // Algorithm description:\n // // To get k-combinations of a set, we want to join each element\n // // with all (k-1)-combinations of the other elements. The set of\n // // these k-sized sets would be the desired result. However, as we\n // // represent sets with lists, we need to take duplicates into\n // // account. To avoid producing duplicates and also unnecessary\n // // computing, we use the following approach: each element i\n // // divides the list into three: the preceding elements, the\n // // current element i, and the subsequent elements. For the first\n // // element, the list of preceding elements is empty. For element i,\n // // we compute the (k-1)-computations of the subsequent elements,\n // // join each with the element i, and store the joined to the set of\n // // computed k-combinations. We do not need to take the preceding\n // // elements into account, because they have already been the i:th\n // // element so they are already computed and stored. When the length\n // // of the subsequent list drops below (k-1), we cannot find any\n // // (k-1)-combs, hence the upper limit for the iteration:\n // combs = []\n // for (i = 0; i < set.length - k + 1; i++) {\n // // head is a list that includes only our current element.\n // head = set.slice(i, i + 1)\n // // We take smaller combinations from the subsequent elements\n // tailcombs = this.k_combinations(set.slice(i + 1), k - 1)\n // // For each (k-1)-combination we join it with the current\n // // and store it to the set of k-combinations.\n // for (j = 0; j < tailcombs.length; j++) {\n // combs.push(head.concat(tailcombs[j]))\n // }\n // }\n // return combs\n // }\n\n // onclick(e) {\n // return\n\n // let point = this.transcoordC2S(e.offsetX, e.offsetY)\n\n // if (this._clickPoint) {\n // this.removeComponent(this._clickPoint)\n // }\n\n // this._clickPoint = Model.compile({\n // type: 'ellipse',\n // cx: point.x,\n // cy: point.y,\n // rx: 10,\n // ry: 10,\n // fillStyle: 'red'\n // })\n\n // this.addComponent(this._clickPoint)\n // this.simulate(point)\n // // let self = this\n // // setTimeout(function() {\n // // self.simulate(point)\n // // }, 500)\n // this.invalidate()\n // }\n}\n\nComponent.register('floor', Floor)\n"]}
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package/dist/indoor-map.d.ts
CHANGED
@@ -1,5 +1,4 @@
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1
1
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import { ComponentNature, Container, State } from '@hatiolab/things-scene';
|
2
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-
import Floor from './floor';
|
3
2
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export default class IndoorMap extends Container {
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4
3
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private _focused;
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4
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private __down_point?;
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@@ -7,7 +6,6 @@ export default class IndoorMap extends Container {
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7
6
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get layout(): import("@hatiolab/things-scene").LAYOUT;
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7
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get layoutConfig(): any;
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9
8
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set layoutConfig(config: any);
|
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-
get activeFloor(): Floor;
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9
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get activeIndex(): number;
|
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10
|
set activeIndex(activeIndex: number);
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13
11
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ready(): void;
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package/dist/indoor-map.js
CHANGED
@@ -44,24 +44,28 @@ export default class IndoorMap extends Container {
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44
44
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return CardLayout;
|
45
45
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}
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46
46
|
get layoutConfig() {
|
47
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-
return this.
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47
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+
return (this.getState('layoutConfig') || {
|
48
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+
activeIndex: this.activeIndex
|
49
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+
});
|
48
50
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}
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49
51
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set layoutConfig(config) {
|
50
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-
this.
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51
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-
}
|
52
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-
get activeFloor() {
|
53
|
-
return this.components[this.get('layoutConfig').activeIndex];
|
52
|
+
this.setState('layoutConfig', config);
|
54
53
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}
|
55
54
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get activeIndex() {
|
56
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-
return this.
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55
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+
return this.getState('activeIndex');
|
57
56
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}
|
58
57
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set activeIndex(activeIndex) {
|
59
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-
this.
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58
|
+
this.setState('activeIndex', Number(activeIndex));
|
60
59
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}
|
61
60
|
ready() {
|
62
61
|
super.ready();
|
63
|
-
if (this.components.length == 0)
|
62
|
+
if (this.components.length == 0) {
|
64
63
|
this.addFloor();
|
64
|
+
}
|
65
|
+
this.layoutConfig = {
|
66
|
+
...this.layoutConfig,
|
67
|
+
activeIndex: this.activeIndex
|
68
|
+
};
|
65
69
|
}
|
66
70
|
postrender(context) {
|
67
71
|
if (!this.app.isViewMode && this._focused) {
|
@@ -128,10 +132,12 @@ export default class IndoorMap extends Container {
|
|
128
132
|
return;
|
129
133
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y /= LABEL_HEIGHT;
|
130
134
|
y = Math.floor(y);
|
131
|
-
if (!this.layoutConfig)
|
135
|
+
if (!this.layoutConfig) {
|
132
136
|
this.layoutConfig = {};
|
133
|
-
|
137
|
+
}
|
138
|
+
if (y >= this.components.length) {
|
134
139
|
return;
|
140
|
+
}
|
135
141
|
// /* 생성 버튼이 클릭되면, 새로운 floor를 추가한다. */
|
136
142
|
// if(y == this.components.length) {
|
137
143
|
// this.add(Model.compile({
|
@@ -140,7 +146,7 @@ export default class IndoorMap extends Container {
|
|
140
146
|
// height: 100
|
141
147
|
// }))
|
142
148
|
// }
|
143
|
-
this.
|
149
|
+
this.setState('activeIndex', y);
|
144
150
|
}
|
145
151
|
onmousedown(e) {
|
146
152
|
this.__down_point = {
|
@@ -160,7 +166,7 @@ export default class IndoorMap extends Container {
|
|
160
166
|
height: 100
|
161
167
|
});
|
162
168
|
this.addComponent(floor);
|
163
|
-
this.
|
169
|
+
this.setState('activeIndex', this.components.length - 1);
|
164
170
|
}
|
165
171
|
}
|
166
172
|
Component.register('indoor-map', IndoorMap);
|
package/dist/indoor-map.js.map
CHANGED
@@ -1 +1 @@
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1
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* Copyright © HatioLab Inc. All rights reserved.\n */\nimport { CardLayout, Component, ComponentNature, Container, Model, POINT, State } from '@hatiolab/things-scene'\n\nimport Floor from './floor'\n\nconst LABEL_WIDTH = 25\nconst LABEL_HEIGHT = 25\n\nfunction rgba(r: number, g: number, b: number, a: number) {\n return `rgba(${r}, ${g}, ${b}, ${a})`\n}\n\nconst NATURE: ComponentNature = {\n mutable: false,\n resizable: true,\n rotatable: true,\n properties: [\n {\n type: 'action',\n label: 'add-floor',\n name: 'addFloor',\n property: {\n icon: 'add_circle',\n action: (indoorMap: IndoorMap) => {\n indoorMap.addFloor()\n }\n }\n },\n {\n type: 'number',\n label: 'active index',\n name: 'activeIndex'\n }\n ],\n 'value-property': 'activeIndex',\n help: 'scene/component/indoor-map'\n}\n\nexport default class IndoorMap extends Container {\n private _focused: boolean = false\n private __down_point?: POINT\n\n get nature() {\n return NATURE\n }\n\n get layout() {\n return CardLayout\n }\n\n get layoutConfig() {\n return this.get('layoutConfig')\n }\n\n set layoutConfig(config) {\n this.set('layoutConfig', config)\n }\n\n get activeFloor(): Floor {\n return this.components[this.get('layoutConfig').activeIndex] as Floor\n }\n\n get activeIndex() {\n return this.get('activeIndex')\n }\n\n set activeIndex(activeIndex: number) {\n this.set('activeIndex', Number(activeIndex))\n }\n\n ready() {\n super.ready()\n\n if (this.components.length == 0) this.addFloor()\n }\n\n postrender(context: CanvasRenderingContext2D) {\n if (!this.app.isViewMode && this._focused) {\n var { left, top, width, fillStyle } = this.state\n\n // floor 선택 탭 그리기\n for (let i = 0; i < this.components.length; i++) {\n context.beginPath()\n\n context.rect(left - LABEL_WIDTH, top + i * LABEL_HEIGHT, LABEL_WIDTH, LABEL_HEIGHT)\n\n let color = 255 - ((20 * (i + 1)) % 255)\n context.fillStyle = rgba(color, color, color, 1)\n context.fill()\n\n context.closePath()\n }\n\n context.beginPath()\n\n context.moveTo(left, top)\n context.lineTo(left - LABEL_WIDTH, top)\n context.lineTo(left - LABEL_WIDTH, top + this.components.length * LABEL_HEIGHT)\n context.lineTo(left, top + this.components.length * LABEL_HEIGHT)\n\n context.strokeStyle = '#ccc'\n context.stroke()\n\n context.closePath()\n }\n\n super.postrender(context)\n }\n\n contains(x: number, y: number) {\n var contains = super.contains(x, y)\n\n if (this.app.isViewMode) return contains\n\n var { left, top, width } = this.bounds\n var h = LABEL_HEIGHT\n\n contains =\n contains ||\n // card selector 영역에 포함되는지\n (x < Math.max(left - LABEL_WIDTH, left) &&\n x > Math.min(left - LABEL_WIDTH, left) &&\n y < Math.max(top + h * this.size(), top) &&\n y > Math.min(top + h * this.size(), top))\n\n if (contains) this._focused = true\n else this._focused = false\n\n this.invalidate()\n return contains\n }\n\n onchange(after: State) {\n if ('activeIndex' in after) {\n this.layoutConfig = {\n ...this.layoutConfig,\n activeIndex: after.activeIndex\n }\n }\n }\n\n onmouseup(e: MouseEvent) {\n var down_point = this.__down_point\n delete this.__down_point\n\n if (!down_point || down_point.x != e.offsetX || down_point.y != e.offsetY) {\n return\n }\n\n var point = this.transcoordC2S(e.offsetX, e.offsetY)\n\n var { left, top } = this.state\n\n var x = point.x - left\n var y = point.y - top\n\n if (x > 0) return\n\n y /= LABEL_HEIGHT\n y = Math.floor(y)\n\n if (!this.layoutConfig) this.layoutConfig = {}\n\n if (y >= this.components.length) return\n\n // /* 생성 버튼이 클릭되면, 새로운 floor를 추가한다. */\n // if(y == this.components.length) {\n // this.add(Model.compile({\n // type: 'floor',\n // width: 100,\n // height: 100\n // }))\n // }\n this.set('activeIndex', y)\n }\n\n onmousedown(e: MouseEvent) {\n this.__down_point = {\n x: e.offsetX,\n y: e.offsetY\n }\n }\n\n addFloor() {\n const color = 255 - ((20 * (this.components.length + 1)) % 255)\n const hex = color.toString(16)\n\n const floor = Model.compile({\n type: 'floor',\n fillStyle: `#${hex}${hex}${hex}`,\n top: 0,\n left: 0,\n width: 100,\n height: 100\n })\n\n this.addComponent(floor)\n this.set('activeIndex', this.components.length - 1)\n }\n}\n\nComponent.register('indoor-map', IndoorMap)\n"]}
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* Copyright © HatioLab Inc. All rights reserved.\n */\nimport { CardLayout, Component, ComponentNature, Container, Model, POINT, State } from '@hatiolab/things-scene'\n\nconst LABEL_WIDTH = 25\nconst LABEL_HEIGHT = 25\n\nfunction rgba(r: number, g: number, b: number, a: number) {\n return `rgba(${r}, ${g}, ${b}, ${a})`\n}\n\nconst NATURE: ComponentNature = {\n mutable: false,\n resizable: true,\n rotatable: true,\n properties: [\n {\n type: 'action',\n label: 'add-floor',\n name: 'addFloor',\n property: {\n icon: 'add_circle',\n action: (indoorMap: IndoorMap) => {\n indoorMap.addFloor()\n }\n }\n },\n {\n type: 'number',\n label: 'active index',\n name: 'activeIndex'\n }\n ],\n 'value-property': 'activeIndex',\n help: 'scene/component/indoor-map'\n}\n\nexport default class IndoorMap extends Container {\n private _focused: boolean = false\n private __down_point?: POINT\n\n get nature() {\n return NATURE\n }\n\n get layout() {\n return CardLayout\n }\n\n get layoutConfig() {\n return (\n this.getState('layoutConfig') || {\n activeIndex: this.activeIndex\n }\n )\n }\n\n set layoutConfig(config) {\n this.setState('layoutConfig', config)\n }\n\n get activeIndex() {\n return this.getState('activeIndex')\n }\n\n set activeIndex(activeIndex: number) {\n this.setState('activeIndex', Number(activeIndex))\n }\n\n ready() {\n super.ready()\n\n if (this.components.length == 0) {\n this.addFloor()\n }\n\n this.layoutConfig = {\n ...this.layoutConfig,\n activeIndex: this.activeIndex\n }\n }\n\n postrender(context: CanvasRenderingContext2D) {\n if (!this.app.isViewMode && this._focused) {\n var { left, top, width, fillStyle } = this.state\n\n // floor 선택 탭 그리기\n for (let i = 0; i < this.components.length; i++) {\n context.beginPath()\n\n context.rect(left - LABEL_WIDTH, top + i * LABEL_HEIGHT, LABEL_WIDTH, LABEL_HEIGHT)\n\n let color = 255 - ((20 * (i + 1)) % 255)\n context.fillStyle = rgba(color, color, color, 1)\n context.fill()\n\n context.closePath()\n }\n\n context.beginPath()\n\n context.moveTo(left, top)\n context.lineTo(left - LABEL_WIDTH, top)\n context.lineTo(left - LABEL_WIDTH, top + this.components.length * LABEL_HEIGHT)\n context.lineTo(left, top + this.components.length * LABEL_HEIGHT)\n\n context.strokeStyle = '#ccc'\n context.stroke()\n\n context.closePath()\n }\n\n super.postrender(context)\n }\n\n contains(x: number, y: number) {\n var contains = super.contains(x, y)\n\n if (this.app.isViewMode) return contains\n\n var { left, top, width } = this.bounds\n var h = LABEL_HEIGHT\n\n contains =\n contains ||\n // card selector 영역에 포함되는지\n (x < Math.max(left - LABEL_WIDTH, left) &&\n x > Math.min(left - LABEL_WIDTH, left) &&\n y < Math.max(top + h * this.size(), top) &&\n y > Math.min(top + h * this.size(), top))\n\n if (contains) this._focused = true\n else this._focused = false\n\n this.invalidate()\n return contains\n }\n\n onchange(after: State) {\n if ('activeIndex' in after) {\n this.layoutConfig = {\n ...this.layoutConfig,\n activeIndex: after.activeIndex\n }\n }\n }\n\n onmouseup(e: MouseEvent) {\n var down_point = this.__down_point\n delete this.__down_point\n\n if (!down_point || down_point.x != e.offsetX || down_point.y != e.offsetY) {\n return\n }\n\n var point = this.transcoordC2S(e.offsetX, e.offsetY)\n\n var { left, top } = this.state\n\n var x = point.x - left\n var y = point.y - top\n\n if (x > 0) return\n\n y /= LABEL_HEIGHT\n y = Math.floor(y)\n\n if (!this.layoutConfig) {\n this.layoutConfig = {}\n }\n\n if (y >= this.components.length) {\n return\n }\n\n // /* 생성 버튼이 클릭되면, 새로운 floor를 추가한다. */\n // if(y == this.components.length) {\n // this.add(Model.compile({\n // type: 'floor',\n // width: 100,\n // height: 100\n // }))\n // }\n this.setState('activeIndex', y)\n }\n\n onmousedown(e: MouseEvent) {\n this.__down_point = {\n x: e.offsetX,\n y: e.offsetY\n }\n }\n\n addFloor() {\n const color = 255 - ((20 * (this.components.length + 1)) % 255)\n const hex = color.toString(16)\n\n const floor = Model.compile({\n type: 'floor',\n fillStyle: `#${hex}${hex}${hex}`,\n top: 0,\n left: 0,\n width: 100,\n height: 100\n })\n\n this.addComponent(floor)\n this.setState('activeIndex', this.components.length - 1)\n }\n}\n\nComponent.register('indoor-map', IndoorMap)\n"]}
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+
2023-06-10T11:16:27+09:00 info: All connector for 'sqlite-connector' ready
|
33
|
+
2023-06-10T11:16:27+09:00 info: All connector for 'postgresql-connector' ready
|
34
|
+
2023-06-10T11:16:27+09:00 info: All connector for 'mqtt-connector' ready
|
35
|
+
2023-06-10T11:16:27+09:00 info: All connector for 'mssql-connector' ready
|
36
|
+
2023-06-10T11:16:27+09:00 info: All connector for 'oracle-connector' ready
|
37
|
+
2023-06-10T11:16:27+09:00 info: All connector for 'mysql-connector' ready
|
38
|
+
2023-06-10T11:16:27+09:00 info: All connector for 'socket-server' ready
|
39
|
+
2023-06-10T11:16:27+09:00 info: All connector for 'msgraph-connector' ready
|
40
|
+
2023-06-10T11:16:27+09:00 info: All connector for 'openai-connector' ready
|
41
|
+
2023-06-10T11:16:27+09:00 info: ConnectionManager initialization done:
|
42
|
+
2023-06-10T11:38:01+09:00 info: Initializing ConnectionManager...
|
43
|
+
2023-06-10T11:38:01+09:00 info: Connector 'echo-back-server' started to ready
|
44
|
+
2023-06-10T11:38:01+09:00 info: Connector 'echo-back' started to ready
|
45
|
+
2023-06-10T11:38:01+09:00 info: Connector 'http-connector' started to ready
|
46
|
+
2023-06-10T11:38:01+09:00 info: Connector 'graphql-connector' started to ready
|
47
|
+
2023-06-10T11:38:01+09:00 info: Connector 'sqlite-connector' started to ready
|
48
|
+
2023-06-10T11:38:01+09:00 info: Connector 'postgresql-connector' started to ready
|
49
|
+
2023-06-10T11:38:01+09:00 info: Connector 'mqtt-connector' started to ready
|
50
|
+
2023-06-10T11:38:01+09:00 info: Connector 'mssql-connector' started to ready
|
51
|
+
2023-06-10T11:38:01+09:00 info: Connector 'oracle-connector' started to ready
|
52
|
+
2023-06-10T11:38:01+09:00 info: Connector 'mysql-connector' started to ready
|
53
|
+
2023-06-10T11:38:01+09:00 info: Connector 'socket-server' started to ready
|
54
|
+
2023-06-10T11:38:01+09:00 info: Connector 'msgraph-connector' started to ready
|
55
|
+
2023-06-10T11:38:01+09:00 info: Connector 'openai-connector' started to ready
|
56
|
+
2023-06-10T11:38:01+09:00 info: echo-back-servers are ready
|
57
|
+
2023-06-10T11:38:01+09:00 info: echo-back connections are ready
|
58
|
+
2023-06-10T11:38:01+09:00 info: http-connector connections are ready
|
59
|
+
2023-06-10T11:38:01+09:00 info: graphql-connector connections are ready
|
60
|
+
2023-06-10T11:38:01+09:00 info: sqlite-connector connections are ready
|
61
|
+
2023-06-10T11:38:01+09:00 info: postgresql-connector connections are ready
|
62
|
+
2023-06-10T11:38:01+09:00 info: mqtt-connector connections are ready
|
63
|
+
2023-06-10T11:38:01+09:00 info: mssql-connector connections are ready
|
64
|
+
2023-06-10T11:38:01+09:00 info: oracle-connector connections are ready
|
65
|
+
2023-06-10T11:38:01+09:00 info: mysql-connector connections are ready
|
66
|
+
2023-06-10T11:38:01+09:00 info: socket servers are ready
|
67
|
+
2023-06-10T11:38:01+09:00 info: msgraph-connector connections are ready
|
68
|
+
2023-06-10T11:38:01+09:00 info: openai-connector connections are ready
|
69
|
+
2023-06-10T11:38:01+09:00 info: All connector for 'echo-back-server' ready
|
70
|
+
2023-06-10T11:38:01+09:00 info: All connector for 'echo-back' ready
|
71
|
+
2023-06-10T11:38:01+09:00 info: All connector for 'http-connector' ready
|
72
|
+
2023-06-10T11:38:01+09:00 info: All connector for 'graphql-connector' ready
|
73
|
+
2023-06-10T11:38:01+09:00 info: All connector for 'sqlite-connector' ready
|
74
|
+
2023-06-10T11:38:01+09:00 info: All connector for 'postgresql-connector' ready
|
75
|
+
2023-06-10T11:38:01+09:00 info: All connector for 'mqtt-connector' ready
|
76
|
+
2023-06-10T11:38:01+09:00 info: All connector for 'mssql-connector' ready
|
77
|
+
2023-06-10T11:38:01+09:00 info: All connector for 'oracle-connector' ready
|
78
|
+
2023-06-10T11:38:01+09:00 info: All connector for 'mysql-connector' ready
|
79
|
+
2023-06-10T11:38:01+09:00 info: All connector for 'socket-server' ready
|
80
|
+
2023-06-10T11:38:01+09:00 info: All connector for 'msgraph-connector' ready
|
81
|
+
2023-06-10T11:38:01+09:00 info: All connector for 'openai-connector' ready
|
82
|
+
2023-06-10T11:38:01+09:00 info: ConnectionManager initialization done:
|
@@ -0,0 +1,41 @@
|
|
1
|
+
2023-06-10T12:17:15+09:00 info: Initializing ConnectionManager...
|
2
|
+
2023-06-10T12:17:15+09:00 info: Connector 'echo-back-server' started to ready
|
3
|
+
2023-06-10T12:17:15+09:00 info: Connector 'echo-back' started to ready
|
4
|
+
2023-06-10T12:17:15+09:00 info: Connector 'http-connector' started to ready
|
5
|
+
2023-06-10T12:17:15+09:00 info: Connector 'graphql-connector' started to ready
|
6
|
+
2023-06-10T12:17:15+09:00 info: Connector 'sqlite-connector' started to ready
|
7
|
+
2023-06-10T12:17:15+09:00 info: Connector 'postgresql-connector' started to ready
|
8
|
+
2023-06-10T12:17:15+09:00 info: Connector 'mqtt-connector' started to ready
|
9
|
+
2023-06-10T12:17:15+09:00 info: Connector 'mssql-connector' started to ready
|
10
|
+
2023-06-10T12:17:15+09:00 info: Connector 'oracle-connector' started to ready
|
11
|
+
2023-06-10T12:17:15+09:00 info: Connector 'mysql-connector' started to ready
|
12
|
+
2023-06-10T12:17:15+09:00 info: Connector 'socket-server' started to ready
|
13
|
+
2023-06-10T12:17:15+09:00 info: Connector 'msgraph-connector' started to ready
|
14
|
+
2023-06-10T12:17:15+09:00 info: Connector 'openai-connector' started to ready
|
15
|
+
2023-06-10T12:17:15+09:00 info: echo-back-servers are ready
|
16
|
+
2023-06-10T12:17:15+09:00 info: echo-back connections are ready
|
17
|
+
2023-06-10T12:17:15+09:00 info: http-connector connections are ready
|
18
|
+
2023-06-10T12:17:15+09:00 info: graphql-connector connections are ready
|
19
|
+
2023-06-10T12:17:15+09:00 info: sqlite-connector connections are ready
|
20
|
+
2023-06-10T12:17:15+09:00 info: postgresql-connector connections are ready
|
21
|
+
2023-06-10T12:17:15+09:00 info: mqtt-connector connections are ready
|
22
|
+
2023-06-10T12:17:15+09:00 info: mssql-connector connections are ready
|
23
|
+
2023-06-10T12:17:15+09:00 info: oracle-connector connections are ready
|
24
|
+
2023-06-10T12:17:15+09:00 info: mysql-connector connections are ready
|
25
|
+
2023-06-10T12:17:15+09:00 info: socket servers are ready
|
26
|
+
2023-06-10T12:17:15+09:00 info: msgraph-connector connections are ready
|
27
|
+
2023-06-10T12:17:15+09:00 info: openai-connector connections are ready
|
28
|
+
2023-06-10T12:17:15+09:00 info: All connector for 'echo-back-server' ready
|
29
|
+
2023-06-10T12:17:15+09:00 info: All connector for 'echo-back' ready
|
30
|
+
2023-06-10T12:17:15+09:00 info: All connector for 'http-connector' ready
|
31
|
+
2023-06-10T12:17:15+09:00 info: All connector for 'graphql-connector' ready
|
32
|
+
2023-06-10T12:17:15+09:00 info: All connector for 'sqlite-connector' ready
|
33
|
+
2023-06-10T12:17:15+09:00 info: All connector for 'postgresql-connector' ready
|
34
|
+
2023-06-10T12:17:15+09:00 info: All connector for 'mqtt-connector' ready
|
35
|
+
2023-06-10T12:17:15+09:00 info: All connector for 'mssql-connector' ready
|
36
|
+
2023-06-10T12:17:15+09:00 info: All connector for 'oracle-connector' ready
|
37
|
+
2023-06-10T12:17:15+09:00 info: All connector for 'mysql-connector' ready
|
38
|
+
2023-06-10T12:17:15+09:00 info: All connector for 'socket-server' ready
|
39
|
+
2023-06-10T12:17:15+09:00 info: All connector for 'msgraph-connector' ready
|
40
|
+
2023-06-10T12:17:15+09:00 info: All connector for 'openai-connector' ready
|
41
|
+
2023-06-10T12:17:15+09:00 info: ConnectionManager initialization done:
|
package/package.json
CHANGED
@@ -1,6 +1,6 @@
|
|
1
1
|
{
|
2
2
|
"name": "@operato/scene-indoor-map",
|
3
|
-
"version": "1.2.
|
3
|
+
"version": "1.2.46",
|
4
4
|
"description": "Indoor Map component for things-scene.",
|
5
5
|
"author": "heartyoh",
|
6
6
|
"main": "dist/index.js",
|
@@ -58,5 +58,5 @@
|
|
58
58
|
"prettier --write"
|
59
59
|
]
|
60
60
|
},
|
61
|
-
"gitHead": "
|
61
|
+
"gitHead": "1642231c4a8e50b20f520fad3ac3e00ebf7fe8d8"
|
62
62
|
}
|