@operato/scene-storage 10.0.0-beta.38 → 10.0.0-beta.41

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Files changed (44) hide show
  1. package/CHANGELOG.md +25 -0
  2. package/dist/box.js +18 -0
  3. package/dist/box.js.map +1 -1
  4. package/dist/crane-3d.d.ts +47 -2
  5. package/dist/crane-3d.js +246 -89
  6. package/dist/crane-3d.js.map +1 -1
  7. package/dist/crane.d.ts +96 -12
  8. package/dist/crane.js +395 -100
  9. package/dist/crane.js.map +1 -1
  10. package/dist/pallet.d.ts +15 -0
  11. package/dist/pallet.js +38 -2
  12. package/dist/pallet.js.map +1 -1
  13. package/dist/parcel-3d.js +22 -18
  14. package/dist/parcel-3d.js.map +1 -1
  15. package/dist/parcel.d.ts +4 -3
  16. package/dist/parcel.js +24 -5
  17. package/dist/parcel.js.map +1 -1
  18. package/dist/storage-cell.d.ts +5 -2
  19. package/dist/storage-cell.js +21 -3
  20. package/dist/storage-cell.js.map +1 -1
  21. package/dist/storage-rack-3d.js +42 -7
  22. package/dist/storage-rack-3d.js.map +1 -1
  23. package/dist/storage-rack.d.ts +26 -2
  24. package/dist/storage-rack.js +92 -10
  25. package/dist/storage-rack.js.map +1 -1
  26. package/package.json +3 -3
  27. package/src/box.ts +18 -0
  28. package/src/crane-3d.ts +258 -93
  29. package/src/crane.ts +445 -110
  30. package/src/pallet.ts +50 -1
  31. package/src/parcel-3d.ts +23 -18
  32. package/src/parcel.ts +24 -5
  33. package/src/storage-cell.ts +23 -3
  34. package/src/storage-rack-3d.ts +47 -8
  35. package/src/storage-rack.ts +110 -10
  36. package/test/test-cell-position.ts +105 -0
  37. package/test/test-crane-geometry.ts +167 -0
  38. package/test/test-phase-h-carrier-pickable.ts +4 -3
  39. package/translations/en.json +5 -1
  40. package/translations/ja.json +5 -1
  41. package/translations/ko.json +5 -1
  42. package/translations/ms.json +5 -1
  43. package/translations/zh.json +5 -1
  44. package/tsconfig.tsbuildinfo +1 -1
package/dist/parcel.js CHANGED
@@ -59,9 +59,10 @@ let Parcel = class Parcel extends Carriable(Placeable(RectPath(Shape))) {
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  return new Parcel3D(this);
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  }
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  /**
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- * Phase H — pickup contract. Parcel 위에서 vacuum gripper / suction cup 으로
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- * 집기 Box 동일한 패턴이지만 cardboard 표면이라 더 큰 흡착 필요.
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- * tolerance 약간 완화 (cardboard 변형 가능성).
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+ * Phase H — pickup contract. Parcel pickup 방식:
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+ * - gripper (vacuum / suction): 위에서 흡착 RobotArm
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+ * - agv-deck: AGV/Forklift deck 위에 위에서 얹기 — 같은 top approach 지만
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+ * deck 자체가 운반체라 tolerance 더 완화
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  */
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  pickupFrames() {
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  const wp = getWorldPose(this);
@@ -74,11 +75,29 @@ let Parcel = class Parcel extends Carriable(Placeable(RectPath(Shape))) {
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  topApproachFrame({
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  carrierWorld: me,
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  topY: parcelDepth,
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- approachDistance: 80, // gripper hover 거리 (Box 보다 더 — vacuum 펼침)
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+ approachDistance: 80,
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  toolType: 'gripper',
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- tolerance: { positionMm: 10, angleDeg: 2 }, // cardboard 변형 감안
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+ tolerance: { positionMm: 10, angleDeg: 2 },
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  priority: 0,
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  id: 'top-suction'
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+ }),
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+ topApproachFrame({
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+ carrierWorld: me,
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+ topY: parcelDepth,
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+ approachDistance: 60,
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+ toolType: 'agv-deck',
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+ tolerance: { positionMm: 20, angleDeg: 5 },
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+ priority: 1,
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+ id: 'top-deck'
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+ }),
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+ topApproachFrame({
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+ carrierWorld: me,
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+ topY: parcelDepth,
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+ approachDistance: 100, // crane fork 가 cell 진입 hover
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+ toolType: 'forklift-fork',
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+ tolerance: { positionMm: 30, angleDeg: 5 }, // fork 적재 tolerance
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+ priority: 2, // gripper/deck 다음
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+ id: 'top-fork'
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  })
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  ];
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  }
@@ -1 +1 @@
1
- {"version":3,"file":"parcel.js","sourceRoot":"","sources":["../src/parcel.ts"],"names":[],"mappings":";AAAA;;GAEG;AACH,OAAO,EAGL,QAAQ,EACR,KAAK,EACL,gBAAgB,EAChB,YAAY,EACZ,cAAc,EACf,MAAM,wBAAwB,CAAA;AAE/B,OAAO,EACL,SAAS,EACT,SAAS,EAGV,MAAM,qBAAqB,CAAA;AAE5B,OAAO,EAAE,QAAQ,EAAE,MAAM,gBAAgB,CAAA;AAWzC,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,aAAa;YACpB,IAAI,EAAE,YAAY;SACnB;KACF;IACD,IAAI,EAAE,wBAAwB;CAC/B,CAAA;AAED,yEAAyE;AACzE,uEAAuE;AACvE,oDAAoD;AACpD;;;;;;;;;;;;;;GAcG;AAEY,IAAM,MAAM,GAAZ,MAAM,MAAO,SAAQ,SAAS,CAAC,SAAS,CAAC,QAAQ,CAAC,KAAK,CAAC,CAAC,CAAC;IAGvE,MAAM,CAAC,SAAS,GAAuB,WAAW,CAAA;IAClD,MAAM,CAAC,KAAK,GAAc,QAAQ,CAAA;IAClC,MAAM,CAAC,YAAY,GAAG,GAAG,CAAA;IAEzB,IAAI,MAAM;QACR,OAAO,MAAM,CAAA;IACf,CAAC;IAED,IAAI,OAAO;QACT,OAAO,EAAE,CAAA;IACX,CAAC;IAED,gDAAgD;IAChD,MAAM,CAAC,GAA6B;QAClC,MAAM,EAAE,KAAK,EAAE,MAAM,EAAE,IAAI,EAAE,GAAG,EAAE,GAAG,IAAI,CAAC,KAAK,CAAA;QAC/C,GAAG,CAAC,SAAS,EAAE,CAAA;QACf,GAAG,CAAC,IAAI,CAAC,IAAI,EAAE,GAAG,EAAE,KAAK,EAAE,MAAM,CAAC,CAAA;IACpC,CAAC;IAED,IAAI,SAAS;QACX,OAAO,SAAS,CAAA;IAClB,CAAC;IAED,eAAe;QACb,OAAO,IAAI,QAAQ,CAAC,IAAI,CAAC,CAAA;IAC3B,CAAC;IAED;;;;OAIG;IACH,YAAY;QACV,MAAM,EAAE,GAAG,YAAY,CAAC,IAAI,CAAC,CAAA;QAC7B,MAAM,EAAE,GAAmB;YACzB,QAAQ,EAAE,EAAE,CAAC,EAAE,EAAE,CAAC,QAAQ,CAAC,CAAC,EAAE,CAAC,EAAE,EAAE,CAAC,QAAQ,CAAC,CAAC,EAAE,CAAC,EAAE,EAAE,CAAC,QAAQ,CAAC,CAAC,EAAE;YAClE,QAAQ,EAAE,EAAE,CAAC,EAAE,EAAE,CAAC,QAAQ,CAAC,CAAC,EAAE,CAAC,EAAE,EAAE,CAAC,QAAQ,CAAC,CAAC,EAAE,CAAC,EAAE,EAAE,CAAC,QAAQ,CAAC,CAAC,EAAE,CAAC,EAAE,EAAE,CAAC,QAAQ,CAAC,CAAC,EAAE;SACrF,CAAA;QACD,MAAM,WAAW,GAAI,IAAI,CAAC,WAAmB,CAAC,YAAY,IAAI,GAAG,CAAA;QAEjE,OAAO;YACL,gBAAgB,CAAC;gBACf,YAAY,EAAE,EAAE;gBAChB,IAAI,EAAE,WAAW;gBACjB,gBAAgB,EAAE,EAAE,EAAa,0CAA0C;gBAC3E,QAAQ,EAAE,SAAS;gBACnB,SAAS,EAAE,EAAE,UAAU,EAAE,EAAE,EAAE,QAAQ,EAAE,CAAC,EAAE,EAAG,kBAAkB;gBAC/D,QAAQ,EAAE,CAAC;gBACX,EAAE,EAAE,aAAa;aAClB,CAAC;SACH,CAAA;IACH,CAAC;;AAtDkB,MAAM;IAD1B,cAAc,CAAC,QAAQ,CAAC;GACJ,MAAM,CAuD1B;eAvDoB,MAAM","sourcesContent":["/*\n * Copyright © HatioLab Inc. All rights reserved.\n */\nimport {\n ComponentNature,\n RealObject,\n RectPath,\n Shape,\n topApproachFrame,\n getWorldPose,\n sceneComponent\n} from '@hatiolab/things-scene'\nimport type { State, Material3D, PickupFrame, PoseSerialized } from '@hatiolab/things-scene'\nimport {\n Carriable,\n Placeable,\n type Alignment,\n type PlacementArchetype\n} from '@operato/scene-base'\n\nimport { Parcel3D } from './parcel-3d.js'\n\n/** Parcel 컴포넌트 state */\nexport interface ParcelState extends State {\n // ── 정체 ──\n trackingId?: string\n\n // ── 3D 재질 ──\n material3d?: Material3D\n}\n\nconst NATURE: ComponentNature = {\n mutable: false,\n resizable: true,\n rotatable: true,\n properties: [\n {\n type: 'string',\n label: 'tracking-id',\n name: 'trackingId'\n }\n ],\n help: 'scene/component/parcel'\n}\n\n// Carriable: parcel can be a child of any CarrierHolder (Spot, robot-arm\n// gripper, AGV deck, …). Mixin wraps add() so the parcel's 3D object3d\n// is reattached to the holder's chosen mount frame.\n/**\n * Parcel — a cardboard package, the typical e-commerce / parcel-sortation unit.\n *\n * Distinct from `Box` because parcels have:\n * - cardboard appearance (tan/brown corrugate, not wood / plastic)\n * - tape line down the center (the visual signature that says \"package\")\n * - typically a label on top (where shipping info goes)\n * - flatter / more elongated proportions in real-world parcel networks\n *\n * No `material` prop — parcels are always cardboard. If a future shipping\n * domain needs metal cases or polybags, those become separate components.\n *\n * No Legendable for v1 — parcel color is fixed cardboard. Future damaged /\n * inspected indicators would add a status legend then.\n */\n@sceneComponent('parcel')\nexport default class Parcel extends Carriable(Placeable(RectPath(Shape))) {\n declare state: ParcelState\n\n static placement: PlacementArchetype = 'operation'\n static align: Alignment = 'bottom'\n static defaultDepth = 150\n\n get nature() {\n return NATURE\n }\n\n get anchors() {\n return []\n }\n\n /** 2D — top-down rectangle in cardboard tan. */\n render(ctx: CanvasRenderingContext2D) {\n const { width, height, left, top } = this.state\n ctx.beginPath()\n ctx.rect(left, top, width, height)\n }\n\n get fillStyle() {\n return '#c8a878'\n }\n\n buildRealObject(): RealObject | undefined {\n return new Parcel3D(this)\n }\n\n /**\n * Phase H — pickup contract. Parcel 위에서 vacuum gripper / suction cup 으로\n * 집기 Box 동일한 패턴이지만 cardboard 표면이라 흡착 면 필요.\n * tolerance 약간 완화 (cardboard 변형 가능성).\n */\n pickupFrames(): PickupFrame[] {\n const wp = getWorldPose(this)\n const me: PoseSerialized = {\n position: { x: wp.position.x, y: wp.position.y, z: wp.position.z },\n rotation: { x: wp.rotation.x, y: wp.rotation.y, z: wp.rotation.z, w: wp.rotation.w }\n }\n const parcelDepth = (this.constructor as any).defaultDepth ?? 150\n\n return [\n topApproachFrame({\n carrierWorld: me,\n topY: parcelDepth,\n approachDistance: 80, // gripper hover 거리 (Box 보다 vacuum 펼침)\n toolType: 'gripper',\n tolerance: { positionMm: 10, angleDeg: 2 }, // cardboard 변형 감안\n priority: 0,\n id: 'top-suction'\n })\n ]\n }\n}\n"]}
1
+ {"version":3,"file":"parcel.js","sourceRoot":"","sources":["../src/parcel.ts"],"names":[],"mappings":";AAAA;;GAEG;AACH,OAAO,EAGL,QAAQ,EACR,KAAK,EACL,gBAAgB,EAChB,YAAY,EACZ,cAAc,EACf,MAAM,wBAAwB,CAAA;AAE/B,OAAO,EACL,SAAS,EACT,SAAS,EAGV,MAAM,qBAAqB,CAAA;AAE5B,OAAO,EAAE,QAAQ,EAAE,MAAM,gBAAgB,CAAA;AAWzC,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,aAAa;YACpB,IAAI,EAAE,YAAY;SACnB;KACF;IACD,IAAI,EAAE,wBAAwB;CAC/B,CAAA;AAED,yEAAyE;AACzE,uEAAuE;AACvE,oDAAoD;AACpD;;;;;;;;;;;;;;GAcG;AAEY,IAAM,MAAM,GAAZ,MAAM,MAAO,SAAQ,SAAS,CAAC,SAAS,CAAC,QAAQ,CAAC,KAAK,CAAC,CAAC,CAAC;IAGvE,MAAM,CAAC,SAAS,GAAuB,WAAW,CAAA;IAClD,MAAM,CAAC,KAAK,GAAc,QAAQ,CAAA;IAClC,MAAM,CAAC,YAAY,GAAG,GAAG,CAAA;IAEzB,IAAI,MAAM;QACR,OAAO,MAAM,CAAA;IACf,CAAC;IAED,IAAI,OAAO;QACT,OAAO,EAAE,CAAA;IACX,CAAC;IAED,gDAAgD;IAChD,MAAM,CAAC,GAA6B;QAClC,MAAM,EAAE,KAAK,EAAE,MAAM,EAAE,IAAI,EAAE,GAAG,EAAE,GAAG,IAAI,CAAC,KAAK,CAAA;QAC/C,GAAG,CAAC,SAAS,EAAE,CAAA;QACf,GAAG,CAAC,IAAI,CAAC,IAAI,EAAE,GAAG,EAAE,KAAK,EAAE,MAAM,CAAC,CAAA;IACpC,CAAC;IAED,IAAI,SAAS;QACX,OAAO,SAAS,CAAA;IAClB,CAAC;IAED,eAAe;QACb,OAAO,IAAI,QAAQ,CAAC,IAAI,CAAC,CAAA;IAC3B,CAAC;IAED;;;;;OAKG;IACH,YAAY;QACV,MAAM,EAAE,GAAG,YAAY,CAAC,IAAI,CAAC,CAAA;QAC7B,MAAM,EAAE,GAAmB;YACzB,QAAQ,EAAE,EAAE,CAAC,EAAE,EAAE,CAAC,QAAQ,CAAC,CAAC,EAAE,CAAC,EAAE,EAAE,CAAC,QAAQ,CAAC,CAAC,EAAE,CAAC,EAAE,EAAE,CAAC,QAAQ,CAAC,CAAC,EAAE;YAClE,QAAQ,EAAE,EAAE,CAAC,EAAE,EAAE,CAAC,QAAQ,CAAC,CAAC,EAAE,CAAC,EAAE,EAAE,CAAC,QAAQ,CAAC,CAAC,EAAE,CAAC,EAAE,EAAE,CAAC,QAAQ,CAAC,CAAC,EAAE,CAAC,EAAE,EAAE,CAAC,QAAQ,CAAC,CAAC,EAAE;SACrF,CAAA;QACD,MAAM,WAAW,GAAI,IAAI,CAAC,WAAmB,CAAC,YAAY,IAAI,GAAG,CAAA;QAEjE,OAAO;YACL,gBAAgB,CAAC;gBACf,YAAY,EAAE,EAAE;gBAChB,IAAI,EAAE,WAAW;gBACjB,gBAAgB,EAAE,EAAE;gBACpB,QAAQ,EAAE,SAAS;gBACnB,SAAS,EAAE,EAAE,UAAU,EAAE,EAAE,EAAE,QAAQ,EAAE,CAAC,EAAE;gBAC1C,QAAQ,EAAE,CAAC;gBACX,EAAE,EAAE,aAAa;aAClB,CAAC;YACF,gBAAgB,CAAC;gBACf,YAAY,EAAE,EAAE;gBAChB,IAAI,EAAE,WAAW;gBACjB,gBAAgB,EAAE,EAAE;gBACpB,QAAQ,EAAE,UAAU;gBACpB,SAAS,EAAE,EAAE,UAAU,EAAE,EAAE,EAAE,QAAQ,EAAE,CAAC,EAAE;gBAC1C,QAAQ,EAAE,CAAC;gBACX,EAAE,EAAE,UAAU;aACf,CAAC;YACF,gBAAgB,CAAC;gBACf,YAAY,EAAE,EAAE;gBAChB,IAAI,EAAE,WAAW;gBACjB,gBAAgB,EAAE,GAAG,EAAY,6BAA6B;gBAC9D,QAAQ,EAAE,eAAe;gBACzB,SAAS,EAAE,EAAE,UAAU,EAAE,EAAE,EAAE,QAAQ,EAAE,CAAC,EAAE,EAAG,oBAAoB;gBACjE,QAAQ,EAAE,CAAC,EAAsB,kBAAkB;gBACnD,EAAE,EAAE,UAAU;aACf,CAAC;SACH,CAAA;IACH,CAAC;;AAzEkB,MAAM;IAD1B,cAAc,CAAC,QAAQ,CAAC;GACJ,MAAM,CA0E1B;eA1EoB,MAAM","sourcesContent":["/*\n * Copyright © HatioLab Inc. All rights reserved.\n */\nimport {\n ComponentNature,\n RealObject,\n RectPath,\n Shape,\n topApproachFrame,\n getWorldPose,\n sceneComponent\n} from '@hatiolab/things-scene'\nimport type { State, Material3D, PickupFrame, PoseSerialized } from '@hatiolab/things-scene'\nimport {\n Carriable,\n Placeable,\n type Alignment,\n type PlacementArchetype\n} from '@operato/scene-base'\n\nimport { Parcel3D } from './parcel-3d.js'\n\n/** Parcel 컴포넌트 state */\nexport interface ParcelState extends State {\n // ── 정체 ──\n trackingId?: string\n\n // ── 3D 재질 ──\n material3d?: Material3D\n}\n\nconst NATURE: ComponentNature = {\n mutable: false,\n resizable: true,\n rotatable: true,\n properties: [\n {\n type: 'string',\n label: 'tracking-id',\n name: 'trackingId'\n }\n ],\n help: 'scene/component/parcel'\n}\n\n// Carriable: parcel can be a child of any CarrierHolder (Spot, robot-arm\n// gripper, AGV deck, …). Mixin wraps add() so the parcel's 3D object3d\n// is reattached to the holder's chosen mount frame.\n/**\n * Parcel — a cardboard package, the typical e-commerce / parcel-sortation unit.\n *\n * Distinct from `Box` because parcels have:\n * - cardboard appearance (tan/brown corrugate, not wood / plastic)\n * - tape line down the center (the visual signature that says \"package\")\n * - typically a label on top (where shipping info goes)\n * - flatter / more elongated proportions in real-world parcel networks\n *\n * No `material` prop — parcels are always cardboard. If a future shipping\n * domain needs metal cases or polybags, those become separate components.\n *\n * No Legendable for v1 — parcel color is fixed cardboard. Future damaged /\n * inspected indicators would add a status legend then.\n */\n@sceneComponent('parcel')\nexport default class Parcel extends Carriable(Placeable(RectPath(Shape))) {\n declare state: ParcelState\n\n static placement: PlacementArchetype = 'operation'\n static align: Alignment = 'bottom'\n static defaultDepth = 150\n\n get nature() {\n return NATURE\n }\n\n get anchors() {\n return []\n }\n\n /** 2D — top-down rectangle in cardboard tan. */\n render(ctx: CanvasRenderingContext2D) {\n const { width, height, left, top } = this.state\n ctx.beginPath()\n ctx.rect(left, top, width, height)\n }\n\n get fillStyle() {\n return '#c8a878'\n }\n\n buildRealObject(): RealObject | undefined {\n return new Parcel3D(this)\n }\n\n /**\n * Phase H — pickup contract. Parcel pickup 방식:\n * - gripper (vacuum / suction): 위에서 흡착 — RobotArm\n * - agv-deck: AGV/Forklift deck 위에 위에서 얹기 같은 top approach 지만\n * deck 자체가 운반체라 tolerance 완화\n */\n pickupFrames(): PickupFrame[] {\n const wp = getWorldPose(this)\n const me: PoseSerialized = {\n position: { x: wp.position.x, y: wp.position.y, z: wp.position.z },\n rotation: { x: wp.rotation.x, y: wp.rotation.y, z: wp.rotation.z, w: wp.rotation.w }\n }\n const parcelDepth = (this.constructor as any).defaultDepth ?? 150\n\n return [\n topApproachFrame({\n carrierWorld: me,\n topY: parcelDepth,\n approachDistance: 80,\n toolType: 'gripper',\n tolerance: { positionMm: 10, angleDeg: 2 },\n priority: 0,\n id: 'top-suction'\n }),\n topApproachFrame({\n carrierWorld: me,\n topY: parcelDepth,\n approachDistance: 60,\n toolType: 'agv-deck',\n tolerance: { positionMm: 20, angleDeg: 5 },\n priority: 1,\n id: 'top-deck'\n }),\n topApproachFrame({\n carrierWorld: me,\n topY: parcelDepth,\n approachDistance: 100, // crane fork 가 cell 진입 hover\n toolType: 'forklift-fork',\n tolerance: { positionMm: 30, angleDeg: 5 }, // fork 적재 tolerance\n priority: 2, // gripper/deck 다음\n id: 'top-fork'\n })\n ]\n }\n}\n"]}
@@ -59,8 +59,11 @@ export default class RackCell extends RackCell_base {
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  retrieve(carrier: any, target: any, options?: any): Promise<void>;
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  /**
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  * Return the 3D attach frame for carriers placed in this cell.
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- * Carriers are lifted by their own halfDepth so the bottom face
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- * rests at the cell's Y-center (which is levelHeight/2 above the beam).
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+ *
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+ * Center-origin convention: cell *local origin* cell center
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+ * (= levelHeight/2 above the shelf beam). carrier 의 *bottom face* 가 cell
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+ * 의 *bottom* (= local Y -cellDepth/2) 에 닿도록 carrier center =
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+ * -cellDepth/2 + carrierDepth/2.
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  */
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  attachPointFor(carrier: Component): AttachFrame | null;
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  /** RackCell has no 2D visual — the rack draws its own structure. */
@@ -110,6 +110,20 @@ let RackCell = class RackCell extends CarrierHolder(ContainerAbstract) {
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  }
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  carrier[TRANSFER_SLOT_KEY] = this.cellId;
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  this.reparent(carrier, options);
113
+ // carrier.state.left/top/zPos 을 *cell-local center* 로 명시. 이전 holder
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+ // 의 state (예: crane-local center) 가 그대로 남으면 *다음 pick 시
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+ // moveTo(carrier) 의 target.center 계산이 *잘못된 좌표* 로 → 엉뚱한 위치
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+ // 이동 결함. transient placement 'carried' 라 3D obj3d.position 영향 X,
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+ // 2D render 와 moveTo 의 center 계산에만 영향.
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+ const cw = numOr(this.state?.width, 0);
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+ const ch = numOr(this.state?.height, 0);
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+ const carrierW = numOr(carrier?.state?.width, 0);
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+ const carrierH = numOr(carrier?.state?.height, 0);
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+ carrier.setState?.({
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+ left: (cw - carrierW) / 2,
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+ top: (ch - carrierH) / 2,
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+ zPos: 0
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+ });
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  this.trigger('transfer-received', {
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  type: 'transfer-received',
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  component: carrier,
@@ -158,17 +172,21 @@ let RackCell = class RackCell extends CarrierHolder(ContainerAbstract) {
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  // ── 3D attach frame ───────────────────────────────────────────────────────
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  /**
160
174
  * Return the 3D attach frame for carriers placed in this cell.
161
- * Carriers are lifted by their own halfDepth so the bottom face
162
- * rests at the cell's Y-center (which is levelHeight/2 above the beam).
175
+ *
176
+ * Center-origin convention: cell *local origin* cell center
177
+ * (= levelHeight/2 above the shelf beam). carrier 의 *bottom face* 가 cell
178
+ * 의 *bottom* (= local Y -cellDepth/2) 에 닿도록 carrier center =
179
+ * -cellDepth/2 + carrierDepth/2.
163
180
  */
164
181
  attachPointFor(carrier) {
165
182
  const root = this._realObject?.object3d;
166
183
  if (!root)
167
184
  return null;
168
185
  const carrierDepth = resolveCarrierDepth(carrier);
186
+ const cellDepth = numOr(this.state?.depth, 0);
169
187
  return {
170
188
  attach: root,
171
- localPosition: { x: 0, y: carrierDepth / 2, z: 0 }
189
+ localPosition: { x: 0, y: -cellDepth / 2 + carrierDepth / 2, z: 0 }
172
190
  };
173
191
  }
174
192
  // ── 2D rendering ──────────────────────────────────────────────────────────
@@ -1 +1 @@
1
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All rights reserved.\n *\n * RackCell — a single storage slot within an Rack.\n *\n * A RackCell is a virtual component: it occupies a specific (bay, row, level)\n * coordinate within the parent rack and acts as a CarrierHolder for one carrier\n * (or several, depending on `cellType`).\n *\n * The crane (or any picker) navigates toward a RackCell as its `place()` destination —\n * because the rack cell is a discrete component, Mover.moveTo() can target it\n * directly and arrive at exactly the right bay × level position.\n *\n * Visual: invisible in 2D (no visible 2D footprint — rack cells don't make\n * sense as 2D top-down boxes). In 3D, each cell is an invisible Group\n * positioned within the rack's coordinate space (RackCell3D handles\n * this via updateTransform override).\n *\n * Lifecycle: Rack._buildCells() instantiates RackCell children.\n * Do not create RackCell components manually — they are managed by the rack.\n *\n * Domain aliases:\n * cell.store(carrier) ← cell.receive(carrier)\n * cell.retrieve(carrier, target) ← cell.dispatch(carrier, target)\n */\n\nimport {\n Component,\n ComponentNature,\n ContainerAbstract,\n RealObject,\n TRANSFER_SLOT_KEY,\n sceneComponent\n} from '@hatiolab/things-scene'\nimport type { State, Material3D } from '@hatiolab/things-scene'\nimport { CarrierHolder, type AttachFrame } from '@operato/scene-base'\n\nimport { StorageCell3D } from './storage-cell-3d.js'\n\n/**\n * How many carriers a cell can hold simultaneously.\n * - single: exactly 1 (typical pallet bay)\n * - multi: small stack (up to 4, e.g. a multi-deep tray)\n * - bulk: unlimited (e.g. a floor area measured in slots)\n */\nexport type StorageCellType = 'single' | 'multi' | 'bulk'\n\n/** RackCell 컴포넌트 state */\nexport interface StorageCellState extends State {\n // ── 식별 ──\n cellId?: string\n cellType?: StorageCellType\n /**\n * 자동 할당된 location ID — RackTable.assignLocations() 가 set. 외부 시스템\n * (WMS, picker 명령 등) 이 cell 을 지칭하는 사람-친화 ID. RackTable 없이\n * 단독으로 Rack 을 사용할 땐 unset.\n */\n locationId?: string\n\n // ── 3D 재질 ──\n material3d?: Material3D\n}\n\nconst NATURE: ComponentNature = {\n mutable: false,\n resizable: false,\n rotatable: false,\n properties: [\n {\n type: 'string',\n label: 'cell-id',\n name: 'cellId',\n placeholder: 'e.g. 0-0-0'\n },\n {\n type: 'select',\n label: 'cell-type',\n name: 'cellType',\n property: {\n options: [\n { display: 'Single', value: 'single' },\n { display: 'Multi', value: 'multi' },\n { display: 'Bulk', value: 'bulk' }\n ]\n }\n }\n ],\n help: 'scene/component/storage-cell'\n}\n\n/**\n * RackCell — single-slot storage cell inside an Rack.\n *\n * Mixin chain: CarrierHolder(ContainerAbstract)\n * - CarrierHolder: publishes attachPointFor(), gates containable() to Carriables\n * - ContainerAbstract: manages child carrier components\n *\n * No Placeable mixin — RackCell3D self-positions from the parent rack's\n * CellMap (via updateTransform override), bypassing things-scene's standard\n * 2D→3D coordinate mapping which cannot express 3D levels.\n */\n@sceneComponent('storage-cell')\nexport default class RackCell extends CarrierHolder(ContainerAbstract) {\n declare state: StorageCellState\n\n // ── Identification ────────────────────────────────────────────────────────\n\n get cellId(): string {\n return this.state.cellId ?? ''\n }\n\n get cellType(): StorageCellType {\n return this.state.cellType ?? 'single'\n }\n\n /** Maximum carrier count for this cell based on cellType. */\n get capacity(): number {\n switch (this.cellType) {\n case 'single': return 1\n case 'multi': return 4\n case 'bulk': return Infinity\n }\n }\n\n // ── Interface ─────────────────────────────────────────────────────────────\n\n get nature(): ComponentNature {\n return NATURE\n }\n\n get anchors(): [] {\n return []\n }\n\n // ── Transfer protocol ─────────────────────────────────────────────────────\n\n /** True when fewer carriers are currently held than capacity. */\n canReceive(_component?: any): boolean {\n const occupied = (this.components as Component[] | undefined)?.length ?? 0\n return occupied < this.capacity\n }\n\n /**\n * Accept a carrier into this cell.\n * Sets TRANSFER_SLOT_KEY = cellId on the carrier, then reparents.\n * Fires 'transfer-received' so monitors can react.\n */\n async receive(carrier: any, options: any = {}): Promise<void> {\n if (!this.canReceive(carrier)) {\n this.trigger('transfer-rejected', {\n type: 'transfer-rejected',\n component: carrier,\n container: this,\n reason: 'no-slot'\n })\n return\n }\n carrier[TRANSFER_SLOT_KEY] = this.cellId\n this.reparent(carrier, options)\n this.trigger('transfer-received', {\n type: 'transfer-received',\n component: carrier,\n container: this,\n slotId: this.cellId\n })\n }\n\n /**\n * Release a carrier from this cell to `target`.\n * Delegates to `target.receive()` if available, otherwise `target.reparent()`.\n */\n async dispatch(carrier: any, target: any, options: any = {}): Promise<void> {\n if (target?.canReceive && !target.canReceive(carrier)) {\n this.trigger('transfer-rejected', {\n type: 'transfer-rejected',\n component: carrier,\n container: this,\n reason: 'target-full'\n })\n return\n }\n delete carrier[TRANSFER_SLOT_KEY]\n if (typeof target?.receive === 'function') {\n await target.receive(carrier, options)\n } else {\n ;(target as any).reparent?.(carrier, options)\n }\n this.trigger('transfer-dispatched', {\n type: 'transfer-dispatched',\n component: carrier,\n container: this,\n target\n })\n }\n\n // ── Domain aliases ────────────────────────────────────────────────────────\n\n /** Alias for receive() — semantic sugar for the storage domain. */\n store(carrier: any, options?: any): Promise<void> {\n return this.receive(carrier, options)\n }\n\n /** Alias for dispatch() — semantic sugar for the storage domain. */\n retrieve(carrier: any, target: any, options?: any): Promise<void> {\n return this.dispatch(carrier, target, options)\n }\n\n // ── 3D attach frame ───────────────────────────────────────────────────────\n\n /**\n * Return the 3D attach frame for carriers placed in this cell.\n * Carriers are lifted by their own halfDepth so the bottom face\n * rests at the cell's Y-center (which is levelHeight/2 above the beam).\n */\n attachPointFor(carrier: Component): AttachFrame | null {\n const root = this._realObject?.object3d\n if (!root) return null\n const carrierDepth = resolveCarrierDepth(carrier)\n return {\n attach: root,\n localPosition: { x: 0, y: carrierDepth / 2, z: 0 }\n }\n }\n\n // ── 2D rendering ──────────────────────────────────────────────────────────\n\n /** RackCell has no 2D visual — the rack draws its own structure. */\n render(_ctx: CanvasRenderingContext2D) {\n // intentional no-op\n }\n\n // ── 3D ───────────────────────────────────────────────────────────────────\n\n buildRealObject(): RealObject | undefined {\n return new StorageCell3D(this)\n }\n}\n\nfunction resolveCarrierDepth(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 numOr(v: unknown, dflt: number): number {\n return typeof v === 'number' && Number.isFinite(v) ? v : dflt\n}\n"]}
1
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All rights reserved.\n *\n * RackCell — a single storage slot within an Rack.\n *\n * A RackCell is a virtual component: it occupies a specific (bay, row, level)\n * coordinate within the parent rack and acts as a CarrierHolder for one carrier\n * (or several, depending on `cellType`).\n *\n * The crane (or any picker) navigates toward a RackCell as its `place()` destination —\n * because the rack cell is a discrete component, Mover.moveTo() can target it\n * directly and arrive at exactly the right bay × level position.\n *\n * Visual: invisible in 2D (no visible 2D footprint — rack cells don't make\n * sense as 2D top-down boxes). In 3D, each cell is an invisible Group\n * positioned within the rack's coordinate space (RackCell3D handles\n * this via updateTransform override).\n *\n * Lifecycle: Rack._buildCells() instantiates RackCell children.\n * Do not create RackCell components manually — they are managed by the rack.\n *\n * Domain aliases:\n * cell.store(carrier) ← cell.receive(carrier)\n * cell.retrieve(carrier, target) ← cell.dispatch(carrier, target)\n */\n\nimport {\n Component,\n ComponentNature,\n ContainerAbstract,\n RealObject,\n TRANSFER_SLOT_KEY,\n sceneComponent\n} from '@hatiolab/things-scene'\nimport type { State, Material3D } from '@hatiolab/things-scene'\nimport { CarrierHolder, type AttachFrame } from '@operato/scene-base'\n\nimport { StorageCell3D } from './storage-cell-3d.js'\n\n/**\n * How many carriers a cell can hold simultaneously.\n * - single: exactly 1 (typical pallet bay)\n * - multi: small stack (up to 4, e.g. a multi-deep tray)\n * - bulk: unlimited (e.g. a floor area measured in slots)\n */\nexport type StorageCellType = 'single' | 'multi' | 'bulk'\n\n/** RackCell 컴포넌트 state */\nexport interface StorageCellState extends State {\n // ── 식별 ──\n cellId?: string\n cellType?: StorageCellType\n /**\n * 자동 할당된 location ID — RackTable.assignLocations() 가 set. 외부 시스템\n * (WMS, picker 명령 등) 이 cell 을 지칭하는 사람-친화 ID. RackTable 없이\n * 단독으로 Rack 을 사용할 땐 unset.\n */\n locationId?: string\n\n // ── 3D 재질 ──\n material3d?: Material3D\n}\n\nconst NATURE: ComponentNature = {\n mutable: false,\n resizable: false,\n rotatable: false,\n properties: [\n {\n type: 'string',\n label: 'cell-id',\n name: 'cellId',\n placeholder: 'e.g. 0-0-0'\n },\n {\n type: 'select',\n label: 'cell-type',\n name: 'cellType',\n property: {\n options: [\n { display: 'Single', value: 'single' },\n { display: 'Multi', value: 'multi' },\n { display: 'Bulk', value: 'bulk' }\n ]\n }\n }\n ],\n help: 'scene/component/storage-cell'\n}\n\n/**\n * RackCell — single-slot storage cell inside an Rack.\n *\n * Mixin chain: CarrierHolder(ContainerAbstract)\n * - CarrierHolder: publishes attachPointFor(), gates containable() to Carriables\n * - ContainerAbstract: manages child carrier components\n *\n * No Placeable mixin — RackCell3D self-positions from the parent rack's\n * CellMap (via updateTransform override), bypassing things-scene's standard\n * 2D→3D coordinate mapping which cannot express 3D levels.\n */\n@sceneComponent('storage-cell')\nexport default class RackCell extends CarrierHolder(ContainerAbstract) {\n declare state: StorageCellState\n\n // ── Identification ────────────────────────────────────────────────────────\n\n get cellId(): string {\n return this.state.cellId ?? ''\n }\n\n get cellType(): StorageCellType {\n return this.state.cellType ?? 'single'\n }\n\n /** Maximum carrier count for this cell based on cellType. */\n get capacity(): number {\n switch (this.cellType) {\n case 'single': return 1\n case 'multi': return 4\n case 'bulk': return Infinity\n }\n }\n\n // ── Interface ─────────────────────────────────────────────────────────────\n\n get nature(): ComponentNature {\n return NATURE\n }\n\n get anchors(): [] {\n return []\n }\n\n // ── Transfer protocol ─────────────────────────────────────────────────────\n\n /** True when fewer carriers are currently held than capacity. */\n canReceive(_component?: any): boolean {\n const occupied = (this.components as Component[] | undefined)?.length ?? 0\n return occupied < this.capacity\n }\n\n /**\n * Accept a carrier into this cell.\n * Sets TRANSFER_SLOT_KEY = cellId on the carrier, then reparents.\n * Fires 'transfer-received' so monitors can react.\n */\n async receive(carrier: any, options: any = {}): Promise<void> {\n if (!this.canReceive(carrier)) {\n this.trigger('transfer-rejected', {\n type: 'transfer-rejected',\n component: carrier,\n container: this,\n reason: 'no-slot'\n })\n return\n }\n carrier[TRANSFER_SLOT_KEY] = this.cellId\n this.reparent(carrier, options)\n\n // carrier.state.left/top/zPos 을 *cell-local center* 로 명시. 이전 holder\n // 의 state (예: crane-local center) 가 그대로 남으면 *다음 pick 시\n // moveTo(carrier) 의 target.center 계산이 *잘못된 좌표* 로 → 엉뚱한 위치\n // 이동 결함. transient placement 'carried' 라 3D obj3d.position 영향 X,\n // 2D render 와 moveTo 의 center 계산에만 영향.\n const cw = numOr((this as any).state?.width, 0)\n const ch = numOr((this as any).state?.height, 0)\n const carrierW = numOr(carrier?.state?.width, 0)\n const carrierH = numOr(carrier?.state?.height, 0)\n carrier.setState?.({\n left: (cw - carrierW) / 2,\n top: (ch - carrierH) / 2,\n zPos: 0\n })\n\n this.trigger('transfer-received', {\n type: 'transfer-received',\n component: carrier,\n container: this,\n slotId: this.cellId\n })\n }\n\n /**\n * Release a carrier from this cell to `target`.\n * Delegates to `target.receive()` if available, otherwise `target.reparent()`.\n */\n async dispatch(carrier: any, target: any, options: any = {}): Promise<void> {\n if (target?.canReceive && !target.canReceive(carrier)) {\n this.trigger('transfer-rejected', {\n type: 'transfer-rejected',\n component: carrier,\n container: this,\n reason: 'target-full'\n })\n return\n }\n delete carrier[TRANSFER_SLOT_KEY]\n if (typeof target?.receive === 'function') {\n await target.receive(carrier, options)\n } else {\n ;(target as any).reparent?.(carrier, options)\n }\n this.trigger('transfer-dispatched', {\n type: 'transfer-dispatched',\n component: carrier,\n container: this,\n target\n })\n }\n\n // ── Domain aliases ────────────────────────────────────────────────────────\n\n /** Alias for receive() — semantic sugar for the storage domain. */\n store(carrier: any, options?: any): Promise<void> {\n return this.receive(carrier, options)\n }\n\n /** Alias for dispatch() — semantic sugar for the storage domain. */\n retrieve(carrier: any, target: any, options?: any): Promise<void> {\n return this.dispatch(carrier, target, options)\n }\n\n // ── 3D attach frame ───────────────────────────────────────────────────────\n\n /**\n * Return the 3D attach frame for carriers placed in this cell.\n *\n * Center-origin convention: cell 의 *local origin* 은 cell 의 center\n * (= levelHeight/2 above the shelf beam). carrier 의 *bottom face* 가 cell\n * 의 *bottom* (= local Y -cellDepth/2) 에 닿도록 carrier center =\n * -cellDepth/2 + carrierDepth/2.\n */\n attachPointFor(carrier: Component): AttachFrame | null {\n const root = this._realObject?.object3d\n if (!root) return null\n const carrierDepth = resolveCarrierDepth(carrier)\n const cellDepth = numOr((this as any).state?.depth, 0)\n return {\n attach: root,\n localPosition: { x: 0, y: -cellDepth / 2 + carrierDepth / 2, z: 0 }\n }\n }\n\n // ── 2D rendering ──────────────────────────────────────────────────────────\n\n /** RackCell has no 2D visual — the rack draws its own structure. */\n render(_ctx: CanvasRenderingContext2D) {\n // intentional no-op\n }\n\n // ── 3D ───────────────────────────────────────────────────────────────────\n\n buildRealObject(): RealObject | undefined {\n return new StorageCell3D(this)\n }\n}\n\nfunction resolveCarrierDepth(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 numOr(v: unknown, dflt: number): number {\n return typeof v === 'number' && Number.isFinite(v) ? v : dflt\n}\n"]}
@@ -30,9 +30,13 @@ export class StorageRack3D extends RealObjectGroup {
30
30
  const { width, height, depth = 3000 } = this.component.state;
31
31
  const levels = Math.max(1, Math.floor(this.component.state.levels || 4));
32
32
  const bays = Math.max(1, Math.floor(this.component.state.bays || 5));
33
- const baseY = -depth / 2;
33
+ const shelfBase = Math.max(0, Math.min(this.component.state.shelfBaseHeight || 0, depth * 0.9));
34
+ const shelfZone = depth - shelfBase; // 실제 shelf 가 차지하는 Y
35
+ const baseY = -depth / 2; // rack 바닥 (3D Y 의 최저)
36
+ const shelfBaseY = baseY + shelfBase; // 첫 shelf 의 시작 (= level 1 의 바닥)
34
37
  const postW = Math.min(width / bays, height) * 0.06;
35
- const beamH = depth * 0.025;
38
+ // beam 두께 = post 비슷 (산업 beam 이 post 보다 약간 두꺼움 — 1.2배)
39
+ const beamH = postW * 1.2;
36
40
  const braceT = postW * 0.6;
37
41
  const postMaterial = new THREE.MeshStandardMaterial({
38
42
  color: POST_COLOR,
@@ -67,11 +71,11 @@ export class StorageRack3D extends RealObjectGroup {
67
71
  postMesh.receiveShadow = true;
68
72
  this.object3d.add(postMesh);
69
73
  // ── Horizontal beams (front + back faces at each level) ──────────
70
- // levels + 1 vertical positions (level 0 = ground, level N = top).
74
+ // shelf zone 안 levels+1 위치 (level 0 = shelfBase, level N = 천장).
71
75
  const beamGeos = [];
72
76
  for (let lv = 0; lv <= levels; lv++) {
73
77
  const yFrac = lv / levels;
74
- const y = baseY + yFrac * depth - beamH / 2 + (lv === 0 ? beamH : 0);
78
+ const y = shelfBaseY + yFrac * shelfZone - beamH / 2 + (lv === 0 ? beamH : 0);
75
79
  for (const zSign of [-1, 1]) {
76
80
  const beam = new THREE.BoxGeometry(width, beamH, beamH);
77
81
  beam.translate(0, y, zSign * (height / 2 - beamH / 2));
@@ -87,7 +91,7 @@ export class StorageRack3D extends RealObjectGroup {
87
91
  // bay-tall cell. Visual signature of a load-bearing rack.
88
92
  const braceGeos = [];
89
93
  const cellW = width / bays;
90
- const cellH = depth / levels;
94
+ const cellH = shelfZone / levels; // cell 높이 (shelf zone 안)
91
95
  const braceLen = Math.sqrt(cellW * cellW + cellH * cellH);
92
96
  const braceAngle = Math.atan2(cellH, cellW);
93
97
  const backZ = height / 2 - postW * 0.6;
@@ -97,7 +101,7 @@ export class StorageRack3D extends RealObjectGroup {
97
101
  continue;
98
102
  const cellCenterX = (bay - bays / 2 + 0.5) * cellW;
99
103
  for (let lv = 0; lv < levels; lv++) {
100
- const cellCenterY = baseY + (lv + 0.5) * cellH;
104
+ const cellCenterY = shelfBaseY + (lv + 0.5) * cellH;
101
105
  for (const sign of [-1, 1]) {
102
106
  const brace = new THREE.BoxGeometry(braceLen, braceT, braceT);
103
107
  brace.rotateZ(sign * braceAngle);
@@ -111,6 +115,36 @@ export class StorageRack3D extends RealObjectGroup {
111
115
  braceMesh.castShadow = true;
112
116
  this.object3d.add(braceMesh);
113
117
  }
118
+ // ── Shelf planes (level 별 반투명 무볼륨 판) ────────────────────────────
119
+ // 각 level 의 *바닥 면* 에 plane — cell 위치 시각 인식. carrier 가 그 위
120
+ // 에 놓이는 *지지면*. 반투명.
121
+ //
122
+ // X-Z 넓이를 *frame 안쪽* 으로 줄여 mesh 겹침 자체 제거 (Z-fight 회피).
123
+ // X: 양 옆 corner post 안쪽 (-postW 양쪽)
124
+ // Z: 앞/뒤 beam 안쪽 (-beamH 양쪽)
125
+ const shelfW = Math.max(0, width - 2 * postW);
126
+ const shelfD = Math.max(0, height - 2 * beamH);
127
+ const shelfGeo = new THREE.PlaneGeometry(shelfW, shelfD);
128
+ shelfGeo.rotateX(-Math.PI / 2); // X-Y plane → X-Z plane (= horizontal)
129
+ const shelfMaterial = new THREE.MeshStandardMaterial({
130
+ color: BEAM_COLOR,
131
+ metalness: 0.3,
132
+ roughness: 0.6,
133
+ transparent: true,
134
+ opacity: 0.25,
135
+ side: THREE.DoubleSide
136
+ });
137
+ for (let lv = 0; lv < levels; lv++) {
138
+ // shelf plane Y = 해당 level 의 *load beam top* 정확 일치 (cell 바닥 면).
139
+ // beam center Y = shelfBaseY + yFrac*shelfZone - beamH/2 + (lv===0 ? beamH : 0)
140
+ // beam top Y = beam center + beamH/2 = shelfBaseY + yFrac*shelfZone + (lv===0 ? beamH : 0)
141
+ const yFrac = lv / levels;
142
+ const y = shelfBaseY + yFrac * shelfZone + (lv === 0 ? beamH : 0);
143
+ const shelf = new THREE.Mesh(shelfGeo, shelfMaterial);
144
+ shelf.position.set(0, y, 0);
145
+ shelf.receiveShadow = true;
146
+ this.object3d.add(shelf);
147
+ }
114
148
  }
115
149
  updateDimension() { }
116
150
  onchange(after, before) {
@@ -118,7 +152,8 @@ export class StorageRack3D extends RealObjectGroup {
118
152
  'bays' in after ||
119
153
  'width' in after ||
120
154
  'height' in after ||
121
- 'depth' in after) {
155
+ 'depth' in after ||
156
+ 'shelfBaseHeight' in after) {
122
157
  this.update();
123
158
  return;
124
159
  }
@@ -1 +1 @@
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All rights reserved.\n *\n * Rack 3D — multi-level storage shelf system.\n *\n * LO-POLY but visually unambiguous as a rack. The signature parts:\n *\n * - 4 corner uprights (vertical posts running floor → top)\n * - intermediate uprights between bays (one between each adjacent bay pair)\n * - horizontal beams at each level on both front and back faces (defining\n * the cell decks)\n * - diagonal cross-bracing on the back face (the \"X\" pattern that says\n * this is a load-bearing storage rack, not just a generic frame)\n *\n * No floor / ceiling panels — the rack is open by design (cells are accessed\n * by a picker from the front side).\n *\n * Cargo (pallets, boxes) added as children render at their own z position.\n * The rack itself is purely structural geometry.\n */\n\nimport * as THREE from 'three'\nimport * as BufferGeometryUtils from 'three/examples/jsm/utils/BufferGeometryUtils.js'\nimport { RealObjectGroup } from '@hatiolab/things-scene'\n\nconst POST_COLOR = 0x6a7080\nconst BEAM_COLOR = 0x556070\nconst BRACE_COLOR = 0x556070\n\nexport class StorageRack3D extends RealObjectGroup {\n build() {\n super.build()\n\n const { width, height, depth = 3000 } = this.component.state\n const levels = Math.max(1, Math.floor((this.component.state.levels as number) || 4))\n const bays = Math.max(1, Math.floor((this.component.state.bays as number) || 5))\n\n const baseY = -depth / 2\n const postW = Math.min(width / bays, height) * 0.06\n const beamH = depth * 0.025\n const braceT = postW * 0.6\n\n const postMaterial = new THREE.MeshStandardMaterial({\n color: POST_COLOR,\n metalness: 0.7,\n roughness: 0.4\n })\n const beamMaterial = new THREE.MeshStandardMaterial({\n color: BEAM_COLOR,\n metalness: 0.7,\n roughness: 0.4\n })\n const braceMaterial = new THREE.MeshStandardMaterial({\n color: BRACE_COLOR,\n metalness: 0.7,\n roughness: 0.4\n })\n\n // ── Uprights (vertical posts at every bay boundary) ──────────────\n // bays + 1 vertical positions; for each, one front post + one back post.\n const postGeos: THREE.BufferGeometry[] = []\n for (let i = 0; i <= bays; i++) {\n const xFrac = i / bays - 0.5\n const x = xFrac * width\n // Front + back posts\n for (const zSign of [-1, 1]) {\n const post = new THREE.BoxGeometry(postW, depth, postW)\n post.translate(x, 0, zSign * (height / 2 - postW / 2))\n postGeos.push(post)\n }\n }\n const postMesh = new THREE.Mesh(BufferGeometryUtils.mergeGeometries(postGeos), postMaterial)\n postMesh.castShadow = true\n postMesh.receiveShadow = true\n this.object3d.add(postMesh)\n\n // ── Horizontal beams (front + back faces at each level) ──────────\n // levels + 1 vertical positions (level 0 = ground, level N = top).\n const beamGeos: THREE.BufferGeometry[] = []\n for (let lv = 0; lv <= levels; lv++) {\n const yFrac = lv / levels\n const y = baseY + yFrac * depth - beamH / 2 + (lv === 0 ? beamH : 0)\n\n for (const zSign of [-1, 1]) {\n const beam = new THREE.BoxGeometry(width, beamH, beamH)\n beam.translate(0, y, zSign * (height / 2 - beamH / 2))\n beamGeos.push(beam)\n }\n }\n const beamMesh = new THREE.Mesh(BufferGeometryUtils.mergeGeometries(beamGeos), beamMaterial)\n beamMesh.castShadow = true\n beamMesh.receiveShadow = true\n this.object3d.add(beamMesh)\n\n // ── Diagonal cross-bracing on the back face (the \"X\" pattern) ────\n // Two diagonals per level — \"/\" and \"\\\" — making an X across each\n // bay-tall cell. Visual signature of a load-bearing rack.\n const braceGeos: THREE.BufferGeometry[] = []\n const cellW = width / bays\n const cellH = depth / levels\n const braceLen = Math.sqrt(cellW * cellW + cellH * cellH)\n const braceAngle = Math.atan2(cellH, cellW)\n const backZ = height / 2 - postW * 0.6\n\n for (let bay = 0; bay < bays; bay++) {\n // Brace only every other bay to keep things visually open\n if (bay % 2 !== 0) continue\n\n const cellCenterX = (bay - bays / 2 + 0.5) * cellW\n\n for (let lv = 0; lv < levels; lv++) {\n const cellCenterY = baseY + (lv + 0.5) * cellH\n\n for (const sign of [-1, 1]) {\n const brace = new THREE.BoxGeometry(braceLen, braceT, braceT)\n brace.rotateZ(sign * braceAngle)\n brace.translate(cellCenterX, cellCenterY, backZ)\n braceGeos.push(brace)\n }\n }\n }\n if (braceGeos.length > 0) {\n const braceMesh = new THREE.Mesh(BufferGeometryUtils.mergeGeometries(braceGeos), braceMaterial)\n braceMesh.castShadow = true\n this.object3d.add(braceMesh)\n }\n }\n\n updateDimension() {}\n\n onchange(after: Record<string, unknown>, before: Record<string, unknown>) {\n if (\n 'levels' in after ||\n 'bays' in after ||\n 'width' in after ||\n 'height' in after ||\n 'depth' in after\n ) {\n this.update()\n return\n }\n super.onchange(after, before)\n }\n\n updateAlpha() {}\n}\n"]}
1
+ 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* Copyright © HatioLab Inc. All rights reserved.\n *\n * Rack 3D — multi-level storage shelf system.\n *\n * LO-POLY but visually unambiguous as a rack. The signature parts:\n *\n * - 4 corner uprights (vertical posts running floor → top)\n * - intermediate uprights between bays (one between each adjacent bay pair)\n * - horizontal beams at each level on both front and back faces (defining\n * the cell decks)\n * - diagonal cross-bracing on the back face (the \"X\" pattern that says\n * this is a load-bearing storage rack, not just a generic frame)\n *\n * No floor / ceiling panels — the rack is open by design (cells are accessed\n * by a picker from the front side).\n *\n * Cargo (pallets, boxes) added as children render at their own z position.\n * The rack itself is purely structural geometry.\n */\n\nimport * as THREE from 'three'\nimport * as BufferGeometryUtils from 'three/examples/jsm/utils/BufferGeometryUtils.js'\nimport { RealObjectGroup } from '@hatiolab/things-scene'\n\nconst POST_COLOR = 0x6a7080\nconst BEAM_COLOR = 0x556070\nconst BRACE_COLOR = 0x556070\n\nexport class StorageRack3D extends RealObjectGroup {\n build() {\n super.build()\n\n const { width, height, depth = 3000 } = this.component.state\n const levels = Math.max(1, Math.floor((this.component.state.levels as number) || 4))\n const bays = Math.max(1, Math.floor((this.component.state.bays as number) || 5))\n const shelfBase = Math.max(0, Math.min(\n (this.component.state.shelfBaseHeight as number) || 0,\n depth * 0.9\n ))\n const shelfZone = depth - shelfBase // 실제 shelf 가 차지하는 Y\n\n const baseY = -depth / 2 // rack 바닥 (3D Y 의 최저)\n const shelfBaseY = baseY + shelfBase // 첫 shelf 의 시작 (= level 1 의 바닥)\n const postW = Math.min(width / bays, height) * 0.06\n // beam 두께 = post 와 비슷 (산업 beam 이 post 보다 약간 두꺼움 — 1.2배)\n const beamH = postW * 1.2\n const braceT = postW * 0.6\n\n const postMaterial = new THREE.MeshStandardMaterial({\n color: POST_COLOR,\n metalness: 0.7,\n roughness: 0.4\n })\n const beamMaterial = new THREE.MeshStandardMaterial({\n color: BEAM_COLOR,\n metalness: 0.7,\n roughness: 0.4\n })\n const braceMaterial = new THREE.MeshStandardMaterial({\n color: BRACE_COLOR,\n metalness: 0.7,\n roughness: 0.4\n })\n\n // ── Uprights (vertical posts at every bay boundary) ──────────────\n // bays + 1 vertical positions; for each, one front post + one back post.\n const postGeos: THREE.BufferGeometry[] = []\n for (let i = 0; i <= bays; i++) {\n const xFrac = i / bays - 0.5\n const x = xFrac * width\n // Front + back posts\n for (const zSign of [-1, 1]) {\n const post = new THREE.BoxGeometry(postW, depth, postW)\n post.translate(x, 0, zSign * (height / 2 - postW / 2))\n postGeos.push(post)\n }\n }\n const postMesh = new THREE.Mesh(BufferGeometryUtils.mergeGeometries(postGeos), postMaterial)\n postMesh.castShadow = true\n postMesh.receiveShadow = true\n this.object3d.add(postMesh)\n\n // ── Horizontal beams (front + back faces at each level) ──────────\n // shelf zone 안 levels+1 위치 (level 0 = shelfBase, level N = 천장).\n const beamGeos: THREE.BufferGeometry[] = []\n for (let lv = 0; lv <= levels; lv++) {\n const yFrac = lv / levels\n const y = shelfBaseY + yFrac * shelfZone - beamH / 2 + (lv === 0 ? beamH : 0)\n\n for (const zSign of [-1, 1]) {\n const beam = new THREE.BoxGeometry(width, beamH, beamH)\n beam.translate(0, y, zSign * (height / 2 - beamH / 2))\n beamGeos.push(beam)\n }\n }\n const beamMesh = new THREE.Mesh(BufferGeometryUtils.mergeGeometries(beamGeos), beamMaterial)\n beamMesh.castShadow = true\n beamMesh.receiveShadow = true\n this.object3d.add(beamMesh)\n\n // ── Diagonal cross-bracing on the back face (the \"X\" pattern) ────\n // Two diagonals per level — \"/\" and \"\\\" — making an X across each\n // bay-tall cell. Visual signature of a load-bearing rack.\n const braceGeos: THREE.BufferGeometry[] = []\n const cellW = width / bays\n const cellH = shelfZone / levels // cell 높이 (shelf zone 안)\n const braceLen = Math.sqrt(cellW * cellW + cellH * cellH)\n const braceAngle = Math.atan2(cellH, cellW)\n const backZ = height / 2 - postW * 0.6\n\n for (let bay = 0; bay < bays; bay++) {\n // Brace only every other bay to keep things visually open\n if (bay % 2 !== 0) continue\n\n const cellCenterX = (bay - bays / 2 + 0.5) * cellW\n\n for (let lv = 0; lv < levels; lv++) {\n const cellCenterY = shelfBaseY + (lv + 0.5) * cellH\n\n for (const sign of [-1, 1]) {\n const brace = new THREE.BoxGeometry(braceLen, braceT, braceT)\n brace.rotateZ(sign * braceAngle)\n brace.translate(cellCenterX, cellCenterY, backZ)\n braceGeos.push(brace)\n }\n }\n }\n if (braceGeos.length > 0) {\n const braceMesh = new THREE.Mesh(BufferGeometryUtils.mergeGeometries(braceGeos), braceMaterial)\n braceMesh.castShadow = true\n this.object3d.add(braceMesh)\n }\n\n // ── Shelf planes (level 별 반투명 무볼륨 판) ────────────────────────────\n // 각 level 의 *바닥 면* 에 plane — cell 위치 시각 인식. carrier 가 그 위\n // 에 놓이는 *지지면*. 반투명.\n //\n // X-Z 넓이를 *frame 안쪽* 으로 줄여 mesh 겹침 자체 제거 (Z-fight 회피).\n // X: 양 옆 corner post 안쪽 (-postW 양쪽)\n // Z: 앞/뒤 beam 안쪽 (-beamH 양쪽)\n const shelfW = Math.max(0, width - 2 * postW)\n const shelfD = Math.max(0, height - 2 * beamH)\n const shelfGeo = new THREE.PlaneGeometry(shelfW, shelfD)\n shelfGeo.rotateX(-Math.PI / 2) // X-Y plane → X-Z plane (= horizontal)\n const shelfMaterial = new THREE.MeshStandardMaterial({\n color: BEAM_COLOR,\n metalness: 0.3,\n roughness: 0.6,\n transparent: true,\n opacity: 0.25,\n side: THREE.DoubleSide\n })\n for (let lv = 0; lv < levels; lv++) {\n // shelf plane Y = 해당 level 의 *load beam top* 정확 일치 (cell 바닥 면).\n // beam center Y = shelfBaseY + yFrac*shelfZone - beamH/2 + (lv===0 ? beamH : 0)\n // beam top Y = beam center + beamH/2 = shelfBaseY + yFrac*shelfZone + (lv===0 ? beamH : 0)\n const yFrac = lv / levels\n const y = shelfBaseY + yFrac * shelfZone + (lv === 0 ? beamH : 0)\n const shelf = new THREE.Mesh(shelfGeo, shelfMaterial)\n shelf.position.set(0, y, 0)\n shelf.receiveShadow = true\n this.object3d.add(shelf)\n }\n }\n\n updateDimension() {}\n\n onchange(after: Record<string, unknown>, before: Record<string, unknown>) {\n if (\n 'levels' in after ||\n 'bays' in after ||\n 'width' in after ||\n 'height' in after ||\n 'depth' in after ||\n 'shelfBaseHeight' in after\n ) {\n this.update()\n return\n }\n super.onchange(after, before)\n }\n\n updateAlpha() {}\n}\n"]}
@@ -5,6 +5,12 @@ import { CellMap, type AttachFrame, type Alignment, type Heights, type Placement
5
5
  export interface StorageRackState extends State {
6
6
  bays?: number;
7
7
  levels?: number;
8
+ /**
9
+ * Level 1 (첫 shelf) 의 *시작 높이* (mm, rack 의 3D Y 축, 바닥부터). 미명시 0
10
+ * (바닥 = 첫 shelf). 양수 시 그만큼 위로 올라가 stocker port / conveyor 같은
11
+ * 컴포넌트가 들어갈 *빈 공간* 확보. Frame uprights 는 바닥 ~ 천장 그대로.
12
+ */
13
+ shelfBaseHeight?: number;
8
14
  debugCells?: boolean;
9
15
  material3d?: Material3D;
10
16
  }
@@ -39,6 +45,23 @@ export default class Rack extends Rack_base {
39
45
  static defaultDepth: (h: Heights) => number;
40
46
  get nature(): ComponentNature;
41
47
  get anchors(): never[];
48
+ /**
49
+ * Model serialization — storage-cell 자식 자동 제외. cells 는 _buildCells() 가
50
+ * runtime 재생성 (added() 호출 시점). 저장하면 *redundant 모델 크기 폭증* +
51
+ * load 시 _buildCells 와 중복. rack 의 bays/levels/shelfBaseHeight 만 저장,
52
+ * cells 는 derive.
53
+ */
54
+ get hierarchy(): Record<string, any>;
55
+ /**
56
+ * Lifecycle — RackCell child 자동 build. Rack 은 항상 cells 가짐.
57
+ */
58
+ added(parent: any): void;
59
+ /**
60
+ * Runtime — bays / levels 변경 시 RackCell child 재구성. _buildCells() 는
61
+ * 기존 cell 제거 후 재생성 (idempotent), 단 carrier 보유 시 결함 위험 —
62
+ * application 책임.
63
+ */
64
+ onchange(after: Record<string, unknown>, before: Record<string, unknown>): void;
42
65
  /**
43
66
  * Derive the cell topology from the rack's current dimensions and bay/level
44
67
  * counts. The CellMap is rebuilt fresh each time (state changes trigger
@@ -80,8 +103,9 @@ export default class Rack extends Rack_base {
80
103
  */
81
104
  attachPointFor(_carrier: Component): AttachFrame | null;
82
105
  /**
83
- * 2D — top-down rectangle showing the rack footprint, with subdivisions
84
- * suggesting the bay layout.
106
+ * 2D — top-down rectangle showing the rack footprint with bay subdivisions.
107
+ * 편집/배치 가능하도록 *명시 fill + stroke* — pipeline 분기 무관하게 항상
108
+ * 보임. fill 은 반투명 (carrier / cell 위 overlay).
85
109
  */
86
110
  render(ctx: CanvasRenderingContext2D): void;
87
111
  get fillStyle(): string;
@@ -21,6 +21,12 @@ const NATURE = {
21
21
  label: 'bays',
22
22
  name: 'bays',
23
23
  placeholder: '# of horizontal bays (default 5)'
24
+ },
25
+ {
26
+ type: 'number',
27
+ label: 'shelf-base-height',
28
+ name: 'shelfBaseHeight',
29
+ placeholder: 'mm — level 1 시작 높이 (바닥부터). stocker port / conveyor 공간.'
24
30
  }
25
31
  ],
26
32
  help: 'scene/component/rack'
@@ -67,6 +73,44 @@ let Rack = class Rack extends CellContainer(CarrierHolder(Placeable(ContainerAbs
67
73
  get anchors() {
68
74
  return [];
69
75
  }
76
+ /**
77
+ * Model serialization — storage-cell 자식 자동 제외. cells 는 _buildCells() 가
78
+ * runtime 재생성 (added() 호출 시점). 저장하면 *redundant 모델 크기 폭증* +
79
+ * load 시 _buildCells 와 중복. rack 의 bays/levels/shelfBaseHeight 만 저장,
80
+ * cells 는 derive.
81
+ */
82
+ get hierarchy() {
83
+ const base = super.hierarchy;
84
+ if (base?.components && Array.isArray(base.components)) {
85
+ base.components = base.components.filter((c) => c?.type !== 'storage-cell');
86
+ if (base.components.length === 0)
87
+ delete base.components;
88
+ }
89
+ return base;
90
+ }
91
+ /**
92
+ * Lifecycle — RackCell child 자동 build. Rack 은 항상 cells 가짐.
93
+ */
94
+ added(parent) {
95
+ super.added?.(parent);
96
+ this._buildCells();
97
+ }
98
+ /**
99
+ * Runtime — bays / levels 변경 시 RackCell child 재구성. _buildCells() 는
100
+ * 기존 cell 제거 후 재생성 (idempotent), 단 carrier 보유 시 결함 위험 —
101
+ * application 책임.
102
+ */
103
+ onchange(after, before) {
104
+ super.onchange?.(after, before);
105
+ if ('bays' in after ||
106
+ 'levels' in after ||
107
+ 'shelfBaseHeight' in after ||
108
+ 'width' in after ||
109
+ 'height' in after ||
110
+ 'depth' in after) {
111
+ this._buildCells();
112
+ }
113
+ }
70
114
  // ── CellContainer ─────────────────────────────────────────────────────────
71
115
  /**
72
116
  * Derive the cell topology from the rack's current dimensions and bay/level
@@ -84,13 +128,17 @@ let Rack = class Rack extends CellContainer(CarrierHolder(Placeable(ContainerAbs
84
128
  const width = this.state.width || 1000;
85
129
  const rackDepth = this.state.depth || 3000; // Y: floor→ceiling
86
130
  const rackHeight = this.state.height || 600; // Z: front→back
131
+ const shelfBase = Math.max(0, Math.min(this.state.shelfBaseHeight || 0, rackDepth * 0.9 // clamp ≤ 90% — 최소 shelf zone
132
+ ));
133
+ const shelfZone = rackDepth - shelfBase; // 실제 shelf 가 차지하는 Y 영역
87
134
  return CellMap.grid({
88
135
  bays,
89
136
  rows: 1,
90
137
  levels,
91
138
  bayWidth: width / bays,
92
139
  rowDepth: rackHeight,
93
- levelHeight: rackDepth / levels
140
+ levelHeight: shelfZone / levels,
141
+ origin: { x: 0, y: shelfBase, z: 0 } // 첫 cell 의 Y = shelfBase
94
142
  });
95
143
  }
96
144
  /**
@@ -115,14 +163,33 @@ let Rack = class Rack extends CellContainer(CarrierHolder(Placeable(ContainerAbs
115
163
  console.warn('Rack._buildCells: rack-cell type not registered. Import rack-cell.ts first.');
116
164
  return;
117
165
  }
166
+ // cell 의 state.left/top 는 *rack-local* (= parent-relative). things-scene
167
+ // 의 toScene() 이 parent chain 따라 board-absolute 변환 자동. 이전 board-
168
+ // absolute 설정은 *이중 변환* 결함 (rack.left 와 cell.left 둘 다 rack.transform
169
+ // 적용 받아 dx 폭증 → carriagePos clamp → carriage 안 움직임).
170
+ const rackWidth = this.state.width ?? 1000;
171
+ const rackHeight = this.state.height ?? 100;
172
+ const bays = Math.max(1, Math.floor(this.state.bays || 5));
173
+ const bayWidth = rackWidth / bays;
118
174
  const context = this._app;
119
175
  for (const cell of this.cellMap.cells) {
176
+ // cell.bay / row 는 1-based. storage-rack 은 rows=1 라 모든 cell 이 같은 2D
177
+ // top. level (수직) 은 2D 표현 안 함 — Crane.engage 의 carriageHeight 가 처리.
178
+ const bayIdx = cell.bay - 1; // 0-based
179
+ const cellW = cell.size.width;
180
+ const cellH = cell.size.depth; // 2D height = 3D Z (rack depth axis)
181
+ // rack-local 좌표 (rack 의 origin = rack.left/top, things-scene 의 자식 좌표)
182
+ const cellLeft = bayIdx * bayWidth + (bayWidth - cellW) / 2;
183
+ const cellTop = (rackHeight - cellH) / 2;
120
184
  const model = {
121
185
  type: 'storage-cell',
122
186
  cellId: cell.id,
123
- width: cell.size.width,
124
- height: cell.size.depth, // 2D height = 3D Z depth
125
- depth: cell.size.height // 3D Y = level height
187
+ left: cellLeft,
188
+ top: cellTop,
189
+ width: cellW,
190
+ height: cellH,
191
+ depth: cell.size.height, // 3D Y = level height
192
+ zPos: cell.localPosition.y // ← 3D Y 위치 (level 따라 다름)
126
193
  };
127
194
  const rackCell = new RackCellClass(model, context);
128
195
  this.addComponent(rackCell);
@@ -164,21 +231,36 @@ let Rack = class Rack extends CellContainer(CarrierHolder(Placeable(ContainerAbs
164
231
  }
165
232
  // ── 2D rendering ─────────────────────────────────────────────────────────
166
233
  /**
167
- * 2D — top-down rectangle showing the rack footprint, with subdivisions
168
- * suggesting the bay layout.
234
+ * 2D — top-down rectangle showing the rack footprint with bay subdivisions.
235
+ * 편집/배치 가능하도록 *명시 fill + stroke* — pipeline 분기 무관하게 항상
236
+ * 보임. fill 은 반투명 (carrier / cell 위 overlay).
169
237
  */
170
238
  render(ctx) {
171
- const { width, height, left, top } = this.state;
239
+ const left = this.state.left ?? 0;
240
+ const top = this.state.top ?? 0;
241
+ const width = this.state.width ?? 400;
242
+ const height = this.state.height ?? 100;
172
243
  const bays = Math.max(1, Math.floor(this.state.bays || 5));
244
+ const fill = this.state.fillStyle || '#a0a0a8';
245
+ const stroke = this.state.strokeStyle || '#555';
246
+ const lineWidth = this.state.lineWidth || 1;
247
+ // Fill (반투명)
248
+ ctx.save();
249
+ ctx.fillStyle = fill;
250
+ ctx.globalAlpha = 0.2;
251
+ ctx.fillRect(left, top, width, height);
252
+ ctx.restore();
253
+ // Stroke — outer + bay subdivisions
254
+ ctx.strokeStyle = stroke;
255
+ ctx.lineWidth = lineWidth;
256
+ ctx.strokeRect(left, top, width, height);
173
257
  ctx.beginPath();
174
- // Outer rectangle
175
- ctx.rect(left, top, width, height);
176
- // Bay subdivisions (vertical lines)
177
258
  for (let i = 1; i < bays; i++) {
178
259
  const x = left + (width * i) / bays;
179
260
  ctx.moveTo(x, top);
180
261
  ctx.lineTo(x, top + height);
181
262
  }
263
+ ctx.stroke();
182
264
  }
183
265
  get fillStyle() {
184
266
  return '#a0a0a8';