@operato/scene-manufacturing 10.0.0-beta.31 → 10.0.0-beta.33

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@@ -50,6 +50,15 @@ declare const Base: typeof Component & {
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  export default class RobotArm extends Base {
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  get state(): RobotArmState;
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  _realObject: RobotArm3D | undefined;
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+ /**
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+ * Phase H — pickup contract 호환성 검사용. 보편적 'gripper' type — vacuum,
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+ * 2-finger, 3-finger 등 다양한 gripper 모두 이 type 으로 매칭. carrier 가
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+ * 더 세분화된 호환성을 원하면 `pickupFramesFor` override 로 size 등 추가 검증.
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+ *
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+ * (override 키워드 미사용 — Base 캐스트가 Mover 의 toolType 을 노출하지 않아
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+ * TS4113 회피.)
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+ */
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+ get toolType(): string;
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  static legends: Record<string, LegendBinding>;
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  /**
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  * Robot arms sit on the floor (or mount to a ceiling/wall — that's a
@@ -170,13 +179,20 @@ export default class RobotArm extends Base {
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  *
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  * 1. TCP → APPROACH above place (carrier's xy, +clearance)
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  * 2. TCP → place (descend straight down to drop point)
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- * 3. open gripper + reparent(carrier → holder)
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+ * 3. open gripper + dispatch (carrier → holder)
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  *
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  * Pose resolution: TCP lands at where the carrier's top WILL BE after
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  * the drop, so the carrier lands with its bottom on the holder's attach
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  * surface. Computed as `holder.attachFrame.world.y + carrier.depth` (so
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  * yOffset = carrierDepth, not halfDepth like pick).
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  *
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+ * Handoff: if this arm has `dispatch` (ContainerCapacity) and the holder
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+ * exposes `receive`, route via dispatch — slot tracking, `transfer-received`
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+ * trigger (which downstream conveyance components like InductStation listen
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+ * to for belt-animation kickoff), and `canReceive` pre-flight all flow
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+ * through the standard contract. Falls back to raw `holder.reparent()` for
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+ * holders without ContainerCapacity (plain Spot, etc.). Mirrors Mover.place.
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+ *
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  * @see pick — same option semantics.
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  */
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  place(carrier: Component, holder: Component, options?: MoveOptions): Promise<void>;
@@ -219,10 +235,19 @@ export default class RobotArm extends Base {
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  /**
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  * Resolve a TCP position in this arm's chain-local frame.
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  *
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- * For a CarrierHolder (has `attachPointFor`), uses the holder's own
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- * attach frame as the base that's the canonical "where carriers
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- * sit on me" point (top of Spot's pad, gripper TCP for another arm,
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- * etc.). For a plain carrier, uses its world center.
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+ * Resolution priority:
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+ * 1. `attachPointFor` (CarrierHolder) canonical TCP frame for arms /
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+ * Spot pads / gripper-on-gripper.
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+ * 2. `deliveryWorldPosition` (Phase G9 Holder contract). Holder
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+ * ContainerCapacity 의 default 또는 자체 override 로 정확한 도달
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+ * world XYZ 를 직접 제공. 이전 SCAFFOLDING 의 cz 공식 역연산이
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+ * 여기로 이전됨.
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+ * 3. Component's own `_realObject.object3d` world center.
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+ * 4. 2D bounds center (only before 3D builds).
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+ *
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+ * `carrierForDelivery` 가 주어지면 (place 케이스) `component` 를 holder 로
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+ * 간주하고 `component.deliveryWorldPosition(carrierForDelivery)` 를 query.
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+ * 미지정 (pick 케이스 — `component` 자체가 carrier) 시 #3 으로.
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  *
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  * `worldYOffset` is added to the resolved world Y before projecting
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  * back to chain-local — used by pickAndPlace to lift the TCP above
@@ -238,5 +263,17 @@ export default class RobotArm extends Base {
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  * moment of reparent.
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  */
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  private _yawOf;
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+ /**
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+ * Phase G5.2 — Delivery yaw 결정.
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+ *
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+ * holder 가 ContainerCapacity contract 의 deliveryWorldRotation 을 노출하면
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+ * 그 world quaternion 에서 yaw 를 추출 (carrier 가 acceptance pose 와 일치
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+ * 한 채 release 되도록). InductStation 같은 holder 가 sorter forward 방향을
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+ * 자기 acceptanceRotation 으로 선언하면 자동으로 그 방향이 TCP yaw 가 됨.
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+ *
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+ * holder 가 deliveryWorldRotation 을 안 노출하거나 _realObject 미빌드 시
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+ * 기존 동작 (holder 자체의 world yaw) 으로 fallback.
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+ */
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+ private _deliveryYawOf;
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  }
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  export {};
package/dist/robot-arm.js CHANGED
@@ -33,7 +33,7 @@
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  */
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  import { __decorate } from "tslib";
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  import * as THREE from 'three';
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- import { ContainerAbstract, ContainerCapacity, sceneComponent } from '@hatiolab/things-scene';
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+ import { ContainerAbstract, ContainerCapacity, frameClock, sceneComponent } from '@hatiolab/things-scene';
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  import { CarrierHolder, Legendable, Mover, Placeable } from '@operato/scene-base';
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  import { RobotArm3D } from './robot-arm-3d.js';
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  import { CHAIN_PRESETS } from './robot-arm-styles.js';
@@ -151,6 +151,17 @@ let RobotArm = class RobotArm extends Base {
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  get state() {
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  return super.state;
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  }
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+ /**
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+ * Phase H — pickup contract 호환성 검사용. 보편적 'gripper' type — vacuum,
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+ * 2-finger, 3-finger 등 다양한 gripper 모두 이 type 으로 매칭. carrier 가
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+ * 더 세분화된 호환성을 원하면 `pickupFramesFor` override 로 size 등 추가 검증.
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+ *
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+ * (override 키워드 미사용 — Base 캐스트가 Mover 의 toolType 을 노출하지 않아
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+ * TS4113 회피.)
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+ */
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+ get toolType() {
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+ return 'gripper';
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+ }
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  static legends = {
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  bodyColor: { from: 'status', legend: BODY_LEGEND },
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  borderColor: { from: 'status', legend: BORDER_LEGEND },
@@ -401,13 +412,20 @@ let RobotArm = class RobotArm extends Base {
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  *
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  * 1. TCP → APPROACH above place (carrier's xy, +clearance)
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  * 2. TCP → place (descend straight down to drop point)
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- * 3. open gripper + reparent(carrier → holder)
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+ * 3. open gripper + dispatch (carrier → holder)
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  *
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  * Pose resolution: TCP lands at where the carrier's top WILL BE after
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  * the drop, so the carrier lands with its bottom on the holder's attach
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  * surface. Computed as `holder.attachFrame.world.y + carrier.depth` (so
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  * yOffset = carrierDepth, not halfDepth like pick).
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  *
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+ * Handoff: if this arm has `dispatch` (ContainerCapacity) and the holder
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+ * exposes `receive`, route via dispatch — slot tracking, `transfer-received`
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+ * trigger (which downstream conveyance components like InductStation listen
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+ * to for belt-animation kickoff), and `canReceive` pre-flight all flow
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+ * through the standard contract. Falls back to raw `holder.reparent()` for
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+ * holders without ContainerCapacity (plain Spot, etc.). Mirrors Mover.place.
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+ *
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  * @see pick — same option semantics.
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  */
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  async place(carrier, holder, options = {}) {
@@ -415,14 +433,29 @@ let RobotArm = class RobotArm extends Base {
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  const reparentDuration = options.reparentDuration ?? 800;
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  const clearance = options.approachClearance ?? 10;
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  const carrierDepth = resolveDepth(carrier);
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- const yaw = this._yawOf(holder);
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- const target = this._targetFor(holder, carrierDepth, yaw); // top-of-carrier after drop
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- const approach = this._targetFor(holder, carrierDepth + clearance, yaw);
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+ // Phase G5.2 holder 가 acceptanceRotation 을 선언하면 그 world equivalent
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+ // (deliveryWorldRotation) yaw TCP yaw 사용. 그러면 carrier holder
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+ // acceptance pose 정확히 일치한 채 release 되어 handoff 시 zero-delta
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+ // (시각적 점프 없음). holder 가 미정의면 holder 자체의 world yaw 사용
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+ // (이전 동작).
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+ const yaw = this._deliveryYawOf(holder, carrier);
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+ // Phase G9 — carrier 도 함께 전달해 holder 의 deliveryWorldPosition 을 정확히
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+ // query. holder 가 contract 노출 안 하면 fallback (object3d 원점) 으로.
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+ const target = this._targetFor(holder, carrierDepth, yaw, carrier); // top-of-carrier after drop
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+ const approach = this._targetFor(holder, carrierDepth + clearance, yaw, carrier);
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  this.set('target', approach);
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  await waitForTcpReached(this, timeoutMs);
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  this.set('target', target);
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  await waitForTcpReached(this, timeoutMs);
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- holder.reparent?.(carrier, { animated: true, duration: reparentDuration });
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+ const xferOptions = { animated: true, duration: reparentDuration };
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+ const canDispatch = typeof this.dispatch === 'function' && typeof holder.receive === 'function';
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+ if (canDispatch) {
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+ await this.dispatch(carrier, holder, xferOptions);
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+ }
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+ else {
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+ ;
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+ holder.reparent?.(carrier, xferOptions);
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+ }
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  this.set('gripper', { ...(this.state.gripper ?? {}), state: 0 });
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  await sleep(reparentDuration);
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  }
@@ -481,17 +514,26 @@ let RobotArm = class RobotArm extends Base {
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  /**
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  * Resolve a TCP position in this arm's chain-local frame.
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  *
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- * For a CarrierHolder (has `attachPointFor`), uses the holder's own
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- * attach frame as the base that's the canonical "where carriers
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- * sit on me" point (top of Spot's pad, gripper TCP for another arm,
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- * etc.). For a plain carrier, uses its world center.
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+ * Resolution priority:
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+ * 1. `attachPointFor` (CarrierHolder) canonical TCP frame for arms /
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+ * Spot pads / gripper-on-gripper.
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+ * 2. `deliveryWorldPosition` (Phase G9 Holder contract). Holder
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+ * ContainerCapacity 의 default 또는 자체 override 로 정확한 도달
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+ * world XYZ 를 직접 제공. 이전 SCAFFOLDING 의 cz 공식 역연산이
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+ * 여기로 이전됨.
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+ * 3. Component's own `_realObject.object3d` world center.
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+ * 4. 2D bounds center (only before 3D builds).
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+ *
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+ * `carrierForDelivery` 가 주어지면 (place 케이스) `component` 를 holder 로
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+ * 간주하고 `component.deliveryWorldPosition(carrierForDelivery)` 를 query.
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+ * 미지정 (pick 케이스 — `component` 자체가 carrier) 시 #3 으로.
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  *
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  * `worldYOffset` is added to the resolved world Y before projecting
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  * back to chain-local — used by pickAndPlace to lift the TCP above
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  * the target (approach waypoints) and to land it on the carrier's
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  * top face rather than its volumetric center.
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  */
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- _targetFor(component, worldYOffset = 0, yaw) {
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+ _targetFor(component, worldYOffset = 0, yaw, carrierForDelivery) {
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  const ro3d = this._realObject;
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  let baseWp;
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  // Prefer holder's attach frame when available.
@@ -504,10 +546,24 @@ let RobotArm = class RobotArm extends Base {
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  }
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  }
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  if (!baseWp) {
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- const obj = component._realObject?.object3d;
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- if (obj) {
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- obj.updateWorldMatrix(true, false);
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- baseWp = obj.getWorldPosition(new THREE.Vector3());
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+ // Phase G9 — Holder.deliveryWorldPosition contract 를 우선 사용 (place
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+ // 케이스: carrierForDelivery 가 주어진 경우). ContainerCapacity 가 default
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+ // 로 receivingSurfaceY/geometricOffsetY 보정 + 표면 변환을 제공하므로
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+ // robot-arm cz 공식 역연산을 직접 알지 않아도 됨.
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+ if (carrierForDelivery) {
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+ const deliveryPos = component.deliveryWorldPosition?.(carrierForDelivery);
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+ if (deliveryPos) {
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+ baseWp = new THREE.Vector3(deliveryPos.x, deliveryPos.y, deliveryPos.z);
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+ }
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+ }
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+ // Fallback (pick 케이스 또는 holder 가 contract 미노출): component 자체의
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+ // obj3d world center.
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+ if (!baseWp) {
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+ const obj = component._realObject?.object3d;
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+ if (obj) {
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+ obj.updateWorldMatrix(true, false);
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+ baseWp = obj.getWorldPosition(new THREE.Vector3());
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+ }
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  }
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  }
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  if (!ro3d || !baseWp) {
@@ -535,33 +591,87 @@ let RobotArm = class RobotArm extends Base {
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  const e = new THREE.Euler().setFromQuaternion(q, 'YXZ');
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  return e.y;
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  }
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+ /**
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+ * Phase G5.2 — Delivery yaw 결정.
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+ *
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+ * holder 가 ContainerCapacity contract 의 deliveryWorldRotation 을 노출하면
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+ * 그 world quaternion 에서 yaw 를 추출 (carrier 가 acceptance pose 와 일치
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+ * 한 채 release 되도록). InductStation 같은 holder 가 sorter forward 방향을
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+ * 자기 acceptanceRotation 으로 선언하면 자동으로 그 방향이 TCP yaw 가 됨.
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+ *
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+ * holder 가 deliveryWorldRotation 을 안 노출하거나 _realObject 미빌드 시
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+ * 기존 동작 (holder 자체의 world yaw) 으로 fallback.
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+ */
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+ _deliveryYawOf(holder, carrier) {
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+ const deliveryRot = holder.deliveryWorldRotation?.(carrier);
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+ if (deliveryRot) {
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+ const q = new THREE.Quaternion(deliveryRot.x, deliveryRot.y, deliveryRot.z, deliveryRot.w);
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+ const e = new THREE.Euler().setFromQuaternion(q, 'YXZ');
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+ return e.y;
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+ }
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+ return this._yawOf(holder);
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+ }
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  };
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  RobotArm = __decorate([
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  sceneComponent('robot-arm')
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  ], RobotArm);
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  export default RobotArm;
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  /**
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- * Resolve when the robot arm fires `tcp-reached`, reject on timeout.
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- * The 3D side fires this event on smoothing completion (last joint
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- * value within threshold of its target).
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+ * Resolve when the robot arm fires `tcp-reached`, reject on **simulation-time**
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+ * timeout. 3D smoothing frameClock simDt 진행 (sim-time-driven),
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+ * 따라서 timeout sim-time 으로 누적해야 sim speed 변경에 일관 동작:
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+ * - speed=1 → sim time = real time (기존과 동일)
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+ * - speed=2 → IK 도 2× 빨라지고 timeout 도 2× 빠르게 도달 (real time 기준)
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+ * - speed=0.5 → IK 가 2× 느려지지만 timeout 도 sim 기준이라 spurious
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+ * reject 없음 (이전 real-time setTimeout 으로는 1 미만 speed
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+ * 에서 IK 도달 전에 timeout 발화하던 버그 수정)
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+ * - paused → simDt=0 누적도 정지 → 일시정지 동안 무한 대기 (의도)
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  */
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  function waitForTcpReached(component, timeoutMs) {
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  return new Promise((resolve, reject) => {
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- let timer;
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- const onReached = () => {
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- clearTimeout(timer);
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+ let elapsedSim = 0;
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+ let unsub = null;
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+ const cleanup = () => {
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  component.off('tcp-reached', onReached);
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+ if (unsub) {
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+ unsub();
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+ unsub = null;
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+ }
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+ };
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+ const onReached = () => {
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+ cleanup();
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  resolve();
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  };
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- timer = setTimeout(() => {
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- component.off('tcp-reached', onReached);
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- reject(new Error('TCP reach timeout'));
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- }, timeoutMs);
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  component.on('tcp-reached', onReached);
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+ unsub = frameClock.subscribe(simDt => {
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+ elapsedSim += simDt;
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+ if (elapsedSim >= timeoutMs) {
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+ cleanup();
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+ reject(new Error('TCP reach timeout'));
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+ }
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+ }, { description: 'robot-arm tcp-reached timeout', component });
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  });
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  }
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+ /**
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+ * sim-time aware sleep — frameClock 의 simDt 를 누적해 ms 도달 시 resolve.
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+ * speed=0.5 이면 real time 으로 2배 걸리지만 sim time 으로는 동일 — animation
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+ * 시간과 일관. paused 시 무한 대기 (의도). waitForTcpReached 와 같은 시간축.
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+ */
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  function sleep(ms) {
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- return new Promise(resolve => setTimeout(resolve, ms));
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+ return new Promise(resolve => {
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+ let elapsedSim = 0;
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+ let unsub = null;
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+ unsub = frameClock.subscribe(simDt => {
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+ elapsedSim += simDt;
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+ if (elapsedSim >= ms) {
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+ if (unsub) {
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+ unsub();
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+ unsub = null;
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+ }
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+ resolve();
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+ }
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+ }, { description: 'robot-arm sim-sleep' });
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+ });
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  }
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  function numOr(v, dflt) {
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  return typeof v === 'number' && Number.isFinite(v) ? v : dflt;
@@ -1 +1 @@
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- 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* Copyright © HatioLab Inc. All rights reserved.\n *\n * Robot Arm — generalized articulated manipulator component.\n *\n * Designed to cover the visualization needs of robot arms WITHOUT a\n * specific URDF model. Configurable kinematic chain, link shape, joint\n * housing, gripper type — same component renders as a sleek cobot, a\n * heavy industrial 6-axis, a SCARA, or a minimal educational arm.\n *\n * State schema (all top-level properties optional except width/height):\n *\n * {\n * // structure\n * style?: 'industrial' | 'cobot' | 'scara' | 'minimal',\n * chainPreset?: '6-axis-industrial' | 'cobot-6-axis' | 'scara-4-axis' | 'pick-and-place-3-axis',\n * chain?: ChainElement[], // overrides preset\n * joints?: number[] | { [i]: number }, // current joint values\n *\n * // styling overrides\n * linkShape?, jointHousing?, linkRadius?, color?, accentColor?,\n *\n * // gripper\n * gripper?: GripperConfig,\n *\n * // IK target (TCP world position relative to component center, in\n * // 3D-z-up convention used by IK module)\n * target?: { x: number, y: number, z: number },\n *\n * // visualization\n * showReachSphere?: boolean\n * }\n */\n\nimport * as THREE from 'three'\nimport { Component, ComponentNature, ContainerAbstract, ContainerCapacity, RealObject, sceneComponent } from '@hatiolab/things-scene'\nimport type { SlotDef, State, Material3D } from '@hatiolab/things-scene'\nimport {\n CarrierHolder,\n Legendable,\n Mover,\n Placeable,\n type Alignment,\n type Heights,\n type LegendBinding,\n type MoveOptions,\n type PlacementArchetype\n} from '@operato/scene-base'\n\nimport { RobotArm3D } from './robot-arm-3d.js'\nimport { CHAIN_PRESETS, type ChainPresetName } from './robot-arm-styles.js'\nimport type { ChainElement } from './robot-arm-ik.js'\nimport type { GripperConfig, LinkShape, JointHousing, StyleName } from './robot-arm-styles.js'\n\n// ── ComponentEventMap 도메인 augmentation ─────────────────────────────────\n// RobotArm 이 발생시키는 도메인 이벤트들. things-scene 의 ComponentEventMap 에\n// 추가 등록하여 component.on/trigger 에서 자동완성 + 페이로드 타입 검증.\ndeclare module '@hatiolab/things-scene' {\n interface ComponentEventMap {\n /** TCP 가 목표 도달 시 발생 (pickAndPlace 시퀀싱용). */\n 'tcp-reached': [info: { component: Component }]\n }\n}\n\nexport type RobotArmStatus = 'idle' | 'moving' | 'gripping' | 'warn' | 'error'\n\n/** RobotArm 컴포넌트 state */\nexport interface RobotArmState extends State {\n // ── 구조 ──\n style?: StyleName\n chainPreset?: ChainPresetName\n chain?: ChainElement[]\n joints?: number[] | Record<string, number>\n linkShape?: LinkShape\n jointHousing?: JointHousing\n linkRadius?: number\n color?: string | number\n accentColor?: string | number\n\n // ── 그리퍼 ──\n gripper?: GripperConfig\n gripperType?: GripperConfig['type']\n\n // ── IK 타겟 ──\n target?: { x: number; y: number; z: number; yaw?: number }\n\n // ── 시각화 ──\n showReachSphere?: boolean\n\n // ── 모션 ──\n jointSpeed?: number\n\n // ── 운영 상태 ──\n status?: RobotArmStatus\n\n // ── 3D 재질 ──\n material3d?: Material3D\n}\n\nconst BODY_LEGEND = {\n idle: '#ccc',\n moving: '#afd0f1',\n gripping: '#cfe6c8',\n warn: '#ffba00',\n error: '#e9746b',\n default: '#ccc'\n}\n\nconst BORDER_LEGEND = {\n idle: '#888',\n moving: '#87b1db',\n gripping: '#7aa274',\n warn: '#d96f21',\n error: '#a73928',\n default: '#888'\n}\n\nconst LAMP_EMISSIVE_LEGEND = {\n idle: '#333333',\n moving: '#44aaff',\n gripping: '#33aa44',\n warn: '#ffaa00',\n error: '#ff3333',\n default: '#333333'\n}\n\nconst STATIC_PROPERTIES = [\n {\n type: 'select',\n label: 'style',\n name: 'style',\n property: {\n options: [\n { display: 'Industrial', value: 'industrial' },\n { display: 'Cobot', value: 'cobot' },\n { display: 'SCARA', value: 'scara' },\n { display: 'Minimal', value: 'minimal' }\n ]\n }\n },\n {\n type: 'select',\n label: 'chain-preset',\n name: 'chainPreset',\n property: {\n options: [\n { display: '6-Axis Industrial', value: '6-axis-industrial' },\n { display: 'Cobot 6-Axis', value: 'cobot-6-axis' },\n { display: 'SCARA 4-Axis', value: 'scara-4-axis' },\n { display: 'Pick & Place 3-Axis', value: 'pick-and-place-3-axis' }\n ]\n }\n },\n { type: 'number', label: 'link-radius', name: 'linkRadius' },\n {\n type: 'select',\n label: 'gripper-type',\n name: 'gripperType',\n property: {\n options: [\n { display: 'Parallel', value: 'parallel' },\n { display: 'Suction', value: 'suction' },\n { display: 'Magnetic', value: 'magnetic' },\n { display: 'Three-Finger', value: 'three-finger' },\n { display: 'None', value: 'none' }\n ]\n }\n },\n { type: 'checkbox', label: 'show-reach-sphere', name: 'showReachSphere' },\n {\n type: 'select',\n label: 'status',\n name: 'status',\n property: {\n options: [\n { display: 'Idle', value: 'idle' },\n { display: 'Moving', value: 'moving' },\n { display: 'Gripping', value: 'gripping' },\n { display: 'Warn', value: 'warn' },\n { display: 'Error', value: 'error' }\n ]\n }\n }\n]\n\n// CarrierHolder + ContainerAbstract: the arm needs the container's child-list\n// machinery (addComponent / reparent / events) AND CarrierHolder's\n// attachPointFor hook. CarrierHolder mixin alone only publishes the attach\n// policy; it doesn't add child management. RectPath(Shape) was wrong here —\n// Shape is a leaf so reparent silently failed. ContainerAbstract provides\n// the missing piece.\n//\n// `ContainerAbstract` (not `Container`) — Container = MixinHTMLElement(ContainerAbstract),\n// which forces `isHTMLElement(): true` and trips the 3D pipeline's\n// addObject DOM-skip gate. Robot arm exists purely in the 3D scene graph\n// (URDF/IK joints, no DOM overlay), so the bare logical container is correct.\n//\n// Mover wraps the chain to publish pick/place/pickAndPlace primitives. It\n// must sit OUTSIDE CarrierHolder because Mover's defaults call this.reparent,\n// which CarrierHolder provides (overrides the base ContainerAbstract\n// version with the attach-frame-aware variant).\n//\n// The instance type cast surfaces Mover's API on `this` so subclass\n// `override` keywords compile and `this.pickAndPlace(...)` resolves —\n// without it, the `as unknown as typeof Component` cast erases all\n// mixin contributions to the static side.\n// ContainerCapacity inserted between CarrierHolder and Legendable — same pattern\n// as Forklift/AGV: receive()/dispatch() for slot-tracking + event emission;\n// CarrierHolder.attachPointFor() (overridden below) provides 3D TCP positioning.\nconst Base = Mover(CarrierHolder(ContainerCapacity(Legendable(Placeable(ContainerAbstract))))) as unknown as typeof Component & {\n new (...args: any[]): Component & {\n isMover: boolean\n pick(carrier: Component, options?: MoveOptions): Promise<void>\n place(carrier: Component, holder: Component, options?: MoveOptions): Promise<void>\n pickAndPlace(carrier: Component, holder: Component, options?: MoveOptions): Promise<void>\n }\n}\n\n@sceneComponent('robot-arm')\nexport default class RobotArm extends Base {\n // `Base` is cast through `typeof Component` so TS sees `state` as an\n // accessor; `declare state: …` would conflict with TS2610. Override the\n // getter instead — runtime behavior is identical (just delegates to super).\n override get state(): RobotArmState {\n return super.state as RobotArmState\n }\n\n declare _realObject: RobotArm3D | undefined\n\n static legends: Record<string, LegendBinding> = {\n bodyColor: { from: 'status', legend: BODY_LEGEND },\n borderColor: { from: 'status', legend: BORDER_LEGEND },\n lampEmissive: { from: 'status', legend: LAMP_EMISSIVE_LEGEND }\n }\n\n /**\n * Robot arms sit on the floor (or mount to a ceiling/wall — that's a\n * v2 feature). Default depth = operation - floor like other floor-\n * mounted equipment, so the chain reach scales with the configured\n * facility height.\n */\n static placement: PlacementArchetype = 'floor'\n static align: Alignment = 'bottom'\n static defaultDepth = (h: Heights) => h.operation - h.floor\n\n // ── ContainerCapacity ─────────────────────────────────────────────────────\n\n /** Single gripper slot — robot arm grips one item at a time. */\n get slots(): SlotDef[] {\n return [{ id: 'gripper', maxCount: 1 }]\n }\n\n /**\n * Dynamic nature — appends one number property per joint in the active\n * chain. Each property uses the joint's range as `min`/`max` so the\n * property panel can render a constrained slider/spinner. The chain\n * preset can change at runtime, and `get nature()` is re-evaluated\n * whenever the property panel queries it, so the joint count stays in\n * sync with the active preset.\n *\n * For revolute joints the value is in radians; for prismatic, scene units.\n */\n get nature(): ComponentNature {\n const chain = this._activeChain\n // Joint values: revolute = degrees (range usually ±180), prismatic =\n // scene length units. CHAIN_PRESETS already encode revolute ranges in\n // degrees; the 3D side converts to radians at the math boundary.\n const jointProps = chain.map((c, i) => ({\n type: 'number',\n label: `joint-${i + 1}`,\n name: `joint${i}`,\n property: {\n min: c.range[0],\n max: c.range[1],\n step: c.type === 'revolute' ? 1 : 1\n }\n }))\n return {\n mutable: false,\n resizable: true,\n rotatable: true,\n properties: [...STATIC_PROPERTIES, ...jointProps] as any,\n help: 'scene/component/robot-arm'\n }\n }\n\n /**\n * Resolve the active chain for property-panel introspection. Mirrors\n * the resolution in robot-arm-3d.ts (state.chain wins, else preset,\n * else default 6-axis-industrial). Kept simple — the 3D side does the\n * same logic with depth-based scaling, but for property labeling we\n * only need the structure (axis count + ranges), not absolute lengths.\n */\n private get _activeChain(): ChainElement[] {\n const state = this.state\n if (Array.isArray(state.chain) && state.chain.length > 0) return state.chain\n const presetName = (state.chainPreset ?? '6-axis-industrial') as ChainPresetName\n return CHAIN_PRESETS[presetName] ?? CHAIN_PRESETS['6-axis-industrial']\n }\n\n get anchors() {\n return []\n }\n\n /**\n * 2D — base rectangle + a stylized arm silhouette pointing toward the\n * top-right. Just enough to identify the component as a robot arm in\n * plan view; the real visual lives in 3D.\n */\n render(ctx: CanvasRenderingContext2D) {\n const { left = 0, top = 0, width = 100, height = 100 } = this.state\n const bodyFill = pickColor(this.state.fillStyle, this.state.bodyColor, BODY_LEGEND.default)\n const borderColor = pickColor(this.state.strokeStyle, this.state.borderColor, BORDER_LEGEND.default)\n const lineWidth = numOr(this.state.lineWidth, 1)\n\n ctx.beginPath()\n ctx.rect(left, top, width, height)\n ctx.fillStyle = bodyFill\n ctx.fill()\n ctx.strokeStyle = borderColor\n ctx.lineWidth = lineWidth\n ctx.stroke()\n\n // Stylized arm silhouette: base square at center → up → bent right.\n const cx = left + width / 2\n const cy = top + height / 2\n const r = Math.min(width, height) * 0.32\n ctx.save()\n ctx.strokeStyle = borderColor\n ctx.lineWidth = Math.max(lineWidth, Math.min(width, height) * 0.025)\n\n // Base pedestal\n ctx.fillStyle = borderColor\n ctx.fillRect(cx - r * 0.5, cy + r * 0.6, r, r * 0.3)\n // Upper arm\n ctx.beginPath()\n ctx.moveTo(cx, cy + r * 0.6)\n ctx.lineTo(cx, cy - r * 0.2)\n ctx.stroke()\n // Forearm\n ctx.beginPath()\n ctx.moveTo(cx, cy - r * 0.2)\n ctx.lineTo(cx + r * 0.7, cy - r * 0.7)\n ctx.stroke()\n // Joint dots\n ctx.fillStyle = borderColor as string\n ctx.beginPath()\n ctx.arc(cx, cy - r * 0.2, Math.max(2, r * 0.1), 0, Math.PI * 2)\n ctx.fill()\n ctx.beginPath()\n ctx.arc(cx + r * 0.7, cy - r * 0.7, Math.max(1.5, r * 0.08), 0, Math.PI * 2)\n ctx.fill()\n ctx.restore()\n }\n\n onchange(after: Record<string, unknown>, before: Record<string, unknown>) {\n // Per-joint number properties (joint0 … jointN-1) are dynamic; treat\n // any key matching the pattern as a joint update.\n const hasJoint = Object.keys(after).some(k => /^joint\\d+$/.test(k))\n if (\n hasJoint ||\n 'style' in after ||\n 'chainPreset' in after ||\n 'chain' in after ||\n 'joints' in after ||\n 'linkShape' in after ||\n 'jointHousing' in after ||\n 'linkRadius' in after ||\n 'color' in after ||\n 'accentColor' in after ||\n 'fillStyle' in after ||\n 'strokeStyle' in after ||\n 'lineWidth' in after ||\n 'alpha' in after ||\n 'material3d' in after ||\n 'gripper' in after ||\n 'gripperType' in after ||\n 'target' in after ||\n 'showReachSphere' in after ||\n 'status' in after ||\n 'bodyColor' in after ||\n 'borderColor' in after\n ) {\n this.clearCache('fillStyle')\n this.invalidate()\n }\n super.onchange(after, before)\n }\n\n buildRealObject(): RealObject | undefined {\n return new RobotArm3D(this)\n }\n\n /**\n * CarrierHolder hook — return the gripper TCP frame so any Carriable\n * child (parcel/box/pallet/...) mounts onto the moving end-effector.\n * IK rotation propagates to the carrier through Three.js scene-graph.\n *\n * Pose convention (real-world pick-and-place: gripper pointing toward\n * the work, carrier hanging *beyond* the gripper tip):\n *\n * - Frame: TCP (gripper working point — between finger tips for\n * jaws, contact face for suction/magnetic). Built by\n * `RobotArm3D._buildGripper`. TCP's +Z = gripper-forward direction\n * (away from the wrist).\n *\n * - Rotation: x:-π/2 — maps carrier's local +Y axis (\"up\" in the\n * carrier's authored frame) to TCP's -Z direction. With the gripper\n * pointing down (typical work pose), TCP +Z = world -Y (down), so\n * TCP -Z = world +Y (up). Result: carrier's \"up\" stays world-up\n * during transit, and the carrier's body extends from TCP origin\n * in TCP +Z direction (down in world) — i.e. hanging BELOW the\n * gripper, not buried inside it.\n *\n * - Position: z = +halfDepth — places the carrier's TOP face center\n * at the TCP origin (where the fingers grip). Carrier's local +Y\n * extent (top) = halfDepth, which after x:-π/2 rotation maps to\n * TCP -halfDepth Z. Shifting carrier center to TCP +halfDepth Z\n * puts that top point exactly at TCP origin. Carrier body then\n * extends through TCP +Z, ending at TCP +depth (bottom face).\n *\n * Earlier (x:+π/2, z:-halfDepth) inverted the carrier's body direction\n * — body extended back into the wrist, leaving the box visually inside\n * the finger area. The current convention pushes the body OUT past the\n * fingertips, where a real gripper would hold it.\n */\n attachPointFor(carrier: Component) {\n const ro = this._realObject\n const frame = ro?.getGripperFrame?.()\n if (!frame) return undefined\n const halfDepth = resolveDepth(carrier) / 2\n return {\n attach: frame,\n localPosition: { x: 0, y: 0, z: halfDepth },\n localRotation: { x: -Math.PI / 2, y: 0, z: 0 }\n }\n }\n\n /**\n * Pick: TCP descends vertically onto the carrier's top face, gripper\n * closes, carrier becomes our child.\n *\n * 1. TCP → APPROACH above pick (carrier's xy, +clearance in world Y)\n * 2. TCP → pick (descend straight down to carrier's top face)\n * 3. close gripper + reparent(carrier → this)\n *\n * The approach waypoint exists so the FINAL leg is a clean vertical\n * descent — the gripper enters the carrier from straight above, not a\n * sideways sweep that could clip or grab at a wrong angle.\n *\n * Pose resolution: TCP lands on the CARRIER'S TOP FACE (carrier.world.y +\n * carrier.depth/2). After grip, `attachPointFor`'s `localPosition.z =\n * +halfDepth` keeps the carrier's top at TCP origin during transit —\n * exact, no offset drift.\n *\n * Each waypoint includes the carrier's world yaw so IK can spin joint 5\n * (tool roll) to align the gripper's \"side\" with the carrier's. Without\n * it, reparent at pick instantly snaps the carrier to the gripper's\n * axis, visibly twisting it 0° → up to 360° in one frame.\n *\n * @param options.approachClearance Vertical offset (world units)\n * between approach and pick targets. Default 10.\n * @param options.timeoutMs Per-segment IK timeout (default 15000ms).\n * @param options.reparentDuration Animation duration for reparent (default 800ms).\n */\n override async pick(carrier: Component, options: MoveOptions = {}): Promise<void> {\n const timeoutMs = (options.timeoutMs as number | undefined) ?? 15000\n const reparentDuration = (options.reparentDuration as number | undefined) ?? 800\n const clearance = (options.approachClearance as number | undefined) ?? 10\n // Read carrier height via _realObject.effectiveDepth — `state.depth`\n // is often not explicitly set (carriers like Box rely on\n // `static defaultDepth`), and reading state alone returns 0, which\n // collapses every Y offset and drives the gripper into the carrier's\n // volumetric center instead of its top face.\n const carrierDepth = resolveDepth(carrier)\n const halfDepth = carrierDepth / 2\n const yaw = this._yawOf(carrier)\n const target = this._targetFor(carrier, halfDepth, yaw)\n const approach = this._targetFor(carrier, halfDepth + clearance, yaw)\n\n this.set('target', approach)\n await waitForTcpReached(this, timeoutMs)\n\n this.set('target', target)\n await waitForTcpReached(this, timeoutMs)\n\n ;(this as any).reparent?.(carrier, { animated: true, duration: reparentDuration })\n this.set('gripper', { ...(this.state.gripper ?? {}), state: 1 })\n await sleep(reparentDuration)\n }\n\n /**\n * Place: TCP descends vertically over the holder, gripper opens,\n * carrier becomes the holder's child.\n *\n * 1. TCP → APPROACH above place (carrier's xy, +clearance)\n * 2. TCP → place (descend straight down to drop point)\n * 3. open gripper + reparent(carrier → holder)\n *\n * Pose resolution: TCP lands at where the carrier's top WILL BE after\n * the drop, so the carrier lands with its bottom on the holder's attach\n * surface. Computed as `holder.attachFrame.world.y + carrier.depth` (so\n * yOffset = carrierDepth, not halfDepth like pick).\n *\n * @see pick — same option semantics.\n */\n override async place(carrier: Component, holder: Component, options: MoveOptions = {}): Promise<void> {\n const timeoutMs = (options.timeoutMs as number | undefined) ?? 15000\n const reparentDuration = (options.reparentDuration as number | undefined) ?? 800\n const clearance = (options.approachClearance as number | undefined) ?? 10\n const carrierDepth = resolveDepth(carrier)\n const yaw = this._yawOf(holder)\n const target = this._targetFor(holder, carrierDepth, yaw) // top-of-carrier after drop\n const approach = this._targetFor(holder, carrierDepth + clearance, yaw)\n\n this.set('target', approach)\n await waitForTcpReached(this, timeoutMs)\n\n this.set('target', target)\n await waitForTcpReached(this, timeoutMs)\n\n ;(holder as any).reparent?.(carrier, { animated: true, duration: reparentDuration })\n this.set('gripper', { ...(this.state.gripper ?? {}), state: 0 })\n await sleep(reparentDuration)\n }\n\n /**\n * `pickAndPlace` is inherited from the `Mover` mixin default — runs\n * `pick(carrier)` then `place(carrier, holder)` sequentially. The\n * decomposition is safe: the carrier's world position only matters\n * during pick (carrier-relative waypoints), and after pick the carrier\n * is the TCP's child (so re-querying it would chase its own tail —\n * which we don't, since place uses holder-relative waypoints only).\n *\n * @example\n * ```ts\n * await robotArm.pickAndPlace(box, spotB)\n * await robotArm.pnp(parcel, palletA, { approachClearance: 30 })\n * ```\n */\n /** Short alias for `pickAndPlace`. Same arguments, same behavior. */\n pnp(carrier: Component, placeHolder: Component, options?: MoveOptions): Promise<void> {\n return this.pickAndPlace(carrier, placeHolder, options)\n }\n\n /**\n * Return all joints to the configured home pose (state.joints / state.jointN).\n *\n * IK target 을 클리어하고 forward joint 제어로 부드럽게 휴식 포즈로 복귀.\n * `pickAndPlace` 의 마지막 단계로 자동 호출되며, 사용자가 명시적으로 호출도 가능.\n *\n * **인터럽트 가능**: 집에 도달하기 전에 새 `pick`/`place` 가 호출되면 (`set('target', ...)`)\n * `_retargetIk()` 가 발동되어 smoothing 이 home 으로 가던 걸 멈추고 새 IK target 쪽으로\n * redirect. mid-flight joint 값을 새 IK 의 시작점으로 사용해 끊김 없이 전환. tcp-reached\n * 가 redirect 후의 새 target 에서 발생하면 goHome 의 await 도 함께 resolve (정상).\n * 즉 \"집으로 가다가 다음 pick 으로 자연스럽게 이어진다\".\n *\n * @param options.timeoutMs joint smoothing 의 'tcp-reached' 대기 timeout (default 15000ms).\n */\n async goHome(options: MoveOptions = {}): Promise<void> {\n const timeoutMs = (options.timeoutMs as number | undefined) ?? 15000\n const ro = this._realObject as any\n if (!ro?.moveJointsTo || !ro?.getHomeJoints) return\n // IK target 제거 — 다음 rebuild 시 _smoothing.target 이 IK 로 다시 풀리지 않도록.\n // 외부에서 set('target', ...) 호출하면 다시 IK 모드로 전환되며 redirect.\n this.set('target', undefined)\n ro.moveJointsTo(ro.getHomeJoints())\n await waitForTcpReached(this, timeoutMs)\n }\n\n /**\n * pick → place → goHome 시퀀스. 마지막에 home pose 복귀가 robot-arm 의\n * pickAndPlace 표준 동작. (Mover mixin 의 default 는 pick + place 만)\n */\n override async pickAndPlace(\n carrier: Component,\n holder: Component,\n options: MoveOptions = {}\n ): Promise<void> {\n await this.pick(carrier, options)\n await this.place(carrier, holder, options)\n await this.goHome(options)\n }\n\n /**\n * Resolve a TCP position in this arm's chain-local frame.\n *\n * For a CarrierHolder (has `attachPointFor`), uses the holder's own\n * attach frame as the base — that's the canonical \"where carriers\n * sit on me\" point (top of Spot's pad, gripper TCP for another arm,\n * etc.). For a plain carrier, uses its world center.\n *\n * `worldYOffset` is added to the resolved world Y before projecting\n * back to chain-local — used by pickAndPlace to lift the TCP above\n * the target (approach waypoints) and to land it on the carrier's\n * top face rather than its volumetric center.\n */\n private _targetFor(\n component: Component,\n worldYOffset = 0,\n yaw?: number\n ): { x: number; y: number; z: number; yaw?: number } {\n const ro3d = this._realObject\n\n let baseWp: THREE.Vector3 | undefined\n // Prefer holder's attach frame when available.\n const attachPointFor = (component as any).attachPointFor\n if (typeof attachPointFor === 'function') {\n const point = attachPointFor.call(component, this)\n if (point?.attach) {\n point.attach.updateWorldMatrix?.(true, false)\n baseWp = point.attach.getWorldPosition?.(new THREE.Vector3())\n }\n }\n if (!baseWp) {\n const obj = (component as any)._realObject?.object3d\n if (obj) {\n obj.updateWorldMatrix(true, false)\n baseWp = obj.getWorldPosition(new THREE.Vector3())\n }\n }\n if (!ro3d || !baseWp) {\n // Final fallback: 2D bounds center — only before 3D builds.\n const c = component.center\n return { x: c.x, y: worldYOffset, z: c.y, yaw }\n }\n const local = ro3d.worldToChainLocal(baseWp.x, baseWp.y + worldYOffset, baseWp.z)\n return { x: local.x, y: local.y, z: local.z, yaw }\n }\n\n /**\n * Extract a component's world yaw (rotation around world +Y) from its\n * 3D object's world matrix. Returns 0 if the object isn't built yet.\n * Used by `pickAndPlace` so the gripper can match the carrier's /\n * placeHolder's current orientation — preventing a yaw snap at the\n * moment of reparent.\n */\n private _yawOf(component: Component): number {\n const obj = (component as any)._realObject?.object3d\n if (!obj) return 0\n obj.updateWorldMatrix(true, false)\n const q = new THREE.Quaternion()\n obj.getWorldQuaternion(q)\n const e = new THREE.Euler().setFromQuaternion(q, 'YXZ')\n return e.y\n }\n}\n\n/**\n * Resolve when the robot arm fires `tcp-reached`, reject on timeout.\n * The 3D side fires this event on smoothing completion (last joint\n * value within threshold of its target).\n */\nfunction waitForTcpReached(component: Component, timeoutMs: number): Promise<void> {\n return new Promise((resolve, reject) => {\n let timer: any\n const onReached = () => {\n clearTimeout(timer)\n component.off('tcp-reached', onReached)\n resolve()\n }\n timer = setTimeout(() => {\n component.off('tcp-reached', onReached)\n reject(new Error('TCP reach timeout'))\n }, timeoutMs)\n component.on('tcp-reached', onReached)\n })\n}\n\nfunction sleep(ms: number): Promise<void> {\n return new Promise(resolve => setTimeout(resolve, ms))\n}\n\nfunction numOr(v: unknown, dflt: number): number {\n return typeof v === 'number' && Number.isFinite(v) ? v : dflt\n}\n\n/**\n * Resolve a component's 3D height. things-scene v10 carriers (Box, Pallet,\n * etc.) typically declare `static defaultDepth` rather than setting\n * `state.depth`, so reading state alone returns 0 — wrong for a\n * default-sized box. The framework resolves the actual value into\n * `_realObject.effectiveDepth`. Falls back to `state.depth` for\n * components built before their RealObject exists.\n */\nfunction resolveDepth(c: Component): number {\n const eff = (c as any)?._realObject?.effectiveDepth\n if (typeof eff === 'number' && Number.isFinite(eff)) return eff\n return numOr((c as any)?.state?.depth, 0)\n}\n\nfunction pickColor(...candidates: unknown[]): string {\n for (const c of candidates) {\n if (typeof c === 'string' && c && c !== 'transparent') return c\n }\n return '#888'\n}\n"]}
1
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* Copyright © HatioLab Inc. All rights reserved.\n *\n * Robot Arm — generalized articulated manipulator component.\n *\n * Designed to cover the visualization needs of robot arms WITHOUT a\n * specific URDF model. Configurable kinematic chain, link shape, joint\n * housing, gripper type — same component renders as a sleek cobot, a\n * heavy industrial 6-axis, a SCARA, or a minimal educational arm.\n *\n * State schema (all top-level properties optional except width/height):\n *\n * {\n * // structure\n * style?: 'industrial' | 'cobot' | 'scara' | 'minimal',\n * chainPreset?: '6-axis-industrial' | 'cobot-6-axis' | 'scara-4-axis' | 'pick-and-place-3-axis',\n * chain?: ChainElement[], // overrides preset\n * joints?: number[] | { [i]: number }, // current joint values\n *\n * // styling overrides\n * linkShape?, jointHousing?, linkRadius?, color?, accentColor?,\n *\n * // gripper\n * gripper?: GripperConfig,\n *\n * // IK target (TCP world position relative to component center, in\n * // 3D-z-up convention used by IK module)\n * target?: { x: number, y: number, z: number },\n *\n * // visualization\n * showReachSphere?: boolean\n * }\n */\n\nimport * as THREE from 'three'\nimport { Component, ComponentNature, ContainerAbstract, ContainerCapacity, RealObject, frameClock, sceneComponent } from '@hatiolab/things-scene'\nimport type { SlotDef, State, Material3D } from '@hatiolab/things-scene'\nimport {\n CarrierHolder,\n Legendable,\n Mover,\n Placeable,\n type Alignment,\n type Heights,\n type LegendBinding,\n type MoveOptions,\n type PlacementArchetype\n} from '@operato/scene-base'\n\nimport { RobotArm3D } from './robot-arm-3d.js'\nimport { CHAIN_PRESETS, type ChainPresetName } from './robot-arm-styles.js'\nimport type { ChainElement } from './robot-arm-ik.js'\nimport type { GripperConfig, LinkShape, JointHousing, StyleName } from './robot-arm-styles.js'\n\n// ── ComponentEventMap 도메인 augmentation ─────────────────────────────────\n// RobotArm 이 발생시키는 도메인 이벤트들. things-scene 의 ComponentEventMap 에\n// 추가 등록하여 component.on/trigger 에서 자동완성 + 페이로드 타입 검증.\ndeclare module '@hatiolab/things-scene' {\n interface ComponentEventMap {\n /** TCP 가 목표 도달 시 발생 (pickAndPlace 시퀀싱용). */\n 'tcp-reached': [info: { component: Component }]\n }\n}\n\nexport type RobotArmStatus = 'idle' | 'moving' | 'gripping' | 'warn' | 'error'\n\n/** RobotArm 컴포넌트 state */\nexport interface RobotArmState extends State {\n // ── 구조 ──\n style?: StyleName\n chainPreset?: ChainPresetName\n chain?: ChainElement[]\n joints?: number[] | Record<string, number>\n linkShape?: LinkShape\n jointHousing?: JointHousing\n linkRadius?: number\n color?: string | number\n accentColor?: string | number\n\n // ── 그리퍼 ──\n gripper?: GripperConfig\n gripperType?: GripperConfig['type']\n\n // ── IK 타겟 ──\n target?: { x: number; y: number; z: number; yaw?: number }\n\n // ── 시각화 ──\n showReachSphere?: boolean\n\n // ── 모션 ──\n jointSpeed?: number\n\n // ── 운영 상태 ──\n status?: RobotArmStatus\n\n // ── 3D 재질 ──\n material3d?: Material3D\n}\n\nconst BODY_LEGEND = {\n idle: '#ccc',\n moving: '#afd0f1',\n gripping: '#cfe6c8',\n warn: '#ffba00',\n error: '#e9746b',\n default: '#ccc'\n}\n\nconst BORDER_LEGEND = {\n idle: '#888',\n moving: '#87b1db',\n gripping: '#7aa274',\n warn: '#d96f21',\n error: '#a73928',\n default: '#888'\n}\n\nconst LAMP_EMISSIVE_LEGEND = {\n idle: '#333333',\n moving: '#44aaff',\n gripping: '#33aa44',\n warn: '#ffaa00',\n error: '#ff3333',\n default: '#333333'\n}\n\nconst STATIC_PROPERTIES = [\n {\n type: 'select',\n label: 'style',\n name: 'style',\n property: {\n options: [\n { display: 'Industrial', value: 'industrial' },\n { display: 'Cobot', value: 'cobot' },\n { display: 'SCARA', value: 'scara' },\n { display: 'Minimal', value: 'minimal' }\n ]\n }\n },\n {\n type: 'select',\n label: 'chain-preset',\n name: 'chainPreset',\n property: {\n options: [\n { display: '6-Axis Industrial', value: '6-axis-industrial' },\n { display: 'Cobot 6-Axis', value: 'cobot-6-axis' },\n { display: 'SCARA 4-Axis', value: 'scara-4-axis' },\n { display: 'Pick & Place 3-Axis', value: 'pick-and-place-3-axis' }\n ]\n }\n },\n { type: 'number', label: 'link-radius', name: 'linkRadius' },\n {\n type: 'select',\n label: 'gripper-type',\n name: 'gripperType',\n property: {\n options: [\n { display: 'Parallel', value: 'parallel' },\n { display: 'Suction', value: 'suction' },\n { display: 'Magnetic', value: 'magnetic' },\n { display: 'Three-Finger', value: 'three-finger' },\n { display: 'None', value: 'none' }\n ]\n }\n },\n { type: 'checkbox', label: 'show-reach-sphere', name: 'showReachSphere' },\n {\n type: 'select',\n label: 'status',\n name: 'status',\n property: {\n options: [\n { display: 'Idle', value: 'idle' },\n { display: 'Moving', value: 'moving' },\n { display: 'Gripping', value: 'gripping' },\n { display: 'Warn', value: 'warn' },\n { display: 'Error', value: 'error' }\n ]\n }\n }\n]\n\n// CarrierHolder + ContainerAbstract: the arm needs the container's child-list\n// machinery (addComponent / reparent / events) AND CarrierHolder's\n// attachPointFor hook. CarrierHolder mixin alone only publishes the attach\n// policy; it doesn't add child management. RectPath(Shape) was wrong here —\n// Shape is a leaf so reparent silently failed. ContainerAbstract provides\n// the missing piece.\n//\n// `ContainerAbstract` (not `Container`) — Container = MixinHTMLElement(ContainerAbstract),\n// which forces `isHTMLElement(): true` and trips the 3D pipeline's\n// addObject DOM-skip gate. Robot arm exists purely in the 3D scene graph\n// (URDF/IK joints, no DOM overlay), so the bare logical container is correct.\n//\n// Mover wraps the chain to publish pick/place/pickAndPlace primitives. It\n// must sit OUTSIDE CarrierHolder because Mover's defaults call this.reparent,\n// which CarrierHolder provides (overrides the base ContainerAbstract\n// version with the attach-frame-aware variant).\n//\n// The instance type cast surfaces Mover's API on `this` so subclass\n// `override` keywords compile and `this.pickAndPlace(...)` resolves —\n// without it, the `as unknown as typeof Component` cast erases all\n// mixin contributions to the static side.\n// ContainerCapacity inserted between CarrierHolder and Legendable — same pattern\n// as Forklift/AGV: receive()/dispatch() for slot-tracking + event emission;\n// CarrierHolder.attachPointFor() (overridden below) provides 3D TCP positioning.\nconst Base = Mover(CarrierHolder(ContainerCapacity(Legendable(Placeable(ContainerAbstract))))) as unknown as typeof Component & {\n new (...args: any[]): Component & {\n isMover: boolean\n pick(carrier: Component, options?: MoveOptions): Promise<void>\n place(carrier: Component, holder: Component, options?: MoveOptions): Promise<void>\n pickAndPlace(carrier: Component, holder: Component, options?: MoveOptions): Promise<void>\n }\n}\n\n@sceneComponent('robot-arm')\nexport default class RobotArm extends Base {\n // `Base` is cast through `typeof Component` so TS sees `state` as an\n // accessor; `declare state: …` would conflict with TS2610. Override the\n // getter instead — runtime behavior is identical (just delegates to super).\n override get state(): RobotArmState {\n return super.state as RobotArmState\n }\n\n declare _realObject: RobotArm3D | undefined\n\n /**\n * Phase H — pickup contract 호환성 검사용. 보편적 'gripper' type — vacuum,\n * 2-finger, 3-finger 등 다양한 gripper 모두 이 type 으로 매칭. carrier 가\n * 더 세분화된 호환성을 원하면 `pickupFramesFor` override 로 size 등 추가 검증.\n *\n * (override 키워드 미사용 — Base 캐스트가 Mover 의 toolType 을 노출하지 않아\n * TS4113 회피.)\n */\n get toolType(): string {\n return 'gripper'\n }\n\n static legends: Record<string, LegendBinding> = {\n bodyColor: { from: 'status', legend: BODY_LEGEND },\n borderColor: { from: 'status', legend: BORDER_LEGEND },\n lampEmissive: { from: 'status', legend: LAMP_EMISSIVE_LEGEND }\n }\n\n /**\n * Robot arms sit on the floor (or mount to a ceiling/wall — that's a\n * v2 feature). Default depth = operation - floor like other floor-\n * mounted equipment, so the chain reach scales with the configured\n * facility height.\n */\n static placement: PlacementArchetype = 'floor'\n static align: Alignment = 'bottom'\n static defaultDepth = (h: Heights) => h.operation - h.floor\n\n // ── ContainerCapacity ─────────────────────────────────────────────────────\n\n /** Single gripper slot — robot arm grips one item at a time. */\n get slots(): SlotDef[] {\n return [{ id: 'gripper', maxCount: 1 }]\n }\n\n /**\n * Dynamic nature — appends one number property per joint in the active\n * chain. Each property uses the joint's range as `min`/`max` so the\n * property panel can render a constrained slider/spinner. The chain\n * preset can change at runtime, and `get nature()` is re-evaluated\n * whenever the property panel queries it, so the joint count stays in\n * sync with the active preset.\n *\n * For revolute joints the value is in radians; for prismatic, scene units.\n */\n get nature(): ComponentNature {\n const chain = this._activeChain\n // Joint values: revolute = degrees (range usually ±180), prismatic =\n // scene length units. CHAIN_PRESETS already encode revolute ranges in\n // degrees; the 3D side converts to radians at the math boundary.\n const jointProps = chain.map((c, i) => ({\n type: 'number',\n label: `joint-${i + 1}`,\n name: `joint${i}`,\n property: {\n min: c.range[0],\n max: c.range[1],\n step: c.type === 'revolute' ? 1 : 1\n }\n }))\n return {\n mutable: false,\n resizable: true,\n rotatable: true,\n properties: [...STATIC_PROPERTIES, ...jointProps] as any,\n help: 'scene/component/robot-arm'\n }\n }\n\n /**\n * Resolve the active chain for property-panel introspection. Mirrors\n * the resolution in robot-arm-3d.ts (state.chain wins, else preset,\n * else default 6-axis-industrial). Kept simple — the 3D side does the\n * same logic with depth-based scaling, but for property labeling we\n * only need the structure (axis count + ranges), not absolute lengths.\n */\n private get _activeChain(): ChainElement[] {\n const state = this.state\n if (Array.isArray(state.chain) && state.chain.length > 0) return state.chain\n const presetName = (state.chainPreset ?? '6-axis-industrial') as ChainPresetName\n return CHAIN_PRESETS[presetName] ?? CHAIN_PRESETS['6-axis-industrial']\n }\n\n get anchors() {\n return []\n }\n\n /**\n * 2D — base rectangle + a stylized arm silhouette pointing toward the\n * top-right. Just enough to identify the component as a robot arm in\n * plan view; the real visual lives in 3D.\n */\n render(ctx: CanvasRenderingContext2D) {\n const { left = 0, top = 0, width = 100, height = 100 } = this.state\n const bodyFill = pickColor(this.state.fillStyle, this.state.bodyColor, BODY_LEGEND.default)\n const borderColor = pickColor(this.state.strokeStyle, this.state.borderColor, BORDER_LEGEND.default)\n const lineWidth = numOr(this.state.lineWidth, 1)\n\n ctx.beginPath()\n ctx.rect(left, top, width, height)\n ctx.fillStyle = bodyFill\n ctx.fill()\n ctx.strokeStyle = borderColor\n ctx.lineWidth = lineWidth\n ctx.stroke()\n\n // Stylized arm silhouette: base square at center → up → bent right.\n const cx = left + width / 2\n const cy = top + height / 2\n const r = Math.min(width, height) * 0.32\n ctx.save()\n ctx.strokeStyle = borderColor\n ctx.lineWidth = Math.max(lineWidth, Math.min(width, height) * 0.025)\n\n // Base pedestal\n ctx.fillStyle = borderColor\n ctx.fillRect(cx - r * 0.5, cy + r * 0.6, r, r * 0.3)\n // Upper arm\n ctx.beginPath()\n ctx.moveTo(cx, cy + r * 0.6)\n ctx.lineTo(cx, cy - r * 0.2)\n ctx.stroke()\n // Forearm\n ctx.beginPath()\n ctx.moveTo(cx, cy - r * 0.2)\n ctx.lineTo(cx + r * 0.7, cy - r * 0.7)\n ctx.stroke()\n // Joint dots\n ctx.fillStyle = borderColor as string\n ctx.beginPath()\n ctx.arc(cx, cy - r * 0.2, Math.max(2, r * 0.1), 0, Math.PI * 2)\n ctx.fill()\n ctx.beginPath()\n ctx.arc(cx + r * 0.7, cy - r * 0.7, Math.max(1.5, r * 0.08), 0, Math.PI * 2)\n ctx.fill()\n ctx.restore()\n }\n\n onchange(after: Record<string, unknown>, before: Record<string, unknown>) {\n // Per-joint number properties (joint0 … jointN-1) are dynamic; treat\n // any key matching the pattern as a joint update.\n const hasJoint = Object.keys(after).some(k => /^joint\\d+$/.test(k))\n if (\n hasJoint ||\n 'style' in after ||\n 'chainPreset' in after ||\n 'chain' in after ||\n 'joints' in after ||\n 'linkShape' in after ||\n 'jointHousing' in after ||\n 'linkRadius' in after ||\n 'color' in after ||\n 'accentColor' in after ||\n 'fillStyle' in after ||\n 'strokeStyle' in after ||\n 'lineWidth' in after ||\n 'alpha' in after ||\n 'material3d' in after ||\n 'gripper' in after ||\n 'gripperType' in after ||\n 'target' in after ||\n 'showReachSphere' in after ||\n 'status' in after ||\n 'bodyColor' in after ||\n 'borderColor' in after\n ) {\n this.clearCache('fillStyle')\n this.invalidate()\n }\n super.onchange(after, before)\n }\n\n buildRealObject(): RealObject | undefined {\n return new RobotArm3D(this)\n }\n\n /**\n * CarrierHolder hook — return the gripper TCP frame so any Carriable\n * child (parcel/box/pallet/...) mounts onto the moving end-effector.\n * IK rotation propagates to the carrier through Three.js scene-graph.\n *\n * Pose convention (real-world pick-and-place: gripper pointing toward\n * the work, carrier hanging *beyond* the gripper tip):\n *\n * - Frame: TCP (gripper working point — between finger tips for\n * jaws, contact face for suction/magnetic). Built by\n * `RobotArm3D._buildGripper`. TCP's +Z = gripper-forward direction\n * (away from the wrist).\n *\n * - Rotation: x:-π/2 — maps carrier's local +Y axis (\"up\" in the\n * carrier's authored frame) to TCP's -Z direction. With the gripper\n * pointing down (typical work pose), TCP +Z = world -Y (down), so\n * TCP -Z = world +Y (up). Result: carrier's \"up\" stays world-up\n * during transit, and the carrier's body extends from TCP origin\n * in TCP +Z direction (down in world) — i.e. hanging BELOW the\n * gripper, not buried inside it.\n *\n * - Position: z = +halfDepth — places the carrier's TOP face center\n * at the TCP origin (where the fingers grip). Carrier's local +Y\n * extent (top) = halfDepth, which after x:-π/2 rotation maps to\n * TCP -halfDepth Z. Shifting carrier center to TCP +halfDepth Z\n * puts that top point exactly at TCP origin. Carrier body then\n * extends through TCP +Z, ending at TCP +depth (bottom face).\n *\n * Earlier (x:+π/2, z:-halfDepth) inverted the carrier's body direction\n * — body extended back into the wrist, leaving the box visually inside\n * the finger area. The current convention pushes the body OUT past the\n * fingertips, where a real gripper would hold it.\n */\n attachPointFor(carrier: Component) {\n const ro = this._realObject\n const frame = ro?.getGripperFrame?.()\n if (!frame) return undefined\n const halfDepth = resolveDepth(carrier) / 2\n return {\n attach: frame,\n localPosition: { x: 0, y: 0, z: halfDepth },\n localRotation: { x: -Math.PI / 2, y: 0, z: 0 }\n }\n }\n\n /**\n * Pick: TCP descends vertically onto the carrier's top face, gripper\n * closes, carrier becomes our child.\n *\n * 1. TCP → APPROACH above pick (carrier's xy, +clearance in world Y)\n * 2. TCP → pick (descend straight down to carrier's top face)\n * 3. close gripper + reparent(carrier → this)\n *\n * The approach waypoint exists so the FINAL leg is a clean vertical\n * descent — the gripper enters the carrier from straight above, not a\n * sideways sweep that could clip or grab at a wrong angle.\n *\n * Pose resolution: TCP lands on the CARRIER'S TOP FACE (carrier.world.y +\n * carrier.depth/2). After grip, `attachPointFor`'s `localPosition.z =\n * +halfDepth` keeps the carrier's top at TCP origin during transit —\n * exact, no offset drift.\n *\n * Each waypoint includes the carrier's world yaw so IK can spin joint 5\n * (tool roll) to align the gripper's \"side\" with the carrier's. Without\n * it, reparent at pick instantly snaps the carrier to the gripper's\n * axis, visibly twisting it 0° → up to 360° in one frame.\n *\n * @param options.approachClearance Vertical offset (world units)\n * between approach and pick targets. Default 10.\n * @param options.timeoutMs Per-segment IK timeout (default 15000ms).\n * @param options.reparentDuration Animation duration for reparent (default 800ms).\n */\n override async pick(carrier: Component, options: MoveOptions = {}): Promise<void> {\n const timeoutMs = (options.timeoutMs as number | undefined) ?? 15000\n const reparentDuration = (options.reparentDuration as number | undefined) ?? 800\n const clearance = (options.approachClearance as number | undefined) ?? 10\n // Read carrier height via _realObject.effectiveDepth — `state.depth`\n // is often not explicitly set (carriers like Box rely on\n // `static defaultDepth`), and reading state alone returns 0, which\n // collapses every Y offset and drives the gripper into the carrier's\n // volumetric center instead of its top face.\n const carrierDepth = resolveDepth(carrier)\n const halfDepth = carrierDepth / 2\n const yaw = this._yawOf(carrier)\n const target = this._targetFor(carrier, halfDepth, yaw)\n const approach = this._targetFor(carrier, halfDepth + clearance, yaw)\n\n this.set('target', approach)\n await waitForTcpReached(this, timeoutMs)\n\n this.set('target', target)\n await waitForTcpReached(this, timeoutMs)\n\n ;(this as any).reparent?.(carrier, { animated: true, duration: reparentDuration })\n this.set('gripper', { ...(this.state.gripper ?? {}), state: 1 })\n await sleep(reparentDuration)\n }\n\n /**\n * Place: TCP descends vertically over the holder, gripper opens,\n * carrier becomes the holder's child.\n *\n * 1. TCP → APPROACH above place (carrier's xy, +clearance)\n * 2. TCP → place (descend straight down to drop point)\n * 3. open gripper + dispatch (carrier → holder)\n *\n * Pose resolution: TCP lands at where the carrier's top WILL BE after\n * the drop, so the carrier lands with its bottom on the holder's attach\n * surface. Computed as `holder.attachFrame.world.y + carrier.depth` (so\n * yOffset = carrierDepth, not halfDepth like pick).\n *\n * Handoff: if this arm has `dispatch` (ContainerCapacity) and the holder\n * exposes `receive`, route via dispatch — slot tracking, `transfer-received`\n * trigger (which downstream conveyance components like InductStation listen\n * to for belt-animation kickoff), and `canReceive` pre-flight all flow\n * through the standard contract. Falls back to raw `holder.reparent()` for\n * holders without ContainerCapacity (plain Spot, etc.). Mirrors Mover.place.\n *\n * @see pick — same option semantics.\n */\n override async place(carrier: Component, holder: Component, options: MoveOptions = {}): Promise<void> {\n const timeoutMs = (options.timeoutMs as number | undefined) ?? 15000\n const reparentDuration = (options.reparentDuration as number | undefined) ?? 800\n const clearance = (options.approachClearance as number | undefined) ?? 10\n const carrierDepth = resolveDepth(carrier)\n // Phase G5.2 — holder 가 acceptanceRotation 을 선언하면 그 world equivalent\n // (deliveryWorldRotation) 의 yaw 를 TCP yaw 로 사용. 그러면 carrier 가 holder\n // 의 acceptance pose 와 정확히 일치한 채 release 되어 handoff 시 zero-delta\n // (시각적 점프 없음). holder 가 미정의면 holder 자체의 world yaw 사용\n // (이전 동작).\n const yaw = this._deliveryYawOf(holder, carrier)\n // Phase G9 — carrier 도 함께 전달해 holder 의 deliveryWorldPosition 을 정확히\n // query. holder 가 contract 노출 안 하면 fallback (object3d 원점) 으로.\n const target = this._targetFor(holder, carrierDepth, yaw, carrier) // top-of-carrier after drop\n const approach = this._targetFor(holder, carrierDepth + clearance, yaw, carrier)\n\n this.set('target', approach)\n await waitForTcpReached(this, timeoutMs)\n\n this.set('target', target)\n await waitForTcpReached(this, timeoutMs)\n\n const xferOptions = { animated: true, duration: reparentDuration }\n const canDispatch =\n typeof (this as any).dispatch === 'function' && typeof (holder as any).receive === 'function'\n if (canDispatch) {\n await (this as any).dispatch(carrier, holder, xferOptions)\n } else {\n ;(holder as any).reparent?.(carrier, xferOptions)\n }\n this.set('gripper', { ...(this.state.gripper ?? {}), state: 0 })\n await sleep(reparentDuration)\n }\n\n /**\n * `pickAndPlace` is inherited from the `Mover` mixin default — runs\n * `pick(carrier)` then `place(carrier, holder)` sequentially. The\n * decomposition is safe: the carrier's world position only matters\n * during pick (carrier-relative waypoints), and after pick the carrier\n * is the TCP's child (so re-querying it would chase its own tail —\n * which we don't, since place uses holder-relative waypoints only).\n *\n * @example\n * ```ts\n * await robotArm.pickAndPlace(box, spotB)\n * await robotArm.pnp(parcel, palletA, { approachClearance: 30 })\n * ```\n */\n /** Short alias for `pickAndPlace`. Same arguments, same behavior. */\n pnp(carrier: Component, placeHolder: Component, options?: MoveOptions): Promise<void> {\n return this.pickAndPlace(carrier, placeHolder, options)\n }\n\n /**\n * Return all joints to the configured home pose (state.joints / state.jointN).\n *\n * IK target 을 클리어하고 forward joint 제어로 부드럽게 휴식 포즈로 복귀.\n * `pickAndPlace` 의 마지막 단계로 자동 호출되며, 사용자가 명시적으로 호출도 가능.\n *\n * **인터럽트 가능**: 집에 도달하기 전에 새 `pick`/`place` 가 호출되면 (`set('target', ...)`)\n * `_retargetIk()` 가 발동되어 smoothing 이 home 으로 가던 걸 멈추고 새 IK target 쪽으로\n * redirect. mid-flight joint 값을 새 IK 의 시작점으로 사용해 끊김 없이 전환. tcp-reached\n * 가 redirect 후의 새 target 에서 발생하면 goHome 의 await 도 함께 resolve (정상).\n * 즉 \"집으로 가다가 다음 pick 으로 자연스럽게 이어진다\".\n *\n * @param options.timeoutMs joint smoothing 의 'tcp-reached' 대기 timeout (default 15000ms).\n */\n async goHome(options: MoveOptions = {}): Promise<void> {\n const timeoutMs = (options.timeoutMs as number | undefined) ?? 15000\n const ro = this._realObject as any\n if (!ro?.moveJointsTo || !ro?.getHomeJoints) return\n // IK target 제거 — 다음 rebuild 시 _smoothing.target 이 IK 로 다시 풀리지 않도록.\n // 외부에서 set('target', ...) 호출하면 다시 IK 모드로 전환되며 redirect.\n this.set('target', undefined)\n ro.moveJointsTo(ro.getHomeJoints())\n await waitForTcpReached(this, timeoutMs)\n }\n\n /**\n * pick → place → goHome 시퀀스. 마지막에 home pose 복귀가 robot-arm 의\n * pickAndPlace 표준 동작. (Mover mixin 의 default 는 pick + place 만)\n */\n override async pickAndPlace(\n carrier: Component,\n holder: Component,\n options: MoveOptions = {}\n ): Promise<void> {\n await this.pick(carrier, options)\n await this.place(carrier, holder, options)\n await this.goHome(options)\n }\n\n /**\n * Resolve a TCP position in this arm's chain-local frame.\n *\n * Resolution priority:\n * 1. `attachPointFor` (CarrierHolder) — canonical TCP frame for arms /\n * Spot pads / gripper-on-gripper.\n * 2. `deliveryWorldPosition` (Phase G9 — Holder contract). Holder 가\n * ContainerCapacity 의 default 또는 자체 override 로 정확한 도달\n * world XYZ 를 직접 제공. 이전 SCAFFOLDING 의 cz 공식 역연산이\n * 여기로 이전됨.\n * 3. Component's own `_realObject.object3d` world center.\n * 4. 2D bounds center (only before 3D builds).\n *\n * `carrierForDelivery` 가 주어지면 (place 케이스) `component` 를 holder 로\n * 간주하고 `component.deliveryWorldPosition(carrierForDelivery)` 를 query.\n * 미지정 (pick 케이스 — `component` 자체가 carrier) 시 #3 으로.\n *\n * `worldYOffset` is added to the resolved world Y before projecting\n * back to chain-local — used by pickAndPlace to lift the TCP above\n * the target (approach waypoints) and to land it on the carrier's\n * top face rather than its volumetric center.\n */\n private _targetFor(\n component: Component,\n worldYOffset = 0,\n yaw?: number,\n carrierForDelivery?: Component\n ): { x: number; y: number; z: number; yaw?: number } {\n const ro3d = this._realObject\n\n let baseWp: THREE.Vector3 | undefined\n // Prefer holder's attach frame when available.\n const attachPointFor = (component as any).attachPointFor\n if (typeof attachPointFor === 'function') {\n const point = attachPointFor.call(component, this)\n if (point?.attach) {\n point.attach.updateWorldMatrix?.(true, false)\n baseWp = point.attach.getWorldPosition?.(new THREE.Vector3())\n }\n }\n if (!baseWp) {\n // Phase G9 — Holder.deliveryWorldPosition contract 를 우선 사용 (place\n // 케이스: carrierForDelivery 가 주어진 경우). ContainerCapacity 가 default\n // 로 receivingSurfaceY/geometricOffsetY 보정 + 표면 변환을 제공하므로\n // robot-arm 이 cz 공식 역연산을 직접 알지 않아도 됨.\n if (carrierForDelivery) {\n const deliveryPos = (component as any).deliveryWorldPosition?.(carrierForDelivery)\n if (deliveryPos) {\n baseWp = new THREE.Vector3(deliveryPos.x, deliveryPos.y, deliveryPos.z)\n }\n }\n // Fallback (pick 케이스 또는 holder 가 contract 미노출): component 자체의\n // obj3d world center.\n if (!baseWp) {\n const obj = (component as any)._realObject?.object3d\n if (obj) {\n obj.updateWorldMatrix(true, false)\n baseWp = obj.getWorldPosition(new THREE.Vector3())\n }\n }\n }\n if (!ro3d || !baseWp) {\n // Final fallback: 2D bounds center — only before 3D builds.\n const c = component.center\n return { x: c.x, y: worldYOffset, z: c.y, yaw }\n }\n const local = ro3d.worldToChainLocal(baseWp.x, baseWp.y + worldYOffset, baseWp.z)\n return { x: local.x, y: local.y, z: local.z, yaw }\n }\n\n /**\n * Extract a component's world yaw (rotation around world +Y) from its\n * 3D object's world matrix. Returns 0 if the object isn't built yet.\n * Used by `pickAndPlace` so the gripper can match the carrier's /\n * placeHolder's current orientation — preventing a yaw snap at the\n * moment of reparent.\n */\n private _yawOf(component: Component): number {\n const obj = (component as any)._realObject?.object3d\n if (!obj) return 0\n obj.updateWorldMatrix(true, false)\n const q = new THREE.Quaternion()\n obj.getWorldQuaternion(q)\n const e = new THREE.Euler().setFromQuaternion(q, 'YXZ')\n return e.y\n }\n\n /**\n * Phase G5.2 — Delivery yaw 결정.\n *\n * holder 가 ContainerCapacity contract 의 deliveryWorldRotation 을 노출하면\n * 그 world quaternion 에서 yaw 를 추출 (carrier 가 acceptance pose 와 일치\n * 한 채 release 되도록). InductStation 같은 holder 가 sorter forward 방향을\n * 자기 acceptanceRotation 으로 선언하면 자동으로 그 방향이 TCP yaw 가 됨.\n *\n * holder 가 deliveryWorldRotation 을 안 노출하거나 _realObject 미빌드 시\n * 기존 동작 (holder 자체의 world yaw) 으로 fallback.\n */\n private _deliveryYawOf(holder: Component, carrier: Component): number {\n const deliveryRot = (holder as any).deliveryWorldRotation?.(carrier)\n if (deliveryRot) {\n const q = new THREE.Quaternion(deliveryRot.x, deliveryRot.y, deliveryRot.z, deliveryRot.w)\n const e = new THREE.Euler().setFromQuaternion(q, 'YXZ')\n return e.y\n }\n return this._yawOf(holder)\n }\n}\n\n/**\n * Resolve when the robot arm fires `tcp-reached`, reject on **simulation-time**\n * timeout. 3D smoothing 은 frameClock 의 simDt 로 진행 (sim-time-driven),\n * 따라서 timeout 도 sim-time 으로 누적해야 sim speed 변경에 일관 동작:\n * - speed=1 → sim time = real time (기존과 동일)\n * - speed=2 → IK 도 2× 빨라지고 timeout 도 2× 빠르게 도달 (real time 기준)\n * - speed=0.5 → IK 가 2× 느려지지만 timeout 도 sim 기준이라 spurious\n * reject 없음 (이전 real-time setTimeout 으로는 1 미만 speed\n * 에서 IK 도달 전에 timeout 발화하던 버그 수정)\n * - paused → simDt=0 누적도 정지 → 일시정지 동안 무한 대기 (의도)\n */\nfunction waitForTcpReached(component: Component, timeoutMs: number): Promise<void> {\n return new Promise((resolve, reject) => {\n let elapsedSim = 0\n let unsub: (() => void) | null = null\n const cleanup = () => {\n component.off('tcp-reached', onReached)\n if (unsub) {\n unsub()\n unsub = null\n }\n }\n const onReached = () => {\n cleanup()\n resolve()\n }\n component.on('tcp-reached', onReached)\n unsub = frameClock.subscribe(\n simDt => {\n elapsedSim += simDt\n if (elapsedSim >= timeoutMs) {\n cleanup()\n reject(new Error('TCP reach timeout'))\n }\n },\n { description: 'robot-arm tcp-reached timeout', component }\n )\n })\n}\n\n/**\n * sim-time aware sleep — frameClock 의 simDt 를 누적해 ms 도달 시 resolve.\n * speed=0.5 이면 real time 으로 2배 걸리지만 sim time 으로는 동일 — animation\n * 시간과 일관. paused 시 무한 대기 (의도). waitForTcpReached 와 같은 시간축.\n */\nfunction sleep(ms: number): Promise<void> {\n return new Promise(resolve => {\n let elapsedSim = 0\n let unsub: (() => void) | null = null\n unsub = frameClock.subscribe(\n simDt => {\n elapsedSim += simDt\n if (elapsedSim >= ms) {\n if (unsub) {\n unsub()\n unsub = null\n }\n resolve()\n }\n },\n { description: 'robot-arm sim-sleep' }\n )\n })\n}\n\nfunction numOr(v: unknown, dflt: number): number {\n return typeof v === 'number' && Number.isFinite(v) ? v : dflt\n}\n\n/**\n * Resolve a component's 3D height. things-scene v10 carriers (Box, Pallet,\n * etc.) typically declare `static defaultDepth` rather than setting\n * `state.depth`, so reading state alone returns 0 — wrong for a\n * default-sized box. The framework resolves the actual value into\n * `_realObject.effectiveDepth`. Falls back to `state.depth` for\n * components built before their RealObject exists.\n */\nfunction resolveDepth(c: Component): number {\n const eff = (c as any)?._realObject?.effectiveDepth\n if (typeof eff === 'number' && Number.isFinite(eff)) return eff\n return numOr((c as any)?.state?.depth, 0)\n}\n\nfunction pickColor(...candidates: unknown[]): string {\n for (const c of candidates) {\n if (typeof c === 'string' && c && c !== 'transparent') return c\n }\n return '#888'\n}\n"]}
package/package.json CHANGED
@@ -1,7 +1,7 @@
1
1
  {
2
2
  "name": "@operato/scene-manufacturing",
3
3
  "description": "Things scene components for manufacturing industry",
4
- "version": "10.0.0-beta.31",
4
+ "version": "10.0.0-beta.33",
5
5
  "type": "module",
6
6
  "license": "MIT",
7
7
  "things-scene": true,
@@ -30,7 +30,7 @@
30
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  },
31
31
  "dependencies": {
32
32
  "@hatiolab/things-scene": "^10.0.0-beta.1",
33
- "@operato/scene-base": "^10.0.0-beta.31",
33
+ "@operato/scene-base": "^10.0.0-beta.33",
34
34
  "three": "^0.183.0"
35
35
  },
36
36
  "devDependencies": {
@@ -66,5 +66,5 @@
66
66
  "prettier --write"
67
67
  ]
68
68
  },
69
- "gitHead": "fdafbd04fd083a43690be937230c7d96a3ee5da3"
69
+ "gitHead": "561b6df018b85c753b6510a5bc067b20b08bd7fc"
70
70
  }