@operato/scene-indoor-map 8.0.0 → 8.0.1
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- package/dist/camera.js +1 -1
- package/dist/camera.js.map +1 -1
- package/dist/floor.js.map +1 -1
- package/dist/index.d.ts +3 -3
- package/dist/index.js +6 -6
- package/dist/index.js.map +1 -1
- package/dist/templates/index.js +2 -2
- package/dist/templates/index.js.map +1 -1
- package/package.json +2 -2
- package/things-scene.config.js +1 -1
package/dist/camera.js
CHANGED
@@ -2,7 +2,7 @@ import { Component, RectPath } from '@hatiolab/things-scene';
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2
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/*
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3
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* Copyright © HatioLab Inc. All rights reserved.
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4
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*/
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5
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-
import Quaternion from './quaternion';
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5
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+
import Quaternion from './quaternion.js';
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6
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const NATURE = {};
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7
7
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const points = [
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8
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{ x: 0, y: 0, z: 0 },
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package/dist/camera.js.map
CHANGED
@@ -1 +1 @@
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1
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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"]}
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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.js'\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"]}
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{"version":3,"file":"floor.js","sourceRoot":"","sources":["../src/floor.ts"],"names":[],"mappings":"AAAA;;GAEG;AACH,OAAO,EAAE,SAAS,EAAmB,SAAS,EAAE,MAAM,wBAAwB,CAAA;AAI9E,MAAM,MAAM,GAAoB;IAC9B,OAAO,EAAE,KAAK;IACd,SAAS,EAAE,IAAI;IACf,SAAS,EAAE,IAAI;IACf,UAAU,EAAE;QACV;YACE,IAAI,EAAE,QAAQ;YACd,KAAK,EAAE,QAAQ;YACf,IAAI,EAAE,QAAQ;YACd,QAAQ,EAAE;gBACR,IAAI,EAAE,eAAe;gBACrB,MAAM,EAAE,UAAU,KAAY;oBAC5B,IAAI,MAAM,GAAG,KAAK,CAAC,MAAmB,CAAA;oBACtC,MAAM,CAAC,eAAe,CAAC,KAAK,CAAC,CAAA;oBAC7B,MAAM,CAAC,QAAQ,CAAC,aAAa,EAAE,CAAC,CAAC,CAAA;gBACnC,CAAC;aACF;SACF;KACF;CACF,CAAA;AAED,MAAM,CAAC,OAAO,OAAO,KAAM,SAAQ,SAAS;IAG1C,IAAI,eAAe;QACjB,OAAO,KAAK,CAAA;IACd,CAAC;IAED,IAAI,cAAc;QAChB,OAAO,KAAK,CAAA;IACd,CAAC;IAED;;;;;;;OAOG;IACH,IAAI,OAAO;QACT,OAAO,KAAK,CAAA;IACd,CAAC;IAED;;;;;OAKG;IACH,IAAI,SAAS;QACX,OAAO,KAAK,CAAA;IACd,CAAC;IAED;;;;OAIG;IACH,IAAI,SAAS;QACX,OAAO,KAAK,CAAA;IACd,CAAC;IAED,IAAI,MAAM;QACR,OAAO,MAAM,CAAA;IACf,CAAC;CAsTF;AAED,SAAS,CAAC,QAAQ,CAAC,OAAO,EAAE,KAAK,CAAC,CAAA","sourcesContent":["/*\n * Copyright © HatioLab Inc. 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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{"version":3,"file":"floor.js","sourceRoot":"","sources":["../src/floor.ts"],"names":[],"mappings":"AAAA;;GAEG;AACH,OAAO,EAAE,SAAS,EAAmB,SAAS,EAAE,MAAM,wBAAwB,CAAA;AAI9E,MAAM,MAAM,GAAoB;IAC9B,OAAO,EAAE,KAAK;IACd,SAAS,EAAE,IAAI;IACf,SAAS,EAAE,IAAI;IACf,UAAU,EAAE;QACV;YACE,IAAI,EAAE,QAAQ;YACd,KAAK,EAAE,QAAQ;YACf,IAAI,EAAE,QAAQ;YACd,QAAQ,EAAE;gBACR,IAAI,EAAE,eAAe;gBACrB,MAAM,EAAE,UAAU,KAAY;oBAC5B,IAAI,MAAM,GAAG,KAAK,CAAC,MAAmB,CAAA;oBACtC,MAAM,CAAC,eAAe,CAAC,KAAK,CAAC,CAAA;oBAC7B,MAAM,CAAC,QAAQ,CAAC,aAAa,EAAE,CAAC,CAAC,CAAA;gBACnC,CAAC;aACF;SACF;KACF;CACF,CAAA;AAED,MAAM,CAAC,OAAO,OAAO,KAAM,SAAQ,SAAS;IAG1C,IAAI,eAAe;QACjB,OAAO,KAAK,CAAA;IACd,CAAC;IAED,IAAI,cAAc;QAChB,OAAO,KAAK,CAAA;IACd,CAAC;IAED;;;;;;;OAOG;IACH,IAAI,OAAO;QACT,OAAO,KAAK,CAAA;IACd,CAAC;IAED;;;;;OAKG;IACH,IAAI,SAAS;QACX,OAAO,KAAK,CAAA;IACd,CAAC;IAED;;;;OAIG;IACH,IAAI,SAAS;QACX,OAAO,KAAK,CAAA;IACd,CAAC;IAED,IAAI,MAAM;QACR,OAAO,MAAM,CAAA;IACf,CAAC;CAsTF;AAED,SAAS,CAAC,QAAQ,CAAC,OAAO,EAAE,KAAK,CAAC,CAAA","sourcesContent":["/*\n * Copyright © HatioLab Inc. All rights reserved.\n */\nimport { Component, ComponentNature, Container } from '@hatiolab/things-scene'\n\nimport IndoorMap from './indoor-map.js'\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/index.d.ts
CHANGED
@@ -1,3 +1,3 @@
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1
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-
export { default as Floor } from './floor';
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-
export { default as IndoorMap } from './indoor-map';
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-
export { default as Rack } from './rack';
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+
export { default as Floor } from './floor.js';
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export { default as IndoorMap } from './indoor-map.js';
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export { default as Rack } from './rack.js';
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package/dist/index.js
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@@ -1,10 +1,10 @@
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/*
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* Copyright © HatioLab Inc. All rights reserved.
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*/
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-
export { default as Floor } from './floor';
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-
export { default as IndoorMap } from './indoor-map';
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-
export { default as Rack } from './rack';
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-
// export { default as Beacon } from './beacon'
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-
// export { default as Camera } from './camera'
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-
// export { default as Quaternion } from './quaternion'
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+
export { default as Floor } from './floor.js';
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+
export { default as IndoorMap } from './indoor-map.js';
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export { default as Rack } from './rack.js';
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// export { default as Beacon } from './beacon.js'
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// export { default as Camera } from './camera.js'
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// export { default as Quaternion } from './quaternion.js'
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//# sourceMappingURL=index.js.map
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package/dist/index.js.map
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@@ -1 +1 @@
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1
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-
{"version":3,"file":"index.js","sourceRoot":"","sources":["../src/index.ts"],"names":[],"mappings":"AAAA;;GAEG;AACH,OAAO,EAAE,OAAO,IAAI,KAAK,EAAE,MAAM,
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1
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+
{"version":3,"file":"index.js","sourceRoot":"","sources":["../src/index.ts"],"names":[],"mappings":"AAAA;;GAEG;AACH,OAAO,EAAE,OAAO,IAAI,KAAK,EAAE,MAAM,YAAY,CAAA;AAC7C,OAAO,EAAE,OAAO,IAAI,SAAS,EAAE,MAAM,iBAAiB,CAAA;AACtD,OAAO,EAAE,OAAO,IAAI,IAAI,EAAE,MAAM,WAAW,CAAA;AAC3C,kDAAkD;AAClD,kDAAkD;AAClD,0DAA0D","sourcesContent":["/*\n * Copyright © HatioLab Inc. All rights reserved.\n */\nexport { default as Floor } from './floor.js'\nexport { default as IndoorMap } from './indoor-map.js'\nexport { default as Rack } from './rack.js'\n// export { default as Beacon } from './beacon.js'\n// export { default as Camera } from './camera.js'\n// export { default as Quaternion } from './quaternion.js'\n"]}
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package/dist/templates/index.js
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@@ -1 +1 @@
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1
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-
{"version":3,"file":"index.js","sourceRoot":"","sources":["../../src/templates/index.ts"],"names":[],"mappings":"AAAA,OAAO,SAAS,MAAM,
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1
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+
{"version":3,"file":"index.js","sourceRoot":"","sources":["../../src/templates/index.ts"],"names":[],"mappings":"AAAA,OAAO,SAAS,MAAM,iBAAiB,CAAA;AACvC,OAAO,IAAI,MAAM,WAAW,CAAA;AAE5B,eAAe,CAAC,SAAS,EAAE,IAAI,CAAC,CAAA","sourcesContent":["import indoorMap from './indoor-map.js'\nimport rack from './rack.js'\n\nexport default [indoorMap, rack]\n"]}
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package/package.json
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@@ -1,6 +1,6 @@
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{
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"name": "@operato/scene-indoor-map",
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-
"version": "8.0.
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+
"version": "8.0.1",
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"description": "Indoor Map component for things-scene.",
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"author": "heartyoh",
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"main": "dist/index.js",
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@@ -57,5 +57,5 @@
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"prettier --write"
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]
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},
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-
"gitHead": "
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60
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+
"gitHead": "daedde221bb0afaa12079e47f12660921e960672"
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}
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package/things-scene.config.js
CHANGED