@operato/scene-indoor-map 9.0.0-beta.1 → 9.0.0-beta.3
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- 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 +3 -2
- package/things-scene.config.js +1 -1
package/dist/camera.js
CHANGED
|
@@ -2,7 +2,7 @@ import { Component, RectPath } from '@hatiolab/things-scene';
|
|
|
2
2
|
/*
|
|
3
3
|
* Copyright © HatioLab Inc. All rights reserved.
|
|
4
4
|
*/
|
|
5
|
-
import Quaternion from './quaternion';
|
|
5
|
+
import Quaternion from './quaternion.js';
|
|
6
6
|
const NATURE = {};
|
|
7
7
|
const points = [
|
|
8
8
|
{ x: 0, y: 0, z: 0 },
|
package/dist/camera.js.map
CHANGED
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"camera.js","sourceRoot":"","sources":["../src/camera.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,SAAS,EAAsC,QAAQ,EAAE,MAAM,wBAAwB,CAAA;AAEhG;;GAEG;AACH,OAAO,UAAU,MAAM,cAAc,CAAA;AAIrC,MAAM,MAAM,GAAoB,EAAE,CAAA;AAElC,MAAM,MAAM,GAAG;IACb,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE;IACpB,EAAE,CAAC,EAAE,CAAC,EAAE,EAAE,CAAC,EAAE,CAAC,GAAG,EAAE,CAAC,EAAE,CAAC,GAAG,EAAE;IAC5B,EAAE,CAAC,EAAE,CAAC,EAAE,EAAE,CAAC,EAAE,CAAC,GAAG,EAAE,CAAC,EAAE,CAAC,GAAG,EAAE;IAC5B,EAAE,CAAC,EAAE,CAAC,EAAE,EAAE,CAAC,EAAE,CAAC,GAAG,EAAE,CAAC,EAAE,CAAC,GAAG,EAAE;IAC5B,EAAE,CAAC,EAAE,CAAC,EAAE,EAAE,CAAC,EAAE,CAAC,GAAG,EAAE,CAAC,EAAE,CAAC,GAAG,EAAE;IAC5B,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,GAAG,EAAE,EAAE,mBAAmB;IAC5C,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,EAAE,CAAC,EAAE,CAAC,GAAG,EAAE,CAAC,sBAAsB;CACjD,CAAA;AAED,uCAAuC;AACvC,SAAS,yBAAyB,CAAC,MAAa,EAAE,KAAa,EAAE,IAAY,EAAE,GAAW;IACxF,IAAI,EAAE,GAAG,UAAU,CAAC,QAAQ,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,EAAE,KAAK,CAAC,CAAA;IACzD,IAAI,EAAE,GAAG,UAAU,CAAC,QAAQ,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,EAAE,IAAI,CAAC,CAAA;IACxD,IAAI,EAAE,GAAG,UAAU,CAAC,QAAQ,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,EAAE,GAAG,CAAC,CAAA;IAEvD,IAAI,CAAC,GAAG,EAAE,CAAC,QAAQ,CAAC,EAAE,CAAC,CAAC,QAAQ,CAAC,EAAE,CAAC,CAAA;IAEpC,OAAO,MAAM,CAAC,GAAG,CAAC,KAAK,CAAC,EAAE;QACxB,OAAO,CAAC,CAAC,QAAQ,CAAC,KAAK,CAAC,CAAA;IAC1B,CAAC,CAAC,CAAA;AACJ,CAAC;AAED,SAAS,eAAe,CAAC,MAAa,EAAE,KAAa,EAAE,IAAY,EAAE,GAAW;IAC9E,IAAI,IAAI,GAAG,IAAI,CAAC,GAAG,CAAC,GAAG,CAAC,CAAA;IACxB,IAAI,IAAI,GAAG,IAAI,CAAC,GAAG,CAAC,GAAG,CAAC,CAAA;IAExB,IAAI,IAAI,GAAG,IAAI,CAAC,GAAG,CAAC,IAAI,CAAC,CAAA;IACzB,IAAI,IAAI,GAAG,IAAI,CAAC,GAAG,CAAC,IAAI,CAAC,CAAA;IAEzB,IAAI,IAAI,GAAG,IAAI,CAAC,GAAG,CAAC,KAAK,CAAC,CAAA;IAC1B,IAAI,IAAI,GAAG,IAAI,CAAC,GAAG,CAAC,KAAK,CAAC,CAAA;IAE1B,IAAI,GAAG,GAAG,IAAI,GAAG,IAAI,CAAA;IACrB,IAAI,GAAG,GAAG,IAAI,GAAG,IAAI,GAAG,IAAI,GAAG,IAAI,GAAG,IAAI,CAAA;IAC1C,IAAI,GAAG,GAAG,IAAI,GAAG,IAAI,GAAG,IAAI,GAAG,IAAI,GAAG,IAAI,CAAA;IAE1C,IAAI,GAAG,GAAG,IAAI,GAAG,IAAI,CAAA;IACrB,IAAI,GAAG,GAAG,IAAI,GAAG,IAAI,GAAG,IAAI,GAAG,IAAI,GAAG,IAAI,CAAA;IAC1C,IAAI,GAAG,GAAG,IAAI,GAAG,IAAI,GAAG,IAAI,GAAG,IAAI,GAAG,IAAI,CAAA;IAE1C,IAAI,GAAG,GAAG,CAAC,IAAI,CAAA;IACf,IAAI,GAAG,GAAG,IAAI,GAAG,IAAI,CAAA;IACrB,IAAI,GAAG,GAAG,IAAI,GAAG,IAAI,CAAA;IAErB,OAAO,MAAM,CAAC,GAAG,CAAC,KAAK,CAAC,EAAE;QACxB,IAAI,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,GAAG,KAAK,CAAA;QAEvB,OAAO;YACL,CAAC,EAAE,GAAG,GAAG,CAAC,GAAG,GAAG,GAAG,CAAC,GAAG,GAAG,GAAG,CAAC;YAC9B,CAAC,EAAE,GAAG,GAAG,CAAC,GAAG,GAAG,GAAG,CAAC,GAAG,GAAG,GAAG,CAAC;YAC9B,CAAC,EAAE,GAAG,GAAG,CAAC,GAAG,GAAG,GAAG,CAAC,GAAG,GAAG,GAAG,CAAC;SAC/B,CAAA;IACH,CAAC,CAAC,CAAA;AACJ,CAAC;AAED,MAAM,CAAC,OAAO,OAAO,MAAO,SAAQ,QAAQ,CAAC,SAAS,CAAC;IAAvD;;QAaU,oBAAe,GAAW,CAAC,CAAA;QAC3B,qBAAgB,GAAW,CAAC,CAAA;QAC5B,sBAAiB,GAAW,CAAC,CAAA;IA6GvC,CAAC;IA3HC,MAAM,CAAC,OAAiC;QACtC,IAAI,WAAW,GAAG,IAAI,CAAC,WAAW,CAAA;QAElC,IAAI,IAAI,CAAC,WAAW,CAAC,CAAC,CAAC,CAAC,CAAC,GAAG,CAAC,EAAE,CAAC;YAC9B,IAAI,CAAC,WAAW,CAAC,OAAO,EAAE,WAAW,CAAC,CAAA;YACtC,IAAI,CAAC,UAAU,CAAC,OAAO,EAAE,WAAW,CAAC,CAAA;QACvC,CAAC;aAAM,CAAC;YACN,IAAI,CAAC,UAAU,CAAC,OAAO,EAAE,WAAW,CAAC,CAAA;YACrC,IAAI,CAAC,WAAW,CAAC,OAAO,EAAE,WAAW,CAAC,CAAA;QACxC,CAAC;IACH,CAAC;IAMD,IAAI,WAAW;QACb,IAAI,EAAE,GAAG,EAAE,KAAK,EAAE,IAAI,EAAE,GAAG,IAAI,CAAC,KAAK,CAAA;QAErC,GAAG,KAAH,GAAG,GAAK,CAAC,EAAA;QACT,KAAK,KAAL,KAAK,GAAK,CAAC,EAAA;QACX,IAAI,KAAJ,IAAI,GAAK,CAAC,EAAA;QAEV,OAAO,yBAAyB,CAC9B,MAAM,EACN,KAAK,GAAG,CAAC,IAAI,CAAC,iBAAiB,IAAI,CAAC,CAAC,EACrC,IAAI,GAAG,CAAC,IAAI,CAAC,gBAAgB,IAAI,CAAC,CAAC,EACnC,GAAG,GAAG,CAAC,IAAI,CAAC,eAAe,IAAI,CAAC,CAAC,CAClC,CAAA;IACH,CAAC;IAED,IAAI,MAAM;QACR,OAAO,MAAM,CAAA;IACf,CAAC;IAED,WAAW,CAAC,OAAiC,EAAE,WAAoB;QACjE,IAAI,MAAM,GAAG,IAAI,CAAC,MAAM,CAAA;QAExB,OAAO,CAAC,SAAS,EAAE,CAAA;QAEnB,mCAAmC;QACnC,OAAO,CAAC,MAAM,CAAC,MAAM,CAAC,CAAC,GAAG,WAAW,CAAC,CAAC,CAAC,CAAC,CAAC,EAAE,MAAM,CAAC,CAAC,GAAG,WAAW,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAA;QACxE,OAAO,CAAC,MAAM,CAAC,MAAM,CAAC,CAAC,GAAG,WAAW,CAAC,CAAC,CAAC,CAAC,CAAC,EAAE,MAAM,CAAC,CAAC,GAAG,WAAW,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAA;QACxE,OAAO,CAAC,MAAM,CAAC,MAAM,CAAC,CAAC,GAAG,WAAW,CAAC,CAAC,CAAC,CAAC,CAAC,EAAE,MAAM,CAAC,CAAC,GAAG,WAAW,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAA;QACxE,OAAO,CAAC,MAAM,CAAC,MAAM,CAAC,CAAC,GAAG,WAAW,CAAC,CAAC,CAAC,CAAC,CAAC,EAAE,MAAM,CAAC,CAAC,GAAG,WAAW,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAA;QACxE,OAAO,CAAC,MAAM,CAAC,MAAM,CAAC,CAAC,GAAG,WAAW,CAAC,CAAC,CAAC,CAAC,CAAC,EAAE,MAAM,CAAC,CAAC,GAAG,WAAW,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAA;QACxE,OAAO,CAAC,MAAM,CAAC,MAAM,CAAC,CAAC,GAAG,WAAW,CAAC,CAAC,CAAC,CAAC,CAAC,EAAE,MAAM,CAAC,CAAC,GAAG,WAAW,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAA;QACxE,OAAO,CAAC,MAAM,CAAC,MAAM,CAAC,CAAC,GAAG,WAAW,CAAC,CAAC,CAAC,CAAC,CAAC,EAAE,MAAM,CAAC,CAAC,GAAG,WAAW,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAA;QACxE,OAAO,CAAC,MAAM,CAAC,MAAM,CAAC,CAAC,GAAG,WAAW,CAAC,CAAC,CAAC,CAAC,CAAC,EAAE,MAAM,CAAC,CAAC,GAAG,WAAW,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAA;QAExE,OAAO,CAAC,WAAW,GAAG,IAAI,CAAC,KAAK,CAAC,WAAW,CAAA;QAC5C,OAAO,CAAC,MAAM,EAAE,CAAA;QAChB,OAAO,CAAC,SAAS,EAAE,CAAA;IACrB,CAAC;IAED,UAAU,CAAC,OAAiC,EAAE,WAAoB;QAChE,IAAI,MAAM,GAAG,IAAI,CAAC,MAAM,CAAA;QAExB,OAAO,CAAC,SAAS,EAAE,CAAA;QAEnB,mCAAmC;QACnC,OAAO,CAAC,MAAM,CAAC,MAAM,CAAC,CAAC,GAAG,WAAW,CAAC,CAAC,CAAC,CAAC,CAAC,EAAE,MAAM,CAAC,CAAC,GAAG,WAAW,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAA;QACxE,OAAO,CAAC,MAAM,CAAC,MAAM,CAAC,CAAC,GAAG,WAAW,CAAC,CAAC,CAAC,CAAC,CAAC,EAAE,MAAM,CAAC,CAAC,GAAG,WAAW,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAA;QACxE,OAAO,CAAC,MAAM,CAAC,MAAM,CAAC,CAAC,GAAG,WAAW,CAAC,CAAC,CAAC,CAAC,CAAC,EAAE,MAAM,CAAC,CAAC,GAAG,WAAW,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAA;QACxE,OAAO,CAAC,MAAM,CAAC,MAAM,CAAC,CAAC,GAAG,WAAW,CAAC,CAAC,CAAC,CAAC,CAAC,EAAE,MAAM,CAAC,CAAC,GAAG,WAAW,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAA;QACxE,OAAO,CAAC,MAAM,CAAC,MAAM,CAAC,CAAC,GAAG,WAAW,CAAC,CAAC,CAAC,CAAC,CAAC,EAAE,MAAM,CAAC,CAAC,GAAG,WAAW,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAA;QAExE,OAAO,CAAC,SAAS,GAAG,IAAI,CAAC,KAAK,CAAC,SAAS,CAAA;QACxC,OAAO,CAAC,WAAW,GAAG,IAAI,CAAC,KAAK,CAAC,WAAW,CAAA;QAC5C,OAAO,CAAC,IAAI,EAAE,CAAA;QACd,OAAO,CAAC,MAAM,EAAE,CAAA;QAEhB,OAAO,CAAC,SAAS,EAAE,CAAA;QACnB,OAAO,CAAC,OAAO,CAAC,MAAM,CAAC,CAAC,GAAG,WAAW,CAAC,CAAC,CAAC,CAAC,CAAC,EAAE,MAAM,CAAC,CAAC,GAAG,WAAW,CAAC,CAAC,CAAC,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,IAAI,CAAC,EAAE,GAAG,CAAC,CAAC,CAAA;QAClG,OAAO,CAAC,MAAM,EAAE,CAAA;IAClB,CAAC;IAED;;;;;OAKG;IACH,QAAQ,CAAC,KAAiB,EAAE,MAAkB;QAC5C,IAAI,KAAK,CAAC,cAAc,CAAC,MAAM,CAAC,EAAE,CAAC;YACjC,IAAI,IAAI,GAAG,KAAK,CAAC,IAAI,CAAA;YACrB,IAAI,CAAC,IAAI,CAAC,cAAc,CAAC,KAAK,CAAC,IAAI,CAAC,IAAI,CAAC,cAAc,CAAC,OAAO,CAAC,IAAI,CAAC,IAAI,CAAC,cAAc,CAAC,MAAM,CAAC;gBAAE,OAAM;YAExG,IAAI,CAAC,GAAG,CAAC;gBACP,GAAG,EAAE,IAAI,CAAC,GAAG;gBACb,KAAK,EAAE,IAAI,CAAC,KAAK;gBACjB,IAAI,EAAE,IAAI,CAAC,IAAI;aAChB,CAAC,CAAA;YACF,OAAM;QACR,CAAC;QAED,IAAI,CAAC,KAAK,CAAC,cAAc,CAAC,KAAK,CAAC,IAAI,CAAC,KAAK,CAAC,cAAc,CAAC,OAAO,CAAC,IAAI,CAAC,KAAK,CAAC,cAAc,CAAC,MAAM,CAAC;YAAE,OAAM;QAE3G,IAAI,IAAI,GAAG,IAAI,CAAA;QACf,IAAI,QAAQ,GAAG,KAAK,CAAC,GAAG,GAAG,MAAM,CAAC,GAAG,CAAA;QACrC,IAAI,UAAU,GAAG,KAAK,CAAC,KAAK,GAAG,MAAM,CAAC,KAAK,CAAA;QAC3C,IAAI,SAAS,GAAG,KAAK,CAAC,IAAI,GAAG,MAAM,CAAC,IAAI,CAAA;QAExC,IAAI,CAAC,eAAe,GAAG,QAAQ,CAAA;QAC/B,IAAI,CAAC,iBAAiB,GAAG,UAAU,CAAA;QACnC,IAAI,CAAC,gBAAgB,GAAG,SAAS,CAAA;QAEjC,IAAI,CAAC,OAAO,CAAC;YACX,IAAI,EAAE,UAAU,KAAa;gBAC3B,IAAI,CAAC,eAAe,GAAG,QAAQ,GAAG,CAAC,CAAC,GAAG,KAAK,CAAC,CAAA;gBAC7C,IAAI,CAAC,iBAAiB,GAAG,UAAU,GAAG,CAAC,CAAC,GAAG,KAAK,CAAC,CAAA;gBACjD,IAAI,CAAC,gBAAgB,GAAG,SAAS,GAAG,CAAC,CAAC,GAAG,KAAK,CAAC,CAAA;gBAE/C,IAAI,CAAC,UAAU,EAAE,CAAA;YACnB,CAAC;YACD,QAAQ,EAAE,IAAI;YACd,KAAK,EAAE,MAAM;YACb,OAAO,EAAE;gBACP,CAAC,EAAE,CAAC;aACL;YACD,IAAI,EAAE,OAAO;SACd,CAAC,CAAC,KAAK,EAAE,CAAA;IACZ,CAAC;CACF;AAED,6DAA6D;AAE7D,SAAS,CAAC,QAAQ,CAAC,QAAQ,EAAE,MAAM,CAAC,CAAA","sourcesContent":["import { 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
|
+
{"version":3,"file":"camera.js","sourceRoot":"","sources":["../src/camera.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,SAAS,EAAsC,QAAQ,EAAE,MAAM,wBAAwB,CAAA;AAEhG;;GAEG;AACH,OAAO,UAAU,MAAM,iBAAiB,CAAA;AAIxC,MAAM,MAAM,GAAoB,EAAE,CAAA;AAElC,MAAM,MAAM,GAAG;IACb,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE;IACpB,EAAE,CAAC,EAAE,CAAC,EAAE,EAAE,CAAC,EAAE,CAAC,GAAG,EAAE,CAAC,EAAE,CAAC,GAAG,EAAE;IAC5B,EAAE,CAAC,EAAE,CAAC,EAAE,EAAE,CAAC,EAAE,CAAC,GAAG,EAAE,CAAC,EAAE,CAAC,GAAG,EAAE;IAC5B,EAAE,CAAC,EAAE,CAAC,EAAE,EAAE,CAAC,EAAE,CAAC,GAAG,EAAE,CAAC,EAAE,CAAC,GAAG,EAAE;IAC5B,EAAE,CAAC,EAAE,CAAC,EAAE,EAAE,CAAC,EAAE,CAAC,GAAG,EAAE,CAAC,EAAE,CAAC,GAAG,EAAE;IAC5B,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,GAAG,EAAE,EAAE,mBAAmB;IAC5C,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,EAAE,CAAC,EAAE,CAAC,GAAG,EAAE,CAAC,sBAAsB;CACjD,CAAA;AAED,uCAAuC;AACvC,SAAS,yBAAyB,CAAC,MAAa,EAAE,KAAa,EAAE,IAAY,EAAE,GAAW;IACxF,IAAI,EAAE,GAAG,UAAU,CAAC,QAAQ,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,EAAE,KAAK,CAAC,CAAA;IACzD,IAAI,EAAE,GAAG,UAAU,CAAC,QAAQ,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,EAAE,IAAI,CAAC,CAAA;IACxD,IAAI,EAAE,GAAG,UAAU,CAAC,QAAQ,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,EAAE,GAAG,CAAC,CAAA;IAEvD,IAAI,CAAC,GAAG,EAAE,CAAC,QAAQ,CAAC,EAAE,CAAC,CAAC,QAAQ,CAAC,EAAE,CAAC,CAAA;IAEpC,OAAO,MAAM,CAAC,GAAG,CAAC,KAAK,CAAC,EAAE;QACxB,OAAO,CAAC,CAAC,QAAQ,CAAC,KAAK,CAAC,CAAA;IAC1B,CAAC,CAAC,CAAA;AACJ,CAAC;AAED,SAAS,eAAe,CAAC,MAAa,EAAE,KAAa,EAAE,IAAY,EAAE,GAAW;IAC9E,IAAI,IAAI,GAAG,IAAI,CAAC,GAAG,CAAC,GAAG,CAAC,CAAA;IACxB,IAAI,IAAI,GAAG,IAAI,CAAC,GAAG,CAAC,GAAG,CAAC,CAAA;IAExB,IAAI,IAAI,GAAG,IAAI,CAAC,GAAG,CAAC,IAAI,CAAC,CAAA;IACzB,IAAI,IAAI,GAAG,IAAI,CAAC,GAAG,CAAC,IAAI,CAAC,CAAA;IAEzB,IAAI,IAAI,GAAG,IAAI,CAAC,GAAG,CAAC,KAAK,CAAC,CAAA;IAC1B,IAAI,IAAI,GAAG,IAAI,CAAC,GAAG,CAAC,KAAK,CAAC,CAAA;IAE1B,IAAI,GAAG,GAAG,IAAI,GAAG,IAAI,CAAA;IACrB,IAAI,GAAG,GAAG,IAAI,GAAG,IAAI,GAAG,IAAI,GAAG,IAAI,GAAG,IAAI,CAAA;IAC1C,IAAI,GAAG,GAAG,IAAI,GAAG,IAAI,GAAG,IAAI,GAAG,IAAI,GAAG,IAAI,CAAA;IAE1C,IAAI,GAAG,GAAG,IAAI,GAAG,IAAI,CAAA;IACrB,IAAI,GAAG,GAAG,IAAI,GAAG,IAAI,GAAG,IAAI,GAAG,IAAI,GAAG,IAAI,CAAA;IAC1C,IAAI,GAAG,GAAG,IAAI,GAAG,IAAI,GAAG,IAAI,GAAG,IAAI,GAAG,IAAI,CAAA;IAE1C,IAAI,GAAG,GAAG,CAAC,IAAI,CAAA;IACf,IAAI,GAAG,GAAG,IAAI,GAAG,IAAI,CAAA;IACrB,IAAI,GAAG,GAAG,IAAI,GAAG,IAAI,CAAA;IAErB,OAAO,MAAM,CAAC,GAAG,CAAC,KAAK,CAAC,EAAE;QACxB,IAAI,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,GAAG,KAAK,CAAA;QAEvB,OAAO;YACL,CAAC,EAAE,GAAG,GAAG,CAAC,GAAG,GAAG,GAAG,CAAC,GAAG,GAAG,GAAG,CAAC;YAC9B,CAAC,EAAE,GAAG,GAAG,CAAC,GAAG,GAAG,GAAG,CAAC,GAAG,GAAG,GAAG,CAAC;YAC9B,CAAC,EAAE,GAAG,GAAG,CAAC,GAAG,GAAG,GAAG,CAAC,GAAG,GAAG,GAAG,CAAC;SAC/B,CAAA;IACH,CAAC,CAAC,CAAA;AACJ,CAAC;AAED,MAAM,CAAC,OAAO,OAAO,MAAO,SAAQ,QAAQ,CAAC,SAAS,CAAC;IAAvD;;QAaU,oBAAe,GAAW,CAAC,CAAA;QAC3B,qBAAgB,GAAW,CAAC,CAAA;QAC5B,sBAAiB,GAAW,CAAC,CAAA;IA6GvC,CAAC;IA3HC,MAAM,CAAC,OAAiC;QACtC,IAAI,WAAW,GAAG,IAAI,CAAC,WAAW,CAAA;QAElC,IAAI,IAAI,CAAC,WAAW,CAAC,CAAC,CAAC,CAAC,CAAC,GAAG,CAAC,EAAE,CAAC;YAC9B,IAAI,CAAC,WAAW,CAAC,OAAO,EAAE,WAAW,CAAC,CAAA;YACtC,IAAI,CAAC,UAAU,CAAC,OAAO,EAAE,WAAW,CAAC,CAAA;QACvC,CAAC;aAAM,CAAC;YACN,IAAI,CAAC,UAAU,CAAC,OAAO,EAAE,WAAW,CAAC,CAAA;YACrC,IAAI,CAAC,WAAW,CAAC,OAAO,EAAE,WAAW,CAAC,CAAA;QACxC,CAAC;IACH,CAAC;IAMD,IAAI,WAAW;QACb,IAAI,EAAE,GAAG,EAAE,KAAK,EAAE,IAAI,EAAE,GAAG,IAAI,CAAC,KAAK,CAAA;QAErC,GAAG,KAAH,GAAG,GAAK,CAAC,EAAA;QACT,KAAK,KAAL,KAAK,GAAK,CAAC,EAAA;QACX,IAAI,KAAJ,IAAI,GAAK,CAAC,EAAA;QAEV,OAAO,yBAAyB,CAC9B,MAAM,EACN,KAAK,GAAG,CAAC,IAAI,CAAC,iBAAiB,IAAI,CAAC,CAAC,EACrC,IAAI,GAAG,CAAC,IAAI,CAAC,gBAAgB,IAAI,CAAC,CAAC,EACnC,GAAG,GAAG,CAAC,IAAI,CAAC,eAAe,IAAI,CAAC,CAAC,CAClC,CAAA;IACH,CAAC;IAED,IAAI,MAAM;QACR,OAAO,MAAM,CAAA;IACf,CAAC;IAED,WAAW,CAAC,OAAiC,EAAE,WAAoB;QACjE,IAAI,MAAM,GAAG,IAAI,CAAC,MAAM,CAAA;QAExB,OAAO,CAAC,SAAS,EAAE,CAAA;QAEnB,mCAAmC;QACnC,OAAO,CAAC,MAAM,CAAC,MAAM,CAAC,CAAC,GAAG,WAAW,CAAC,CAAC,CAAC,CAAC,CAAC,EAAE,MAAM,CAAC,CAAC,GAAG,WAAW,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAA;QACxE,OAAO,CAAC,MAAM,CAAC,MAAM,CAAC,CAAC,GAAG,WAAW,CAAC,CAAC,CAAC,CAAC,CAAC,EAAE,MAAM,CAAC,CAAC,GAAG,WAAW,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAA;QACxE,OAAO,CAAC,MAAM,CAAC,MAAM,CAAC,CAAC,GAAG,WAAW,CAAC,CAAC,CAAC,CAAC,CAAC,EAAE,MAAM,CAAC,CAAC,GAAG,WAAW,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAA;QACxE,OAAO,CAAC,MAAM,CAAC,MAAM,CAAC,CAAC,GAAG,WAAW,CAAC,CAAC,CAAC,CAAC,CAAC,EAAE,MAAM,CAAC,CAAC,GAAG,WAAW,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAA;QACxE,OAAO,CAAC,MAAM,CAAC,MAAM,CAAC,CAAC,GAAG,WAAW,CAAC,CAAC,CAAC,CAAC,CAAC,EAAE,MAAM,CAAC,CAAC,GAAG,WAAW,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAA;QACxE,OAAO,CAAC,MAAM,CAAC,MAAM,CAAC,CAAC,GAAG,WAAW,CAAC,CAAC,CAAC,CAAC,CAAC,EAAE,MAAM,CAAC,CAAC,GAAG,WAAW,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAA;QACxE,OAAO,CAAC,MAAM,CAAC,MAAM,CAAC,CAAC,GAAG,WAAW,CAAC,CAAC,CAAC,CAAC,CAAC,EAAE,MAAM,CAAC,CAAC,GAAG,WAAW,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAA;QACxE,OAAO,CAAC,MAAM,CAAC,MAAM,CAAC,CAAC,GAAG,WAAW,CAAC,CAAC,CAAC,CAAC,CAAC,EAAE,MAAM,CAAC,CAAC,GAAG,WAAW,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAA;QAExE,OAAO,CAAC,WAAW,GAAG,IAAI,CAAC,KAAK,CAAC,WAAW,CAAA;QAC5C,OAAO,CAAC,MAAM,EAAE,CAAA;QAChB,OAAO,CAAC,SAAS,EAAE,CAAA;IACrB,CAAC;IAED,UAAU,CAAC,OAAiC,EAAE,WAAoB;QAChE,IAAI,MAAM,GAAG,IAAI,CAAC,MAAM,CAAA;QAExB,OAAO,CAAC,SAAS,EAAE,CAAA;QAEnB,mCAAmC;QACnC,OAAO,CAAC,MAAM,CAAC,MAAM,CAAC,CAAC,GAAG,WAAW,CAAC,CAAC,CAAC,CAAC,CAAC,EAAE,MAAM,CAAC,CAAC,GAAG,WAAW,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAA;QACxE,OAAO,CAAC,MAAM,CAAC,MAAM,CAAC,CAAC,GAAG,WAAW,CAAC,CAAC,CAAC,CAAC,CAAC,EAAE,MAAM,CAAC,CAAC,GAAG,WAAW,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAA;QACxE,OAAO,CAAC,MAAM,CAAC,MAAM,CAAC,CAAC,GAAG,WAAW,CAAC,CAAC,CAAC,CAAC,CAAC,EAAE,MAAM,CAAC,CAAC,GAAG,WAAW,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAA;QACxE,OAAO,CAAC,MAAM,CAAC,MAAM,CAAC,CAAC,GAAG,WAAW,CAAC,CAAC,CAAC,CAAC,CAAC,EAAE,MAAM,CAAC,CAAC,GAAG,WAAW,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAA;QACxE,OAAO,CAAC,MAAM,CAAC,MAAM,CAAC,CAAC,GAAG,WAAW,CAAC,CAAC,CAAC,CAAC,CAAC,EAAE,MAAM,CAAC,CAAC,GAAG,WAAW,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAA;QAExE,OAAO,CAAC,SAAS,GAAG,IAAI,CAAC,KAAK,CAAC,SAAS,CAAA;QACxC,OAAO,CAAC,WAAW,GAAG,IAAI,CAAC,KAAK,CAAC,WAAW,CAAA;QAC5C,OAAO,CAAC,IAAI,EAAE,CAAA;QACd,OAAO,CAAC,MAAM,EAAE,CAAA;QAEhB,OAAO,CAAC,SAAS,EAAE,CAAA;QACnB,OAAO,CAAC,OAAO,CAAC,MAAM,CAAC,CAAC,GAAG,WAAW,CAAC,CAAC,CAAC,CAAC,CAAC,EAAE,MAAM,CAAC,CAAC,GAAG,WAAW,CAAC,CAAC,CAAC,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,IAAI,CAAC,EAAE,GAAG,CAAC,CAAC,CAAA;QAClG,OAAO,CAAC,MAAM,EAAE,CAAA;IAClB,CAAC;IAED;;;;;OAKG;IACH,QAAQ,CAAC,KAAiB,EAAE,MAAkB;QAC5C,IAAI,KAAK,CAAC,cAAc,CAAC,MAAM,CAAC,EAAE,CAAC;YACjC,IAAI,IAAI,GAAG,KAAK,CAAC,IAAI,CAAA;YACrB,IAAI,CAAC,IAAI,CAAC,cAAc,CAAC,KAAK,CAAC,IAAI,CAAC,IAAI,CAAC,cAAc,CAAC,OAAO,CAAC,IAAI,CAAC,IAAI,CAAC,cAAc,CAAC,MAAM,CAAC;gBAAE,OAAM;YAExG,IAAI,CAAC,GAAG,CAAC;gBACP,GAAG,EAAE,IAAI,CAAC,GAAG;gBACb,KAAK,EAAE,IAAI,CAAC,KAAK;gBACjB,IAAI,EAAE,IAAI,CAAC,IAAI;aAChB,CAAC,CAAA;YACF,OAAM;QACR,CAAC;QAED,IAAI,CAAC,KAAK,CAAC,cAAc,CAAC,KAAK,CAAC,IAAI,CAAC,KAAK,CAAC,cAAc,CAAC,OAAO,CAAC,IAAI,CAAC,KAAK,CAAC,cAAc,CAAC,MAAM,CAAC;YAAE,OAAM;QAE3G,IAAI,IAAI,GAAG,IAAI,CAAA;QACf,IAAI,QAAQ,GAAG,KAAK,CAAC,GAAG,GAAG,MAAM,CAAC,GAAG,CAAA;QACrC,IAAI,UAAU,GAAG,KAAK,CAAC,KAAK,GAAG,MAAM,CAAC,KAAK,CAAA;QAC3C,IAAI,SAAS,GAAG,KAAK,CAAC,IAAI,GAAG,MAAM,CAAC,IAAI,CAAA;QAExC,IAAI,CAAC,eAAe,GAAG,QAAQ,CAAA;QAC/B,IAAI,CAAC,iBAAiB,GAAG,UAAU,CAAA;QACnC,IAAI,CAAC,gBAAgB,GAAG,SAAS,CAAA;QAEjC,IAAI,CAAC,OAAO,CAAC;YACX,IAAI,EAAE,UAAU,KAAa;gBAC3B,IAAI,CAAC,eAAe,GAAG,QAAQ,GAAG,CAAC,CAAC,GAAG,KAAK,CAAC,CAAA;gBAC7C,IAAI,CAAC,iBAAiB,GAAG,UAAU,GAAG,CAAC,CAAC,GAAG,KAAK,CAAC,CAAA;gBACjD,IAAI,CAAC,gBAAgB,GAAG,SAAS,GAAG,CAAC,CAAC,GAAG,KAAK,CAAC,CAAA;gBAE/C,IAAI,CAAC,UAAU,EAAE,CAAA;YACnB,CAAC;YACD,QAAQ,EAAE,IAAI;YACd,KAAK,EAAE,MAAM;YACb,OAAO,EAAE;gBACP,CAAC,EAAE,CAAC;aACL;YACD,IAAI,EAAE,OAAO;SACd,CAAC,CAAC,KAAK,EAAE,CAAA;IACZ,CAAC;CACF;AAED,6DAA6D;AAE7D,SAAS,CAAC,QAAQ,CAAC,QAAQ,EAAE,MAAM,CAAC,CAAA","sourcesContent":["import { 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"]}
|
package/dist/floor.js.map
CHANGED
|
@@ -1 +1 @@
|
|
|
1
|
-
{"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"]}
|
|
1
|
+
{"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"]}
|
package/dist/index.d.ts
CHANGED
|
@@ -1,3 +1,3 @@
|
|
|
1
|
-
export { default as Floor } from './floor';
|
|
2
|
-
export { default as IndoorMap } from './indoor-map';
|
|
3
|
-
export { default as Rack } from './rack';
|
|
1
|
+
export { default as Floor } from './floor.js';
|
|
2
|
+
export { default as IndoorMap } from './indoor-map.js';
|
|
3
|
+
export { default as Rack } from './rack.js';
|
package/dist/index.js
CHANGED
|
@@ -1,10 +1,10 @@
|
|
|
1
1
|
/*
|
|
2
2
|
* Copyright © HatioLab Inc. All rights reserved.
|
|
3
3
|
*/
|
|
4
|
-
export { default as Floor } from './floor';
|
|
5
|
-
export { default as IndoorMap } from './indoor-map';
|
|
6
|
-
export { default as Rack } from './rack';
|
|
7
|
-
// export { default as Beacon } from './beacon'
|
|
8
|
-
// export { default as Camera } from './camera'
|
|
9
|
-
// export { default as Quaternion } from './quaternion'
|
|
4
|
+
export { default as Floor } from './floor.js';
|
|
5
|
+
export { default as IndoorMap } from './indoor-map.js';
|
|
6
|
+
export { default as Rack } from './rack.js';
|
|
7
|
+
// export { default as Beacon } from './beacon.js'
|
|
8
|
+
// export { default as Camera } from './camera.js'
|
|
9
|
+
// export { default as Quaternion } from './quaternion.js'
|
|
10
10
|
//# sourceMappingURL=index.js.map
|
package/dist/index.js.map
CHANGED
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"index.js","sourceRoot":"","sources":["../src/index.ts"],"names":[],"mappings":"AAAA;;GAEG;AACH,OAAO,EAAE,OAAO,IAAI,KAAK,EAAE,MAAM,
|
|
1
|
+
{"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"]}
|
package/dist/templates/index.js
CHANGED
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"index.js","sourceRoot":"","sources":["../../src/templates/index.ts"],"names":[],"mappings":"AAAA,OAAO,SAAS,MAAM,
|
|
1
|
+
{"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"]}
|
package/package.json
CHANGED
|
@@ -1,6 +1,7 @@
|
|
|
1
1
|
{
|
|
2
2
|
"name": "@operato/scene-indoor-map",
|
|
3
|
-
"version": "9.0.0-beta.
|
|
3
|
+
"version": "9.0.0-beta.3",
|
|
4
|
+
"type": "module",
|
|
4
5
|
"description": "Indoor Map component for things-scene.",
|
|
5
6
|
"author": "heartyoh",
|
|
6
7
|
"main": "dist/index.js",
|
|
@@ -57,5 +58,5 @@
|
|
|
57
58
|
"prettier --write"
|
|
58
59
|
]
|
|
59
60
|
},
|
|
60
|
-
"gitHead": "
|
|
61
|
+
"gitHead": "5f81f48c4dfc0101ca86998417d03463f8112072"
|
|
61
62
|
}
|
package/things-scene.config.js
CHANGED