@operato/scene-storage 10.0.0-beta.40 → 10.0.0-beta.42
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/CHANGELOG.md +29 -0
- package/MIGRATION-plan-a-slot-api.md +266 -0
- package/PLAN-A-rack-as-slot-holder.md +164 -0
- package/dist/box.js +18 -0
- package/dist/box.js.map +1 -1
- package/dist/crane-3d.d.ts +47 -2
- package/dist/crane-3d.js +246 -89
- package/dist/crane-3d.js.map +1 -1
- package/dist/crane.d.ts +96 -12
- package/dist/crane.js +395 -100
- package/dist/crane.js.map +1 -1
- package/dist/index.d.ts +3 -4
- package/dist/index.js +1 -2
- package/dist/index.js.map +1 -1
- package/dist/pallet.d.ts +15 -0
- package/dist/pallet.js +38 -2
- package/dist/pallet.js.map +1 -1
- package/dist/parcel-3d.js +22 -18
- package/dist/parcel-3d.js.map +1 -1
- package/dist/parcel.d.ts +4 -3
- package/dist/parcel.js +24 -5
- package/dist/parcel.js.map +1 -1
- package/dist/rack-grid-3d.d.ts +18 -7
- package/dist/rack-grid-3d.js +372 -69
- package/dist/rack-grid-3d.js.map +1 -1
- package/dist/rack-grid-cell.d.ts +21 -72
- package/dist/rack-grid-cell.js +147 -243
- package/dist/rack-grid-cell.js.map +1 -1
- package/dist/rack-grid.d.ts +277 -56
- package/dist/rack-grid.js +1230 -695
- package/dist/rack-grid.js.map +1 -1
- package/dist/rack-materials.d.ts +9 -0
- package/dist/rack-materials.js +55 -0
- package/dist/rack-materials.js.map +1 -0
- package/dist/storage-rack-3d.d.ts +15 -0
- package/dist/storage-rack-3d.js +165 -29
- package/dist/storage-rack-3d.js.map +1 -1
- package/dist/storage-rack.d.ts +253 -32
- package/dist/storage-rack.js +726 -66
- package/dist/storage-rack.js.map +1 -1
- package/package.json +3 -3
- package/src/box.ts +18 -0
- package/src/crane-3d.ts +258 -93
- package/src/crane.ts +445 -110
- package/src/index.ts +3 -4
- package/src/pallet.ts +50 -1
- package/src/parcel-3d.ts +23 -18
- package/src/parcel.ts +24 -5
- package/src/rack-grid-3d.ts +383 -80
- package/src/rack-grid-cell.ts +161 -305
- package/src/rack-grid.ts +1263 -762
- package/src/rack-materials.ts +61 -0
- package/src/storage-rack-3d.ts +182 -29
- package/src/storage-rack.ts +819 -67
- package/test/test-carrier-lifecycle.ts +361 -0
- package/test/test-coord-alignment.ts +201 -0
- package/test/test-crane-geometry.ts +167 -0
- package/test/test-external-to-rack.ts +461 -0
- package/test/test-mover-concurrent-bug.ts +304 -0
- package/test/test-mover-rollback.ts +290 -0
- package/test/test-phase-h-carrier-pickable.ts +4 -3
- package/test/test-r19-place-absorb.ts +174 -0
- package/test/test-rack-3d-attach-real.ts +301 -0
- package/test/test-rack-concurrent.ts +254 -0
- package/test/test-rack-edge-cases.ts +323 -0
- package/test/test-rack-grid-cell.ts +318 -0
- package/test/test-rack-grid-location.ts +657 -0
- package/test/test-real-3d-positioning.ts +158 -0
- package/test/test-slot-center-convention.ts +116 -0
- package/test/test-slot-target.ts +189 -0
- package/test/test-storage-rack-batched.ts +606 -0
- package/test/test-storage-rack-click.ts +329 -0
- package/test/test-storage-rack-slot-api.ts +357 -0
- package/test/test-toscene-convention.ts +162 -0
- package/test/test-user-scenario-sequential.ts +334 -0
- package/translations/en.json +7 -1
- package/translations/ja.json +7 -1
- package/translations/ko.json +7 -1
- package/translations/ms.json +7 -1
- package/translations/zh.json +7 -1
- package/tsconfig.tsbuildinfo +1 -1
- package/dist/rack-column.d.ts +0 -35
- package/dist/rack-column.js +0 -258
- package/dist/rack-column.js.map +0 -1
- package/dist/rack-grid-helpers.d.ts +0 -28
- package/dist/rack-grid-helpers.js +0 -71
- package/dist/rack-grid-helpers.js.map +0 -1
- package/dist/rack-grid-location.d.ts +0 -37
- package/dist/rack-grid-location.js +0 -227
- package/dist/rack-grid-location.js.map +0 -1
- package/dist/storage-cell-3d.d.ts +0 -25
- package/dist/storage-cell-3d.js +0 -88
- package/dist/storage-cell-3d.js.map +0 -1
- package/dist/storage-cell.d.ts +0 -70
- package/dist/storage-cell.js +0 -197
- package/dist/storage-cell.js.map +0 -1
- package/src/rack-column.ts +0 -340
- package/src/rack-grid-helpers.ts +0 -77
- package/src/rack-grid-location.ts +0 -286
- package/src/storage-cell-3d.ts +0 -101
- package/src/storage-cell.ts +0 -247
- package/test/test-rack-grid.ts +0 -77
package/dist/rack-grid.js.map
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* Copyright © HatioLab Inc. All rights reserved.\n */\n\nimport {\n ApplicationContext,\n Component,\n ComponentNature,\n ContainerAbstract,\n Control,\n Layout,\n Model,\n POINT,\n Properties,\n sceneComponent,\n RealObject\n} from '@hatiolab/things-scene'\nimport type { State } from '@hatiolab/things-scene'\nimport * as THREE from 'three'\n\n/** RackGrid 컴포넌트 state */\nexport interface RackGridState extends State {\n rows?: number\n columns?: number\n zone?: string\n shelves?: number\n locPattern?: string\n sectionDigits?: number\n unitDigits?: number\n shelfLocations?: string\n stockScale?: number\n hideRackFrame?: boolean\n legendTarget?: string\n hideEmptyStock?: boolean\n widths?: number[]\n heights?: number[]\n}\nimport { RackGridCell } from './rack-grid-cell.js'\nimport { RackGrid3D } from './rack-grid-3d.js'\nimport { increaseLocation } from './rack-grid-location.js'\nimport type { StockMaterialProvider } from './stock.js'\n\nconst NATURE: ComponentNature = {\n mutable: false,\n resizable: true,\n rotatable: true,\n properties: [\n {\n type: 'number',\n label: 'rows',\n name: 'rows',\n property: 'rows'\n },\n {\n type: 'number',\n label: 'columns',\n name: 'columns',\n property: 'columns'\n },\n {\n type: 'string',\n label: 'zone',\n name: 'zone',\n property: 'zone'\n },\n {\n type: 'number',\n label: 'shelves',\n name: 'shelves',\n property: 'shelves'\n },\n {\n type: 'number',\n label: 'depth',\n name: 'depth',\n property: 'depth'\n },\n {\n type: 'string',\n label: 'location-pattern',\n name: 'locPattern',\n placeholder: '{z}{s}-{u}-{sh}'\n },\n {\n type: 'number',\n label: 'section-digits',\n name: 'sectionDigits',\n placeholder: '1, 2, 3, ...'\n },\n {\n type: 'number',\n label: 'unit-digits',\n name: 'unitDigits',\n placeholder: '1, 2, 3, ...'\n },\n {\n type: 'string',\n label: 'shelf-locations',\n name: 'shelfLocations',\n placeholder: '1,2,3,... / ,,,04'\n },\n {\n type: 'number',\n label: 'stock-scale',\n name: 'stockScale',\n property: {\n step: 0.01,\n min: 0,\n max: 1\n }\n },\n {\n type: 'checkbox',\n label: 'hide-rack-frame',\n name: 'hideRackFrame'\n },\n {\n type: 'id-input',\n label: 'legend-target',\n name: 'legendTarget',\n property: {\n component: 'legend'\n }\n },\n {\n type: 'checkbox',\n label: 'hide-empty-stock',\n name: 'hideEmptyStock'\n }\n ],\n help: 'scene/component/rack-grid'\n}\n\ntype SIDE_KEY = 'all' | 'out' | 'left' | 'right' | 'top' | 'bottom' | 'leftright' | 'topbottom'\n\nconst SIDES = {\n all: ['top', 'left', 'bottom', 'right'],\n out: ['top', 'left', 'bottom', 'right'],\n left: ['left'],\n right: ['right'],\n top: ['top'],\n bottom: ['bottom'],\n leftright: ['left', 'right'],\n topbottom: ['top', 'bottom']\n} as { [key: string]: SIDE_KEY[] }\n\nconst CLEAR_STYLE = {\n strokeStyle: '',\n lineDash: 'solid',\n lineWidth: 0\n}\n\nconst DEFAULT_STYLE = {\n strokeStyle: '#999',\n lineDash: 'solid',\n lineWidth: 1\n}\n\nconst TABLE_LAYOUT = Layout.get('table')\n\nfunction buildNewCell(app: ApplicationContext) {\n return Model.compile(\n {\n type: 'rack-grid-cell',\n strokeStyle: 'black',\n fillStyle: 'transparent',\n left: 0,\n top: 0,\n width: 1,\n height: 1,\n textWrap: true,\n isEmpty: false,\n border: buildBorderStyle(DEFAULT_STYLE, 'all')\n },\n app\n )\n}\n\nfunction buildCopiedCell(copy: any, app: ApplicationContext) {\n const obj = JSON.parse(JSON.stringify(copy))\n delete obj.text\n\n return Model.compile(obj, app)\n}\n\nfunction buildBorderStyle(style: any, where: SIDE_KEY): { [key: string]: any } {\n return (SIDES[where] || []).reduce((border: { [key: string]: any }, side: string) => {\n border[side] = style\n return border\n }, {} as { [key: string]: any })\n}\n\nfunction setCellBorder(cell: RackGridCell, style: any, where: SIDE_KEY) {\n if (!cell) {\n return\n }\n\n cell.set('border', Object.assign({}, cell.getState('border') || {}, buildBorderStyle(style, where)))\n}\n\nfunction isLeftMost(total: number, columns: number, indices: number[], i: number) {\n return i == 0 || !(i % columns) || indices.indexOf(i - 1) == -1\n}\n\nfunction isRightMost(total: number, columns: number, indices: number[], i: number) {\n return i == total - 1 || i % columns == columns - 1 || indices.indexOf(i + 1) == -1\n}\n\nfunction isTopMost(total: number, columns: number, indices: number[], i: number) {\n return i < columns || indices.indexOf(i - columns) == -1\n}\n\nfunction isBottomMost(total: number, columns: number, indices: number[], i: number) {\n return i > total - columns - 1 || indices.indexOf(i + columns) == -1\n}\n\nfunction above(columns: number, i: number) {\n return i - columns\n}\n\nfunction below(columns: number, i: number) {\n return i + columns\n}\n\nfunction before(columns: number, i: number) {\n return !(i % columns) ? -1 : i - 1\n}\n\nfunction after(columns: number, i: number) {\n return !((i + 1) % columns) ? -1 : i + 1\n}\n\nfunction array(value: any, size: number) {\n const arr = []\n for (let i = 0; i < size; i++) arr.push(1)\n return arr\n}\n\nconst columnControlHandler = {\n ondragmove: function (point: POINT, index: number, component: RackGrid) {\n const { left, top, width, height } = component.textBounds\n const widths_sum = component.widths_sum\n\n const widths = component.widths.slice()\n\n /* 컨트롤의 원래 위치를 구한다. */\n const origin_pos_unit = widths.slice(0, index + 1).reduce((sum: number, width: number) => sum + width, 0)\n const origin_offset = left + (origin_pos_unit / widths_sum) * width\n\n /*\n * point의 좌표는 부모 레이어 기준의 x, y 값이다.\n * 따라서, 도형의 회전을 감안한 좌표로의 변환이 필요하다.\n * Transcoord시에는 point좌표가 부모까지 transcoord되어있는 상태이므로,\n * 컴포넌트자신에 대한 transcoord만 필요하다.(마지막 파라미터를 false로).\n */\n const transcoorded = component.transcoordP2S(point.x, point.y)\n const diff = transcoorded.x - origin_offset\n\n let diff_unit = (diff / width) * widths_sum\n\n const min_width_unit = (widths_sum / width) * 5 // 5픽셀정도를 최소로\n\n if (diff_unit < 0) diff_unit = -Math.min(widths[index] - min_width_unit, -diff_unit)\n else diff_unit = Math.min(widths[index + 1] - min_width_unit, diff_unit)\n\n widths[index] = Math.round((widths[index] + diff_unit) * 100) / 100\n widths[index + 1] = Math.round((widths[index + 1] - diff_unit) * 100) / 100\n\n component.set('widths', widths)\n }\n}\n\nconst rowControlHandler = {\n ondragmove: function (point: POINT, index: number, component: RackGrid) {\n const { left, top, width, height } = component.textBounds\n const heights_sum = component.heights_sum\n\n const heights = component.heights.slice()\n\n /* 컨트롤의 원래 위치를 구한다. */\n index -= component.columns - 1\n const origin_pos_unit = heights.slice(0, index + 1).reduce((sum: number, height: number) => sum + height, 0)\n const origin_offset = top + (origin_pos_unit / heights_sum) * height\n\n /*\n * point의 좌표는 부모 레이어 기준의 x, y 값이다.\n * 따라서, 도형의 회전을 감안한 좌표로의 변환이 필요하다.\n * Transcoord시에는 point좌표가 부모까지 transcoord되어있는 상태이므로,\n * 컴포넌트자신에 대한 transcoord만 필요하다.(마지막 파라미터를 false로).\n */\n const transcoorded = component.transcoordP2S(point.x, point.y)\n const diff = transcoorded.y - origin_offset\n\n let diff_unit = (diff / height) * heights_sum\n\n const min_height_unit = (heights_sum / height) * 5 // 5픽셀정도를 최소로\n\n if (diff_unit < 0) diff_unit = -Math.min(heights[index] - min_height_unit, -diff_unit)\n else diff_unit = Math.min(heights[index + 1] - min_height_unit, diff_unit)\n\n heights[index] = Math.round((heights[index] + diff_unit) * 100) / 100\n heights[index + 1] = Math.round((heights[index + 1] - diff_unit) * 100) / 100\n\n component.set('heights', heights)\n }\n}\n\n@sceneComponent('rack-grid')\nexport default class RackGrid extends ContainerAbstract implements StockMaterialProvider {\n override get state(): RackGridState {\n return super.state as RackGridState\n }\n\n _focused_cell?: RackGridCell\n\n // StockMaterialProvider 구현\n _stock_materials: THREE.Material[] = []\n _default_material?: THREE.Material\n _empty_material?: THREE.Material\n private _legendTarget?: Component\n\n get legendTarget(): Component | undefined {\n const { legendTarget } = this.state\n\n if (!this._legendTarget && legendTarget) {\n this._legendTarget = this.root.findById?.(legendTarget)\n this._legendTarget?.on('change', this._onLegendChanged, this)\n }\n\n // 하위호환: 자체 legendTarget이 없으면 부모(Visualizer)의 legendTarget 폴백\n if (!this._legendTarget) {\n let ancestor = this.parent as any\n while (ancestor) {\n if (ancestor.legendTarget) return ancestor.legendTarget\n ancestor = ancestor.parent\n }\n // 서비스 레지스트리 폴백: stock-hub의 legendTarget\n const stockHub = (this.root as any)?.getService?.('stock')\n if (stockHub?.legendTarget) return stockHub.legendTarget\n }\n\n return this._legendTarget\n }\n\n get hideEmptyStock(): boolean {\n return !!this.getState('hideEmptyStock')\n }\n\n private _onLegendChanged() {\n this._resetMaterials()\n this.invalidate()\n }\n\n private _resetMaterials() {\n this._stock_materials.forEach(m => m.dispose?.())\n this._stock_materials = []\n delete this._default_material\n delete this._empty_material\n }\n buildRealObject(): RealObject | undefined {\n return new RackGrid3D(this)\n }\n\n dispose() {\n this._legendTarget?.off('change', this._onLegendChanged, this)\n delete this._legendTarget\n this._resetMaterials()\n\n super.dispose()\n\n delete this._focused_cell\n }\n\n created() {\n const tobeSize = this.rows * this.columns\n const gap = this.size() - tobeSize\n\n if (gap == 0) {\n return\n } else if (gap > 0) {\n let removals = this.components.slice(gap)\n this.remove(removals)\n } else {\n let newbies = []\n\n for (let i = 0; i < -gap; i++) newbies.push(buildNewCell(this.app))\n\n this.add(newbies)\n }\n\n const widths = this.getState('widths')\n const heights = this.getState('heights')\n\n if (!widths || widths.length < this.columns) this.set('widths', this.widths)\n if (!heights || heights.length < this.rows) this.set('heights', this.heights)\n }\n\n // 컴포넌트를 임의로 추가 및 삭제할 수 있는 지를 지정하는 속성임.\n get focusible() {\n return false\n }\n\n get widths(): number[] {\n const widths = this.getState('widths')\n\n if (!widths) return array(1, this.columns)\n\n if (widths.length < this.columns) return widths.concat(array(1, this.columns - widths.length))\n else if (widths.length > this.columns) return widths.slice(0, this.columns)\n\n return widths\n }\n\n get heights(): number[] {\n const heights = this.getState('heights')\n\n if (!heights) return array(1, this.rows)\n\n if (heights.length < this.rows) return heights.concat(array(1, this.rows - heights.length))\n else if (heights.length > this.rows) return heights.slice(0, this.rows)\n\n return heights\n }\n\n buildCells(newrows: number, newcolumns: number, oldrows: number, oldcolumns: number) {\n if (newrows < oldrows) {\n let removals = this.components.slice(oldcolumns * newrows)\n this.remove(removals)\n }\n\n const minrows = Math.min(newrows, oldrows)\n\n if (newcolumns > oldcolumns) {\n for (let r = 0; r < minrows; r++) {\n for (let c = oldcolumns; c < newcolumns; c++) {\n this.insertComponentAt(buildNewCell(this.app), r * newcolumns + c)\n }\n }\n } else if (newcolumns < oldcolumns) {\n let removals = []\n\n for (let r = 0; r < minrows; r++) {\n for (let c = newcolumns; c < oldcolumns; c++) {\n removals.push(this.components[r * oldcolumns + c])\n }\n }\n this.remove(removals)\n }\n\n if (newrows > oldrows) {\n let newbies = []\n\n for (let r = oldrows; r < newrows; r++) {\n for (let i = 0; i < newcolumns; i++) {\n newbies.push(buildNewCell(this.app))\n }\n }\n this.add(newbies)\n }\n\n this.set({\n widths: this.widths,\n heights: this.heights\n })\n }\n\n get layout(): any {\n return TABLE_LAYOUT\n }\n\n get rows() {\n return this.getState('rows')\n }\n\n setCellsStyle(cells: RackGridCell[], style: any, where: string) {\n const components = this.components\n const total = components.length\n const columns = this.getState('columns')\n\n // 병합된 셀도 포함시킨다.\n const _cells = [] as RackGridCell[]\n cells.forEach(c => {\n _cells.push(c)\n if (c.colspan || c.rowspan) {\n let col = this.getRowColumn(c).column\n let row = this.getRowColumn(c).row\n for (let i = row; i < row + c.rowspan; i++)\n for (let j = col; j < col + c.colspan; j++)\n if (i != row || j != col) _cells.push(this.components[i * this.columns + j] as RackGridCell)\n }\n })\n\n const indices = _cells.map(cell => components.indexOf(cell))\n indices.forEach(i => {\n const cell = components[i] as RackGridCell\n\n switch (where) {\n case 'all':\n setCellBorder(cell, style, where)\n\n if (isLeftMost(total, columns, indices, i))\n setCellBorder(components[before(columns, i)] as RackGridCell, style, 'right')\n if (isRightMost(total, columns, indices, i))\n setCellBorder(components[after(columns, i)] as RackGridCell, style, 'left')\n if (isTopMost(total, columns, indices, i))\n setCellBorder(components[above(columns, i)] as RackGridCell, style, 'bottom')\n if (isBottomMost(total, columns, indices, i))\n setCellBorder(components[below(columns, i)] as RackGridCell, style, 'top')\n break\n case 'in':\n if (!isLeftMost(total, columns, indices, i)) {\n setCellBorder(cell, style, 'left')\n }\n if (!isRightMost(total, columns, indices, i)) {\n setCellBorder(cell, style, 'right')\n }\n if (!isTopMost(total, columns, indices, i)) {\n setCellBorder(cell, style, 'top')\n }\n if (!isBottomMost(total, columns, indices, i)) {\n setCellBorder(cell, style, 'bottom')\n }\n break\n case 'out':\n if (isLeftMost(total, columns, indices, i)) {\n setCellBorder(cell, style, 'left')\n setCellBorder(components[before(columns, i)] as RackGridCell, style, 'right')\n }\n if (isRightMost(total, columns, indices, i)) {\n setCellBorder(cell, style, 'right')\n setCellBorder(components[after(columns, i)] as RackGridCell, style, 'left')\n }\n if (isTopMost(total, columns, indices, i)) {\n setCellBorder(cell, style, 'top')\n setCellBorder(components[above(columns, i)] as RackGridCell, style, 'bottom')\n }\n if (isBottomMost(total, columns, indices, i)) {\n setCellBorder(cell, style, 'bottom')\n setCellBorder(components[below(columns, i)] as RackGridCell, style, 'top')\n }\n break\n case 'left':\n if (isLeftMost(total, columns, indices, i)) {\n setCellBorder(cell, style, 'left')\n setCellBorder(components[before(columns, i)] as RackGridCell, style, 'right')\n }\n break\n case 'right':\n if (isRightMost(total, columns, indices, i)) {\n setCellBorder(cell, style, 'right')\n setCellBorder(components[after(columns, i)] as RackGridCell, style, 'left')\n }\n break\n case 'center':\n if (!isLeftMost(total, columns, indices, i)) {\n setCellBorder(cell, style, 'left')\n }\n if (!isRightMost(total, columns, indices, i)) {\n setCellBorder(cell, style, 'right')\n }\n break\n case 'middle':\n if (!isTopMost(total, columns, indices, i)) {\n setCellBorder(cell, style, 'top')\n }\n if (!isBottomMost(total, columns, indices, i)) {\n setCellBorder(cell, style, 'bottom')\n }\n break\n case 'top':\n if (isTopMost(total, columns, indices, i)) {\n setCellBorder(cell, style, 'top')\n setCellBorder(components[above(columns, i)] as RackGridCell, style, 'bottom')\n }\n break\n case 'bottom':\n if (isBottomMost(total, columns, indices, i)) {\n setCellBorder(cell, style, 'bottom')\n setCellBorder(components[below(columns, i)] as RackGridCell, style, 'top')\n }\n break\n case 'clear':\n setCellBorder(cell, CLEAR_STYLE, 'all')\n\n if (isLeftMost(total, columns, indices, i))\n setCellBorder(components[before(columns, i)] as RackGridCell, CLEAR_STYLE, 'right')\n if (isRightMost(total, columns, indices, i))\n setCellBorder(components[after(columns, i)] as RackGridCell, CLEAR_STYLE, 'left')\n if (isTopMost(total, columns, indices, i))\n setCellBorder(components[above(columns, i)] as RackGridCell, CLEAR_STYLE, 'bottom')\n if (isBottomMost(total, columns, indices, i))\n setCellBorder(components[below(columns, i)] as RackGridCell, CLEAR_STYLE, 'top')\n }\n })\n }\n\n getRowColumn(cell: RackGridCell) {\n const idx = this.components.indexOf(cell)\n\n return {\n column: idx % this.columns,\n row: Math.floor(idx / this.columns)\n }\n }\n\n getCellsByRow(row: number) {\n return this.components.slice(row * this.columns, (row + 1) * this.columns)\n }\n\n getCellsByColumn(column: number) {\n const cells = []\n for (let i = 0; i < this.rows; i++) cells.push(this.components[this.columns * i + column])\n\n return cells\n }\n\n deleteRows(cells: RackGridCell[]) {\n // 먼저 cells 위치의 행을 구한다.\n let rows = [] as number[]\n\n cells.forEach(cell => {\n let row = this.getRowColumn(cell).row\n if (-1 == rows.indexOf(row)) {\n rows.push(row)\n }\n })\n\n rows.sort((a, b) => {\n return a - b\n })\n\n rows.reverse()\n\n const heights = this.heights.slice()\n rows.forEach(row => {\n this.remove(this.getCellsByRow(row))\n })\n\n rows.forEach(row => heights.splice(row, 1))\n\n this.model.rows -= rows.length // 고의적으로, change 이벤트가 발생하지 않도록 set(..)을 사용하지 않음.\n this.set('heights', heights)\n }\n\n deleteColumns(cells: RackGridCell[]) {\n // 먼저 cells 위치의 열을 구한다.\n let columns = [] as number[]\n cells.forEach(cell => {\n let column = this.getRowColumn(cell).column\n if (-1 == columns.indexOf(column)) columns.push(column)\n })\n columns.sort((a, b) => {\n return a - b\n })\n columns.reverse()\n\n columns.forEach(column => {\n const widths = this.widths.slice()\n this.remove(this.getCellsByColumn(column))\n widths.splice(column, 1)\n this.model.columns -= 1 // 고의적으로, change 이벤트가 발생하지 않도록 set(..)을 사용하지 않음.\n this.set('widths', widths)\n })\n }\n\n insertCellsAbove(cells: RackGridCell[]) {\n // 먼저 cells 위치의 행을 구한다.\n let rows = [] as number[]\n cells.forEach(cell => {\n let row = this.getRowColumn(cell).row\n if (-1 == rows.indexOf(row)) rows.push(row)\n })\n rows.sort((a, b) => {\n return a - b\n })\n rows.reverse()\n // 행 2개 이상은 추가 안함. 임시로 막아놓음\n if (rows.length >= 2) return false\n let insertionRowPosition = rows[0]\n let newbieRowHeights = [] as number[]\n let newbieCells = [] as RackGridCell[]\n rows.forEach(row => {\n for (let i = 0; i < this.columns; i++)\n newbieCells.push(buildCopiedCell(this.components[row * this.columns + i].model, this.app) as RackGridCell)\n\n newbieRowHeights.push(this.heights[row])\n\n newbieCells.reverse().forEach(cell => {\n this.insertComponentAt(cell, insertionRowPosition * this.columns)\n })\n\n let heights = this.heights.slice()\n heights.splice(insertionRowPosition, 0, ...newbieRowHeights)\n this.set('heights', heights)\n\n this.model.rows += rows.length\n\n this.clearCache()\n })\n }\n\n insertCellsBelow(cells: RackGridCell[]) {\n // 먼저 cells 위치의 행을 구한다.\n let rows = [] as number[]\n cells.forEach(cell => {\n let row = this.getRowColumn(cell).row\n if (-1 == rows.indexOf(row)) rows.push(row)\n })\n rows.sort((a, b) => {\n return a - b\n })\n rows.reverse()\n // 행 2개 이상은 추가 안함. 임시로 막아놓음\n if (rows.length >= 2) return false\n let insertionRowPosition = rows[rows.length - 1] + 1\n let newbieRowHeights = [] as number[]\n let newbieCells = [] as RackGridCell[]\n rows.forEach(row => {\n for (let i = 0; i < this.columns; i++)\n newbieCells.push(buildCopiedCell(this.components[row * this.columns + i].model, this.app) as RackGridCell)\n newbieRowHeights.push(this.heights[row])\n\n newbieCells.reverse().forEach(cell => {\n this.insertComponentAt(cell, insertionRowPosition * this.columns)\n })\n\n let heights = this.heights.slice()\n heights.splice(insertionRowPosition, 0, ...newbieRowHeights)\n this.set('heights', heights)\n\n this.model.rows += 1\n\n this.clearCache()\n })\n }\n\n insertCellsLeft(cells: RackGridCell[]) {\n // 먼저 cells 위치의 열을 구한다.\n let columns = [] as number[]\n cells.forEach(cell => {\n let column = this.getRowColumn(cell).column\n if (-1 == columns.indexOf(column)) columns.push(column)\n })\n columns.sort((a, b) => {\n return a - b\n })\n columns.reverse()\n // 열 2개 이상은 추가 안함. 임시로 막아놓음\n if (columns.length >= 2) return false\n let insertionColumnPosition = columns[0]\n let newbieColumnWidths = [] as number[]\n let newbieCells = [] as RackGridCell[]\n columns.forEach(column => {\n for (let i = 0; i < this.rows; i++)\n newbieCells.push(buildCopiedCell(this.components[column + this.columns * i].model, this.app) as RackGridCell)\n newbieColumnWidths.push(this.widths[column])\n\n let increasedColumns = this.columns\n let index = this.rows\n newbieCells.reverse().forEach(cell => {\n if (index == 0) {\n index = this.rows\n increasedColumns++\n }\n\n index--\n this.insertComponentAt(cell, insertionColumnPosition + index * increasedColumns)\n })\n\n let widths = this.widths.slice()\n this.model.columns += columns.length // 고의적으로, change 이벤트가 발생하지 않도록 set(..)을 사용하지 않음.\n\n widths.splice(insertionColumnPosition, 0, ...newbieColumnWidths)\n\n this.set('widths', widths)\n })\n }\n\n insertCellsRight(cells: RackGridCell[]) {\n // 먼저 cells 위치의 열을 구한다.\n let columns = [] as number[]\n cells.forEach(cell => {\n let column = this.getRowColumn(cell).column\n if (-1 == columns.indexOf(column)) columns.push(column)\n })\n columns.sort((a, b) => {\n return a - b\n })\n columns.reverse()\n // 열 2개 이상은 추가 안함. 임시로 막아놓음\n if (columns.length >= 2) return false\n let insertionColumnPosition = columns[columns.length - 1] + 1\n let newbieColumnWidths = [] as number[]\n let newbieCells = [] as RackGridCell[]\n columns.forEach(column => {\n for (let i = 0; i < this.rows; i++)\n newbieCells.push(buildCopiedCell(this.components[column + this.columns * i].model, this.app) as RackGridCell)\n newbieColumnWidths.push(this.widths[column])\n\n let increasedColumns = this.columns\n let index = this.rows\n newbieCells.reverse().forEach(cell => {\n if (index == 0) {\n index = this.rows\n increasedColumns++\n }\n\n index--\n this.insertComponentAt(cell, insertionColumnPosition + index * increasedColumns)\n })\n\n let widths = this.widths.slice()\n this.model.columns += columns.length // 고의적으로, change 이벤트가 발생하지 않도록 set(..)을 사용하지 않음.\n\n widths.splice(insertionColumnPosition, 0, ...newbieColumnWidths)\n\n this.set('widths', widths)\n })\n }\n\n distributeHorizontal(cells: RackGridCell[]) {\n const columns = [] as number[]\n\n cells.forEach(cell => {\n let rowcolumn = this.getRowColumn(cell)\n\n if (-1 == columns.indexOf(rowcolumn.column)) columns.push(rowcolumn.column)\n })\n\n const sum = columns.reduce((sum, column) => {\n return sum + this.widths[column]\n }, 0)\n\n const newval = Math.round((sum / columns.length) * 100) / 100\n const widths = this.widths.slice()\n columns.forEach(column => {\n widths[column] = newval\n })\n\n this.set('widths', widths)\n }\n\n distributeVertical(cells: RackGridCell[]) {\n const rows = [] as number[]\n\n cells.forEach(cell => {\n let rowcolumn = this.getRowColumn(cell)\n\n if (-1 == rows.indexOf(rowcolumn.row)) rows.push(rowcolumn.row)\n })\n\n const sum = rows.reduce((sum, row) => {\n return sum + this.heights[row]\n }, 0)\n\n const newval = Math.round((sum / rows.length) * 100) / 100\n const heights = this.heights.slice()\n rows.forEach(row => {\n heights[row] = newval\n })\n\n this.set('heights', heights)\n }\n\n increaseLocation(type: string, skipNumbering: boolean, startSection: number, startUnit: number) {\n const { sectionDigits = 2, unitDigits = 2 } = this.state\n const selectedCells = this.root.selected as RackGridCell[]\n\n increaseLocation(selectedCells, type, skipNumbering, startSection, startUnit, sectionDigits, unitDigits)\n }\n\n get columns() {\n return this.getState('columns')\n }\n\n get lefts() {\n return this.components.filter((c: any, i: any) => {\n return !(i % this.columns)\n })\n }\n\n get centers() {\n return this.components.filter((c: any, i: any) => {\n return i % this.columns && (i + 1) % this.columns\n })\n }\n\n get rights() {\n return this.components.filter((c: any, i: any) => {\n return !((i + 1) % this.columns)\n })\n }\n\n get tops() {\n return this.components.slice(0, this.columns)\n }\n\n get middles() {\n return this.components.slice(this.columns, this.columns * (this.rows - 1))\n }\n\n get bottoms() {\n return this.components.slice(this.columns * (this.rows - 1))\n }\n\n get all() {\n return this.components\n }\n\n get widths_sum() {\n const widths = this.widths\n return widths ? widths.filter((width, i) => i < this.columns).reduce((sum, width) => sum + width, 0) : this.columns\n }\n\n get heights_sum() {\n const heights = this.heights\n return heights ? heights.filter((height, i) => i < this.rows).reduce((sum, height) => sum + height, 0) : this.rows\n }\n\n get nature() {\n return NATURE\n }\n\n get controls(): Array<Control> | undefined {\n const widths = this.widths\n const heights = this.heights\n const inside = this.textBounds\n\n const width_unit = inside.width / this.widths_sum\n const height_unit = inside.height / this.heights_sum\n\n let x = inside.left\n let y = inside.top\n\n const controls: Array<Control> = []\n\n widths.slice(0, this.columns - 1).forEach((width: number) => {\n x += width * width_unit\n controls.push({\n x: x,\n y: inside.top,\n handler: columnControlHandler\n })\n })\n\n heights.slice(0, this.rows - 1).forEach((height: number) => {\n y += height * height_unit\n controls.push({\n x: inside.left,\n y: y,\n handler: rowControlHandler\n })\n })\n\n return controls\n }\n\n onchange(after: Properties, before: Properties) {\n if ('legendTarget' in after || 'legendTarget' in before) {\n this._legendTarget?.off('change', this._onLegendChanged, this)\n delete this._legendTarget\n this._resetMaterials()\n }\n\n if ('rows' in after || 'columns' in after) {\n this.buildCells(\n this.getState('rows'),\n this.getState('columns'),\n before.hasOwnProperty('rows') ? before.rows : this.getState('rows'),\n before.hasOwnProperty('columns') ? before.columns : this.getState('columns')\n )\n }\n\n this.invalidate()\n }\n\n get eventMap() {\n return {\n '(self)': {\n '(descendant)': {\n change: this.oncellchanged\n }\n }\n }\n }\n\n oncellchanged(after: Properties, before: Properties) {\n this.invalidate()\n }\n}\n\n;['rows', 'columns', 'widths', 'heights', 'widths_sum', 'heights_sum', 'controls'].forEach(getter =>\n Component.memoize(RackGrid.prototype, getter, false)\n)\n"]}
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+
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* Copyright © HatioLab Inc. All rights reserved.\n *\n * RackGrid — *grid layout 의 컨테이너*.\n *\n * 각 (col, row) 위치마다 *하나의 자식 컴포넌트* 보유 가능:\n * - StorageRack (한 column 의 vertical stack — stock 보관)\n * - Crane / AGV / forklift / 미니로드 등 *operation archetype* (이동/작업 설비)\n * - 또는 비어 있음 (= 통로 / 작업자 공간 / 무엇이든)\n *\n * 외부에는 *location string* (예: \"Z-A01-03-1\") 으로 API 노출. 내부 cellId 와 양방향\n * 변환은 RackGrid 가 책임.\n *\n * **Performance** — 각 자식 StorageRack 이 자체 InstancedMesh 로 stock 렌더링.\n * storage-rack 의 batched 시각화 성능 그대로 계승. RackGrid 는 *얇은 wrapper*.\n *\n * **Transfer 컨트랙** — SlottedHolder 인터페이스 구현. 내부적으로 *자식 StorageRack*\n * 으로 위임. Mover / Crane 등이 *RackGrid 의 slot target* 으로 인터랙트 가능.\n *\n * **Configuration 생산성** — rack-table 의 *location 룰* (locPattern, sectionDigits 등)\n * 차용. cell-component 없이 *sparse cellOverrides* 만으로 동일 UX 제공.\n *\n * **Aisle/Empty** — `cellOverrides[posKey].isEmpty = true` 로 명시. 의미는\n * *location 미부여 + increaseLocation 의 aisle row 인식* 만. 그 위치의 자식 컴포넌트\n * 종류는 *자유* (Crane/AGV/forklift/그냥 비움 모두 가능).\n *\n * **CellId 컨벤션** (내부):\n * - posKey = `${col-1}-${row-1}` (0-based, 2 segments) — *grid 평면 위치*\n * - cellId = `${col-1}-${row-1}-${shelf-1}` (0-based, 3 segments) — *grid + shelf*\n * - 자식 StorageRack 내부에서는 `0-0-${shelf-1}` (자체 cellId 형식). RackGrid 가 변환.\n */\nimport {\n ApplicationContext, Component, ComponentNature, ContainerAbstract, Control, Layout,\n Model, POINT, Properties, RealObject, sceneComponent\n} from '@hatiolab/things-scene'\nimport type { State } from '@hatiolab/things-scene'\nimport * as THREE from 'three'\nimport {\n Placeable,\n SlotTarget,\n type Alignment,\n type Heights,\n type PlacementArchetype,\n type SlotRecord,\n type SlottedHolder\n} from '@operato/scene-base'\n\nimport StorageRack from './storage-rack.js'\nimport RackGridCell from './rack-grid-cell.js'\nimport { RackGrid3D } from './rack-grid-3d.js'\n\n// RackGridCell 의 refid 충돌 회피 — load 시 동적 생성되는 cell 의 refid 가 *부모\n// RackGrid + 모델 안 다른 컴포넌트* refid 와 겹치지 않도록 *높은 시작값 + monotonic\n// counter*. hierarchy override 가 save 시 refid 제거 → 모델 파일엔 안 새겨짐.\nlet _cellRefidCounter = 100_000_000\nfunction _nextCellRefid(): number {\n return _cellRefidCounter++\n}\n\nfunction buildNewCell(app: ApplicationContext) {\n const refid = _nextCellRefid()\n const m: any = Model.compile(\n {\n type: 'rack-grid-cell',\n refid,\n left: 0, top: 0, width: 1, height: 1, isEmpty: false\n },\n app\n )\n // Model.compile 이 refid 를 자동 generator 로 덮어쓸 수 있어 *강제 재 set*.\n try {\n if (m.refid !== refid) {\n m.refid = refid\n m.state && (m.state.refid = refid)\n m._state && (m._state.refid = refid)\n }\n } catch {}\n return m\n}\n\nconst TABLE_LAYOUT = Layout.get('table')\n\nfunction arrayOf(value: number, size: number): number[] {\n const arr: number[] = []\n for (let i = 0; i < size; i++) arr.push(value)\n return arr\n}\n\nconst columnControlHandler = {\n ondragmove(point: POINT, index: number, component: RackGrid) {\n const { left, top, width, height } = component.textBounds\n const widths_sum = component.widths_sum\n const widths = component.widths.slice()\n\n const origin_pos_unit = widths.slice(0, index + 1).reduce((sum, w) => sum + w, 0)\n const origin_offset = left + (origin_pos_unit / widths_sum) * width\n\n const transcoorded = component.transcoordP2S(point.x, point.y)\n const diff = transcoorded.x - origin_offset\n\n let diff_unit = (diff / width) * widths_sum\n const min_width_unit = (widths_sum / width) * 5\n\n if (diff_unit < 0) diff_unit = -Math.min(widths[index] - min_width_unit, -diff_unit)\n else diff_unit = Math.min(widths[index + 1] - min_width_unit, diff_unit)\n\n widths[index] = Math.round((widths[index] + diff_unit) * 100) / 100\n widths[index + 1] = Math.round((widths[index + 1] - diff_unit) * 100) / 100\n\n component.set('widths', widths)\n }\n}\n\nconst rowControlHandler = {\n ondragmove(point: POINT, index: number, component: RackGrid) {\n const { left, top, width, height } = component.textBounds\n const heights_sum = component.heights_sum\n const heights = component.heights.slice()\n\n index -= component.columns - 1\n const origin_pos_unit = heights.slice(0, index + 1).reduce((sum, h) => sum + h, 0)\n const origin_offset = top + (origin_pos_unit / heights_sum) * height\n\n const transcoorded = component.transcoordP2S(point.x, point.y)\n const diff = transcoorded.y - origin_offset\n\n let diff_unit = (diff / height) * heights_sum\n const min_height_unit = (heights_sum / height) * 5\n\n if (diff_unit < 0) diff_unit = -Math.min(heights[index] - min_height_unit, -diff_unit)\n else diff_unit = Math.min(heights[index + 1] - min_height_unit, diff_unit)\n\n heights[index] = Math.round((heights[index] + diff_unit) * 100) / 100\n heights[index + 1] = Math.round((heights[index + 1] - diff_unit) * 100) / 100\n\n component.set('heights', heights)\n }\n}\n\n// ─── Cell-level metadata (sparse override) ────────────────────────────────────\n\n/** 한 (col, row) 위치의 메타데이터. 명시되지 않은 위치는 *룰의 기본값* 적용 (= location 없음). */\nexport interface CellOverride {\n /** Location 의 `{s}` 부분. unit 과 함께 명시되어야 location 부여됨. */\n section?: string\n /** Location 의 `{u}` 부분. section 과 함께 명시되어야 location 부여됨. */\n unit?: string\n /**\n * 명시적 통로/공실 표시. 의미:\n * - location 미부여 (이 cell 로는 외부 location key 매칭 불가)\n * - increaseLocation 의 aisle row 로 인식 (skipNumbering 시 건너뜀)\n * 자식 컴포넌트 종류는 무관 — Crane/AGV/forklift/비움 모두 OK.\n */\n isEmpty?: boolean\n /** 4-side border style (top/left/bottom/right) — modeling 시각 용. */\n border?: any\n /** Grid merge — 시각 표현. */\n merged?: boolean\n rowspan?: number\n colspan?: number\n}\n\n// ─── State ────────────────────────────────────────────────────────────────────\n\nexport interface RackGridState extends State {\n /** Grid 가로 칸 수 (X 축). 각 칸 ≈ 1 column 의 StorageRack (또는 Crane 등). */\n columns?: number\n /** Grid 세로 칸 수 (Z 축, depth). 통상 1, double-deep rack 등은 2. */\n rows?: number\n /** 각 (col, row) 의 수직 shelf 수 (Y 축, level). 자식 StorageRack 의 levels 와 일치. */\n shelves?: number\n\n /**\n * 첫 shelf 의 시작 높이 (mm, 3D Y 축, 바닥부터). 미명시 0 (바닥 = 첫 shelf).\n * 양수 시 그만큼 위로 올라가 *stocker port / conveyor 같은 컴포넌트가 들어갈 빈 공간*\n * 확보. Frame uprights 는 바닥 ~ 천장 그대로.\n */\n shelfBaseHeight?: number\n\n // ── Location 룰 (rack-table 컨벤션) ──\n zone?: string\n /** 기본 `'{z}{s}-{u}-{sh}'`. placeholders: {z} {s} {u} {sh}. */\n locPattern?: string\n /** Section 숫자 자리수 (zero-pad). 기본 2. */\n sectionDigits?: number\n /** Unit 숫자 자리수 (zero-pad). 기본 2. */\n unitDigits?: number\n /** Shelf label CSV. 예: '1,2,3' / ',,,04'. 빈 자리는 1-based 인덱스 default. */\n shelfLocations?: string\n\n /** Sparse cell metadata. key = posKey = `${col-1}-${row-1}` (0-based, 2 segments). */\n cellOverrides?: { [posKey: string]: CellOverride }\n\n /**\n * Stock records — `{ cellId: 'col-row-shelf', type, ... }`. cellId 가 RackGrid 의\n * cell 위치 (3 segments) 와 매칭되는 record 만 InstancedMesh instance 로 렌더링.\n * Plan A 정신 — sparse 데이터, 자식 컴포넌트 없이 batched 시각화.\n */\n data?: Array<{ cellId: string; [key: string]: any }>\n\n /**\n * Popup 컴포넌트 id — 클릭 시 그 popup 을 invoke (anchor = 클릭된 cell 의 SlotTarget).\n * 미명시 시 click event (`rack-grid-cell-click`) 만 emit.\n */\n popupRef?: string\n\n // ── 시각화 옵션 ──\n hideRackFrame?: boolean // post + beam 모두 숨김\n hideHorizontalFrame?: boolean // 가로 frame (beam) 만 숨김 (post 유지)\n legendTarget?: string\n hideEmptyStock?: boolean\n widths?: number[]\n heights?: number[]\n}\n\n// ─── Nature ───────────────────────────────────────────────────────────────────\n//\n// `nature` 는 *static const* 가 아니라 *get nature()* — properties 의 widget event\n// handler 안 `this` 가 *해당 RackGrid 인스턴스* 를 가리키도록 (화살표 함수가\n// getter 의 `this` 를 capture). rack-table-cell 의 동일 패턴.\n\n// ─── RackGrid ─────────────────────────────────────────────────────────────────\n\n@sceneComponent('rack-grid')\nexport default class RackGrid\n extends Placeable(ContainerAbstract)\n implements SlottedHolder\n{\n declare state: RackGridState\n\n static placement: PlacementArchetype = 'floor'\n static align: Alignment = 'bottom'\n static defaultDepth = (h: Heights) => h.ceiling - h.floor\n\n get nature(): ComponentNature {\n return {\n mutable: false,\n resizable: true,\n rotatable: true,\n properties: [\n { type: 'number', label: 'columns', name: 'columns' },\n { type: 'number', label: 'rows', name: 'rows' },\n { type: 'number', label: 'shelves', name: 'shelves' },\n { type: 'number', label: 'shelf-base-height', name: 'shelfBaseHeight' },\n { type: 'string', label: 'zone', name: 'zone' },\n { type: 'string', label: 'location-pattern', name: 'locPattern', placeholder: '{z}{s}-{u}-{sh}' },\n { type: 'number', label: 'section-digits', name: 'sectionDigits' },\n { type: 'number', label: 'unit-digits', name: 'unitDigits' },\n { type: 'string', label: 'shelf-locations', name: 'shelfLocations', placeholder: '1,2,3 또는 ,,,04' },\n {\n // root.selected 의 RackGridCell 들 또는 *전체 grid* 에 채번 적용.\n type: 'location-increase-pattern',\n label: '',\n name: '',\n property: {\n event: {\n 'increase-location-pattern': (event: CustomEvent) => {\n const { increasingDirection, skipNumbering, startSection, startUnit } = event.detail\n const selected = (this.root as any)?.selected as RackGridCell[] | undefined\n const keys = (selected || [])\n .filter(c => (c as any)?.state?.type === 'rack-grid-cell')\n .map(c => c.state.cellId)\n .filter((k): k is string => !!k)\n this.increaseLocation(keys, increasingDirection, skipNumbering, startSection, startUnit)\n }\n }\n }\n },\n { type: 'checkbox', label: 'hide-rack-frame', name: 'hideRackFrame' },\n { type: 'checkbox', label: 'hide-horizontal-frame', name: 'hideHorizontalFrame' },\n { type: 'id-input', label: 'legend-target', name: 'legendTarget', property: { component: 'legend' } },\n { type: 'checkbox', label: 'hide-empty-stock', name: 'hideEmptyStock' },\n { type: 'id-input', label: 'popup-ref', name: 'popupRef', property: { component: 'popup' } }\n ],\n help: 'scene/component/rack-grid'\n }\n }\n\n get anchors() {\n return []\n }\n\n /**\n * Serialize 시 자식 RackGridCell 의 redundant 속성 제거:\n * - 좌표/변환 (left/top/width/height/zPos/rotation/scale/translate) — table layout 이\n * runtime 에 자동 결정. state 저장하면 layout 결과와 불일치 위험.\n * - **refid** — *동적 생성* 되는 자식이라 *부모의 refid 가 그대로 들어가면 충돌*\n * (\"Refid Index replaced\" 경고). 자식의 refid 는 *load 시 새로 자동 부여*. (외부\n * 참조용 *id* 는 사용자 명시 시만 유지)\n *\n * 유지: cellId, section, unit, isEmpty, border, shelfLocations 등 *own 데이터*.\n */\n get hierarchy(): any {\n const base: any = super.hierarchy\n if (base?.components && Array.isArray(base.components)) {\n base.components = base.components.map((c: any) => {\n if (!c || typeof c !== 'object') return c\n const { left, top, width, height, zPos, rotation, scale, translate, refid, ...rest } = c\n return rest\n })\n }\n return base\n }\n\n /** Focusible — children (RackGridCell) 도 editor 의 selection 가능 (rack-table 동일). */\n get focusible() {\n return false\n }\n\n /** Lifecycle — children 자동 생성. columns × rows 만큼 RackGridCell 자식. */\n created() {\n const tobeSize = this.columns * this.rackRows\n const gap = ((this as any).size?.() ?? this.components.length) - tobeSize\n\n if (gap === 0) {\n // 자식 수는 맞음 — cellId 만 sync\n this._syncChildCellIds()\n return\n } else if (gap > 0) {\n ;(this as any).remove?.(this.components.slice(gap))\n } else {\n const newbies: any[] = []\n for (let i = 0; i < -gap; i++) newbies.push(buildNewCell((this as any).app))\n ;(this as any).add?.(newbies)\n }\n\n const widths = this.getState('widths')\n const heights = this.getState('heights')\n if (!widths || (widths as number[]).length < this.columns) this.set('widths', this.widths)\n if (!heights || (heights as number[]).length < this.rackRows) this.set('heights', this.heights)\n\n this._syncChildCellIds()\n }\n\n /** columns/rows 변경 시 children 재구성. rack-table.buildCells 패턴. */\n onchange(after: Properties, _before: Properties) {\n super.onchange?.(after, _before)\n if ('columns' in after || 'rows' in after) {\n const oldCols = (_before as any).columns ?? this.columns\n const oldRows = (_before as any).rows ?? this.rackRows\n this._buildCells(this.rackRows, this.columns, oldRows, oldCols)\n }\n // 룰 관련 변경 → location 역인덱스 무효화\n if ('locPattern' in after || 'sectionDigits' in after || 'unitDigits' in after ||\n 'shelfLocations' in after || 'zone' in after || 'shelves' in after) {\n this.invalidateLocationIndex()\n }\n // stock 시각 영향 속성 → InstancedMesh 재빌드\n if ('data' in after || 'hideEmptyStock' in after || 'shelves' in after ||\n 'shelfBaseHeight' in after || 'width' in after || 'depth' in after ||\n 'height' in after || 'columns' in after || 'rows' in after) {\n ;(this._realObject as any)?.rebuildStockMesh?.()\n }\n // hideRackFrame / hideHorizontalFrame 변경 → frame visibility 즉시 토글\n if ('hideRackFrame' in after || 'hideHorizontalFrame' in after) {\n ;(this._realObject as any)?.applyFrameVisibility?.()\n }\n }\n\n /** state.data 변경 시 호출 (things-scene 의 onchange<PropName>). */\n onchangeData(): void {\n ;(this._realObject as any)?.rebuildStockMesh?.()\n }\n\n /** state.data 의 records — Plan A 의 stock 보관소. */\n get records(): Array<{ cellId: string; [key: string]: any }> {\n return (this.state.data as any) ?? []\n }\n\n // ── Legend integration ──────────────────────────────────\n\n private _legendTarget?: Component\n\n /**\n * Legend 컴포넌트 lookup. 우선순위:\n * 1) state.legendTarget id 명시\n * 2) scene 전체 의 type='legend' 첫 번째 컴포넌트 (자동 발견)\n */\n get legendTarget(): Component | undefined {\n if (this._legendTarget) return this._legendTarget\n\n const id = this.state.legendTarget\n if (id) {\n const found = (this.root as any)?.findById?.(id) as Component | undefined\n if (found) {\n this._legendTarget = found\n ;(found as any).on?.('change', this._onLegendChanged, this)\n return found\n }\n }\n\n const visit = (node: any): Component | undefined => {\n if (!node) return undefined\n if (node.state?.type === 'legend') return node as Component\n const children = node.components as Component[] | undefined\n if (children) {\n for (const c of children) {\n const r = visit(c)\n if (r) return r\n }\n }\n return undefined\n }\n const found = visit(this.root)\n if (found) {\n this._legendTarget = found\n ;(found as any).on?.('change', this._onLegendChanged, this)\n }\n return found\n }\n\n private _onLegendChanged = (): void => {\n ;(this._realObject as any)?.rebuildStockMesh?.()\n }\n\n /**\n * record 의 legend.field 값을 ranges 와 매칭해 색상 해석.\n * - `range.value === recordValue` (카테고리 일치)\n * - `range.min ≤ Number(v) < range.max` (수치 범위)\n * - 매칭 없으면 `defaultColor` 또는 undefined\n */\n // ── View-mode click → rack-grid-cell-click event + popup ──\n\n get eventMap() {\n return {\n '(self)': {\n '(self)': {\n click: this._onViewClick\n }\n }\n }\n }\n\n private _onViewClick = (mouseEvent: MouseEvent) => {\n if (!(this as any).app?.isViewMode) return\n const ro: any = (this as any)._realObject\n if (!ro?.object3d) return\n\n const hit = this._raycastHit(mouseEvent)\n if (!hit) return\n\n const stockMesh: THREE.InstancedMesh | undefined = ro.stockMesh\n let cellId: string | undefined\n let record: any\n let isStock = false\n let instanceId: number | undefined\n\n if (hit.object === stockMesh) {\n const records: any[] | undefined = (stockMesh as any).userData?._records\n record = records?.[hit.instanceId ?? -1]\n cellId = record?.cellId\n isStock = true\n instanceId = hit.instanceId\n } else {\n const cid = this._cellIdFromWorldPoint(hit.point)\n if (!cid || cid.startsWith('out-of-bounds')) return\n cellId = cid\n const data = this.state.data as Array<any> | undefined\n record = Array.isArray(data) ? data.find(r => r?.cellId === cid) : undefined\n }\n\n const payload = { cellId, record, hitPoint: hit.point, instanceId, isStock }\n this.trigger('rack-grid-cell-click', payload)\n this._invokePopup(cellId, record)\n\n // popup 외부 click 으로 인식되어 자동 close 되는 회귀 차단\n mouseEvent.stopPropagation?.()\n }\n\n /** state.popupRef Popup 컴포넌트 invoke. anchor = 클릭된 cell 의 SlotTarget. */\n private _invokePopup(cellId: string | undefined, record: any): void {\n const popupRefId = this.state.popupRef\n if (!popupRefId || !cellId) return\n const popupComp: any = (this.root as any)?.findById?.(popupRefId)\n if (!popupComp || typeof popupComp.openPopup !== 'function') {\n console.warn(`[rack-grid] popupRef=\"${popupRefId}\" 가 가리키는 컴포넌트 없거나 openPopup 미지원`)\n return\n }\n const anchor = this.slotTargetAt(cellId)\n popupComp.openPopup(record ?? { cellId }, { anchor })\n }\n\n /** raycast → 우리 RackGrid 의 어떤 mesh 가 closest hit 인지. */\n private _raycastHit(mouseEvent: MouseEvent): THREE.Intersection | undefined {\n const ro: any = (this as any)._realObject\n if (!ro?.object3d) return undefined\n const tc: any = ro.threeContainer\n if (!tc) return undefined\n\n const cap: any = tc._threeCapability ?? tc._capability\n let intersects: THREE.Intersection[] | undefined\n if (cap?.getObjectsByRaycast) {\n intersects = cap.getObjectsByRaycast() as THREE.Intersection[] | undefined\n }\n\n if (!intersects || intersects.length === 0) {\n const scene = tc.scene3d as THREE.Scene | undefined\n const renderer = tc.renderer3d as THREE.WebGLRenderer | undefined\n const camera =\n (tc.activeCamera3d as THREE.Camera | undefined) ??\n (cap?.activeCamera as THREE.Camera | undefined) ??\n (cap?.camera as THREE.Camera | undefined)\n const canvas = renderer?.domElement\n if (!scene || !canvas || !camera) return undefined\n const rect = canvas.getBoundingClientRect()\n if (rect.width === 0 || rect.height === 0) return undefined\n const ndc = new THREE.Vector2(\n ((mouseEvent.clientX - rect.left) / rect.width) * 2 - 1,\n -((mouseEvent.clientY - rect.top) / rect.height) * 2 + 1\n )\n const raycaster = new THREE.Raycaster()\n raycaster.setFromCamera(ndc, camera)\n intersects = raycaster.intersectObjects(scene.children, true)\n }\n if (!intersects || intersects.length === 0) return undefined\n\n const closest = intersects[0]\n let obj: THREE.Object3D | null = closest.object\n while (obj) {\n if (obj.userData?.context === ro) return closest\n obj = obj.parent\n }\n return undefined\n }\n\n /** world point → cellId (col-row-shelf) 역산. */\n private _cellIdFromWorldPoint(worldPoint: THREE.Vector3): string | null {\n const ro: any = (this as any)._realObject\n if (!ro?.object3d) return null\n\n const local = new THREE.Vector3().copy(worldPoint)\n const mInv = new THREE.Matrix4().copy(ro.object3d.matrixWorld).invert()\n local.applyMatrix4(mInv)\n\n const cols = this.columns\n const rows = this.rackRows\n const shelves = this.shelves\n const width = (this.state.width as number) || 1000\n const height = (this.state.depth as number) || 2000 // 3D Y\n const depth = (this.state.height as number) || 200 // 3D Z\n const shelfBase = (this.state.shelfBaseHeight as number) || 0\n const shelfZone = height - shelfBase\n\n const bayW = width / cols\n const bayD = depth / rows\n const cellY = shelfZone / shelves\n\n // center-based: X [-width/2, +width/2], Y [-height/2, +height/2], Z [-depth/2, +depth/2]\n const col = Math.floor((local.x + width / 2) / bayW)\n const yFromBottom = local.y + height / 2 - shelfBase\n const shelf = Math.floor(yFromBottom / cellY)\n const row = Math.floor((local.z + depth / 2) / bayD)\n\n if (col < 0 || col >= cols || row < 0 || row >= rows || shelf < 0 || shelf >= shelves) {\n return `out-of-bounds(col=${col},row=${row},shelf=${shelf})`\n }\n return `${col}-${row}-${shelf}`\n }\n\n resolveLegendColor(record: any): string | undefined {\n const legend = this.legendTarget\n if (!legend) return undefined\n const status: any = (legend as any).getState?.('status') ?? (legend.state as any)?.status\n if (!status) return undefined\n\n const field = status.field as string | undefined\n const ranges = status.ranges as any[] | undefined\n if (!field || !Array.isArray(ranges)) return undefined\n\n const value = record?.[field]\n if (value === undefined || value === null) return status.defaultColor\n\n for (const range of ranges) {\n if (!range) continue\n if (range.value !== undefined) {\n if (range.value === value) return range.color\n continue\n }\n const num = Number(value)\n if (!Number.isFinite(num)) continue\n const min = range.min !== undefined && range.min !== '' ? Number(range.min) : undefined\n const max = range.max !== undefined && range.max !== '' ? Number(range.max) : undefined\n const minOk = min === undefined || num >= min\n const maxOk = max === undefined || num < max\n if (minOk && maxOk) return range.color\n }\n return status.defaultColor as string | undefined\n }\n\n /**\n * 새 (rows × columns) 에 맞춰 children 재구성. rack-table.buildCells 정확 클론.\n */\n private _buildCells(newrows: number, newcolumns: number, oldrows: number, oldcolumns: number) {\n const app = (this as any).app\n if (newrows < oldrows) {\n const removals = this.components.slice(oldcolumns * newrows)\n ;(this as any).remove?.(removals)\n }\n const minrows = Math.min(newrows, oldrows)\n if (newcolumns > oldcolumns) {\n for (let r = 0; r < minrows; r++) {\n for (let c = oldcolumns; c < newcolumns; c++) {\n ;(this as any).insertComponentAt?.(buildNewCell(app), r * newcolumns + c)\n }\n }\n } else if (newcolumns < oldcolumns) {\n const removals: any[] = []\n for (let r = 0; r < minrows; r++) {\n for (let c = newcolumns; c < oldcolumns; c++) {\n removals.push(this.components[r * oldcolumns + c])\n }\n }\n ;(this as any).remove?.(removals)\n }\n if (newrows > oldrows) {\n const newbies: any[] = []\n for (let r = oldrows; r < newrows; r++) {\n for (let i = 0; i < newcolumns; i++) newbies.push(buildNewCell(app))\n }\n ;(this as any).add?.(newbies)\n }\n this.set({ widths: this.widths, heights: this.heights })\n this._syncChildCellIds()\n }\n\n /** children 의 state.cellId 가 *순서 기반 bayKey* 와 일치하도록 동기화. */\n private _syncChildCellIds() {\n const cols = this.columns\n const children = this.components\n for (let i = 0; i < children.length; i++) {\n const col = i % cols\n const row = Math.floor(i / cols)\n const bayKey = `${col}-${row}`\n const c: any = children[i]\n if (c?.state?.cellId !== bayKey) c?.set?.('cellId', bayKey)\n }\n }\n\n /** Row 인덱스의 cell 들. rack-table-cell 의 rowCells 가 사용. */\n getCellsByRow(row: number): Component[] {\n return this.components.slice(row * this.columns, (row + 1) * this.columns)\n }\n /** Column 인덱스의 cell 들. */\n getCellsByColumn(column: number): Component[] {\n const out: Component[] = []\n for (let i = 0; i < this.rackRows; i++) out.push(this.components[this.columns * i + column])\n return out\n }\n\n /** (col, row) 위치의 cell-component. */\n cellAt(col: number, row: number = 0): RackGridCell | null {\n const idx = row * this.columns + col\n return (this.components[idx] as any) ?? null\n }\n\n /** bayKey 의 cell-component. */\n cellAtBayKey(bayKey: string): RackGridCell | null {\n const parsed = this.parsePosKey(bayKey)\n if (!parsed) return null\n return this.cellAt(parsed.col, parsed.row)\n }\n\n /**\n * (col, row) bay 가 *isEmpty* 인가. cell-component 의 state.isEmpty 가 source of\n * truth, 없으면 cellOverrides[posKey].isEmpty fallback.\n */\n isBayEmpty(col: number, row: number = 0): boolean {\n const cell = this.cellAt(col, row)\n if (cell) return !!cell.state.isEmpty\n const posKey = `${col}-${row}`\n return !!this.cellOverrides[posKey]?.isEmpty\n }\n\n buildRealObject(): RealObject | undefined {\n return new RackGrid3D(this)\n }\n\n // ── Table layout — 자식 자동 배치 + columns/rows 의 가변 widths/heights ──\n\n get layout(): any {\n return TABLE_LAYOUT\n }\n\n get widths(): number[] {\n const widths = this.getState('widths') as number[] | undefined\n if (!widths) return arrayOf(1, this.columns)\n if (widths.length < this.columns) return widths.concat(arrayOf(1, this.columns - widths.length))\n if (widths.length > this.columns) return widths.slice(0, this.columns)\n return widths\n }\n\n get heights(): number[] {\n const heights = this.getState('heights') as number[] | undefined\n if (!heights) return arrayOf(1, this.rackRows)\n if (heights.length < this.rackRows) return heights.concat(arrayOf(1, this.rackRows - heights.length))\n if (heights.length > this.rackRows) return heights.slice(0, this.rackRows)\n return heights\n }\n\n get widths_sum(): number {\n return this.widths.reduce((sum, w) => sum + w, 0) || this.columns\n }\n\n get heights_sum(): number {\n return this.heights.reduce((sum, h) => sum + h, 0) || this.rackRows\n }\n\n /** Column / Row 사이 드래그 핸들 — editor 의 widths/heights 가변 조절. */\n get controls(): Array<Control> | undefined {\n const widths = this.widths\n const heights = this.heights\n const inside = this.textBounds\n const width_unit = inside.width / this.widths_sum\n const height_unit = inside.height / this.heights_sum\n\n const controls: Array<Control> = []\n\n let x = inside.left\n widths.slice(0, this.columns - 1).forEach(w => {\n x += w * width_unit\n controls.push({ x, y: inside.top, handler: columnControlHandler })\n })\n\n let y = inside.top\n heights.slice(0, this.rackRows - 1).forEach(h => {\n y += h * height_unit\n controls.push({ x: inside.left, y, handler: rowControlHandler })\n })\n\n return controls\n }\n\n // ── 2D 렌더링 — table layout 의 widths/heights 기반 격자 ─────\n //\n // 자식 컴포넌트 가 자기 렌더링하지만 *비어있는 grid 도 modeling 시 가시화*. 격자\n // 좌표는 widths/heights (table layout 의 가변 분할) 기반. cellOverrides 의\n // isEmpty (사선) + border (4-side) 도 표시.\n\n render(ctx: CanvasRenderingContext2D) {\n // 2D 에서는 hideRackFrame 이어도 *외곽 + 격자선 + cell 마커* 는 항상 그림.\n // (2D 의 frame 은 시각적 *분할선* 이라 frame mesh 와 의미가 다름)\n const inside = this.textBounds\n const left = inside.left\n const top = inside.top\n const width = inside.width\n const height = inside.height\n const cols = this.columns\n const rows = this.rackRows\n const widths = this.widths\n const heights = this.heights\n const wSum = this.widths_sum\n const hSum = this.heights_sum\n const fill = (this.state.fillStyle as string) || '#e8e8ec'\n const stroke = (this.state.strokeStyle as string) || '#888'\n const lineWidth = (this.state.lineWidth as number) || 1\n const overrides = this.cellOverrides\n\n // column 별 X 좌표 (좌→우 누적)\n const xs: number[] = [left]\n for (let c = 0; c < cols; c++) xs.push(xs[c] + (widths[c] / wSum) * width)\n // row 별 Y 좌표 (상→하 누적)\n const ys: number[] = [top]\n for (let r = 0; r < rows; r++) ys.push(ys[r] + (heights[r] / hSum) * height)\n\n // Fill (반투명) — 외곽 영역\n ctx.save()\n ctx.fillStyle = fill\n ctx.globalAlpha = 0.2\n ctx.fillRect(left, top, width, height)\n ctx.restore()\n\n // isEmpty cell 표시 (사선 + 회색 fill)\n ctx.save()\n for (const [posKey, ov] of Object.entries(overrides)) {\n if (!ov.isEmpty) continue\n const parsed = this.parsePosKey(posKey)\n if (!parsed) continue\n if (parsed.col < 0 || parsed.col >= cols || parsed.row < 0 || parsed.row >= rows) continue\n const cl = xs[parsed.col]\n const ct = ys[parsed.row]\n const cw = xs[parsed.col + 1] - cl\n const ch = ys[parsed.row + 1] - ct\n ctx.fillStyle = '#cccccc'\n ctx.globalAlpha = 0.5\n ctx.fillRect(cl, ct, cw, ch)\n ctx.globalAlpha = 1\n ctx.strokeStyle = '#999'\n ctx.lineWidth = 1\n ctx.beginPath()\n ctx.moveTo(cl, ct); ctx.lineTo(cl + cw, ct + ch)\n ctx.moveTo(cl + cw, ct); ctx.lineTo(cl, ct + ch)\n ctx.stroke()\n }\n ctx.restore()\n\n // 외곽 + 격자\n ctx.save()\n ctx.strokeStyle = stroke\n ctx.lineWidth = lineWidth\n ctx.strokeRect(left, top, width, height)\n ctx.beginPath()\n for (let c = 1; c < cols; c++) {\n ctx.moveTo(xs[c], top); ctx.lineTo(xs[c], top + height)\n }\n for (let r = 1; r < rows; r++) {\n ctx.moveTo(left, ys[r]); ctx.lineTo(left + width, ys[r])\n }\n ctx.stroke()\n ctx.restore()\n\n // cell 별 명시 border\n for (const [posKey, ov] of Object.entries(overrides)) {\n if (!ov.border) continue\n const parsed = this.parsePosKey(posKey)\n if (!parsed) continue\n if (parsed.col < 0 || parsed.col >= cols || parsed.row < 0 || parsed.row >= rows) continue\n const cl = xs[parsed.col]\n const ct = ys[parsed.row]\n const cr = xs[parsed.col + 1]\n const cb = ys[parsed.row + 1]\n const b = ov.border\n const drawSide = (style: any, x1: number, y1: number, x2: number, y2: number) => {\n if (!style?.strokeStyle) return\n ctx.save()\n ctx.strokeStyle = style.strokeStyle\n ctx.lineWidth = style.lineWidth ?? 1\n ctx.beginPath()\n ctx.moveTo(x1, y1); ctx.lineTo(x2, y2)\n ctx.stroke()\n ctx.restore()\n }\n drawSide(b.top, cl, ct, cr, ct)\n drawSide(b.left, cl, ct, cl, cb)\n drawSide(b.bottom, cl, cb, cr, cb)\n drawSide(b.right, cr, ct, cr, cb)\n }\n\n // Selected bay 강조는 *rack-grid-cell 자체* 의 render 가 처리 (framework 의\n // selection 시스템이 cell 의 outline 자동 그림). RackGrid 는 grid 골격만.\n }\n\n // ── Grid layout ─────────────────────────────────────────\n\n get columns(): number {\n return Math.max(1, Math.floor(this.state.columns ?? 5))\n }\n\n get rackRows(): number {\n return Math.max(1, Math.floor(this.state.rows ?? 1))\n }\n\n get shelves(): number {\n return Math.max(1, Math.floor(this.state.shelves ?? 4))\n }\n\n // ── cellId / posKey 변환 ────────────────────────────────\n\n /** posKey = `${col-1}-${row-1}` (0-based, 2 segments). 1-based input. */\n posKeyOf(col: number, row: number = 1): string {\n return `${col - 1}-${row - 1}`\n }\n\n /** cellId = `${col-1}-${row-1}-${shelf-1}` (0-based, 3 segments). 1-based input. */\n cellIdOf(col: number, row: number = 1, shelf: number = 1): string {\n return `${col - 1}-${row - 1}-${shelf - 1}`\n }\n\n parseCellId(cellId: string): { col: number; row: number; shelf: number } | null {\n const parts = cellId.split('-')\n if (parts.length !== 3) return null\n const [c, r, s] = parts.map(Number)\n if (!Number.isFinite(c) || !Number.isFinite(r) || !Number.isFinite(s)) return null\n return { col: c, row: r, shelf: s }\n }\n\n parsePosKey(posKey: string): { col: number; row: number } | null {\n const parts = posKey.split('-')\n if (parts.length !== 2) return null\n const [c, r] = parts.map(Number)\n if (!Number.isFinite(c) || !Number.isFinite(r)) return null\n return { col: c, row: r }\n }\n\n // ── cellOverrides accessor ─────────────────────────────\n\n get cellOverrides(): { [posKey: string]: CellOverride } {\n return (this.state.cellOverrides ?? {}) as { [posKey: string]: CellOverride }\n }\n\n getCellOverride(posKey: string): CellOverride | undefined {\n return this.cellOverrides[posKey]\n }\n\n // ── Shelf labels ───────────────────────────────────────\n\n /**\n * Parse `state.shelfLocations` 를 levels 길이 array 로. 빈 슬롯은 1-based index default.\n * '1,2,3' → ['1', '2', '3', ...]\n * ',,,04' → ['1', '2', '3', '04']\n * undefined → ['1', '2', '3', '4', ...]\n */\n get shelfLabels(): string[] {\n const input = this.state.shelfLocations\n const levels = this.shelves\n const parts = (input || '').split(',')\n const out: string[] = []\n for (let i = 0; i < levels; i++) {\n const p = parts[i]\n out[i] = p && p.trim().length > 0 ? p.trim() : String(i + 1)\n }\n return out\n }\n\n // ── Location 변환 (양방향) ──────────────────────────────\n\n /**\n * cellId → location string. 우선순위:\n * 1. cell-component (state.section/unit) — source of truth\n * 2. cellOverrides[posKey] — 호환성 fallback\n * section/unit 둘 다 있고 isEmpty=false 일 때만 부여. 미부여 시 null.\n */\n locationOf(cellId: string): string | null {\n const parsed = this.parseCellId(cellId)\n if (!parsed) return null\n const posKey = `${parsed.col}-${parsed.row}`\n\n let section: string | undefined\n let unit: string | undefined\n let isEmpty: boolean | undefined\n let cellShelfLocations: string | undefined\n\n const cell = this.cellAt(parsed.col, parsed.row)\n if (cell) {\n section = cell.state.section\n unit = cell.state.unit\n isEmpty = cell.state.isEmpty\n cellShelfLocations = cell.state.shelfLocations\n } else {\n const override = this.cellOverrides[posKey]\n section = override?.section\n unit = override?.unit\n isEmpty = override?.isEmpty\n }\n\n if (!section || !unit || isEmpty) return null\n\n const pattern = this.state.locPattern ?? '{z}{s}-{u}-{sh}'\n const zone = this.state.zone ?? ''\n const shelfLabel = this._shelfLabelsFromCell(cellShelfLocations)[parsed.shelf] ?? String(parsed.shelf + 1)\n\n return pattern\n .replace(/\\{z\\}/g, zone)\n .replace(/\\{s\\}/g, section)\n .replace(/\\{u\\}/g, unit)\n .replace(/\\{sh\\}/g, shelfLabel)\n }\n\n /** cell.state.shelfLocations 명시 시 그것, 아니면 RackGrid 의 shelfLabels. */\n private _shelfLabelsFromCell(cellShelfLocations: string | undefined): string[] {\n const input = cellShelfLocations ?? this.state.shelfLocations\n const levels = this.shelves\n const parts = (input || '').split(',')\n const out: string[] = []\n for (let i = 0; i < levels; i++) {\n const p = parts[i]\n out[i] = p && p.trim().length > 0 ? p.trim() : String(i + 1)\n }\n return out\n }\n\n /** location string → cellId. sparse 역인덱스 lookup. 없으면 null. */\n cellIdOfLocation(location: string): string | null {\n return this._locationIndex.get(location) ?? null\n }\n\n /** 모든 (override 명시된) cell 의 location 목록. inspection 용. */\n get allLocations(): Array<{ cellId: string; location: string }> {\n const result: Array<{ cellId: string; location: string }> = []\n for (const [location, cellId] of this._locationIndex.entries()) {\n result.push({ cellId, location })\n }\n return result\n }\n\n // ── Location 역인덱스 (sparse cache) ────────────────────\n\n private _locationIndexCache?: Map<string, string>\n\n private get _locationIndex(): Map<string, string> {\n if (this._locationIndexCache) return this._locationIndexCache\n const map = new Map<string, string>()\n const shelves = this.shelves\n\n // 1. cell-component 들 (source of truth) — 모든 bay 순회\n const cells = this.components as Component[] | undefined\n if (cells && cells.length > 0) {\n for (let i = 0; i < cells.length; i++) {\n const cell: any = cells[i]\n if (cell?.state?.type !== 'rack-grid-cell') continue\n const bayKey = cell.state.cellId\n if (!bayKey) continue\n const parsed = this.parsePosKey(bayKey)\n if (!parsed) continue\n for (let shelfIdx = 0; shelfIdx < shelves; shelfIdx++) {\n const cellId = `${parsed.col}-${parsed.row}-${shelfIdx}`\n const loc = this.locationOf(cellId)\n if (loc) map.set(loc, cellId)\n }\n }\n }\n\n // 2. cellOverrides fallback (cell-component 없는 시점 — 호환)\n const overrides = this.cellOverrides\n for (const posKey of Object.keys(overrides)) {\n const override = overrides[posKey]\n if (!override.section || !override.unit || override.isEmpty) continue\n const parsed = this.parsePosKey(posKey)\n if (!parsed) continue\n for (let shelfIdx = 0; shelfIdx < shelves; shelfIdx++) {\n const cellId = `${parsed.col}-${parsed.row}-${shelfIdx}`\n if (!map.has(this.locationOf(cellId) || '')) {\n const loc = this.locationOf(cellId)\n if (loc && !map.has(loc)) map.set(loc, cellId)\n }\n }\n }\n\n this._locationIndexCache = map\n return map\n }\n\n /** 룰 / cellOverrides 변경 시 호출. things-scene 의 onchange* 가 자동 호출. */\n invalidateLocationIndex(): void {\n this._locationIndexCache = undefined\n }\n\n onchangeCellOverrides(): void { this.invalidateLocationIndex() }\n onchangeLocPattern(): void { this.invalidateLocationIndex() }\n onchangeShelfLocations(): void { this.invalidateLocationIndex() }\n onchangeZone(): void { this.invalidateLocationIndex() }\n onchangeSectionDigits(): void { this.invalidateLocationIndex() }\n onchangeUnitDigits(): void { this.invalidateLocationIndex() }\n onchangeShelves(): void { this.invalidateLocationIndex() }\n\n // ── 자식 lookup ────────────────────────────────────────\n\n /**\n * (col, row) 위치의 자식 StorageRack. 자식이 StorageRack 이 아닌 경우 (Crane, AGV 등)\n * 는 null — Carrier 보관은 StorageRack 만.\n *\n * 자식의 grid 위치 식별: 자식의 state.column / state.row (1-based) 명시. RackGrid 가\n * 자식 추가 시 자동 할당 또는 사용자가 명시.\n */\n private _childRackAt(posKey: string): StorageRack | null {\n const parsed = this.parsePosKey(posKey)\n if (!parsed) return null\n const children = (this.components as Component[] | undefined) ?? []\n for (const c of children) {\n const type = (c.state as any)?.type\n if (type !== 'storage-rack') continue\n const childCol = ((c.state as any)?.column ?? 1) - 1\n const childRow = ((c.state as any)?.row ?? 1) - 1\n if (childCol === parsed.col && childRow === parsed.row) {\n return c as unknown as StorageRack\n }\n }\n return null\n }\n\n // ── SlottedHolder 컨트랙 — 자식 StorageRack 으로 위임 ────\n\n hasCarrierAt(slotId: string): boolean {\n const parsed = this.parseCellId(slotId)\n if (!parsed) return false\n const child = this._childRackAt(`${parsed.col}-${parsed.row}`)\n return child?.hasCarrierAt(`0-0-${parsed.shelf}`) ?? false\n }\n\n obtainCarrier(slotIdOrLocation: string): Component | null {\n const slotId = this._resolveToCellId(slotIdOrLocation)\n if (!slotId) return null\n const parsed = this.parseCellId(slotId)\n if (!parsed) return null\n const child = this._childRackAt(`${parsed.col}-${parsed.row}`)\n return child?.obtainCarrier(`0-0-${parsed.shelf}`) ?? null\n }\n\n canReceiveAt(slotIdOrLocation: string, carrier?: Component): boolean {\n const slotId = this._resolveToCellId(slotIdOrLocation)\n if (!slotId) return false\n const parsed = this.parseCellId(slotId)\n if (!parsed) return false\n // isEmpty 위치 는 carrier 못 받음 (location-less, modeling 차원)\n const override = this.cellOverrides[`${parsed.col}-${parsed.row}`]\n if (override?.isEmpty) return false\n const child = this._childRackAt(`${parsed.col}-${parsed.row}`)\n return child?.canReceiveAt(`0-0-${parsed.shelf}`, carrier) ?? false\n }\n\n async receiveAt(slotIdOrLocation: string, carrier: Component, options?: any): Promise<void> {\n const slotId = this._resolveToCellId(slotIdOrLocation)\n if (!slotId) throw new Error(`RackGrid.receiveAt: cannot resolve \"${slotIdOrLocation}\"`)\n const parsed = this.parseCellId(slotId)\n if (!parsed) throw new Error(`RackGrid.receiveAt: invalid cellId \"${slotId}\"`)\n const child = this._childRackAt(`${parsed.col}-${parsed.row}`)\n if (!child) {\n throw new Error(`RackGrid.receiveAt: no StorageRack at posKey=${parsed.col}-${parsed.row}`)\n }\n return child.receiveAt(`0-0-${parsed.shelf}`, carrier, options)\n }\n\n recordFromCarrier(carrier: Component, slotId: string): SlotRecord {\n const { id, refid, transform, ...rest } = ((carrier.state as any) || {}) as any\n return { ...rest, cellId: slotId }\n }\n\n /**\n * Slot 의 attach object3d — Stock InstancedMesh 의 instance 와 *같은 world 위치* 에\n * 위치한 invisible Object3D. popup tether / Carriable.applyHolderAttachPoint 가 이\n * object3d 의 matrixWorld 를 사용. lazy 생성 + cache.\n */\n private _attachAnchorByCell: Map<string, THREE.Object3D> = new Map()\n\n getSlotAttachObject3d(slotId: string): THREE.Object3D | undefined {\n const parsed = this.parseCellId(slotId)\n if (!parsed) return undefined\n if (parsed.col < 0 || parsed.col >= this.columns) return undefined\n if (parsed.row < 0 || parsed.row >= this.rackRows) return undefined\n if (parsed.shelf < 0 || parsed.shelf >= this.shelves) return undefined\n\n const ro: any = (this as any)._realObject\n if (!ro?.object3d) return undefined\n\n let obj = this._attachAnchorByCell.get(slotId)\n if (!obj) {\n obj = new THREE.Object3D()\n obj.name = `rack-grid-anchor:${slotId}`\n ro.object3d.add(obj)\n this._attachAnchorByCell.set(slotId, obj)\n }\n\n // 위치 갱신 — Stock InstancedMesh 의 instance 위치 와 동일 공식\n const rs: any = this.state\n const cols = this.columns\n const rows = this.rackRows\n const shelves = this.shelves\n const width = (rs?.width as number) ?? 400\n const height = (rs?.depth as number) ?? 2000\n const depth = (rs?.height as number) ?? 200\n const shelfBase = Math.max(0, Math.min((rs?.shelfBaseHeight as number) || 0, height * 0.9))\n const shelfZone = height - shelfBase\n const bayW = width / cols\n const bayD = depth / rows\n const cellY = shelfZone / shelves\n const baseY = -height / 2\n const shelfBaseY = baseY + shelfBase\n const stockD = cellY * 0.7\n\n const cx = (parsed.col - cols / 2 + 0.5) * bayW\n const cellBottomY = shelfBaseY + parsed.shelf * cellY\n const cy = cellBottomY + stockD / 2\n const cz = (parsed.row - rows / 2 + 0.5) * bayD\n obj.position.set(cx, cy, cz)\n // *parent 의 matrixWorld 가 dirty 면 자식 matrixWorld 도 dirty* — 강제 갱신.\n ro.object3d.updateMatrixWorld(true)\n obj.updateMatrixWorld(true)\n return obj\n }\n\n getSlotSize(slotId: string): { width: number; height: number; depth: number } | undefined {\n const parsed = this.parseCellId(slotId)\n if (!parsed) return undefined\n const rs: any = this.state\n const width = (rs?.width as number) ?? 400\n const height = (rs?.depth as number) ?? 2000\n const depth = (rs?.height as number) ?? 200\n const shelfBase = Math.max(0, Math.min((rs?.shelfBaseHeight as number) || 0, height * 0.9))\n const shelfZone = height - shelfBase\n const cellY = shelfZone / this.shelves\n return {\n width: (width / this.columns) * 0.85,\n height: (depth / this.rackRows) * 0.85, // 2D height = 3D Z 폭\n depth: cellY * 0.7 // 3D Y 폭 (= stockD)\n }\n }\n\n cellCenter2D(slotId: string): { x: number; y: number } | null {\n const parsed = this.parseCellId(slotId)\n if (!parsed) return null\n const rs: any = this.state\n const left = (rs?.left as number) ?? 0\n const top = (rs?.top as number) ?? 0\n const width = (rs?.width as number) ?? 400\n const height = (rs?.height as number) ?? 200\n // table layout 의 widths/heights 비례 위치\n const widths = this.widths\n const heights = this.heights\n const wSum = this.widths_sum\n const hSum = this.heights_sum\n let cumW = 0\n for (let c = 0; c < parsed.col; c++) cumW += widths[c]\n let cumH = 0\n for (let r = 0; r < parsed.row; r++) cumH += heights[r]\n const x = left + (cumW + widths[parsed.col] / 2) / wSum * width\n const y = top + (cumH + heights[parsed.row] / 2) / hSum * height\n return { x, y }\n }\n\n slotTargetAt(slotIdOrLocation: string): SlotTarget {\n const slotId = this._resolveToCellId(slotIdOrLocation)\n if (!slotId) throw new Error(`RackGrid.slotTargetAt: cannot resolve \"${slotIdOrLocation}\"`)\n return new SlotTarget(this, slotId)\n }\n\n // ── Helpers ──────────────────────────────────────────\n\n /**\n * 외부 입력 → 내부 cellId 변환:\n * - \"N-N-N\" (3 segments, 모두 숫자) → cellId 그대로 (dual-accept)\n * - 그 외 → location 으로 간주, locationIndex lookup\n */\n private _resolveToCellId(input: string): string | null {\n if (this._isCellIdFormat(input)) return input\n return this.cellIdOfLocation(input)\n }\n\n private _isCellIdFormat(s: string): boolean {\n const parts = s.split('-')\n return parts.length === 3 && parts.every(p => /^\\d+$/.test(p))\n }\n\n // ── Bulk 편집 API ────────────────────────────────────────\n //\n // 모두 *single setState* 로 cellOverrides 갱신 → 단일 'change' 이벤트만 발사.\n // 매핑 cascade 회피 위해 silent 갱신 메서드 제공 (`_setCellOverridesSilently`).\n\n /**\n * 한 위치의 cellOverride 를 갱신 (merge). 기존 필드는 유지, 새 필드만 덮어씀.\n * `partial` 의 필드가 *undefined* 면 *그 필드 삭제* (override 키에서 제거).\n */\n setCellOverride(posKey: string, partial: Partial<CellOverride>): void {\n const current = this.cellOverrides\n const existing = current[posKey] ?? {}\n const merged: any = { ...existing }\n for (const [k, v] of Object.entries(partial)) {\n if (v === undefined) delete merged[k]\n else merged[k] = v\n }\n const next = { ...current }\n if (Object.keys(merged).length === 0) delete next[posKey]\n else next[posKey] = merged\n this.setState({ cellOverrides: next })\n }\n\n /** 한 위치의 override 전체 삭제. */\n clearCellOverride(posKey: string): void {\n const current = this.cellOverrides\n if (!(posKey in current)) return\n const next = { ...current }\n delete next[posKey]\n this.setState({ cellOverrides: next })\n }\n\n /**\n * 여러 위치의 isEmpty 일괄 토글. cell-component 있으면 cell.set(), 없으면 cellOverrides.\n */\n setIsEmpty(posKeys: string[], isEmpty: boolean): void {\n const hasCells = this.components.some((c: Component) => (c as any)?.state?.type === 'rack-grid-cell')\n if (hasCells) {\n for (const posKey of posKeys) {\n const cell = this.cellAtBayKey(posKey)\n cell?.set?.('isEmpty', isEmpty)\n }\n this.invalidateLocationIndex()\n return\n }\n // Fallback: cellOverrides\n const current = this.cellOverrides\n const next = { ...current }\n for (const posKey of posKeys) {\n const existing = next[posKey] ?? {}\n const merged: any = { ...existing, isEmpty }\n if (!isEmpty && !existing.section && !existing.unit && !existing.border && !existing.merged) {\n delete next[posKey]\n } else {\n next[posKey] = merged\n }\n }\n this.setState({ cellOverrides: next })\n }\n\n /**\n * 여러 위치의 border 스타일 일괄 설정. `where` ('top'|'left'|'bottom'|'right'|'all').\n * - style = null → 해당 side 삭제\n * - where = 'all' → 4면 모두 동일 style\n */\n setBorder(posKeys: string[], style: any, where: 'all' | 'top' | 'left' | 'bottom' | 'right' = 'all'): void {\n const sides = where === 'all' ? ['top', 'left', 'bottom', 'right'] : [where]\n const current = this.cellOverrides\n const next = { ...current }\n for (const posKey of posKeys) {\n const existing = next[posKey] ?? {}\n const border = { ...(existing.border ?? {}) }\n for (const side of sides) {\n if (style == null) delete border[side]\n else border[side] = style\n }\n const merged: any = { ...existing, border }\n if (Object.keys(border).length === 0) delete merged.border\n next[posKey] = merged\n }\n this.setState({ cellOverrides: next })\n }\n\n /**\n * 자동 채번 — 선택된 cell 들에 section/unit 자동 부여.\n *\n * @param posKeys 채번 대상 (선택 영역). 빈 array 면 *전체 grid*.\n * @param direction 순회 방향:\n * 'cw' — 한 row 내 col 증가 → 다음 row 는 반대 방향 (boustrophedon)\n * 'ccw' — 반대 방향\n * 'zigzag' — col 우선 증가 (cw 의 90° 회전)\n * 'zigzag-reverse' — 반대\n * @param skipNumbering true 면 isEmpty cell 건너뜀 (단위 번호 안 증가).\n * @param startSection 첫 section 번호 (default 1)\n * @param startUnit 첫 unit 번호 (default 1)\n *\n * Aisle row (모든 cell isEmpty) 는 section 경계로 인식 — section 번호가 다음 row 에서 +1.\n *\n * setState 한 번 (cellOverrides 일괄 갱신) → location 역인덱스 1회 무효화.\n */\n increaseLocation(\n posKeys: string[],\n direction: 'cw' | 'ccw' | 'zigzag' | 'zigzag-reverse' = 'cw',\n skipNumbering: boolean = false,\n startSection: number = 1,\n startUnit: number = 1\n ): void {\n const sectionDigits = Math.max(1, Math.floor(this.state.sectionDigits ?? 2))\n const unitDigits = Math.max(1, Math.floor(this.state.unitDigits ?? 2))\n\n // 대상 결정: posKeys 비었으면 전체 grid\n const targets: string[] = posKeys.length > 0\n ? [...posKeys]\n : this._allPosKeys()\n\n // (1) row 별 분류 (2D 배열, [row][col] = posKey)\n const byRow: (string | null)[][] = []\n let maxRow = -1\n let maxCol = -1\n for (const posKey of targets) {\n const parsed = this.parsePosKey(posKey)\n if (!parsed) continue\n if (!byRow[parsed.row]) byRow[parsed.row] = []\n byRow[parsed.row][parsed.col] = posKey\n if (parsed.row > maxRow) maxRow = parsed.row\n if (parsed.col > maxCol) maxCol = parsed.col\n }\n\n // (2) aisle row 식별 — row 의 모든 (선택된) cell 이 isEmpty\n const overrides = this.cellOverrides\n const isAisleRow = (row: number): boolean => {\n const cells = byRow[row]\n if (!cells || cells.length === 0) return true\n return cells.every(p => p == null || overrides[p]?.isEmpty === true)\n }\n\n // (3) section 별 묶기 (aisle 사이의 연속 row 들)\n const sections: number[][] = []\n let currentSection: number[] = []\n for (let r = 0; r <= maxRow; r++) {\n if (!byRow[r]) continue\n if (isAisleRow(r)) {\n if (currentSection.length > 0) {\n sections.push(currentSection)\n currentSection = []\n }\n } else {\n currentSection.push(r)\n }\n }\n if (currentSection.length > 0) sections.push(currentSection)\n\n // (4) 방향별 순회로 (section, unit) 부여\n const hasCells = this.components.some((c: Component) => (c as any)?.state?.type === 'rack-grid-cell')\n const next = { ...overrides }\n let sectionNum = Number(startSection) || 1\n\n const setSU = (posKey: string, section: number, unit: number) => {\n const sStr = String(section).padStart(sectionDigits, '0')\n const uStr = String(unit).padStart(unitDigits, '0')\n if (hasCells) {\n const cell = this.cellAtBayKey(posKey)\n cell?.set?.('section', sStr)\n cell?.set?.('unit', uStr)\n } else {\n const existing = next[posKey] ?? {}\n next[posKey] = { ...existing, section: sStr, unit: uStr }\n }\n }\n\n const clearSU = (posKey: string) => {\n if (hasCells) {\n const cell = this.cellAtBayKey(posKey)\n cell?.set?.('section', null)\n cell?.set?.('unit', null)\n } else {\n const existing = next[posKey]\n if (!existing) return\n const { section, unit, ...rest } = existing\n if (Object.keys(rest).length === 0) delete next[posKey]\n else next[posKey] = rest\n }\n }\n\n for (const sectionRows of sections) {\n for (const row of sectionRows) {\n const cells = byRow[row]\n if (!cells) continue\n // 방향별 cell 순회 순서 결정\n const orderedCols = this._orderCols(row, sectionRows, direction, maxCol)\n let unitNum = Number(startUnit) || 1\n for (const col of orderedCols) {\n const posKey = cells[col]\n if (!posKey) continue\n const isEmpty = overrides[posKey]?.isEmpty === true\n if (isEmpty) {\n clearSU(posKey)\n if (!skipNumbering) unitNum++\n } else {\n setSU(posKey, sectionNum, unitNum)\n unitNum++\n }\n }\n // row 마다 section 증가? 아님 — section 은 *aisle 로 구분된 묶음 단위*.\n // 동일 section 내 다음 row 는 unit 번호 다시 startUnit 부터.\n // rack-table 의 원본 동작과 동일.\n }\n sectionNum++\n }\n\n // cell-component 가 있으면 cell.set() 으로 이미 갱신됨 (setSU/clearSU 안에서).\n // 없으면 cellOverrides fallback 적용.\n if (!hasCells) {\n this.setState({ cellOverrides: next })\n } else {\n this.invalidateLocationIndex()\n }\n }\n\n /**\n * 모든 grid 위치 (전체 columns × rows) 의 posKey 목록.\n */\n private _allPosKeys(): string[] {\n const cols = this.columns\n const rows = this.rackRows\n const out: string[] = []\n for (let r = 0; r < rows; r++) {\n for (let c = 0; c < cols; c++) {\n out.push(`${c}-${r}`)\n }\n }\n return out\n }\n\n /**\n * Row 의 col 순회 순서 결정. boustrophedon (S 자형) 패턴 지원.\n * cw : 짝수 row 는 좌→우, 홀수 row 는 우→좌\n * ccw : 짝수 row 는 우→좌, 홀수 row 는 좌→우\n * zigzag : 모든 row 좌→우 (단순)\n * zigzag-reverse : 모든 row 우→좌\n */\n private _orderCols(\n row: number,\n sectionRows: number[],\n direction: 'cw' | 'ccw' | 'zigzag' | 'zigzag-reverse',\n maxCol: number\n ): number[] {\n // section 내 row 의 *상대 인덱스* — section 경계에서 패턴이 리셋되도록.\n const idxInSection = sectionRows.indexOf(row)\n const cols: number[] = []\n for (let c = 0; c <= maxCol; c++) cols.push(c)\n\n switch (direction) {\n case 'cw':\n return idxInSection % 2 === 0 ? cols : cols.slice().reverse()\n case 'ccw':\n return idxInSection % 2 === 0 ? cols.slice().reverse() : cols\n case 'zigzag':\n return cols\n case 'zigzag-reverse':\n return cols.slice().reverse()\n }\n }\n}\n"]}
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import * as THREE from 'three';
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export declare const POST_MATERIAL: THREE.MeshStandardMaterial;
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export declare const SHELF_MATERIAL: THREE.MeshStandardMaterial;
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/** Stock — white base, instanceColor 가 최종 색상이 됨. */
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export declare const STOCK_MATERIAL: THREE.MeshStandardMaterial;
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/** Empty stock (record 없는 cell, hideEmptyStock=off 시) — 회색 반투명. */
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export declare const EMPTY_STOCK_MATERIAL: THREE.MeshStandardMaterial;
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/*
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* Copyright © HatioLab Inc. All rights reserved.
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*
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* Shared frame / shelf / stock materials — module-level singleton.
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*
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* StorageRack 과 RackGrid 의 frame mesh material 을 *공유* — 여러 rack 인스턴스가
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* scene 에 있어도 GPU material 1개. 전체 application lifecycle 동안 살아있음
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* 색상 / 속성을 인스턴스별로 *override* 해야 한다면 인스턴스 내 별도 material 생성
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* (현재는 모든 rack 이 같은 색 — singleton 으로 충분).
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const POST_COLOR = 0x6a7080;
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export const POST_MATERIAL = new THREE.MeshStandardMaterial({
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color: POST_COLOR,
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metalness: 0.7,
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roughness: 0.4
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});
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export const BEAM_MATERIAL = new THREE.MeshStandardMaterial({
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color: BEAM_COLOR,
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metalness: 0.7,
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roughness: 0.4
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});
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export const BRACE_MATERIAL = new THREE.MeshStandardMaterial({
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color: BRACE_COLOR,
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metalness: 0.7,
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roughness: 0.4
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});
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export const SHELF_MATERIAL = new THREE.MeshStandardMaterial({
|
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color: BEAM_COLOR,
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metalness: 0.3,
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roughness: 0.6,
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transparent: true,
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opacity: 0.25,
|
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side: THREE.DoubleSide
|
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});
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40
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+
/** Stock — white base, instanceColor 가 최종 색상이 됨. */
|
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|
+
export const STOCK_MATERIAL = new THREE.MeshStandardMaterial({
|
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color: 0xffffff,
|
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+
metalness: 0,
|
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roughness: 0.9
|
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});
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+
/** Empty stock (record 없는 cell, hideEmptyStock=off 시) — 회색 반투명. */
|
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|
+
export const EMPTY_STOCK_MATERIAL = new THREE.MeshStandardMaterial({
|
|
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|
+
color: 0x888888,
|
|
49
|
+
metalness: 0,
|
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50
|
+
roughness: 0.9,
|
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|
+
transparent: true,
|
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52
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+
opacity: 0.2,
|
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depthWrite: false
|
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+
});
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+
//# sourceMappingURL=rack-materials.js.map
|
|
@@ -0,0 +1 @@
|
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1
|
+
{"version":3,"file":"rack-materials.js","sourceRoot":"","sources":["../src/rack-materials.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;GAWG;AACH,OAAO,KAAK,KAAK,MAAM,OAAO,CAAA;AAE9B,MAAM,UAAU,GAAG,QAAQ,CAAA;AAC3B,MAAM,UAAU,GAAG,QAAQ,CAAA;AAC3B,MAAM,WAAW,GAAG,QAAQ,CAAA;AAE5B,MAAM,CAAC,MAAM,aAAa,GAAG,IAAI,KAAK,CAAC,oBAAoB,CAAC;IAC1D,KAAK,EAAE,UAAU;IACjB,SAAS,EAAE,GAAG;IACd,SAAS,EAAE,GAAG;CACf,CAAC,CAAA;AAEF,MAAM,CAAC,MAAM,aAAa,GAAG,IAAI,KAAK,CAAC,oBAAoB,CAAC;IAC1D,KAAK,EAAE,UAAU;IACjB,SAAS,EAAE,GAAG;IACd,SAAS,EAAE,GAAG;CACf,CAAC,CAAA;AAEF,MAAM,CAAC,MAAM,cAAc,GAAG,IAAI,KAAK,CAAC,oBAAoB,CAAC;IAC3D,KAAK,EAAE,WAAW;IAClB,SAAS,EAAE,GAAG;IACd,SAAS,EAAE,GAAG;CACf,CAAC,CAAA;AAEF,MAAM,CAAC,MAAM,cAAc,GAAG,IAAI,KAAK,CAAC,oBAAoB,CAAC;IAC3D,KAAK,EAAE,UAAU;IACjB,SAAS,EAAE,GAAG;IACd,SAAS,EAAE,GAAG;IACd,WAAW,EAAE,IAAI;IACjB,OAAO,EAAE,IAAI;IACb,IAAI,EAAE,KAAK,CAAC,UAAU;CACvB,CAAC,CAAA;AAEF,oDAAoD;AACpD,MAAM,CAAC,MAAM,cAAc,GAAG,IAAI,KAAK,CAAC,oBAAoB,CAAC;IAC3D,KAAK,EAAE,QAAQ;IACf,SAAS,EAAE,CAAC;IACZ,SAAS,EAAE,GAAG;CACf,CAAC,CAAA;AAEF,mEAAmE;AACnE,MAAM,CAAC,MAAM,oBAAoB,GAAG,IAAI,KAAK,CAAC,oBAAoB,CAAC;IACjE,KAAK,EAAE,QAAQ;IACf,SAAS,EAAE,CAAC;IACZ,SAAS,EAAE,GAAG;IACd,WAAW,EAAE,IAAI;IACjB,OAAO,EAAE,GAAG;IACZ,UAAU,EAAE,KAAK;CAClB,CAAC,CAAA","sourcesContent":["/*\n * Copyright © HatioLab Inc. All rights reserved.\n *\n * Shared frame / shelf / stock materials — module-level singleton.\n *\n * StorageRack 과 RackGrid 의 frame mesh material 을 *공유* — 여러 rack 인스턴스가\n * scene 에 있어도 GPU material 1개. 전체 application lifecycle 동안 살아있음\n * (dispose 안 함).\n *\n * 색상 / 속성을 인스턴스별로 *override* 해야 한다면 인스턴스 내 별도 material 생성\n * (현재는 모든 rack 이 같은 색 — singleton 으로 충분).\n */\nimport * as THREE from 'three'\n\nconst POST_COLOR = 0x6a7080\nconst BEAM_COLOR = 0x556070\nconst BRACE_COLOR = 0x556070\n\nexport const POST_MATERIAL = new THREE.MeshStandardMaterial({\n color: POST_COLOR,\n metalness: 0.7,\n roughness: 0.4\n})\n\nexport const BEAM_MATERIAL = new THREE.MeshStandardMaterial({\n color: BEAM_COLOR,\n metalness: 0.7,\n roughness: 0.4\n})\n\nexport const BRACE_MATERIAL = new THREE.MeshStandardMaterial({\n color: BRACE_COLOR,\n metalness: 0.7,\n roughness: 0.4\n})\n\nexport const SHELF_MATERIAL = 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\n/** Stock — white base, instanceColor 가 최종 색상이 됨. */\nexport const STOCK_MATERIAL = new THREE.MeshStandardMaterial({\n color: 0xffffff,\n metalness: 0,\n roughness: 0.9\n})\n\n/** Empty stock (record 없는 cell, hideEmptyStock=off 시) — 회색 반투명. */\nexport const EMPTY_STOCK_MATERIAL = new THREE.MeshStandardMaterial({\n color: 0x888888,\n metalness: 0,\n roughness: 0.9,\n transparent: true,\n opacity: 0.2,\n depthWrite: false\n})\n"]}
|
|
@@ -1,6 +1,21 @@
|
|
|
1
|
+
import * as THREE from 'three';
|
|
1
2
|
import { RealObjectGroup } from '@hatiolab/things-scene';
|
|
2
3
|
export declare class StorageRack3D extends RealObjectGroup {
|
|
4
|
+
/** state.data 기반 stock 시각화 InstancedMesh. rebuildStockMesh 가 관리. */
|
|
5
|
+
private _stockMesh?;
|
|
6
|
+
/** Horizontal beam 그룹 — hideHorizontalFrame 시 visibility 토글. */
|
|
7
|
+
private _beamGroup?;
|
|
8
|
+
/** Public read-only — click 핸들러가 instanceId/record 역참조에 사용. */
|
|
9
|
+
get stockMesh(): THREE.InstancedMesh | undefined;
|
|
10
|
+
/** hideHorizontalFrame 변경 시 RackGrid 의 onchange 가 호출 — 즉시 반영. */
|
|
11
|
+
applyFrameVisibility(): void;
|
|
3
12
|
build(): void;
|
|
13
|
+
/**
|
|
14
|
+
* state.data 의 각 record 를 한 InstancedMesh instance 로 렌더링.
|
|
15
|
+
* cellMap 에 있는 cellId 만 instance 부여 — 나머지는 무시.
|
|
16
|
+
* Mover/pickAndPlace 와 무관 — 순수 시각화.
|
|
17
|
+
*/
|
|
18
|
+
rebuildStockMesh(): void;
|
|
4
19
|
updateDimension(): void;
|
|
5
20
|
onchange(after: Record<string, unknown>, before: Record<string, unknown>): void;
|
|
6
21
|
updateAlpha(): void;
|