@operato/scene-storage 10.0.0-beta.41 → 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 +12 -0
- package/MIGRATION-plan-a-slot-api.md +266 -0
- package/PLAN-A-rack-as-slot-holder.md +164 -0
- package/dist/crane.js +1 -1
- 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/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 +131 -30
- package/dist/storage-rack-3d.js.map +1 -1
- package/dist/storage-rack.d.ts +242 -45
- package/dist/storage-rack.js +684 -106
- package/dist/storage-rack.js.map +1 -1
- package/package.json +3 -3
- package/src/crane.ts +1 -1
- package/src/index.ts +3 -4
- 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 +144 -30
- package/src/storage-rack.ts +763 -111
- package/test/test-carrier-lifecycle.ts +361 -0
- package/test/test-coord-alignment.ts +201 -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-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 +2 -0
- package/translations/ja.json +2 -0
- package/translations/ko.json +2 -0
- package/translations/ms.json +2 -0
- package/translations/zh.json +2 -0
- 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 -73
- package/dist/storage-cell.js +0 -215
- 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 -267
- package/test/test-cell-position.ts +0 -105
- package/test/test-rack-grid.ts +0 -77
package/dist/rack-grid-3d.js
CHANGED
|
@@ -1,92 +1,395 @@
|
|
|
1
1
|
/*
|
|
2
2
|
* Copyright © HatioLab Inc. All rights reserved.
|
|
3
|
+
*
|
|
4
|
+
* RackGrid3D — *공유 corner posts + bay 별 beams + shelf planes*.
|
|
5
|
+
*
|
|
6
|
+
* Post (수직 기둥):
|
|
7
|
+
* - (cols+1) × (rows+1) 의 grid corner 위치마다 *공유 post* 1 개.
|
|
8
|
+
* - 인접 4 bay 중 *최소 1개 non-empty* 면 post 만듦. 모두 empty 면 skip.
|
|
9
|
+
* - 옆 bay 와 *공유* → 두 post 겹침 X.
|
|
10
|
+
*
|
|
11
|
+
* Beam (수평 부재):
|
|
12
|
+
* - non-empty bay 마다 front + back beam (각 shelf level).
|
|
13
|
+
*
|
|
14
|
+
* Shelf (반투명 판):
|
|
15
|
+
* - non-empty bay 의 각 level 의 frame 안쪽.
|
|
16
|
+
*
|
|
17
|
+
* isEmpty source of truth: RackGrid.isBayEmpty(col, row) — cell.state.isEmpty 우선.
|
|
3
18
|
*/
|
|
4
19
|
import * as THREE from 'three';
|
|
5
20
|
import * as BufferGeometryUtils from 'three/examples/jsm/utils/BufferGeometryUtils.js';
|
|
6
21
|
import { RealObjectGroup } from '@hatiolab/things-scene';
|
|
7
|
-
import {
|
|
8
|
-
const DEFAULT_FRAME_COLOR = 0x8a8a8a;
|
|
22
|
+
import { POST_MATERIAL, BEAM_MATERIAL, SHELF_MATERIAL, STOCK_MATERIAL, EMPTY_STOCK_MATERIAL } from './rack-materials.js';
|
|
9
23
|
export class RackGrid3D extends RealObjectGroup {
|
|
10
|
-
|
|
24
|
+
_frameGroup; // post + beam 묶음 (hideRackFrame 시 hidden)
|
|
25
|
+
_beamGroup; // beam 만 (hideHorizontalFrame 시 hidden)
|
|
11
26
|
build() {
|
|
12
27
|
super.build();
|
|
13
|
-
this.
|
|
28
|
+
this._buildFrames();
|
|
29
|
+
this._applyFrameVisibility();
|
|
14
30
|
}
|
|
15
|
-
|
|
16
|
-
|
|
17
|
-
|
|
31
|
+
/** hideRackFrame / hideHorizontalFrame 변경 시 visibility 즉시 반영. */
|
|
32
|
+
applyFrameVisibility() {
|
|
33
|
+
this._applyFrameVisibility();
|
|
18
34
|
}
|
|
19
|
-
|
|
20
|
-
|
|
35
|
+
_applyFrameVisibility() {
|
|
36
|
+
const rs = this.component.state;
|
|
37
|
+
const hideFrame = !!rs?.hideRackFrame;
|
|
38
|
+
const hideBeams = !!rs?.hideHorizontalFrame;
|
|
39
|
+
if (this._frameGroup)
|
|
40
|
+
this._frameGroup.visible = !hideFrame;
|
|
41
|
+
// beam group 은 frame group 안에 nested — frame 이 hidden 일 때는 beam 도 자연히 hidden.
|
|
42
|
+
// frame visible + beam toggle 따로
|
|
43
|
+
if (this._beamGroup)
|
|
44
|
+
this._beamGroup.visible = !hideBeams;
|
|
21
45
|
}
|
|
22
|
-
|
|
23
|
-
this.
|
|
24
|
-
const
|
|
25
|
-
|
|
26
|
-
|
|
27
|
-
|
|
28
|
-
|
|
29
|
-
|
|
30
|
-
|
|
31
|
-
|
|
32
|
-
|
|
33
|
-
|
|
34
|
-
const
|
|
35
|
-
|
|
36
|
-
const
|
|
37
|
-
|
|
38
|
-
|
|
39
|
-
|
|
40
|
-
|
|
41
|
-
|
|
42
|
-
|
|
43
|
-
|
|
44
|
-
|
|
45
|
-
|
|
46
|
+
_buildFrames() {
|
|
47
|
+
const comp = this.component;
|
|
48
|
+
const rs = comp.state;
|
|
49
|
+
// frame group — post + beamGroup 담음. hideRackFrame 시 frame group.visible=false.
|
|
50
|
+
// beam group — 가로 frame 만 (hideHorizontalFrame 시 따로 토글).
|
|
51
|
+
this._frameGroup = new THREE.Group();
|
|
52
|
+
this._beamGroup = new THREE.Group();
|
|
53
|
+
this._frameGroup.add(this._beamGroup);
|
|
54
|
+
this.object3d.add(this._frameGroup);
|
|
55
|
+
const width = rs?.width ?? 400; // 3D X
|
|
56
|
+
const height = rs?.depth ?? 2000; // 3D Y (floor → ceiling)
|
|
57
|
+
const depth = rs?.height ?? 200; // 3D Z (front → back)
|
|
58
|
+
const cols = comp.columns;
|
|
59
|
+
const rows = comp.rackRows;
|
|
60
|
+
const shelves = comp.shelves;
|
|
61
|
+
const shelfBase = Math.max(0, Math.min(rs?.shelfBaseHeight || 0, height * 0.9));
|
|
62
|
+
const shelfZone = height - shelfBase;
|
|
63
|
+
const bayW = width / cols;
|
|
64
|
+
const bayD = depth / rows;
|
|
65
|
+
const baseY = -height / 2;
|
|
66
|
+
const shelfBaseY = baseY + shelfBase;
|
|
67
|
+
// Frame 굵기 — storage-rack 과 동일 비율 (공유 post / 공유 beam 적용 후엔
|
|
68
|
+
// 겹침 없으므로 같은 비율 사용 가능).
|
|
69
|
+
const postW = Math.min(bayW, bayD) * 0.06;
|
|
70
|
+
const beamH = postW * 1.2;
|
|
71
|
+
const isEmpty = (col, row) => {
|
|
72
|
+
if (col < 0 || col >= cols || row < 0 || row >= rows)
|
|
73
|
+
return true;
|
|
74
|
+
return comp.isBayEmpty(col, row);
|
|
75
|
+
};
|
|
76
|
+
// ── 1. 공유 corner posts (hideRackFrame 면 skip) ───────
|
|
77
|
+
//
|
|
78
|
+
// (cols+1) × (rows+1) 의 모든 corner 위치. 4 인접 bay 중 *하나라도 non-empty*
|
|
79
|
+
// 이면 post 생성. 인접 bay 가 모두 empty → post skip.
|
|
80
|
+
const postGeos = [];
|
|
81
|
+
for (let c = 0; c <= cols; c++) {
|
|
82
|
+
for (let r = 0; r <= rows; r++) {
|
|
83
|
+
// 이 corner 에 인접한 4 bay (없는 위치는 isEmpty 처리)
|
|
84
|
+
const anyActive = !isEmpty(c - 1, r - 1) ||
|
|
85
|
+
!isEmpty(c, r - 1) ||
|
|
86
|
+
!isEmpty(c - 1, r) ||
|
|
87
|
+
!isEmpty(c, r);
|
|
88
|
+
if (!anyActive)
|
|
89
|
+
continue;
|
|
90
|
+
const x = (c - cols / 2) * bayW;
|
|
91
|
+
const z = (r - rows / 2) * bayD;
|
|
92
|
+
const post = new THREE.BoxGeometry(postW, height, postW);
|
|
93
|
+
post.translate(x, 0, z);
|
|
94
|
+
postGeos.push(post);
|
|
46
95
|
}
|
|
47
|
-
|
|
48
|
-
|
|
49
|
-
|
|
50
|
-
|
|
51
|
-
|
|
52
|
-
|
|
53
|
-
|
|
54
|
-
const
|
|
55
|
-
|
|
56
|
-
|
|
57
|
-
|
|
58
|
-
|
|
59
|
-
|
|
96
|
+
}
|
|
97
|
+
// ── 2. Horizontal beams (X 축 외곽 wall 만 — storage-rack 일관) ────
|
|
98
|
+
//
|
|
99
|
+
// storage-rack 처럼 *front + back 의 X 축 beam* 만. 내부 행 경계 beam +
|
|
100
|
+
// Z 축 (좌우 side) beam 모두 제거 — *깔끔한 wall-frame 시각*.
|
|
101
|
+
// 각 level 마다 front (zEdge=0) + back (zEdge=rows) 두 줄. 각 줄은 *연속
|
|
102
|
+
// non-empty col 구간* 공유 통합.
|
|
103
|
+
const beamGeos = [];
|
|
104
|
+
// 외곽 wall 의 가로 frame — *연속 non-empty bay 구간*만. isEmpty bay 영역엔
|
|
105
|
+
// frame 없음. *내부 cross frame 은 항상 제외* — 깔끔함 유지.
|
|
106
|
+
// X 축 beam (front + back, 각 level) — non-empty col segment 별 단일 beam
|
|
107
|
+
for (const zEdge of [0, rows]) {
|
|
108
|
+
const zPos = (zEdge - rows / 2) * bayD;
|
|
109
|
+
const adjacentRow = zEdge === 0 ? 0 : rows - 1;
|
|
110
|
+
for (let lv = 0; lv <= shelves; lv++) {
|
|
111
|
+
const yFrac = lv / shelves;
|
|
112
|
+
const y = shelfBaseY + yFrac * shelfZone - beamH / 2 + (lv === 0 ? beamH : 0);
|
|
113
|
+
let segStart = -1;
|
|
114
|
+
for (let col = 0; col <= cols; col++) {
|
|
115
|
+
const active = col < cols && !isEmpty(col, adjacentRow);
|
|
116
|
+
if (active && segStart === -1)
|
|
117
|
+
segStart = col;
|
|
118
|
+
if (!active && segStart !== -1) {
|
|
119
|
+
const startX = (segStart - cols / 2) * bayW;
|
|
120
|
+
const endX = (col - cols / 2) * bayW;
|
|
121
|
+
const beamLen = endX - startX;
|
|
122
|
+
const beamCenterX = (startX + endX) / 2;
|
|
123
|
+
const beam = new THREE.BoxGeometry(beamLen, beamH, beamH);
|
|
124
|
+
beam.translate(beamCenterX, y, zPos);
|
|
125
|
+
beamGeos.push(beam);
|
|
126
|
+
segStart = -1;
|
|
127
|
+
}
|
|
128
|
+
}
|
|
129
|
+
}
|
|
130
|
+
}
|
|
131
|
+
// Z 축 beam (좌우 side) — *모든 level*, isEmpty row 제외 segment.
|
|
132
|
+
for (const xEdge of [0, cols]) {
|
|
133
|
+
const xPos = (xEdge - cols / 2) * bayW;
|
|
134
|
+
const adjacentCol = xEdge === 0 ? 0 : cols - 1;
|
|
135
|
+
for (let lv = 0; lv <= shelves; lv++) {
|
|
136
|
+
const yFrac = lv / shelves;
|
|
137
|
+
const y = shelfBaseY + yFrac * shelfZone - beamH / 2 + (lv === 0 ? beamH : 0);
|
|
138
|
+
let segStart = -1;
|
|
139
|
+
for (let row = 0; row <= rows; row++) {
|
|
140
|
+
const active = row < rows && !isEmpty(adjacentCol, row);
|
|
141
|
+
if (active && segStart === -1)
|
|
142
|
+
segStart = row;
|
|
143
|
+
if (!active && segStart !== -1) {
|
|
144
|
+
const startZ = (segStart - rows / 2) * bayD;
|
|
145
|
+
const endZ = (row - rows / 2) * bayD;
|
|
146
|
+
const beamLen = endZ - startZ;
|
|
147
|
+
const beamCenterZ = (startZ + endZ) / 2;
|
|
148
|
+
const beam = new THREE.BoxGeometry(beamH, beamH, beamLen);
|
|
149
|
+
beam.translate(xPos, y, beamCenterZ);
|
|
150
|
+
beamGeos.push(beam);
|
|
151
|
+
segStart = -1;
|
|
152
|
+
}
|
|
153
|
+
}
|
|
154
|
+
}
|
|
155
|
+
}
|
|
156
|
+
// 천장 (lv=shelves) 내부 cross beam — *isEmpty 영역 제외 segment*.
|
|
157
|
+
{
|
|
158
|
+
const lv = shelves;
|
|
159
|
+
const yFrac = lv / shelves;
|
|
160
|
+
const y = shelfBaseY + yFrac * shelfZone - beamH / 2 + (lv === 0 ? beamH : 0);
|
|
161
|
+
// 내부 col 경계 의 Z 축 beam (col 사이, Z 방향) — 인접 2 col 중 *해당 row* 가 non-empty
|
|
162
|
+
for (let xEdge = 1; xEdge < cols; xEdge++) {
|
|
163
|
+
const xPos = (xEdge - cols / 2) * bayW;
|
|
164
|
+
let segStart = -1;
|
|
165
|
+
for (let row = 0; row <= rows; row++) {
|
|
166
|
+
const active = row < rows && (!isEmpty(xEdge - 1, row) || !isEmpty(xEdge, row));
|
|
167
|
+
if (active && segStart === -1)
|
|
168
|
+
segStart = row;
|
|
169
|
+
if (!active && segStart !== -1) {
|
|
170
|
+
const startZ = (segStart - rows / 2) * bayD;
|
|
171
|
+
const endZ = (row - rows / 2) * bayD;
|
|
172
|
+
const beamLen = endZ - startZ;
|
|
173
|
+
const beamCenterZ = (startZ + endZ) / 2;
|
|
174
|
+
const beam = new THREE.BoxGeometry(beamH, beamH, beamLen);
|
|
175
|
+
beam.translate(xPos, y, beamCenterZ);
|
|
176
|
+
beamGeos.push(beam);
|
|
177
|
+
segStart = -1;
|
|
178
|
+
}
|
|
179
|
+
}
|
|
180
|
+
}
|
|
181
|
+
// 내부 row 경계 의 X 축 beam (row 사이, X 방향) — 인접 2 row 중 *해당 col* 가 non-empty
|
|
182
|
+
for (let zEdge = 1; zEdge < rows; zEdge++) {
|
|
183
|
+
const zPos = (zEdge - rows / 2) * bayD;
|
|
184
|
+
let segStart = -1;
|
|
185
|
+
for (let col = 0; col <= cols; col++) {
|
|
186
|
+
const active = col < cols && (!isEmpty(col, zEdge - 1) || !isEmpty(col, zEdge));
|
|
187
|
+
if (active && segStart === -1)
|
|
188
|
+
segStart = col;
|
|
189
|
+
if (!active && segStart !== -1) {
|
|
190
|
+
const startX = (segStart - cols / 2) * bayW;
|
|
191
|
+
const endX = (col - cols / 2) * bayW;
|
|
192
|
+
const beamLen = endX - startX;
|
|
193
|
+
const beamCenterX = (startX + endX) / 2;
|
|
194
|
+
const beam = new THREE.BoxGeometry(beamLen, beamH, beamH);
|
|
195
|
+
beam.translate(beamCenterX, y, zPos);
|
|
196
|
+
beamGeos.push(beam);
|
|
197
|
+
segStart = -1;
|
|
198
|
+
}
|
|
199
|
+
}
|
|
200
|
+
}
|
|
201
|
+
}
|
|
202
|
+
// ── 3. Shelf planes — *단일 InstancedMesh* (성능). 이전엔 cols × rows × shelves
|
|
203
|
+
// 개별 Mesh (각 draw call) — 큰 grid 에서 수천 draw call. 이제 1 mesh / 1 draw call.
|
|
204
|
+
const shelfW = Math.max(0, bayW - 2 * postW);
|
|
205
|
+
const shelfDD = Math.max(0, bayD - 2 * beamH);
|
|
206
|
+
if (shelfW > 0 && shelfDD > 0) {
|
|
207
|
+
const positions = [];
|
|
208
|
+
for (let col = 0; col < cols; col++) {
|
|
209
|
+
for (let row = 0; row < rows; row++) {
|
|
210
|
+
if (isEmpty(col, row))
|
|
211
|
+
continue;
|
|
212
|
+
const bayCenterX = (col - cols / 2 + 0.5) * bayW;
|
|
213
|
+
const bayCenterZ = (row - rows / 2 + 0.5) * bayD;
|
|
214
|
+
for (let lv = 0; lv < shelves; lv++) {
|
|
215
|
+
const yFrac = lv / shelves;
|
|
216
|
+
const y = shelfBaseY + yFrac * shelfZone + (lv === 0 ? beamH : 0);
|
|
217
|
+
positions.push({ x: bayCenterX, y, z: bayCenterZ });
|
|
218
|
+
}
|
|
219
|
+
}
|
|
220
|
+
}
|
|
221
|
+
if (positions.length > 0) {
|
|
222
|
+
const shelfGeo = new THREE.PlaneGeometry(shelfW, shelfDD);
|
|
223
|
+
shelfGeo.rotateX(-Math.PI / 2);
|
|
224
|
+
const shelfMesh = new THREE.InstancedMesh(shelfGeo, SHELF_MATERIAL, positions.length);
|
|
225
|
+
shelfMesh.receiveShadow = true;
|
|
226
|
+
shelfMesh.frustumCulled = false;
|
|
227
|
+
const m = new THREE.Matrix4();
|
|
228
|
+
const pos = new THREE.Vector3();
|
|
229
|
+
const q = new THREE.Quaternion();
|
|
230
|
+
const s = new THREE.Vector3(1, 1, 1);
|
|
231
|
+
for (let i = 0; i < positions.length; i++) {
|
|
232
|
+
pos.set(positions[i].x, positions[i].y, positions[i].z);
|
|
233
|
+
m.compose(pos, q, s);
|
|
234
|
+
shelfMesh.setMatrixAt(i, m);
|
|
60
235
|
}
|
|
61
|
-
|
|
62
|
-
|
|
63
|
-
|
|
64
|
-
});
|
|
65
|
-
if (framesGeometries.length > 0) {
|
|
66
|
-
const frameMesh = new THREE.Mesh(BufferGeometryUtils.mergeGeometries(framesGeometries), this.createFrameMaterial());
|
|
67
|
-
this.object3d.add(frameMesh);
|
|
236
|
+
shelfMesh.instanceMatrix.needsUpdate = true;
|
|
237
|
+
shelfMesh.computeBoundingSphere();
|
|
238
|
+
this.object3d.add(shelfMesh);
|
|
68
239
|
}
|
|
69
|
-
|
|
70
|
-
|
|
71
|
-
|
|
72
|
-
|
|
240
|
+
}
|
|
241
|
+
// ── Merge — post + beam ─────────────────────────────────
|
|
242
|
+
if (postGeos.length > 0) {
|
|
243
|
+
const merged = BufferGeometryUtils.mergeGeometries(postGeos);
|
|
244
|
+
const mesh = new THREE.Mesh(merged, POST_MATERIAL);
|
|
245
|
+
mesh.castShadow = true;
|
|
246
|
+
mesh.receiveShadow = true;
|
|
247
|
+
this._frameGroup.add(mesh);
|
|
248
|
+
}
|
|
249
|
+
if (beamGeos.length > 0) {
|
|
250
|
+
const merged = BufferGeometryUtils.mergeGeometries(beamGeos);
|
|
251
|
+
const mesh = new THREE.Mesh(merged, BEAM_MATERIAL);
|
|
252
|
+
mesh.castShadow = true;
|
|
253
|
+
mesh.receiveShadow = true;
|
|
254
|
+
this._beamGroup.add(mesh);
|
|
255
|
+
}
|
|
256
|
+
// ── 4. Stock InstancedMesh — state.data 의 record + hideEmptyStock 분기 ────
|
|
257
|
+
this.rebuildStockMesh();
|
|
258
|
+
}
|
|
259
|
+
// ── Stock visualization ─────────────────────────────────
|
|
260
|
+
_stockMesh; // record 있는 stock (불투명, 색)
|
|
261
|
+
_emptyStockMesh; // record 없는 stock (반투명 회색)
|
|
262
|
+
/** Public — 후속 click 핸들러 사용. */
|
|
263
|
+
get stockMesh() {
|
|
264
|
+
return this._stockMesh;
|
|
265
|
+
}
|
|
266
|
+
/**
|
|
267
|
+
* Stock 시각화 (Plan A — InstancedMesh batched).
|
|
268
|
+
* - hideEmptyStock=true : state.data 의 record 있는 cell 만 instance
|
|
269
|
+
* - hideEmptyStock=false : *모든 (non-isEmpty bay) cell × shelf* 에 instance.
|
|
270
|
+
* record 있으면 default 색, 없으면 *백색 반투명*.
|
|
271
|
+
*/
|
|
272
|
+
rebuildStockMesh() {
|
|
273
|
+
// 기존 두 mesh 모두 제거
|
|
274
|
+
if (this._stockMesh) {
|
|
275
|
+
this.object3d.remove(this._stockMesh);
|
|
276
|
+
this._stockMesh.dispose?.();
|
|
277
|
+
this._stockMesh = undefined;
|
|
278
|
+
}
|
|
279
|
+
if (this._emptyStockMesh) {
|
|
280
|
+
this.object3d.remove(this._emptyStockMesh);
|
|
281
|
+
this._emptyStockMesh.dispose?.();
|
|
282
|
+
this._emptyStockMesh = undefined;
|
|
283
|
+
}
|
|
284
|
+
const comp = this.component;
|
|
285
|
+
const rs = comp.state;
|
|
286
|
+
const cols = comp.columns;
|
|
287
|
+
const rows = comp.rackRows;
|
|
288
|
+
const shelves = comp.shelves;
|
|
289
|
+
const width = rs?.width ?? 400;
|
|
290
|
+
const height = rs?.depth ?? 2000;
|
|
291
|
+
const depth = rs?.height ?? 200;
|
|
292
|
+
const shelfBase = Math.max(0, Math.min(rs?.shelfBaseHeight || 0, height * 0.9));
|
|
293
|
+
const shelfZone = height - shelfBase;
|
|
294
|
+
const bayW = width / cols;
|
|
295
|
+
const bayD = depth / rows;
|
|
296
|
+
const cellY = shelfZone / shelves;
|
|
297
|
+
const baseY = -height / 2;
|
|
298
|
+
const shelfBaseY = baseY + shelfBase;
|
|
299
|
+
const stockW = bayW * 0.85;
|
|
300
|
+
const stockD = cellY * 0.7;
|
|
301
|
+
const stockH = bayD * 0.85;
|
|
302
|
+
const records = comp.records;
|
|
303
|
+
const recordsByCell = new Map();
|
|
304
|
+
for (const r of records) {
|
|
305
|
+
if (r?.cellId)
|
|
306
|
+
recordsByCell.set(r.cellId, r);
|
|
307
|
+
}
|
|
308
|
+
const hideEmpty = !!rs?.hideEmptyStock;
|
|
309
|
+
// 두 그룹 분리: record 있는 stock (불투명, 색) vs empty stock (반투명 회색)
|
|
310
|
+
const filled = [];
|
|
311
|
+
const empties = [];
|
|
312
|
+
for (let col = 0; col < cols; col++) {
|
|
313
|
+
for (let row = 0; row < rows; row++) {
|
|
314
|
+
if (comp.isBayEmpty(col, row))
|
|
315
|
+
continue;
|
|
316
|
+
for (let shelf = 0; shelf < shelves; shelf++) {
|
|
317
|
+
const cellId = `${col}-${row}-${shelf}`;
|
|
318
|
+
const record = recordsByCell.get(cellId);
|
|
319
|
+
if (record) {
|
|
320
|
+
filled.push({ col, row, shelf, record });
|
|
321
|
+
}
|
|
322
|
+
else if (!hideEmpty) {
|
|
323
|
+
empties.push({ col, row, shelf });
|
|
324
|
+
}
|
|
73
325
|
}
|
|
74
|
-
geometry.translate(rack.position.x, rack.position.y, rack.position.z);
|
|
75
|
-
geometry.scale(rack.scale.x, rack.scale.y, rack.scale.z);
|
|
76
|
-
boardsGeometries.push(geometry);
|
|
77
|
-
});
|
|
78
|
-
if (boardsGeometries.length > 0) {
|
|
79
|
-
const material = Rack.boardMaterial;
|
|
80
|
-
material.opacity = 0.5;
|
|
81
|
-
material.transparent = true;
|
|
82
|
-
const boardMesh = new THREE.Mesh(BufferGeometryUtils.mergeGeometries(boardsGeometries), material);
|
|
83
|
-
this.object3d.add(boardMesh);
|
|
84
326
|
}
|
|
85
327
|
}
|
|
328
|
+
const matrixFor = (col, row, shelf, target) => {
|
|
329
|
+
const cx = (col - cols / 2 + 0.5) * bayW;
|
|
330
|
+
const cellBottomY = shelfBaseY + shelf * cellY;
|
|
331
|
+
const cy = cellBottomY + stockD / 2;
|
|
332
|
+
const cz = (row - rows / 2 + 0.5) * bayD;
|
|
333
|
+
target.compose(new THREE.Vector3(cx, cy, cz), new THREE.Quaternion(), new THREE.Vector3(1, 1, 1));
|
|
334
|
+
};
|
|
335
|
+
// ── 1. Filled stock — 불투명, legend/default 색 ──────
|
|
336
|
+
if (filled.length > 0) {
|
|
337
|
+
const STOCK_COLOR_DEFAULT = '#c8a878'; // cardboard
|
|
338
|
+
const geo = new THREE.BoxGeometry(stockW, stockD, stockH);
|
|
339
|
+
const mesh = new THREE.InstancedMesh(geo, STOCK_MATERIAL, filled.length);
|
|
340
|
+
mesh.frustumCulled = false;
|
|
341
|
+
mesh.userData.context = this;
|
|
342
|
+
mesh.userData._records = filled.map(i => i.record);
|
|
343
|
+
const m = new THREE.Matrix4();
|
|
344
|
+
const c = new THREE.Color();
|
|
345
|
+
for (let i = 0; i < filled.length; i++) {
|
|
346
|
+
const { col, row, shelf, record } = filled[i];
|
|
347
|
+
matrixFor(col, row, shelf, m);
|
|
348
|
+
mesh.setMatrixAt(i, m);
|
|
349
|
+
const resolved = comp.resolveLegendColor?.(record) ?? STOCK_COLOR_DEFAULT;
|
|
350
|
+
c.set(resolved);
|
|
351
|
+
mesh.setColorAt(i, c);
|
|
352
|
+
}
|
|
353
|
+
mesh.instanceMatrix.needsUpdate = true;
|
|
354
|
+
if (mesh.instanceColor)
|
|
355
|
+
mesh.instanceColor.needsUpdate = true;
|
|
356
|
+
mesh.computeBoundingSphere();
|
|
357
|
+
mesh.computeBoundingBox?.();
|
|
358
|
+
this.object3d.add(mesh);
|
|
359
|
+
this._stockMesh = mesh;
|
|
360
|
+
}
|
|
361
|
+
// ── 2. Empty stock — 반투명 회색 (hideEmptyStock=off 시만) ────
|
|
362
|
+
if (empties.length > 0) {
|
|
363
|
+
const geo = new THREE.BoxGeometry(stockW, stockD, stockH);
|
|
364
|
+
const mesh = new THREE.InstancedMesh(geo, EMPTY_STOCK_MATERIAL, empties.length);
|
|
365
|
+
mesh.frustumCulled = false;
|
|
366
|
+
mesh.userData.context = this;
|
|
367
|
+
const m = new THREE.Matrix4();
|
|
368
|
+
for (let i = 0; i < empties.length; i++) {
|
|
369
|
+
const { col, row, shelf } = empties[i];
|
|
370
|
+
matrixFor(col, row, shelf, m);
|
|
371
|
+
mesh.setMatrixAt(i, m);
|
|
372
|
+
}
|
|
373
|
+
mesh.instanceMatrix.needsUpdate = true;
|
|
374
|
+
mesh.computeBoundingSphere();
|
|
375
|
+
mesh.computeBoundingBox?.();
|
|
376
|
+
this.object3d.add(mesh);
|
|
377
|
+
this._emptyStockMesh = mesh;
|
|
378
|
+
}
|
|
86
379
|
}
|
|
87
380
|
dispose() {
|
|
88
|
-
|
|
89
|
-
|
|
381
|
+
// Material 은 module-level singleton 이라 dispose 안 함 (전체 application
|
|
382
|
+
// lifecycle 동안 살아있음). InstancedMesh / Group 의 geometry 만 정리.
|
|
383
|
+
if (this._stockMesh) {
|
|
384
|
+
this.object3d.remove(this._stockMesh);
|
|
385
|
+
this._stockMesh.dispose?.();
|
|
386
|
+
this._stockMesh = undefined;
|
|
387
|
+
}
|
|
388
|
+
if (this._emptyStockMesh) {
|
|
389
|
+
this.object3d.remove(this._emptyStockMesh);
|
|
390
|
+
this._emptyStockMesh.dispose?.();
|
|
391
|
+
this._emptyStockMesh = undefined;
|
|
392
|
+
}
|
|
90
393
|
super.dispose();
|
|
91
394
|
}
|
|
92
395
|
updateAlpha() { }
|
package/dist/rack-grid-3d.js.map
CHANGED
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"rack-grid-3d.js","sourceRoot":"","sources":["../src/rack-grid-3d.ts"],"names":[],"mappings":"AAAA;;GAEG;AAEH,OAAO,KAAK,KAAK,MAAM,OAAO,CAAA;AAC9B,OAAO,KAAK,mBAAmB,MAAM,iDAAiD,CAAA;AACtF,OAAO,EAAa,eAAe,EAAE,MAAM,wBAAwB,CAAA;AAEnE,OAAO,EAAE,IAAI,EAAE,MAAM,kBAAkB,CAAA;AAGvC,MAAM,mBAAmB,GAAG,QAAQ,CAAA;AAEpC,MAAM,OAAO,UAAW,SAAQ,eAAe;IACrC,cAAc,CAA6B;IAEnD,KAAK;QACH,KAAK,CAAC,KAAK,EAAE,CAAA;QAEb,IAAI,CAAC,WAAW,EAAE,CAAA;IACpB,CAAC;IAED,uEAAuE;IACvE,IAAc,cAAc;QAC1B,OAAO,CAAC,CAAA;IACV,CAAC;IAED,IAAa,gBAAgB;QAC3B,OAAO,CAAC,CAAA;IACV,CAAC;IAEO,mBAAmB;QACzB,IAAI,CAAC,cAAc,EAAE,OAAO,EAAE,CAAA;QAE9B,MAAM,EAAE,WAAW,EAAE,GAAG,IAAI,CAAC,SAAS,CAAC,KAAK,CAAA;QAC5C,MAAM,KAAK,GAAG,WAAW,IAAI,OAAO,WAAW,KAAK,QAAQ,CAAC,CAAC,CAAC,WAAW,CAAC,CAAC,CAAC,mBAAmB,CAAA;QAEhG,IAAI,CAAC,cAAc,GAAG,IAAI,KAAK,CAAC,oBAAoB,CAAC;YACnD,KAAK;YACL,SAAS,EAAE,IAAI;YACf,SAAS,EAAE,IAAI;SAChB,CAAC,CAAA;QAEF,OAAO,IAAI,CAAC,cAAc,CAAA;IAC5B,CAAC;IAED,WAAW;QACT,MAAM,EAAE,QAAQ,GAAG,CAAC,EAAE,cAAc,EAAE,OAAO,GAAG,CAAC,EAAE,GAAG,IAAI,CAAC,SAAS,CAAC,KAAK,CAAA;QAE1E,IAAI,CAAC,QAAQ,CAAC,QAAQ,CAAC,CAAC,GAAG,CAAC,QAAQ,CAAA;QAEpC,MAAM,KAAK,GAAI,IAAI,CAAC,SAAiC,CAAC,UAAU;aAC7D,GAAG,CAAC,CAAC,IAAe,EAAE,EAAE;YACvB,MAAM,EAAE,cAAc,EAAE,QAAQ,GAAG,cAAc,EAAE,OAAO,EAAE,GAAG,IAAI,CAAC,KAAK,CAAA;YAEzE,IAAI,CAAC,OAAO,EAAE,CAAC;gBACb,IAAI,CAAC,QAAQ,CAAC,gBAAgB,EAAE,QAAQ,CAAC,CAAA;gBAEzC,MAAM,IAAI,GAAG,IAAI,IAAI,CAAC,IAAI,CAAC,CAAA;gBAC3B,IAAI,CAAC,WAAW,GAAG,IAAI,CAAA,CAAC,gCAAgC;gBAExD,IAAI,CAAC,MAAM,EAAE,CAAA;gBACb,IAAI,CAAC,QAAQ,CAAC,GAAG,CAAC,IAAI,CAAC,QAAQ,CAAC,CAAA;gBAEhC,OAAO,IAAI,CAAA;YACb,CAAC;YACD,OAAM;QACR,CAAC,CAAC;aACD,MAAM,CAAC,CAAC,IAAS,EAAgB,EAAE,CAAC,CAAC,CAAC,IAAI,CAAC,CAAA;QAE9C,IAAI,CAAC,4BAA4B,CAAC,KAAK,CAAC,CAAA;IAC1C,CAAC;IAED,4BAA4B,CAAC,KAAa;QACxC,MAAM,gBAAgB,GAA2B,EAAE,CAAA;QACnD,MAAM,gBAAgB,GAA2B,EAAE,CAAA;QAEnD,IAAI,KAAK,CAAC,MAAM,GAAG,CAAC,EAAE,CAAC;YACrB,KAAK,CAAC,OAAO,CAAC,IAAI,CAAC,EAAE;gBACnB,MAAM,QAAQ,GAAG,IAAI,CAAC,KAAK,CAAA;gBAE3B,IAAI,CAAC,QAAQ,EAAE,CAAC;oBACd,OAAM;gBACR,CAAC;gBAED,QAAQ,CAAC,SAAS,CAAC,IAAI,CAAC,QAAQ,CAAC,CAAC,EAAE,IAAI,CAAC,QAAQ,CAAC,CAAC,EAAE,IAAI,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAA;gBACrE,QAAQ,CAAC,KAAK,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC,EAAE,IAAI,CAAC,KAAK,CAAC,CAAC,EAAE,IAAI,CAAC,KAAK,CAAC,CAAC,CAAC,CAAA;gBACxD,gBAAgB,CAAC,IAAI,CAAC,QAAQ,CAAC,CAAA;YACjC,CAAC,CAAC,CAAA;YAEF,IAAI,gBAAgB,CAAC,MAAM,GAAG,CAAC,EAAE,CAAC;gBAChC,MAAM,SAAS,GAAG,IAAI,KAAK,CAAC,IAAI,CAAC,mBAAmB,CAAC,eAAe,CAAC,gBAAgB,CAAC,EAAE,IAAI,CAAC,mBAAmB,EAAE,CAAC,CAAA;gBACnH,IAAI,CAAC,QAAQ,CAAC,GAAG,CAAC,SAAS,CAAC,CAAA;YAC9B,CAAC;YAED,KAAK,CAAC,OAAO,CAAC,IAAI,CAAC,EAAE;gBACnB,MAAM,QAAQ,GAAG,IAAI,CAAC,KAAK,CAAA;gBAE3B,IAAI,CAAC,QAAQ,EAAE,CAAC;oBACd,OAAM;gBACR,CAAC;gBAED,QAAQ,CAAC,SAAS,CAAC,IAAI,CAAC,QAAQ,CAAC,CAAC,EAAE,IAAI,CAAC,QAAQ,CAAC,CAAC,EAAE,IAAI,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAA;gBACrE,QAAQ,CAAC,KAAK,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC,EAAE,IAAI,CAAC,KAAK,CAAC,CAAC,EAAE,IAAI,CAAC,KAAK,CAAC,CAAC,CAAC,CAAA;gBACxD,gBAAgB,CAAC,IAAI,CAAC,QAAQ,CAAC,CAAA;YACjC,CAAC,CAAC,CAAA;YAEF,IAAI,gBAAgB,CAAC,MAAM,GAAG,CAAC,EAAE,CAAC;gBAChC,MAAM,QAAQ,GAAG,IAAI,CAAC,aAAa,CAAA;gBACnC,QAAQ,CAAC,OAAO,GAAG,GAAG,CAAA;gBACtB,QAAQ,CAAC,WAAW,GAAG,IAAI,CAAA;gBAE3B,MAAM,SAAS,GAAG,IAAI,KAAK,CAAC,IAAI,CAAC,mBAAmB,CAAC,eAAe,CAAC,gBAAgB,CAAC,EAAE,QAAQ,CAAC,CAAA;gBAEjG,IAAI,CAAC,QAAQ,CAAC,GAAG,CAAC,SAAS,CAAC,CAAA;YAC9B,CAAC;QACH,CAAC;IACH,CAAC;IAED,OAAO;QACL,IAAI,CAAC,cAAc,EAAE,OAAO,EAAE,CAAA;QAC9B,IAAI,CAAC,cAAc,GAAG,SAAS,CAAA;QAE/B,KAAK,CAAC,OAAO,EAAE,CAAA;IACjB,CAAC;IAED,WAAW,KAAI,CAAC;CACjB","sourcesContent":["/*\n * Copyright © HatioLab Inc. All rights reserved.\n */\n\nimport * as THREE from 'three'\nimport * as BufferGeometryUtils from 'three/examples/jsm/utils/BufferGeometryUtils.js'\nimport { Component, RealObjectGroup } from '@hatiolab/things-scene'\n\nimport { Rack } from './rack-column.js'\nimport type RackGrid from './rack-grid.js'\n\nconst DEFAULT_FRAME_COLOR = 0x8a8a8a\n\nexport class RackGrid3D extends RealObjectGroup {\n private _frameMaterial?: THREE.MeshStandardMaterial\n\n build() {\n super.build()\n\n this.createRacks()\n }\n\n // bottom origin: object3d가 zPos(바닥)에 위치 (내부 mesh는 center-local 좌표로 쌓임)\n protected get syncZPosOffset(): number {\n return 0\n }\n\n override get geometricOffsetY(): number {\n return 0\n }\n\n private createFrameMaterial(): THREE.MeshStandardMaterial {\n this._frameMaterial?.dispose()\n\n const { strokeStyle } = this.component.state\n const color = strokeStyle && typeof strokeStyle === 'string' ? strokeStyle : DEFAULT_FRAME_COLOR\n\n this._frameMaterial = new THREE.MeshStandardMaterial({\n color,\n roughness: 0.35,\n metalness: 0.85\n })\n\n return this._frameMaterial\n }\n\n createRacks() {\n const { rotation = 0, shelfLocations, shelves = 1 } = this.component.state\n\n this.object3d.rotation.y = -rotation\n\n const racks = (this.component as unknown as RackGrid).components\n .map((cell: Component) => {\n const { shelfLocations: shelfLoc = shelfLocations, isEmpty } = cell.state\n\n if (!isEmpty) {\n cell.setState('shelfLocations', shelfLoc)\n\n const rack = new Rack(cell)\n cell._realObject = rack // 중복 생성 방지: addObject 재귀에서 skip\n\n rack.update()\n this.object3d.add(rack.object3d)\n\n return rack\n }\n return\n })\n .filter((rack: any): rack is Rack => !!rack)\n\n this.mergeAndAddRackCommonObjects(racks)\n }\n\n mergeAndAddRackCommonObjects(racks: Rack[]) {\n const framesGeometries: THREE.BufferGeometry[] = []\n const boardsGeometries: THREE.BufferGeometry[] = []\n\n if (racks.length > 0) {\n racks.forEach(rack => {\n const geometry = rack.frame\n\n if (!geometry) {\n return\n }\n\n geometry.translate(rack.position.x, rack.position.y, rack.position.z)\n geometry.scale(rack.scale.x, rack.scale.y, rack.scale.z)\n framesGeometries.push(geometry)\n })\n\n if (framesGeometries.length > 0) {\n const frameMesh = new THREE.Mesh(BufferGeometryUtils.mergeGeometries(framesGeometries), this.createFrameMaterial())\n this.object3d.add(frameMesh)\n }\n\n racks.forEach(rack => {\n const geometry = rack.board\n\n if (!geometry) {\n return\n }\n\n geometry.translate(rack.position.x, rack.position.y, rack.position.z)\n geometry.scale(rack.scale.x, rack.scale.y, rack.scale.z)\n boardsGeometries.push(geometry)\n })\n\n if (boardsGeometries.length > 0) {\n const material = Rack.boardMaterial\n material.opacity = 0.5\n material.transparent = true\n\n const boardMesh = new THREE.Mesh(BufferGeometryUtils.mergeGeometries(boardsGeometries), material)\n\n this.object3d.add(boardMesh)\n }\n }\n }\n\n dispose() {\n this._frameMaterial?.dispose()\n this._frameMaterial = undefined\n\n super.dispose()\n }\n\n updateAlpha() {}\n}\n"]}
|
|
1
|
+
{"version":3,"file":"rack-grid-3d.js","sourceRoot":"","sources":["../src/rack-grid-3d.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;;;;GAiBG;AACH,OAAO,KAAK,KAAK,MAAM,OAAO,CAAA;AAC9B,OAAO,KAAK,mBAAmB,MAAM,iDAAiD,CAAA;AACtF,OAAO,EAAE,eAAe,EAAE,MAAM,wBAAwB,CAAA;AAExD,OAAO,EACL,aAAa,EAAE,aAAa,EAAE,cAAc,EAC5C,cAAc,EAAE,oBAAoB,EACrC,MAAM,qBAAqB,CAAA;AAE5B,MAAM,OAAO,UAAW,SAAQ,eAAe;IACrC,WAAW,CAAc,CAAK,0CAA0C;IACxE,UAAU,CAAc,CAAM,wCAAwC;IAE9E,KAAK;QACH,KAAK,CAAC,KAAK,EAAE,CAAA;QACb,IAAI,CAAC,YAAY,EAAE,CAAA;QACnB,IAAI,CAAC,qBAAqB,EAAE,CAAA;IAC9B,CAAC;IAED,iEAAiE;IACjE,oBAAoB;QAClB,IAAI,CAAC,qBAAqB,EAAE,CAAA;IAC9B,CAAC;IAEO,qBAAqB;QAC3B,MAAM,EAAE,GAAQ,IAAI,CAAC,SAAS,CAAC,KAAK,CAAA;QACpC,MAAM,SAAS,GAAG,CAAC,CAAC,EAAE,EAAE,aAAa,CAAA;QACrC,MAAM,SAAS,GAAG,CAAC,CAAC,EAAE,EAAE,mBAAmB,CAAA;QAC3C,IAAI,IAAI,CAAC,WAAW;YAAE,IAAI,CAAC,WAAW,CAAC,OAAO,GAAG,CAAC,SAAS,CAAA;QAC3D,8EAA8E;QAC9E,iCAAiC;QACjC,IAAI,IAAI,CAAC,UAAU;YAAE,IAAI,CAAC,UAAU,CAAC,OAAO,GAAG,CAAC,SAAS,CAAA;IAC3D,CAAC;IAEO,YAAY;QAClB,MAAM,IAAI,GAAG,IAAI,CAAC,SAAgC,CAAA;QAClD,MAAM,EAAE,GAAQ,IAAI,CAAC,KAAK,CAAA;QAC1B,gFAAgF;QAChF,yDAAyD;QACzD,IAAI,CAAC,WAAW,GAAG,IAAI,KAAK,CAAC,KAAK,EAAE,CAAA;QACpC,IAAI,CAAC,UAAU,GAAG,IAAI,KAAK,CAAC,KAAK,EAAE,CAAA;QACnC,IAAI,CAAC,WAAW,CAAC,GAAG,CAAC,IAAI,CAAC,UAAU,CAAC,CAAA;QACrC,IAAI,CAAC,QAAQ,CAAC,GAAG,CAAC,IAAI,CAAC,WAAW,CAAC,CAAA;QAEnC,MAAM,KAAK,GAAI,EAAE,EAAE,KAAgB,IAAI,GAAG,CAAA,CAAQ,OAAO;QACzD,MAAM,MAAM,GAAI,EAAE,EAAE,KAAgB,IAAI,IAAI,CAAA,CAAM,yBAAyB;QAC3E,MAAM,KAAK,GAAI,EAAE,EAAE,MAAiB,IAAI,GAAG,CAAA,CAAO,sBAAsB;QACxE,MAAM,IAAI,GAAG,IAAI,CAAC,OAAO,CAAA;QACzB,MAAM,IAAI,GAAG,IAAI,CAAC,QAAQ,CAAA;QAC1B,MAAM,OAAO,GAAG,IAAI,CAAC,OAAO,CAAA;QAC5B,MAAM,SAAS,GAAG,IAAI,CAAC,GAAG,CAAC,CAAC,EAAE,IAAI,CAAC,GAAG,CAAE,EAAE,EAAE,eAA0B,IAAI,CAAC,EAAE,MAAM,GAAG,GAAG,CAAC,CAAC,CAAA;QAC3F,MAAM,SAAS,GAAG,MAAM,GAAG,SAAS,CAAA;QAEpC,MAAM,IAAI,GAAG,KAAK,GAAG,IAAI,CAAA;QACzB,MAAM,IAAI,GAAG,KAAK,GAAG,IAAI,CAAA;QACzB,MAAM,KAAK,GAAG,CAAC,MAAM,GAAG,CAAC,CAAA;QACzB,MAAM,UAAU,GAAG,KAAK,GAAG,SAAS,CAAA;QAEpC,2DAA2D;QAC3D,wBAAwB;QACxB,MAAM,KAAK,GAAG,IAAI,CAAC,GAAG,CAAC,IAAI,EAAE,IAAI,CAAC,GAAG,IAAI,CAAA;QACzC,MAAM,KAAK,GAAG,KAAK,GAAG,GAAG,CAAA;QAEzB,MAAM,OAAO,GAAG,CAAC,GAAW,EAAE,GAAW,EAAW,EAAE;YACpD,IAAI,GAAG,GAAG,CAAC,IAAI,GAAG,IAAI,IAAI,IAAI,GAAG,GAAG,CAAC,IAAI,GAAG,IAAI,IAAI;gBAAE,OAAO,IAAI,CAAA;YACjE,OAAO,IAAI,CAAC,UAAU,CAAC,GAAG,EAAE,GAAG,CAAC,CAAA;QAClC,CAAC,CAAA;QAED,uDAAuD;QACvD,EAAE;QACF,kEAAkE;QAClE,6CAA6C;QAE7C,MAAM,QAAQ,GAA2B,EAAE,CAAA;QAC3C,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,IAAI,IAAI,EAAE,CAAC,EAAE,EAAE,CAAC;YAC/B,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,IAAI,IAAI,EAAE,CAAC,EAAE,EAAE,CAAC;gBAC/B,2CAA2C;gBAC3C,MAAM,SAAS,GACb,CAAC,OAAO,CAAC,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,CAAC,CAAC;oBACtB,CAAC,OAAO,CAAC,CAAC,EAAM,CAAC,GAAG,CAAC,CAAC;oBACtB,CAAC,OAAO,CAAC,CAAC,GAAG,CAAC,EAAE,CAAC,CAAK;oBACtB,CAAC,OAAO,CAAC,CAAC,EAAM,CAAC,CAAK,CAAA;gBACxB,IAAI,CAAC,SAAS;oBAAE,SAAQ;gBAExB,MAAM,CAAC,GAAG,CAAC,CAAC,GAAG,IAAI,GAAG,CAAC,CAAC,GAAG,IAAI,CAAA;gBAC/B,MAAM,CAAC,GAAG,CAAC,CAAC,GAAG,IAAI,GAAG,CAAC,CAAC,GAAG,IAAI,CAAA;gBAC/B,MAAM,IAAI,GAAG,IAAI,KAAK,CAAC,WAAW,CAAC,KAAK,EAAE,MAAM,EAAE,KAAK,CAAC,CAAA;gBACxD,IAAI,CAAC,SAAS,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAA;gBACvB,QAAQ,CAAC,IAAI,CAAC,IAAI,CAAC,CAAA;YACrB,CAAC;QACH,CAAC;QAED,gEAAgE;QAChE,EAAE;QACF,8DAA8D;QAC9D,kDAAkD;QAClD,+DAA+D;QAC/D,2BAA2B;QAE3B,MAAM,QAAQ,GAA2B,EAAE,CAAA;QAE3C,+DAA+D;QAC/D,+CAA+C;QAE/C,qEAAqE;QACrE,KAAK,MAAM,KAAK,IAAI,CAAC,CAAC,EAAE,IAAI,CAAC,EAAE,CAAC;YAC9B,MAAM,IAAI,GAAG,CAAC,KAAK,GAAG,IAAI,GAAG,CAAC,CAAC,GAAG,IAAI,CAAA;YACtC,MAAM,WAAW,GAAG,KAAK,KAAK,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,IAAI,GAAG,CAAC,CAAA;YAC9C,KAAK,IAAI,EAAE,GAAG,CAAC,EAAE,EAAE,IAAI,OAAO,EAAE,EAAE,EAAE,EAAE,CAAC;gBACrC,MAAM,KAAK,GAAG,EAAE,GAAG,OAAO,CAAA;gBAC1B,MAAM,CAAC,GAAG,UAAU,GAAG,KAAK,GAAG,SAAS,GAAG,KAAK,GAAG,CAAC,GAAG,CAAC,EAAE,KAAK,CAAC,CAAC,CAAC,CAAC,KAAK,CAAC,CAAC,CAAC,CAAC,CAAC,CAAA;gBAC7E,IAAI,QAAQ,GAAG,CAAC,CAAC,CAAA;gBACjB,KAAK,IAAI,GAAG,GAAG,CAAC,EAAE,GAAG,IAAI,IAAI,EAAE,GAAG,EAAE,EAAE,CAAC;oBACrC,MAAM,MAAM,GAAG,GAAG,GAAG,IAAI,IAAI,CAAC,OAAO,CAAC,GAAG,EAAE,WAAW,CAAC,CAAA;oBACvD,IAAI,MAAM,IAAI,QAAQ,KAAK,CAAC,CAAC;wBAAE,QAAQ,GAAG,GAAG,CAAA;oBAC7C,IAAI,CAAC,MAAM,IAAI,QAAQ,KAAK,CAAC,CAAC,EAAE,CAAC;wBAC/B,MAAM,MAAM,GAAG,CAAC,QAAQ,GAAG,IAAI,GAAG,CAAC,CAAC,GAAG,IAAI,CAAA;wBAC3C,MAAM,IAAI,GAAG,CAAC,GAAG,GAAG,IAAI,GAAG,CAAC,CAAC,GAAG,IAAI,CAAA;wBACpC,MAAM,OAAO,GAAG,IAAI,GAAG,MAAM,CAAA;wBAC7B,MAAM,WAAW,GAAG,CAAC,MAAM,GAAG,IAAI,CAAC,GAAG,CAAC,CAAA;wBACvC,MAAM,IAAI,GAAG,IAAI,KAAK,CAAC,WAAW,CAAC,OAAO,EAAE,KAAK,EAAE,KAAK,CAAC,CAAA;wBACzD,IAAI,CAAC,SAAS,CAAC,WAAW,EAAE,CAAC,EAAE,IAAI,CAAC,CAAA;wBACpC,QAAQ,CAAC,IAAI,CAAC,IAAI,CAAC,CAAA;wBACnB,QAAQ,GAAG,CAAC,CAAC,CAAA;oBACf,CAAC;gBACH,CAAC;YACH,CAAC;QACH,CAAC;QAED,2DAA2D;QAC3D,KAAK,MAAM,KAAK,IAAI,CAAC,CAAC,EAAE,IAAI,CAAC,EAAE,CAAC;YAC9B,MAAM,IAAI,GAAG,CAAC,KAAK,GAAG,IAAI,GAAG,CAAC,CAAC,GAAG,IAAI,CAAA;YACtC,MAAM,WAAW,GAAG,KAAK,KAAK,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,IAAI,GAAG,CAAC,CAAA;YAC9C,KAAK,IAAI,EAAE,GAAG,CAAC,EAAE,EAAE,IAAI,OAAO,EAAE,EAAE,EAAE,EAAE,CAAC;gBACrC,MAAM,KAAK,GAAG,EAAE,GAAG,OAAO,CAAA;gBAC1B,MAAM,CAAC,GAAG,UAAU,GAAG,KAAK,GAAG,SAAS,GAAG,KAAK,GAAG,CAAC,GAAG,CAAC,EAAE,KAAK,CAAC,CAAC,CAAC,CAAC,KAAK,CAAC,CAAC,CAAC,CAAC,CAAC,CAAA;gBAC7E,IAAI,QAAQ,GAAG,CAAC,CAAC,CAAA;gBACjB,KAAK,IAAI,GAAG,GAAG,CAAC,EAAE,GAAG,IAAI,IAAI,EAAE,GAAG,EAAE,EAAE,CAAC;oBACrC,MAAM,MAAM,GAAG,GAAG,GAAG,IAAI,IAAI,CAAC,OAAO,CAAC,WAAW,EAAE,GAAG,CAAC,CAAA;oBACvD,IAAI,MAAM,IAAI,QAAQ,KAAK,CAAC,CAAC;wBAAE,QAAQ,GAAG,GAAG,CAAA;oBAC7C,IAAI,CAAC,MAAM,IAAI,QAAQ,KAAK,CAAC,CAAC,EAAE,CAAC;wBAC/B,MAAM,MAAM,GAAG,CAAC,QAAQ,GAAG,IAAI,GAAG,CAAC,CAAC,GAAG,IAAI,CAAA;wBAC3C,MAAM,IAAI,GAAG,CAAC,GAAG,GAAG,IAAI,GAAG,CAAC,CAAC,GAAG,IAAI,CAAA;wBACpC,MAAM,OAAO,GAAG,IAAI,GAAG,MAAM,CAAA;wBAC7B,MAAM,WAAW,GAAG,CAAC,MAAM,GAAG,IAAI,CAAC,GAAG,CAAC,CAAA;wBACvC,MAAM,IAAI,GAAG,IAAI,KAAK,CAAC,WAAW,CAAC,KAAK,EAAE,KAAK,EAAE,OAAO,CAAC,CAAA;wBACzD,IAAI,CAAC,SAAS,CAAC,IAAI,EAAE,CAAC,EAAE,WAAW,CAAC,CAAA;wBACpC,QAAQ,CAAC,IAAI,CAAC,IAAI,CAAC,CAAA;wBACnB,QAAQ,GAAG,CAAC,CAAC,CAAA;oBACf,CAAC;gBACH,CAAC;YACH,CAAC;QACH,CAAC;QAED,2DAA2D;QAC3D,CAAC;YACC,MAAM,EAAE,GAAG,OAAO,CAAA;YAClB,MAAM,KAAK,GAAG,EAAE,GAAG,OAAO,CAAA;YAC1B,MAAM,CAAC,GAAG,UAAU,GAAG,KAAK,GAAG,SAAS,GAAG,KAAK,GAAG,CAAC,GAAG,CAAC,EAAE,KAAK,CAAC,CAAC,CAAC,CAAC,KAAK,CAAC,CAAC,CAAC,CAAC,CAAC,CAAA;YAE7E,wEAAwE;YACxE,KAAK,IAAI,KAAK,GAAG,CAAC,EAAE,KAAK,GAAG,IAAI,EAAE,KAAK,EAAE,EAAE,CAAC;gBAC1C,MAAM,IAAI,GAAG,CAAC,KAAK,GAAG,IAAI,GAAG,CAAC,CAAC,GAAG,IAAI,CAAA;gBACtC,IAAI,QAAQ,GAAG,CAAC,CAAC,CAAA;gBACjB,KAAK,IAAI,GAAG,GAAG,CAAC,EAAE,GAAG,IAAI,IAAI,EAAE,GAAG,EAAE,EAAE,CAAC;oBACrC,MAAM,MAAM,GAAG,GAAG,GAAG,IAAI,IAAI,CAAC,CAAC,OAAO,CAAC,KAAK,GAAG,CAAC,EAAE,GAAG,CAAC,IAAI,CAAC,OAAO,CAAC,KAAK,EAAE,GAAG,CAAC,CAAC,CAAA;oBAC/E,IAAI,MAAM,IAAI,QAAQ,KAAK,CAAC,CAAC;wBAAE,QAAQ,GAAG,GAAG,CAAA;oBAC7C,IAAI,CAAC,MAAM,IAAI,QAAQ,KAAK,CAAC,CAAC,EAAE,CAAC;wBAC/B,MAAM,MAAM,GAAG,CAAC,QAAQ,GAAG,IAAI,GAAG,CAAC,CAAC,GAAG,IAAI,CAAA;wBAC3C,MAAM,IAAI,GAAG,CAAC,GAAG,GAAG,IAAI,GAAG,CAAC,CAAC,GAAG,IAAI,CAAA;wBACpC,MAAM,OAAO,GAAG,IAAI,GAAG,MAAM,CAAA;wBAC7B,MAAM,WAAW,GAAG,CAAC,MAAM,GAAG,IAAI,CAAC,GAAG,CAAC,CAAA;wBACvC,MAAM,IAAI,GAAG,IAAI,KAAK,CAAC,WAAW,CAAC,KAAK,EAAE,KAAK,EAAE,OAAO,CAAC,CAAA;wBACzD,IAAI,CAAC,SAAS,CAAC,IAAI,EAAE,CAAC,EAAE,WAAW,CAAC,CAAA;wBACpC,QAAQ,CAAC,IAAI,CAAC,IAAI,CAAC,CAAA;wBACnB,QAAQ,GAAG,CAAC,CAAC,CAAA;oBACf,CAAC;gBACH,CAAC;YACH,CAAC;YAED,wEAAwE;YACxE,KAAK,IAAI,KAAK,GAAG,CAAC,EAAE,KAAK,GAAG,IAAI,EAAE,KAAK,EAAE,EAAE,CAAC;gBAC1C,MAAM,IAAI,GAAG,CAAC,KAAK,GAAG,IAAI,GAAG,CAAC,CAAC,GAAG,IAAI,CAAA;gBACtC,IAAI,QAAQ,GAAG,CAAC,CAAC,CAAA;gBACjB,KAAK,IAAI,GAAG,GAAG,CAAC,EAAE,GAAG,IAAI,IAAI,EAAE,GAAG,EAAE,EAAE,CAAC;oBACrC,MAAM,MAAM,GAAG,GAAG,GAAG,IAAI,IAAI,CAAC,CAAC,OAAO,CAAC,GAAG,EAAE,KAAK,GAAG,CAAC,CAAC,IAAI,CAAC,OAAO,CAAC,GAAG,EAAE,KAAK,CAAC,CAAC,CAAA;oBAC/E,IAAI,MAAM,IAAI,QAAQ,KAAK,CAAC,CAAC;wBAAE,QAAQ,GAAG,GAAG,CAAA;oBAC7C,IAAI,CAAC,MAAM,IAAI,QAAQ,KAAK,CAAC,CAAC,EAAE,CAAC;wBAC/B,MAAM,MAAM,GAAG,CAAC,QAAQ,GAAG,IAAI,GAAG,CAAC,CAAC,GAAG,IAAI,CAAA;wBAC3C,MAAM,IAAI,GAAG,CAAC,GAAG,GAAG,IAAI,GAAG,CAAC,CAAC,GAAG,IAAI,CAAA;wBACpC,MAAM,OAAO,GAAG,IAAI,GAAG,MAAM,CAAA;wBAC7B,MAAM,WAAW,GAAG,CAAC,MAAM,GAAG,IAAI,CAAC,GAAG,CAAC,CAAA;wBACvC,MAAM,IAAI,GAAG,IAAI,KAAK,CAAC,WAAW,CAAC,OAAO,EAAE,KAAK,EAAE,KAAK,CAAC,CAAA;wBACzD,IAAI,CAAC,SAAS,CAAC,WAAW,EAAE,CAAC,EAAE,IAAI,CAAC,CAAA;wBACpC,QAAQ,CAAC,IAAI,CAAC,IAAI,CAAC,CAAA;wBACnB,QAAQ,GAAG,CAAC,CAAC,CAAA;oBACf,CAAC;gBACH,CAAC;YACH,CAAC;QACH,CAAC;QAED,0EAA0E;QAC1E,6EAA6E;QAE7E,MAAM,MAAM,GAAG,IAAI,CAAC,GAAG,CAAC,CAAC,EAAE,IAAI,GAAG,CAAC,GAAG,KAAK,CAAC,CAAA;QAC5C,MAAM,OAAO,GAAG,IAAI,CAAC,GAAG,CAAC,CAAC,EAAE,IAAI,GAAG,CAAC,GAAG,KAAK,CAAC,CAAA;QAC7C,IAAI,MAAM,GAAG,CAAC,IAAI,OAAO,GAAG,CAAC,EAAE,CAAC;YAC9B,MAAM,SAAS,GAA+C,EAAE,CAAA;YAChE,KAAK,IAAI,GAAG,GAAG,CAAC,EAAE,GAAG,GAAG,IAAI,EAAE,GAAG,EAAE,EAAE,CAAC;gBACpC,KAAK,IAAI,GAAG,GAAG,CAAC,EAAE,GAAG,GAAG,IAAI,EAAE,GAAG,EAAE,EAAE,CAAC;oBACpC,IAAI,OAAO,CAAC,GAAG,EAAE,GAAG,CAAC;wBAAE,SAAQ;oBAC/B,MAAM,UAAU,GAAG,CAAC,GAAG,GAAG,IAAI,GAAG,CAAC,GAAG,GAAG,CAAC,GAAG,IAAI,CAAA;oBAChD,MAAM,UAAU,GAAG,CAAC,GAAG,GAAG,IAAI,GAAG,CAAC,GAAG,GAAG,CAAC,GAAG,IAAI,CAAA;oBAChD,KAAK,IAAI,EAAE,GAAG,CAAC,EAAE,EAAE,GAAG,OAAO,EAAE,EAAE,EAAE,EAAE,CAAC;wBACpC,MAAM,KAAK,GAAG,EAAE,GAAG,OAAO,CAAA;wBAC1B,MAAM,CAAC,GAAG,UAAU,GAAG,KAAK,GAAG,SAAS,GAAG,CAAC,EAAE,KAAK,CAAC,CAAC,CAAC,CAAC,KAAK,CAAC,CAAC,CAAC,CAAC,CAAC,CAAA;wBACjE,SAAS,CAAC,IAAI,CAAC,EAAE,CAAC,EAAE,UAAU,EAAE,CAAC,EAAE,CAAC,EAAE,UAAU,EAAE,CAAC,CAAA;oBACrD,CAAC;gBACH,CAAC;YACH,CAAC;YACD,IAAI,SAAS,CAAC,MAAM,GAAG,CAAC,EAAE,CAAC;gBACzB,MAAM,QAAQ,GAAG,IAAI,KAAK,CAAC,aAAa,CAAC,MAAM,EAAE,OAAO,CAAC,CAAA;gBACzD,QAAQ,CAAC,OAAO,CAAC,CAAC,IAAI,CAAC,EAAE,GAAG,CAAC,CAAC,CAAA;gBAC9B,MAAM,SAAS,GAAG,IAAI,KAAK,CAAC,aAAa,CAAC,QAAQ,EAAE,cAAc,EAAE,SAAS,CAAC,MAAM,CAAC,CAAA;gBACrF,SAAS,CAAC,aAAa,GAAG,IAAI,CAAA;gBAC9B,SAAS,CAAC,aAAa,GAAG,KAAK,CAAA;gBAC/B,MAAM,CAAC,GAAG,IAAI,KAAK,CAAC,OAAO,EAAE,CAAA;gBAC7B,MAAM,GAAG,GAAG,IAAI,KAAK,CAAC,OAAO,EAAE,CAAA;gBAC/B,MAAM,CAAC,GAAG,IAAI,KAAK,CAAC,UAAU,EAAE,CAAA;gBAChC,MAAM,CAAC,GAAG,IAAI,KAAK,CAAC,OAAO,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAA;gBACpC,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,SAAS,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE,CAAC;oBAC1C,GAAG,CAAC,GAAG,CAAC,SAAS,CAAC,CAAC,CAAC,CAAC,CAAC,EAAE,SAAS,CAAC,CAAC,CAAC,CAAC,CAAC,EAAE,SAAS,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAA;oBACvD,CAAC,CAAC,OAAO,CAAC,GAAG,EAAE,CAAC,EAAE,CAAC,CAAC,CAAA;oBACpB,SAAS,CAAC,WAAW,CAAC,CAAC,EAAE,CAAC,CAAC,CAAA;gBAC7B,CAAC;gBACD,SAAS,CAAC,cAAc,CAAC,WAAW,GAAG,IAAI,CAAA;gBAC3C,SAAS,CAAC,qBAAqB,EAAE,CAAA;gBACjC,IAAI,CAAC,QAAQ,CAAC,GAAG,CAAC,SAAS,CAAC,CAAA;YAC9B,CAAC;QACH,CAAC;QAED,2DAA2D;QAE3D,IAAI,QAAQ,CAAC,MAAM,GAAG,CAAC,EAAE,CAAC;YACxB,MAAM,MAAM,GAAG,mBAAmB,CAAC,eAAe,CAAC,QAAQ,CAAC,CAAA;YAC5D,MAAM,IAAI,GAAG,IAAI,KAAK,CAAC,IAAI,CAAC,MAAM,EAAE,aAAa,CAAC,CAAA;YAClD,IAAI,CAAC,UAAU,GAAG,IAAI,CAAA;YACtB,IAAI,CAAC,aAAa,GAAG,IAAI,CAAA;YACzB,IAAI,CAAC,WAAY,CAAC,GAAG,CAAC,IAAI,CAAC,CAAA;QAC7B,CAAC;QAED,IAAI,QAAQ,CAAC,MAAM,GAAG,CAAC,EAAE,CAAC;YACxB,MAAM,MAAM,GAAG,mBAAmB,CAAC,eAAe,CAAC,QAAQ,CAAC,CAAA;YAC5D,MAAM,IAAI,GAAG,IAAI,KAAK,CAAC,IAAI,CAAC,MAAM,EAAE,aAAa,CAAC,CAAA;YAClD,IAAI,CAAC,UAAU,GAAG,IAAI,CAAA;YACtB,IAAI,CAAC,aAAa,GAAG,IAAI,CAAA;YACzB,IAAI,CAAC,UAAW,CAAC,GAAG,CAAC,IAAI,CAAC,CAAA;QAC5B,CAAC;QAED,2EAA2E;QAC3E,IAAI,CAAC,gBAAgB,EAAE,CAAA;IACzB,CAAC;IAED,2DAA2D;IAEnD,UAAU,CAAsB,CAAO,2BAA2B;IAClE,eAAe,CAAsB,CAAE,2BAA2B;IAE1E,gCAAgC;IAChC,IAAI,SAAS;QACX,OAAO,IAAI,CAAC,UAAU,CAAA;IACxB,CAAC;IAED;;;;;OAKG;IACH,gBAAgB;QACd,kBAAkB;QAClB,IAAI,IAAI,CAAC,UAAU,EAAE,CAAC;YACpB,IAAI,CAAC,QAAQ,CAAC,MAAM,CAAC,IAAI,CAAC,UAAU,CAAC,CAAA;YACrC,IAAI,CAAC,UAAU,CAAC,OAAO,EAAE,EAAE,CAAA;YAC3B,IAAI,CAAC,UAAU,GAAG,SAAS,CAAA;QAC7B,CAAC;QACD,IAAI,IAAI,CAAC,eAAe,EAAE,CAAC;YACzB,IAAI,CAAC,QAAQ,CAAC,MAAM,CAAC,IAAI,CAAC,eAAe,CAAC,CAAA;YAC1C,IAAI,CAAC,eAAe,CAAC,OAAO,EAAE,EAAE,CAAA;YAChC,IAAI,CAAC,eAAe,GAAG,SAAS,CAAA;QAClC,CAAC;QAED,MAAM,IAAI,GAAG,IAAI,CAAC,SAAgC,CAAA;QAClD,MAAM,EAAE,GAAQ,IAAI,CAAC,KAAK,CAAA;QAC1B,MAAM,IAAI,GAAG,IAAI,CAAC,OAAO,CAAA;QACzB,MAAM,IAAI,GAAG,IAAI,CAAC,QAAQ,CAAA;QAC1B,MAAM,OAAO,GAAG,IAAI,CAAC,OAAO,CAAA;QAC5B,MAAM,KAAK,GAAI,EAAE,EAAE,KAAgB,IAAI,GAAG,CAAA;QAC1C,MAAM,MAAM,GAAI,EAAE,EAAE,KAAgB,IAAI,IAAI,CAAA;QAC5C,MAAM,KAAK,GAAI,EAAE,EAAE,MAAiB,IAAI,GAAG,CAAA;QAC3C,MAAM,SAAS,GAAG,IAAI,CAAC,GAAG,CAAC,CAAC,EAAE,IAAI,CAAC,GAAG,CAAE,EAAE,EAAE,eAA0B,IAAI,CAAC,EAAE,MAAM,GAAG,GAAG,CAAC,CAAC,CAAA;QAC3F,MAAM,SAAS,GAAG,MAAM,GAAG,SAAS,CAAA;QACpC,MAAM,IAAI,GAAG,KAAK,GAAG,IAAI,CAAA;QACzB,MAAM,IAAI,GAAG,KAAK,GAAG,IAAI,CAAA;QACzB,MAAM,KAAK,GAAG,SAAS,GAAG,OAAO,CAAA;QACjC,MAAM,KAAK,GAAG,CAAC,MAAM,GAAG,CAAC,CAAA;QACzB,MAAM,UAAU,GAAG,KAAK,GAAG,SAAS,CAAA;QAEpC,MAAM,MAAM,GAAG,IAAI,GAAG,IAAI,CAAA;QAC1B,MAAM,MAAM,GAAG,KAAK,GAAG,GAAG,CAAA;QAC1B,MAAM,MAAM,GAAG,IAAI,GAAG,IAAI,CAAA;QAE1B,MAAM,OAAO,GAAG,IAAI,CAAC,OAAO,CAAA;QAC5B,MAAM,aAAa,GAAG,IAAI,GAAG,EAAe,CAAA;QAC5C,KAAK,MAAM,CAAC,IAAI,OAAO,EAAE,CAAC;YACxB,IAAI,CAAC,EAAE,MAAM;gBAAE,aAAa,CAAC,GAAG,CAAC,CAAC,CAAC,MAAM,EAAE,CAAC,CAAC,CAAA;QAC/C,CAAC;QAED,MAAM,SAAS,GAAG,CAAC,CAAC,EAAE,EAAE,cAAc,CAAA;QAEtC,4DAA4D;QAC5D,MAAM,MAAM,GAAoE,EAAE,CAAA;QAClF,MAAM,OAAO,GAAuD,EAAE,CAAA;QAEtE,KAAK,IAAI,GAAG,GAAG,CAAC,EAAE,GAAG,GAAG,IAAI,EAAE,GAAG,EAAE,EAAE,CAAC;YACpC,KAAK,IAAI,GAAG,GAAG,CAAC,EAAE,GAAG,GAAG,IAAI,EAAE,GAAG,EAAE,EAAE,CAAC;gBACpC,IAAI,IAAI,CAAC,UAAU,CAAC,GAAG,EAAE,GAAG,CAAC;oBAAE,SAAQ;gBACvC,KAAK,IAAI,KAAK,GAAG,CAAC,EAAE,KAAK,GAAG,OAAO,EAAE,KAAK,EAAE,EAAE,CAAC;oBAC7C,MAAM,MAAM,GAAG,GAAG,GAAG,IAAI,GAAG,IAAI,KAAK,EAAE,CAAA;oBACvC,MAAM,MAAM,GAAG,aAAa,CAAC,GAAG,CAAC,MAAM,CAAC,CAAA;oBACxC,IAAI,MAAM,EAAE,CAAC;wBACX,MAAM,CAAC,IAAI,CAAC,EAAE,GAAG,EAAE,GAAG,EAAE,KAAK,EAAE,MAAM,EAAE,CAAC,CAAA;oBAC1C,CAAC;yBAAM,IAAI,CAAC,SAAS,EAAE,CAAC;wBACtB,OAAO,CAAC,IAAI,CAAC,EAAE,GAAG,EAAE,GAAG,EAAE,KAAK,EAAE,CAAC,CAAA;oBACnC,CAAC;gBACH,CAAC;YACH,CAAC;QACH,CAAC;QAED,MAAM,SAAS,GAAG,CAAC,GAAW,EAAE,GAAW,EAAE,KAAa,EAAE,MAAqB,EAAE,EAAE;YACnF,MAAM,EAAE,GAAG,CAAC,GAAG,GAAG,IAAI,GAAG,CAAC,GAAG,GAAG,CAAC,GAAG,IAAI,CAAA;YACxC,MAAM,WAAW,GAAG,UAAU,GAAG,KAAK,GAAG,KAAK,CAAA;YAC9C,MAAM,EAAE,GAAG,WAAW,GAAG,MAAM,GAAG,CAAC,CAAA;YACnC,MAAM,EAAE,GAAG,CAAC,GAAG,GAAG,IAAI,GAAG,CAAC,GAAG,GAAG,CAAC,GAAG,IAAI,CAAA;YACxC,MAAM,CAAC,OAAO,CAAC,IAAI,KAAK,CAAC,OAAO,CAAC,EAAE,EAAE,EAAE,EAAE,EAAE,CAAC,EAAE,IAAI,KAAK,CAAC,UAAU,EAAE,EAAE,IAAI,KAAK,CAAC,OAAO,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC,CAAA;QACnG,CAAC,CAAA;QAED,oDAAoD;QACpD,IAAI,MAAM,CAAC,MAAM,GAAG,CAAC,EAAE,CAAC;YACtB,MAAM,mBAAmB,GAAG,SAAS,CAAA,CAAG,YAAY;YACpD,MAAM,GAAG,GAAG,IAAI,KAAK,CAAC,WAAW,CAAC,MAAM,EAAE,MAAM,EAAE,MAAM,CAAC,CAAA;YACzD,MAAM,IAAI,GAAG,IAAI,KAAK,CAAC,aAAa,CAAC,GAAG,EAAE,cAAc,EAAE,MAAM,CAAC,MAAM,CAAC,CAAA;YACxE,IAAI,CAAC,aAAa,GAAG,KAAK,CAAA;YAC1B,IAAI,CAAC,QAAQ,CAAC,OAAO,GAAG,IAAI,CAAA;YAC5B,IAAI,CAAC,QAAQ,CAAC,QAAQ,GAAG,MAAM,CAAC,GAAG,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,MAAM,CAAC,CAAA;YAElD,MAAM,CAAC,GAAG,IAAI,KAAK,CAAC,OAAO,EAAE,CAAA;YAC7B,MAAM,CAAC,GAAG,IAAI,KAAK,CAAC,KAAK,EAAE,CAAA;YAC3B,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,MAAM,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE,CAAC;gBACvC,MAAM,EAAE,GAAG,EAAE,GAAG,EAAE,KAAK,EAAE,MAAM,EAAE,GAAG,MAAM,CAAC,CAAC,CAAC,CAAA;gBAC7C,SAAS,CAAC,GAAG,EAAE,GAAG,EAAE,KAAK,EAAE,CAAC,CAAC,CAAA;gBAC7B,IAAI,CAAC,WAAW,CAAC,CAAC,EAAE,CAAC,CAAC,CAAA;gBACtB,MAAM,QAAQ,GAAI,IAAY,CAAC,kBAAkB,EAAE,CAAC,MAAM,CAAC,IAAI,mBAAmB,CAAA;gBAClF,CAAC,CAAC,GAAG,CAAC,QAAQ,CAAC,CAAA;gBACf,IAAI,CAAC,UAAU,CAAC,CAAC,EAAE,CAAC,CAAC,CAAA;YACvB,CAAC;YACD,IAAI,CAAC,cAAc,CAAC,WAAW,GAAG,IAAI,CAAA;YACtC,IAAI,IAAI,CAAC,aAAa;gBAAE,IAAI,CAAC,aAAa,CAAC,WAAW,GAAG,IAAI,CAAA;YAC7D,IAAI,CAAC,qBAAqB,EAAE,CAAA;YAC5B,IAAI,CAAC,kBAAkB,EAAE,EAAE,CAAA;YAC3B,IAAI,CAAC,QAAQ,CAAC,GAAG,CAAC,IAAI,CAAC,CAAA;YACvB,IAAI,CAAC,UAAU,GAAG,IAAI,CAAA;QACxB,CAAC;QAED,0DAA0D;QAC1D,IAAI,OAAO,CAAC,MAAM,GAAG,CAAC,EAAE,CAAC;YACvB,MAAM,GAAG,GAAG,IAAI,KAAK,CAAC,WAAW,CAAC,MAAM,EAAE,MAAM,EAAE,MAAM,CAAC,CAAA;YACzD,MAAM,IAAI,GAAG,IAAI,KAAK,CAAC,aAAa,CAAC,GAAG,EAAE,oBAAoB,EAAE,OAAO,CAAC,MAAM,CAAC,CAAA;YAC/E,IAAI,CAAC,aAAa,GAAG,KAAK,CAAA;YAC1B,IAAI,CAAC,QAAQ,CAAC,OAAO,GAAG,IAAI,CAAA;YAE5B,MAAM,CAAC,GAAG,IAAI,KAAK,CAAC,OAAO,EAAE,CAAA;YAC7B,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,OAAO,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE,CAAC;gBACxC,MAAM,EAAE,GAAG,EAAE,GAAG,EAAE,KAAK,EAAE,GAAG,OAAO,CAAC,CAAC,CAAC,CAAA;gBACtC,SAAS,CAAC,GAAG,EAAE,GAAG,EAAE,KAAK,EAAE,CAAC,CAAC,CAAA;gBAC7B,IAAI,CAAC,WAAW,CAAC,CAAC,EAAE,CAAC,CAAC,CAAA;YACxB,CAAC;YACD,IAAI,CAAC,cAAc,CAAC,WAAW,GAAG,IAAI,CAAA;YACtC,IAAI,CAAC,qBAAqB,EAAE,CAAA;YAC5B,IAAI,CAAC,kBAAkB,EAAE,EAAE,CAAA;YAC3B,IAAI,CAAC,QAAQ,CAAC,GAAG,CAAC,IAAI,CAAC,CAAA;YACvB,IAAI,CAAC,eAAe,GAAG,IAAI,CAAA;QAC7B,CAAC;IACH,CAAC;IAED,OAAO;QACL,mEAAmE;QACnE,6DAA6D;QAC7D,IAAI,IAAI,CAAC,UAAU,EAAE,CAAC;YACpB,IAAI,CAAC,QAAQ,CAAC,MAAM,CAAC,IAAI,CAAC,UAAU,CAAC,CAAA;YACrC,IAAI,CAAC,UAAU,CAAC,OAAO,EAAE,EAAE,CAAA;YAC3B,IAAI,CAAC,UAAU,GAAG,SAAS,CAAA;QAC7B,CAAC;QACD,IAAI,IAAI,CAAC,eAAe,EAAE,CAAC;YACzB,IAAI,CAAC,QAAQ,CAAC,MAAM,CAAC,IAAI,CAAC,eAAe,CAAC,CAAA;YAC1C,IAAI,CAAC,eAAe,CAAC,OAAO,EAAE,EAAE,CAAA;YAChC,IAAI,CAAC,eAAe,GAAG,SAAS,CAAA;QAClC,CAAC;QACD,KAAK,CAAC,OAAO,EAAE,CAAA;IACjB,CAAC;IAED,WAAW,KAAI,CAAC;CACjB","sourcesContent":["/*\n * Copyright © HatioLab Inc. All rights reserved.\n *\n * RackGrid3D — *공유 corner posts + bay 별 beams + shelf planes*.\n *\n * Post (수직 기둥):\n * - (cols+1) × (rows+1) 의 grid corner 위치마다 *공유 post* 1 개.\n * - 인접 4 bay 중 *최소 1개 non-empty* 면 post 만듦. 모두 empty 면 skip.\n * - 옆 bay 와 *공유* → 두 post 겹침 X.\n *\n * Beam (수평 부재):\n * - non-empty bay 마다 front + back beam (각 shelf level).\n *\n * Shelf (반투명 판):\n * - non-empty bay 의 각 level 의 frame 안쪽.\n *\n * isEmpty source of truth: RackGrid.isBayEmpty(col, row) — cell.state.isEmpty 우선.\n */\nimport * as THREE from 'three'\nimport * as BufferGeometryUtils from 'three/examples/jsm/utils/BufferGeometryUtils.js'\nimport { RealObjectGroup } from '@hatiolab/things-scene'\nimport type RackGrid from './rack-grid.js'\nimport {\n POST_MATERIAL, BEAM_MATERIAL, SHELF_MATERIAL,\n STOCK_MATERIAL, EMPTY_STOCK_MATERIAL\n} from './rack-materials.js'\n\nexport class RackGrid3D extends RealObjectGroup {\n private _frameGroup?: THREE.Group // post + beam 묶음 (hideRackFrame 시 hidden)\n private _beamGroup?: THREE.Group // beam 만 (hideHorizontalFrame 시 hidden)\n\n build() {\n super.build()\n this._buildFrames()\n this._applyFrameVisibility()\n }\n\n /** hideRackFrame / hideHorizontalFrame 변경 시 visibility 즉시 반영. */\n applyFrameVisibility(): void {\n this._applyFrameVisibility()\n }\n\n private _applyFrameVisibility(): void {\n const rs: any = this.component.state\n const hideFrame = !!rs?.hideRackFrame\n const hideBeams = !!rs?.hideHorizontalFrame\n if (this._frameGroup) this._frameGroup.visible = !hideFrame\n // beam group 은 frame group 안에 nested — frame 이 hidden 일 때는 beam 도 자연히 hidden.\n // frame visible + beam toggle 따로\n if (this._beamGroup) this._beamGroup.visible = !hideBeams\n }\n\n private _buildFrames(): void {\n const comp = this.component as unknown as RackGrid\n const rs: any = comp.state\n // frame group — post + beamGroup 담음. hideRackFrame 시 frame group.visible=false.\n // beam group — 가로 frame 만 (hideHorizontalFrame 시 따로 토글).\n this._frameGroup = new THREE.Group()\n this._beamGroup = new THREE.Group()\n this._frameGroup.add(this._beamGroup)\n this.object3d.add(this._frameGroup)\n\n const width = (rs?.width as number) ?? 400 // 3D X\n const height = (rs?.depth as number) ?? 2000 // 3D Y (floor → ceiling)\n const depth = (rs?.height as number) ?? 200 // 3D Z (front → back)\n const cols = comp.columns\n const rows = comp.rackRows\n const shelves = comp.shelves\n const shelfBase = Math.max(0, Math.min((rs?.shelfBaseHeight as number) || 0, height * 0.9))\n const shelfZone = height - shelfBase\n\n const bayW = width / cols\n const bayD = depth / rows\n const baseY = -height / 2\n const shelfBaseY = baseY + shelfBase\n\n // Frame 굵기 — storage-rack 과 동일 비율 (공유 post / 공유 beam 적용 후엔\n // 겹침 없으므로 같은 비율 사용 가능).\n const postW = Math.min(bayW, bayD) * 0.06\n const beamH = postW * 1.2\n\n const isEmpty = (col: number, row: number): boolean => {\n if (col < 0 || col >= cols || row < 0 || row >= rows) return true\n return comp.isBayEmpty(col, row)\n }\n\n // ── 1. 공유 corner posts (hideRackFrame 면 skip) ───────\n //\n // (cols+1) × (rows+1) 의 모든 corner 위치. 4 인접 bay 중 *하나라도 non-empty*\n // 이면 post 생성. 인접 bay 가 모두 empty → post skip.\n\n const postGeos: THREE.BufferGeometry[] = []\n for (let c = 0; c <= cols; c++) {\n for (let r = 0; r <= rows; r++) {\n // 이 corner 에 인접한 4 bay (없는 위치는 isEmpty 처리)\n const anyActive =\n !isEmpty(c - 1, r - 1) ||\n !isEmpty(c, r - 1) ||\n !isEmpty(c - 1, r ) ||\n !isEmpty(c, r )\n if (!anyActive) continue\n\n const x = (c - cols / 2) * bayW\n const z = (r - rows / 2) * bayD\n const post = new THREE.BoxGeometry(postW, height, postW)\n post.translate(x, 0, z)\n postGeos.push(post)\n }\n }\n\n // ── 2. Horizontal beams (X 축 외곽 wall 만 — storage-rack 일관) ────\n //\n // storage-rack 처럼 *front + back 의 X 축 beam* 만. 내부 행 경계 beam +\n // Z 축 (좌우 side) beam 모두 제거 — *깔끔한 wall-frame 시각*.\n // 각 level 마다 front (zEdge=0) + back (zEdge=rows) 두 줄. 각 줄은 *연속\n // non-empty col 구간* 공유 통합.\n\n const beamGeos: THREE.BufferGeometry[] = []\n\n // 외곽 wall 의 가로 frame — *연속 non-empty bay 구간*만. isEmpty bay 영역엔\n // frame 없음. *내부 cross frame 은 항상 제외* — 깔끔함 유지.\n\n // X 축 beam (front + back, 각 level) — non-empty col segment 별 단일 beam\n for (const zEdge of [0, rows]) {\n const zPos = (zEdge - rows / 2) * bayD\n const adjacentRow = zEdge === 0 ? 0 : rows - 1\n for (let lv = 0; lv <= shelves; lv++) {\n const yFrac = lv / shelves\n const y = shelfBaseY + yFrac * shelfZone - beamH / 2 + (lv === 0 ? beamH : 0)\n let segStart = -1\n for (let col = 0; col <= cols; col++) {\n const active = col < cols && !isEmpty(col, adjacentRow)\n if (active && segStart === -1) segStart = col\n if (!active && segStart !== -1) {\n const startX = (segStart - cols / 2) * bayW\n const endX = (col - cols / 2) * bayW\n const beamLen = endX - startX\n const beamCenterX = (startX + endX) / 2\n const beam = new THREE.BoxGeometry(beamLen, beamH, beamH)\n beam.translate(beamCenterX, y, zPos)\n beamGeos.push(beam)\n segStart = -1\n }\n }\n }\n }\n\n // Z 축 beam (좌우 side) — *모든 level*, isEmpty row 제외 segment.\n for (const xEdge of [0, cols]) {\n const xPos = (xEdge - cols / 2) * bayW\n const adjacentCol = xEdge === 0 ? 0 : cols - 1\n for (let lv = 0; lv <= shelves; lv++) {\n const yFrac = lv / shelves\n const y = shelfBaseY + yFrac * shelfZone - beamH / 2 + (lv === 0 ? beamH : 0)\n let segStart = -1\n for (let row = 0; row <= rows; row++) {\n const active = row < rows && !isEmpty(adjacentCol, row)\n if (active && segStart === -1) segStart = row\n if (!active && segStart !== -1) {\n const startZ = (segStart - rows / 2) * bayD\n const endZ = (row - rows / 2) * bayD\n const beamLen = endZ - startZ\n const beamCenterZ = (startZ + endZ) / 2\n const beam = new THREE.BoxGeometry(beamH, beamH, beamLen)\n beam.translate(xPos, y, beamCenterZ)\n beamGeos.push(beam)\n segStart = -1\n }\n }\n }\n }\n\n // 천장 (lv=shelves) 내부 cross beam — *isEmpty 영역 제외 segment*.\n {\n const lv = shelves\n const yFrac = lv / shelves\n const y = shelfBaseY + yFrac * shelfZone - beamH / 2 + (lv === 0 ? beamH : 0)\n\n // 내부 col 경계 의 Z 축 beam (col 사이, Z 방향) — 인접 2 col 중 *해당 row* 가 non-empty\n for (let xEdge = 1; xEdge < cols; xEdge++) {\n const xPos = (xEdge - cols / 2) * bayW\n let segStart = -1\n for (let row = 0; row <= rows; row++) {\n const active = row < rows && (!isEmpty(xEdge - 1, row) || !isEmpty(xEdge, row))\n if (active && segStart === -1) segStart = row\n if (!active && segStart !== -1) {\n const startZ = (segStart - rows / 2) * bayD\n const endZ = (row - rows / 2) * bayD\n const beamLen = endZ - startZ\n const beamCenterZ = (startZ + endZ) / 2\n const beam = new THREE.BoxGeometry(beamH, beamH, beamLen)\n beam.translate(xPos, y, beamCenterZ)\n beamGeos.push(beam)\n segStart = -1\n }\n }\n }\n\n // 내부 row 경계 의 X 축 beam (row 사이, X 방향) — 인접 2 row 중 *해당 col* 가 non-empty\n for (let zEdge = 1; zEdge < rows; zEdge++) {\n const zPos = (zEdge - rows / 2) * bayD\n let segStart = -1\n for (let col = 0; col <= cols; col++) {\n const active = col < cols && (!isEmpty(col, zEdge - 1) || !isEmpty(col, zEdge))\n if (active && segStart === -1) segStart = col\n if (!active && segStart !== -1) {\n const startX = (segStart - cols / 2) * bayW\n const endX = (col - cols / 2) * bayW\n const beamLen = endX - startX\n const beamCenterX = (startX + endX) / 2\n const beam = new THREE.BoxGeometry(beamLen, beamH, beamH)\n beam.translate(beamCenterX, y, zPos)\n beamGeos.push(beam)\n segStart = -1\n }\n }\n }\n }\n\n // ── 3. Shelf planes — *단일 InstancedMesh* (성능). 이전엔 cols × rows × shelves\n // 개별 Mesh (각 draw call) — 큰 grid 에서 수천 draw call. 이제 1 mesh / 1 draw call.\n\n const shelfW = Math.max(0, bayW - 2 * postW)\n const shelfDD = Math.max(0, bayD - 2 * beamH)\n if (shelfW > 0 && shelfDD > 0) {\n const positions: Array<{ x: number; y: number; z: number }> = []\n for (let col = 0; col < cols; col++) {\n for (let row = 0; row < rows; row++) {\n if (isEmpty(col, row)) continue\n const bayCenterX = (col - cols / 2 + 0.5) * bayW\n const bayCenterZ = (row - rows / 2 + 0.5) * bayD\n for (let lv = 0; lv < shelves; lv++) {\n const yFrac = lv / shelves\n const y = shelfBaseY + yFrac * shelfZone + (lv === 0 ? beamH : 0)\n positions.push({ x: bayCenterX, y, z: bayCenterZ })\n }\n }\n }\n if (positions.length > 0) {\n const shelfGeo = new THREE.PlaneGeometry(shelfW, shelfDD)\n shelfGeo.rotateX(-Math.PI / 2)\n const shelfMesh = new THREE.InstancedMesh(shelfGeo, SHELF_MATERIAL, positions.length)\n shelfMesh.receiveShadow = true\n shelfMesh.frustumCulled = false\n const m = new THREE.Matrix4()\n const pos = new THREE.Vector3()\n const q = new THREE.Quaternion()\n const s = new THREE.Vector3(1, 1, 1)\n for (let i = 0; i < positions.length; i++) {\n pos.set(positions[i].x, positions[i].y, positions[i].z)\n m.compose(pos, q, s)\n shelfMesh.setMatrixAt(i, m)\n }\n shelfMesh.instanceMatrix.needsUpdate = true\n shelfMesh.computeBoundingSphere()\n this.object3d.add(shelfMesh)\n }\n }\n\n // ── Merge — post + beam ─────────────────────────────────\n\n if (postGeos.length > 0) {\n const merged = BufferGeometryUtils.mergeGeometries(postGeos)\n const mesh = new THREE.Mesh(merged, POST_MATERIAL)\n mesh.castShadow = true\n mesh.receiveShadow = true\n this._frameGroup!.add(mesh)\n }\n\n if (beamGeos.length > 0) {\n const merged = BufferGeometryUtils.mergeGeometries(beamGeos)\n const mesh = new THREE.Mesh(merged, BEAM_MATERIAL)\n mesh.castShadow = true\n mesh.receiveShadow = true\n this._beamGroup!.add(mesh)\n }\n\n // ── 4. Stock InstancedMesh — state.data 의 record + hideEmptyStock 분기 ────\n this.rebuildStockMesh()\n }\n\n // ── Stock visualization ─────────────────────────────────\n\n private _stockMesh?: THREE.InstancedMesh // record 있는 stock (불투명, 색)\n private _emptyStockMesh?: THREE.InstancedMesh // record 없는 stock (반투명 회색)\n\n /** Public — 후속 click 핸들러 사용. */\n get stockMesh(): THREE.InstancedMesh | undefined {\n return this._stockMesh\n }\n\n /**\n * Stock 시각화 (Plan A — InstancedMesh batched).\n * - hideEmptyStock=true : state.data 의 record 있는 cell 만 instance\n * - hideEmptyStock=false : *모든 (non-isEmpty bay) cell × shelf* 에 instance.\n * record 있으면 default 색, 없으면 *백색 반투명*.\n */\n rebuildStockMesh(): void {\n // 기존 두 mesh 모두 제거\n if (this._stockMesh) {\n this.object3d.remove(this._stockMesh)\n this._stockMesh.dispose?.()\n this._stockMesh = undefined\n }\n if (this._emptyStockMesh) {\n this.object3d.remove(this._emptyStockMesh)\n this._emptyStockMesh.dispose?.()\n this._emptyStockMesh = undefined\n }\n\n const comp = this.component as unknown as RackGrid\n const rs: any = comp.state\n const cols = comp.columns\n const rows = comp.rackRows\n const shelves = comp.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\n const stockW = bayW * 0.85\n const stockD = cellY * 0.7\n const stockH = bayD * 0.85\n\n const records = comp.records\n const recordsByCell = new Map<string, any>()\n for (const r of records) {\n if (r?.cellId) recordsByCell.set(r.cellId, r)\n }\n\n const hideEmpty = !!rs?.hideEmptyStock\n\n // 두 그룹 분리: record 있는 stock (불투명, 색) vs empty stock (반투명 회색)\n const filled: Array<{ col: number; row: number; shelf: number; record: any }> = []\n const empties: Array<{ col: number; row: number; shelf: number }> = []\n\n for (let col = 0; col < cols; col++) {\n for (let row = 0; row < rows; row++) {\n if (comp.isBayEmpty(col, row)) continue\n for (let shelf = 0; shelf < shelves; shelf++) {\n const cellId = `${col}-${row}-${shelf}`\n const record = recordsByCell.get(cellId)\n if (record) {\n filled.push({ col, row, shelf, record })\n } else if (!hideEmpty) {\n empties.push({ col, row, shelf })\n }\n }\n }\n }\n\n const matrixFor = (col: number, row: number, shelf: number, target: THREE.Matrix4) => {\n const cx = (col - cols / 2 + 0.5) * bayW\n const cellBottomY = shelfBaseY + shelf * cellY\n const cy = cellBottomY + stockD / 2\n const cz = (row - rows / 2 + 0.5) * bayD\n target.compose(new THREE.Vector3(cx, cy, cz), new THREE.Quaternion(), new THREE.Vector3(1, 1, 1))\n }\n\n // ── 1. Filled stock — 불투명, legend/default 색 ──────\n if (filled.length > 0) {\n const STOCK_COLOR_DEFAULT = '#c8a878' // cardboard\n const geo = new THREE.BoxGeometry(stockW, stockD, stockH)\n const mesh = new THREE.InstancedMesh(geo, STOCK_MATERIAL, filled.length)\n mesh.frustumCulled = false\n mesh.userData.context = this\n mesh.userData._records = filled.map(i => i.record)\n\n const m = new THREE.Matrix4()\n const c = new THREE.Color()\n for (let i = 0; i < filled.length; i++) {\n const { col, row, shelf, record } = filled[i]\n matrixFor(col, row, shelf, m)\n mesh.setMatrixAt(i, m)\n const resolved = (comp as any).resolveLegendColor?.(record) ?? STOCK_COLOR_DEFAULT\n c.set(resolved)\n mesh.setColorAt(i, c)\n }\n mesh.instanceMatrix.needsUpdate = true\n if (mesh.instanceColor) mesh.instanceColor.needsUpdate = true\n mesh.computeBoundingSphere()\n mesh.computeBoundingBox?.()\n this.object3d.add(mesh)\n this._stockMesh = mesh\n }\n\n // ── 2. Empty stock — 반투명 회색 (hideEmptyStock=off 시만) ────\n if (empties.length > 0) {\n const geo = new THREE.BoxGeometry(stockW, stockD, stockH)\n const mesh = new THREE.InstancedMesh(geo, EMPTY_STOCK_MATERIAL, empties.length)\n mesh.frustumCulled = false\n mesh.userData.context = this\n\n const m = new THREE.Matrix4()\n for (let i = 0; i < empties.length; i++) {\n const { col, row, shelf } = empties[i]\n matrixFor(col, row, shelf, m)\n mesh.setMatrixAt(i, m)\n }\n mesh.instanceMatrix.needsUpdate = true\n mesh.computeBoundingSphere()\n mesh.computeBoundingBox?.()\n this.object3d.add(mesh)\n this._emptyStockMesh = mesh\n }\n }\n\n dispose() {\n // Material 은 module-level singleton 이라 dispose 안 함 (전체 application\n // lifecycle 동안 살아있음). InstancedMesh / Group 의 geometry 만 정리.\n if (this._stockMesh) {\n this.object3d.remove(this._stockMesh)\n this._stockMesh.dispose?.()\n this._stockMesh = undefined\n }\n if (this._emptyStockMesh) {\n this.object3d.remove(this._emptyStockMesh)\n this._emptyStockMesh.dispose?.()\n this._emptyStockMesh = undefined\n }\n super.dispose()\n }\n\n updateAlpha() {}\n}\n"]}
|