@operato/scene-indoor-map 1.2.90 → 2.0.0-alpha.0

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package/CHANGELOG.md CHANGED
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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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+ ## [2.0.0-alpha.0](https://github.com/things-scene/operato-scene/compare/v1.3.9...v2.0.0-alpha.0) (2024-01-14)
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+ ### :bug: Bug Fix
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+ * 2.0.0-alpha.0 ([93274e3](https://github.com/things-scene/operato-scene/commit/93274e36c5d184f339f83899654dd48b4786ac2b))
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  ## [1.2.90](https://github.com/things-scene/operato-scene/compare/v1.2.89...v1.2.90) (2023-11-22)
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  **Note:** Version bump only for package @operato/scene-indoor-map
package/dist/camera.js CHANGED
@@ -10,7 +10,7 @@ const points = [
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  { x: +50, y: +100, z: -100 },
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  { x: +50, y: -100, z: -100 },
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  { x: -50, y: -100, z: -100 },
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- { x: 0, y: 0, z: -100 },
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+ { x: 0, y: 0, z: -100 }, // 렌즈의 중심을 표현하는 좌표.
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  { x: 0, y: +50, z: -100 } // 카메라의 위쪽을 표시하기위한 좌표.
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  ];
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  /* rotate_by_euler와 같이 동작하도록 순서를 맞춤. */
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- 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{ Component, ComponentNature, POINT, Properties, RectPath } from '@hatiolab/things-scene'\n\n/*\n * Copyright © HatioLab Inc. All rights reserved.\n */\nimport Quaternion from './quaternion'\n\ntype VEC = { x: number; y: number; z: number }\n\nconst NATURE: ComponentNature = {}\n\nconst points = [\n { x: 0, y: 0, z: 0 },\n { x: -50, y: +100, z: -100 },\n { x: +50, y: +100, z: -100 },\n { x: +50, y: -100, z: -100 },\n { x: -50, y: -100, z: -100 },\n { x: 0, y: 0, z: -100 }, // 렌즈의 중심을 표현하는 좌표.\n { x: 0, y: +50, z: -100 } // 카메라의 위쪽을 표시하기위한 좌표.\n]\n\n/* rotate_by_euler와 같이 동작하도록 순서를 맞춤. */\nfunction rotate_by_quaternion_axis(points: VEC[], pitch: number, roll: number, yaw: number) {\n var qx = Quaternion.fromAxis({ x: 1, y: 0, z: 0 }, pitch)\n var qy = Quaternion.fromAxis({ x: 0, y: 1, z: 0 }, roll)\n var qz = Quaternion.fromAxis({ x: 0, y: 0, z: 1 }, yaw)\n\n var q = qz.multiply(qy).multiply(qx)\n\n return points.map(point => {\n return q.multiVec(point)\n })\n}\n\nfunction rotate_by_euler(points: VEC[], pitch: number, roll: number, yaw: number) {\n var cosa = Math.cos(yaw)\n var sina = Math.sin(yaw)\n\n var cosb = Math.cos(roll)\n var sinb = Math.sin(roll)\n\n var cosc = Math.cos(pitch)\n var sinc = Math.sin(pitch)\n\n var Axx = cosa * cosb\n var Axy = cosa * sinb * sinc - sina * cosc\n var Axz = cosa * sinb * cosc + sina * sinc\n\n var Ayx = sina * cosb\n var Ayy = sina * sinb * sinc + cosa * cosc\n var Ayz = sina * sinb * cosc - cosa * sinc\n\n var Azx = -sinb\n var Azy = cosb * sinc\n var Azz = cosb * cosc\n\n return points.map(point => {\n let { x, y, z } = point\n\n return {\n x: Axx * x + Axy * y + Axz * z,\n y: Ayx * x + Ayy * y + Ayz * z,\n z: Azx * x + Azy * y + Azz * z\n }\n })\n}\n\nexport default class Camera extends RectPath(Component) {\n render(context: CanvasRenderingContext2D) {\n var transformed = this.transformed\n\n if (this.transformed[5].z > 0) {\n this.__drawLines(context, transformed)\n this.__drawRect(context, transformed)\n } else {\n this.__drawRect(context, transformed)\n this.__drawLines(context, transformed)\n }\n }\n\n private _anim_alpha_yaw: number = 0\n private _anim_alpha_roll: number = 0\n private _anim_alpha_pitch: number = 0\n\n get transformed() {\n var { yaw, pitch, roll } = this.state\n\n yaw ||= 0\n pitch ||= 0\n roll ||= 0\n\n return rotate_by_quaternion_axis(\n points,\n pitch - (this._anim_alpha_pitch || 0),\n roll - (this._anim_alpha_roll || 0),\n yaw - (this._anim_alpha_yaw || 0)\n )\n }\n\n get nature() {\n return NATURE\n }\n\n __drawLines(context: CanvasRenderingContext2D, transformed: POINT[]) {\n var center = this.center\n\n context.beginPath()\n\n // 2D좌표에서 Y축이 반대방향이므로 center에서 빼준다.\n context.moveTo(center.x + transformed[0].x, center.y - transformed[0].y)\n context.lineTo(center.x + transformed[1].x, center.y - transformed[1].y)\n context.moveTo(center.x + transformed[0].x, center.y - transformed[0].y)\n context.lineTo(center.x + transformed[2].x, center.y - transformed[2].y)\n context.moveTo(center.x + transformed[0].x, center.y - transformed[0].y)\n context.lineTo(center.x + transformed[3].x, center.y - transformed[3].y)\n context.moveTo(center.x + transformed[0].x, center.y - transformed[0].y)\n context.lineTo(center.x + transformed[4].x, center.y - transformed[4].y)\n\n context.strokeStyle = this.state.strokeStyle\n context.stroke()\n context.closePath()\n }\n\n __drawRect(context: CanvasRenderingContext2D, transformed: POINT[]) {\n var center = this.center\n\n context.beginPath()\n\n // 2D좌표에서 Y축이 반대방향이므로 center에서 빼준다.\n context.moveTo(center.x + transformed[1].x, center.y - transformed[1].y)\n context.lineTo(center.x + transformed[2].x, center.y - transformed[2].y)\n context.lineTo(center.x + transformed[3].x, center.y - transformed[3].y)\n context.lineTo(center.x + transformed[4].x, center.y - transformed[4].y)\n context.lineTo(center.x + transformed[1].x, center.y - transformed[1].y)\n\n context.fillStyle = this.state.fillStyle\n context.strokeStyle = this.state.strokeStyle\n context.fill()\n context.stroke()\n\n context.beginPath()\n context.ellipse(center.x + transformed[6].x, center.y - transformed[6].y, 5, 5, 0, 0, Math.PI * 2)\n context.stroke()\n }\n\n /*\n * Performance 문제로 애니메이션 적용 보류\n * 만약, 적용하려면,\n * - 먼저, 아래 메쏘드의 이름을 수정한다. (_onchange ==> onchange)\n * - 그리고, 아래의 Component.memoize(Camera.prototype, 'transformed', false); 부분을 코멘트 처리한다.\n */\n onchange(after: Properties, before: Properties) {\n if (after.hasOwnProperty('data')) {\n let data = after.data\n if (!data.hasOwnProperty('yaw') && !data.hasOwnProperty('pitch') && !data.hasOwnProperty('roll')) return\n\n this.set({\n yaw: data.yaw,\n pitch: data.pitch,\n roll: data.roll\n })\n return\n }\n\n if (!after.hasOwnProperty('yaw') && !after.hasOwnProperty('pitch') && !after.hasOwnProperty('roll')) return\n\n var self = this\n var diff_yaw = after.yaw - before.yaw\n var diff_pitch = after.pitch - before.pitch\n var diff_roll = after.roll - before.roll\n\n this._anim_alpha_yaw = diff_yaw\n this._anim_alpha_pitch = diff_pitch\n this._anim_alpha_roll = diff_roll\n\n this.animate({\n step: function (delta: number) {\n self._anim_alpha_yaw = diff_yaw * (1 - delta)\n self._anim_alpha_pitch = diff_pitch * (1 - delta)\n self._anim_alpha_roll = diff_roll * (1 - delta)\n\n self.invalidate()\n },\n duration: 1000,\n delta: 'circ',\n options: {\n x: 1\n },\n ease: 'inout'\n }).start()\n }\n}\n\n// Component.memoize(Camera.prototype, 'transformed', false);\n\nComponent.register('camera', Camera)\n"]}
1
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{ Component, ComponentNature, POINT, Properties, RectPath } from '@hatiolab/things-scene'\n\n/*\n * Copyright © HatioLab Inc. All rights reserved.\n */\nimport Quaternion from './quaternion'\n\ntype VEC = { x: number; y: number; z: number }\n\nconst NATURE: ComponentNature = {}\n\nconst points = [\n { x: 0, y: 0, z: 0 },\n { x: -50, y: +100, z: -100 },\n { x: +50, y: +100, z: -100 },\n { x: +50, y: -100, z: -100 },\n { x: -50, y: -100, z: -100 },\n { x: 0, y: 0, z: -100 }, // 렌즈의 중심을 표현하는 좌표.\n { x: 0, y: +50, z: -100 } // 카메라의 위쪽을 표시하기위한 좌표.\n]\n\n/* rotate_by_euler와 같이 동작하도록 순서를 맞춤. */\nfunction rotate_by_quaternion_axis(points: VEC[], pitch: number, roll: number, yaw: number) {\n var qx = Quaternion.fromAxis({ x: 1, y: 0, z: 0 }, pitch)\n var qy = Quaternion.fromAxis({ x: 0, y: 1, z: 0 }, roll)\n var qz = Quaternion.fromAxis({ x: 0, y: 0, z: 1 }, yaw)\n\n var q = qz.multiply(qy).multiply(qx)\n\n return points.map(point => {\n return q.multiVec(point)\n })\n}\n\nfunction rotate_by_euler(points: VEC[], pitch: number, roll: number, yaw: number) {\n var cosa = Math.cos(yaw)\n var sina = Math.sin(yaw)\n\n var cosb = Math.cos(roll)\n var sinb = Math.sin(roll)\n\n var cosc = Math.cos(pitch)\n var sinc = Math.sin(pitch)\n\n var Axx = cosa * cosb\n var Axy = cosa * sinb * sinc - sina * cosc\n var Axz = cosa * sinb * cosc + sina * sinc\n\n var Ayx = sina * cosb\n var Ayy = sina * sinb * sinc + cosa * cosc\n var Ayz = sina * sinb * cosc - cosa * sinc\n\n var Azx = -sinb\n var Azy = cosb * sinc\n var Azz = cosb * cosc\n\n return points.map(point => {\n let { x, y, z } = point\n\n return {\n x: Axx * x + Axy * y + Axz * z,\n y: Ayx * x + Ayy * y + Ayz * z,\n z: Azx * x + Azy * y + Azz * z\n }\n })\n}\n\nexport default class Camera extends RectPath(Component) {\n render(context: CanvasRenderingContext2D) {\n var transformed = this.transformed\n\n if (this.transformed[5].z > 0) {\n this.__drawLines(context, transformed)\n this.__drawRect(context, transformed)\n } else {\n this.__drawRect(context, transformed)\n this.__drawLines(context, transformed)\n }\n }\n\n private _anim_alpha_yaw: number = 0\n private _anim_alpha_roll: number = 0\n private _anim_alpha_pitch: number = 0\n\n get transformed() {\n var { yaw, pitch, roll } = this.state\n\n yaw ||= 0\n pitch ||= 0\n roll ||= 0\n\n return rotate_by_quaternion_axis(\n points,\n pitch - (this._anim_alpha_pitch || 0),\n roll - (this._anim_alpha_roll || 0),\n yaw - (this._anim_alpha_yaw || 0)\n )\n }\n\n get nature() {\n return NATURE\n }\n\n __drawLines(context: CanvasRenderingContext2D, transformed: POINT[]) {\n var center = this.center\n\n context.beginPath()\n\n // 2D좌표에서 Y축이 반대방향이므로 center에서 빼준다.\n context.moveTo(center.x + transformed[0].x, center.y - transformed[0].y)\n context.lineTo(center.x + transformed[1].x, center.y - transformed[1].y)\n context.moveTo(center.x + transformed[0].x, center.y - transformed[0].y)\n context.lineTo(center.x + transformed[2].x, center.y - transformed[2].y)\n context.moveTo(center.x + transformed[0].x, center.y - transformed[0].y)\n context.lineTo(center.x + transformed[3].x, center.y - transformed[3].y)\n context.moveTo(center.x + transformed[0].x, center.y - transformed[0].y)\n context.lineTo(center.x + transformed[4].x, center.y - transformed[4].y)\n\n context.strokeStyle = this.state.strokeStyle\n context.stroke()\n context.closePath()\n }\n\n __drawRect(context: CanvasRenderingContext2D, transformed: POINT[]) {\n var center = this.center\n\n context.beginPath()\n\n // 2D좌표에서 Y축이 반대방향이므로 center에서 빼준다.\n context.moveTo(center.x + transformed[1].x, center.y - transformed[1].y)\n context.lineTo(center.x + transformed[2].x, center.y - transformed[2].y)\n context.lineTo(center.x + transformed[3].x, center.y - transformed[3].y)\n context.lineTo(center.x + transformed[4].x, center.y - transformed[4].y)\n context.lineTo(center.x + transformed[1].x, center.y - transformed[1].y)\n\n context.fillStyle = this.state.fillStyle\n context.strokeStyle = this.state.strokeStyle\n context.fill()\n context.stroke()\n\n context.beginPath()\n context.ellipse(center.x + transformed[6].x, center.y - transformed[6].y, 5, 5, 0, 0, Math.PI * 2)\n context.stroke()\n }\n\n /*\n * Performance 문제로 애니메이션 적용 보류\n * 만약, 적용하려면,\n * - 먼저, 아래 메쏘드의 이름을 수정한다. (_onchange ==> onchange)\n * - 그리고, 아래의 Component.memoize(Camera.prototype, 'transformed', false); 부분을 코멘트 처리한다.\n */\n onchange(after: Properties, before: Properties) {\n if (after.hasOwnProperty('data')) {\n let data = after.data\n if (!data.hasOwnProperty('yaw') && !data.hasOwnProperty('pitch') && !data.hasOwnProperty('roll')) return\n\n this.set({\n yaw: data.yaw,\n pitch: data.pitch,\n roll: data.roll\n })\n return\n }\n\n if (!after.hasOwnProperty('yaw') && !after.hasOwnProperty('pitch') && !after.hasOwnProperty('roll')) return\n\n var self = this\n var diff_yaw = after.yaw - before.yaw\n var diff_pitch = after.pitch - before.pitch\n var diff_roll = after.roll - before.roll\n\n this._anim_alpha_yaw = diff_yaw\n this._anim_alpha_pitch = diff_pitch\n this._anim_alpha_roll = diff_roll\n\n this.animate({\n step: function (delta: number) {\n self._anim_alpha_yaw = diff_yaw * (1 - delta)\n self._anim_alpha_pitch = diff_pitch * (1 - delta)\n self._anim_alpha_roll = diff_roll * (1 - delta)\n\n self.invalidate()\n },\n duration: 1000,\n delta: 'circ',\n options: {\n x: 1\n },\n ease: 'inout'\n }).start()\n }\n}\n\n// Component.memoize(Camera.prototype, 'transformed', false);\n\nComponent.register('camera', Camera)\n"]}
@@ -1 +1 @@
1
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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"]}
1
+ 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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"]}
package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "@operato/scene-indoor-map",
3
- "version": "1.2.90",
3
+ "version": "2.0.0-alpha.0",
4
4
  "description": "Indoor Map component for things-scene.",
5
5
  "author": "heartyoh",
6
6
  "main": "dist/index.js",
@@ -32,8 +32,8 @@
32
32
  },
33
33
  "devDependencies": {
34
34
  "@hatiolab/prettier-config": "^1.0.0",
35
- "@things-factory/builder": "^6.0.0",
36
- "@things-factory/operato-board": "^6.0.0",
35
+ "@things-factory/builder": "^7.0.0-alpha.0",
36
+ "@things-factory/operato-board": "^7.0.0-alpha.0",
37
37
  "@typescript-eslint/eslint-plugin": "^4.33.0",
38
38
  "@typescript-eslint/parser": "^4.33.0",
39
39
  "@web/dev-server": "^0.1.28",
@@ -58,5 +58,5 @@
58
58
  "prettier --write"
59
59
  ]
60
60
  },
61
- "gitHead": "93fdb854cd60011a20786ed3dc693088dbb751bc"
61
+ "gitHead": "2268fc7a750dda9a342677a6acf4ef99afe1b90c"
62
62
  }