@operato/scene-storage 10.0.0-beta.42 → 10.0.0-beta.44

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/src/pallet-3d.ts CHANGED
@@ -21,6 +21,57 @@ import * as THREE from 'three'
21
21
  import * as BufferGeometryUtils from 'three/examples/jsm/utils/BufferGeometryUtils.js'
22
22
  import { RealObjectGroup } from '@hatiolab/things-scene'
23
23
 
24
+ // ── Material cache by bodyColor (shared across all Pallet3D instances) ──
25
+ // 동일 bodyColor 의 pallet 수십~수백 개 → GPU material 인스턴스 *1개로 통합*.
26
+ const woodBodyMaterials = new Map<string, THREE.MeshStandardMaterial>()
27
+ const woodStringerMaterials = new Map<string, THREE.MeshStandardMaterial>()
28
+ const plasticDeckMaterials = new Map<string, THREE.MeshStandardMaterial>()
29
+ const plasticFootMaterials = new Map<string, THREE.MeshStandardMaterial>()
30
+
31
+ function getWoodBodyMaterial(bodyColor: string): THREE.MeshStandardMaterial {
32
+ let m = woodBodyMaterials.get(bodyColor)
33
+ if (!m) {
34
+ m = new THREE.MeshStandardMaterial({ color: bodyColor, metalness: 0.0, roughness: 0.85 })
35
+ woodBodyMaterials.set(bodyColor, m)
36
+ }
37
+ return m
38
+ }
39
+
40
+ function getWoodStringerMaterial(bodyColor: string): THREE.MeshStandardMaterial {
41
+ let m = woodStringerMaterials.get(bodyColor)
42
+ if (!m) {
43
+ const tint = new THREE.Color(bodyColor).multiplyScalar(0.85)
44
+ m = new THREE.MeshStandardMaterial({ color: tint, metalness: 0.0, roughness: 0.9 })
45
+ woodStringerMaterials.set(bodyColor, m)
46
+ }
47
+ return m
48
+ }
49
+
50
+ function getPlasticDeckMaterial(bodyColor: string): THREE.MeshStandardMaterial {
51
+ let m = plasticDeckMaterials.get(bodyColor)
52
+ if (!m) {
53
+ m = new THREE.MeshStandardMaterial({ color: bodyColor, metalness: 0.1, roughness: 0.55 })
54
+ plasticDeckMaterials.set(bodyColor, m)
55
+ }
56
+ return m
57
+ }
58
+
59
+ function getPlasticFootMaterial(bodyColor: string): THREE.MeshStandardMaterial {
60
+ let m = plasticFootMaterials.get(bodyColor)
61
+ if (!m) {
62
+ const tint = new THREE.Color(bodyColor).multiplyScalar(0.85)
63
+ m = new THREE.MeshStandardMaterial({ color: tint, metalness: 0.1, roughness: 0.65 })
64
+ plasticFootMaterials.set(bodyColor, m)
65
+ }
66
+ return m
67
+ }
68
+
69
+ // ── Geometry cache by size (shared across all Pallet3D instances) ──
70
+ // 동일 width × height × depth 의 pallet → merged geometry *1세트*만 GPU 에 업로드.
71
+ // Translation / merge 비용도 동일 size pallet 끼리 *1회*만 발생.
72
+ const woodGeoCache = new Map<string, { top: THREE.BufferGeometry; stringer: THREE.BufferGeometry; bottom: THREE.BufferGeometry }>()
73
+ const plasticGeoCache = new Map<string, { deck: THREE.BufferGeometry; feet: THREE.BufferGeometry; brace: THREE.BufferGeometry }>()
74
+
24
75
  export class Pallet3D extends RealObjectGroup {
25
76
  build() {
26
77
  super.build()
@@ -38,28 +89,36 @@ export class Pallet3D extends RealObjectGroup {
38
89
 
39
90
  /** Wood EUR-style: 7 top slats + 3 stringers + 5 bottom slats. */
40
91
  private buildWood(width: number, height: number, depth: number, bodyColor: string) {
92
+ const { top, stringer, bottom } = this.getWoodGeometries(width, height, depth)
93
+
94
+ const woodMaterial = getWoodBodyMaterial(bodyColor)
95
+ const stringerMaterial = getWoodStringerMaterial(bodyColor)
96
+
97
+ const topSlatMesh = new THREE.Mesh(top, woodMaterial)
98
+ topSlatMesh.castShadow = true
99
+ topSlatMesh.receiveShadow = true
100
+ this.object3d.add(topSlatMesh)
101
+
102
+ const stringerMesh = new THREE.Mesh(stringer, stringerMaterial)
103
+ stringerMesh.castShadow = true
104
+ this.object3d.add(stringerMesh)
105
+
106
+ const botSlatMesh = new THREE.Mesh(bottom, woodMaterial)
107
+ botSlatMesh.receiveShadow = true
108
+ this.object3d.add(botSlatMesh)
109
+ }
110
+
111
+ private getWoodGeometries(width: number, height: number, depth: number) {
112
+ const key = `${width}|${height}|${depth}`
113
+ let cached = woodGeoCache.get(key)
114
+ if (cached) return cached
115
+
41
116
  const baseY = -depth / 2
42
117
  const slatThickness = depth * 0.15
43
118
  const stringerThickness = depth * 0.45
44
119
  const bottomSlatThickness = depth * 0.13
45
120
 
46
- const woodMaterial = new THREE.MeshStandardMaterial({
47
- color: bodyColor,
48
- metalness: 0.0,
49
- roughness: 0.85
50
- })
51
- const stringerColor = new THREE.Color(bodyColor).multiplyScalar(0.85)
52
- const stringerMaterial = new THREE.MeshStandardMaterial({
53
- color: stringerColor,
54
- metalness: 0.0,
55
- roughness: 0.9
56
- })
57
-
58
- // ── Top + bottom slats — same count, same z-positions, paired vertically ─
59
- // EUR-pallet style: 5 boards on top, 5 below (under the same z ranges so
60
- // they read as a single skeleton rather than two unrelated grids).
61
121
  const slatCount = 5
62
- const slatW = width
63
122
  const slatD = (height * 0.92) / (slatCount + (slatCount - 1) * 0.4)
64
123
  const gapD = slatD * 0.4
65
124
  const totalSpan = slatCount * slatD + (slatCount - 1) * gapD
@@ -72,16 +131,12 @@ export class Pallet3D extends RealObjectGroup {
72
131
 
73
132
  const topSlatGeos: THREE.BufferGeometry[] = []
74
133
  for (const z of slatPositions) {
75
- const slat = new THREE.BoxGeometry(slatW, slatThickness, slatD)
134
+ const slat = new THREE.BoxGeometry(width, slatThickness, slatD)
76
135
  slat.translate(0, baseY + depth - slatThickness / 2, z)
77
136
  topSlatGeos.push(slat)
78
137
  }
79
- const topSlatMesh = new THREE.Mesh(BufferGeometryUtils.mergeGeometries(topSlatGeos), woodMaterial)
80
- topSlatMesh.castShadow = true
81
- topSlatMesh.receiveShadow = true
82
- this.object3d.add(topSlatMesh)
138
+ const top = BufferGeometryUtils.mergeGeometries(topSlatGeos)
83
139
 
84
- // ── Stringers (3 perpendicular blocks between top and bottom decks) ─
85
140
  const stringerCount = 3
86
141
  const stringerW = width * 0.07
87
142
  const stringerY = baseY + bottomSlatThickness + stringerThickness / 2
@@ -93,50 +148,59 @@ export class Pallet3D extends RealObjectGroup {
93
148
  stringer.translate(x, stringerY, 0)
94
149
  stringerGeos.push(stringer)
95
150
  }
96
- const stringerMesh = new THREE.Mesh(BufferGeometryUtils.mergeGeometries(stringerGeos), stringerMaterial)
97
- stringerMesh.castShadow = true
98
- this.object3d.add(stringerMesh)
151
+ const stringer = BufferGeometryUtils.mergeGeometries(stringerGeos)
99
152
 
100
- // ── Bottom slats — same z-positions as top so the deck reads as paired ─
101
153
  const botSlatGeos: THREE.BufferGeometry[] = []
102
154
  for (const z of slatPositions) {
103
155
  const slat = new THREE.BoxGeometry(width, bottomSlatThickness, slatD)
104
156
  slat.translate(0, baseY + bottomSlatThickness / 2, z)
105
157
  botSlatGeos.push(slat)
106
158
  }
107
- const botSlatMesh = new THREE.Mesh(BufferGeometryUtils.mergeGeometries(botSlatGeos), woodMaterial)
108
- botSlatMesh.receiveShadow = true
109
- this.object3d.add(botSlatMesh)
159
+ const bottom = BufferGeometryUtils.mergeGeometries(botSlatGeos)
160
+
161
+ cached = { top, stringer, bottom }
162
+ woodGeoCache.set(key, cached)
163
+ return cached
110
164
  }
111
165
 
112
166
  /** Plastic molded: solid top deck + ribbed underside / feet. */
113
167
  private buildPlastic(width: number, height: number, depth: number, bodyColor: string) {
168
+ const { deck, feet, brace } = this.getPlasticGeometries(width, height, depth)
169
+
170
+ const deckMaterial = getPlasticDeckMaterial(bodyColor)
171
+ const footMaterial = getPlasticFootMaterial(bodyColor)
172
+
114
173
  const baseY = -depth / 2
115
174
  const deckThickness = depth * 0.30
116
- const footH = depth * 0.55
117
- const footW = width * 0.12
118
175
 
119
- const deckMaterial = new THREE.MeshStandardMaterial({
120
- color: bodyColor,
121
- metalness: 0.1,
122
- roughness: 0.55
123
- })
124
- const footColor = new THREE.Color(bodyColor).multiplyScalar(0.85)
125
- const footMaterial = new THREE.MeshStandardMaterial({
126
- color: footColor,
127
- metalness: 0.1,
128
- roughness: 0.65
129
- })
130
-
131
- // ── Solid top deck ───────────────────────────────────────────────
132
- const deckGeo = new THREE.BoxGeometry(width * 0.98, deckThickness, height * 0.98)
133
- const deckMesh = new THREE.Mesh(deckGeo, deckMaterial)
176
+ const deckMesh = new THREE.Mesh(deck, deckMaterial)
134
177
  deckMesh.position.set(0, baseY + depth - deckThickness / 2, 0)
135
178
  deckMesh.castShadow = true
136
179
  deckMesh.receiveShadow = true
137
180
  this.object3d.add(deckMesh)
138
181
 
139
- // ── 9 feet (3×3 grid — typical plastic pallet underside) ─────────
182
+ const footMesh = new THREE.Mesh(feet, footMaterial)
183
+ footMesh.castShadow = true
184
+ this.object3d.add(footMesh)
185
+
186
+ const braceMesh = new THREE.Mesh(brace, footMaterial)
187
+ this.object3d.add(braceMesh)
188
+ }
189
+
190
+ private getPlasticGeometries(width: number, height: number, depth: number) {
191
+ const key = `${width}|${height}|${depth}`
192
+ let cached = plasticGeoCache.get(key)
193
+ if (cached) return cached
194
+
195
+ const baseY = -depth / 2
196
+ const deckThickness = depth * 0.30
197
+ const footH = depth * 0.55
198
+ const footW = width * 0.12
199
+
200
+ // Deck geo — local space; mesh position applied at instantiation.
201
+ const deck = new THREE.BoxGeometry(width * 0.98, deckThickness, height * 0.98)
202
+
203
+ // 9 feet (3×3 grid) → merged geometry with translations baked in.
140
204
  const footGeos: THREE.BufferGeometry[] = []
141
205
  for (let i = -1; i <= 1; i++) {
142
206
  for (let j = -1; j <= 1; j++) {
@@ -147,18 +211,21 @@ export class Pallet3D extends RealObjectGroup {
147
211
  footGeos.push(foot)
148
212
  }
149
213
  }
150
- const footMesh = new THREE.Mesh(BufferGeometryUtils.mergeGeometries(footGeos), footMaterial)
151
- footMesh.castShadow = true
152
- this.object3d.add(footMesh)
214
+ const feet = BufferGeometryUtils.mergeGeometries(footGeos)
153
215
 
154
- // ── Cross-bracing along underside (suggests molded reinforcement)
216
+ // 3 braces merged into single mesh (이전에 mesh 3개 분리 = drawcall 3개).
155
217
  const braceH = depth * 0.10
156
- const braceGeo = new THREE.BoxGeometry(width * 0.95, braceH, height * 0.04)
218
+ const braceGeos: THREE.BufferGeometry[] = []
157
219
  for (const zSign of [-1, 0, 1]) {
158
- const brace = new THREE.Mesh(braceGeo.clone(), footMaterial)
159
- brace.position.set(0, baseY + footH - braceH / 2, zSign * height * 0.4)
160
- this.object3d.add(brace)
220
+ const b = new THREE.BoxGeometry(width * 0.95, braceH, height * 0.04)
221
+ b.translate(0, baseY + footH - braceH / 2, zSign * height * 0.4)
222
+ braceGeos.push(b)
161
223
  }
224
+ const brace = BufferGeometryUtils.mergeGeometries(braceGeos)
225
+
226
+ cached = { deck, feet, brace }
227
+ plasticGeoCache.set(key, cached)
228
+ return cached
162
229
  }
163
230
 
164
231
  updateDimension() {}
package/src/parcel-3d.ts CHANGED
@@ -41,6 +41,34 @@ const PARCEL_LABEL_MATERIAL = new THREE.MeshStandardMaterial({
41
41
  roughness: 0.4
42
42
  })
43
43
 
44
+ // ── Geometry cache — 같은 (w,h,d) 인 parcel 들 BoxGeometry 공유. 수백 parcel 의
45
+ // GPU memory + setup cost 폭감.
46
+ const _BODY_GEO_CACHE = new Map<string, THREE.BoxGeometry>()
47
+ const _TAPE_GEO_CACHE = new Map<string, THREE.BoxGeometry>()
48
+ const _LABEL_GEO_CACHE = new Map<string, THREE.BoxGeometry>()
49
+
50
+ function _key3(a: number, b: number, c: number): string {
51
+ return `${a.toFixed(1)}-${b.toFixed(1)}-${c.toFixed(1)}`
52
+ }
53
+ function _getBodyGeo(w: number, d: number, h: number): THREE.BoxGeometry {
54
+ const k = _key3(w, d, h)
55
+ let g = _BODY_GEO_CACHE.get(k)
56
+ if (!g) { g = new THREE.BoxGeometry(w, d, h); _BODY_GEO_CACHE.set(k, g) }
57
+ return g
58
+ }
59
+ function _getTapeGeo(w: number, t: number, l: number): THREE.BoxGeometry {
60
+ const k = _key3(w, t, l)
61
+ let g = _TAPE_GEO_CACHE.get(k)
62
+ if (!g) { g = new THREE.BoxGeometry(w, t, l); _TAPE_GEO_CACHE.set(k, g) }
63
+ return g
64
+ }
65
+ function _getLabelGeo(w: number, t: number, h: number): THREE.BoxGeometry {
66
+ const k = _key3(w, t, h)
67
+ let g = _LABEL_GEO_CACHE.get(k)
68
+ if (!g) { g = new THREE.BoxGeometry(w, t, h); _LABEL_GEO_CACHE.set(k, g) }
69
+ return g
70
+ }
71
+
44
72
  export class Parcel3D extends RealObjectGroup {
45
73
  build() {
46
74
  super.build()
@@ -49,8 +77,7 @@ export class Parcel3D extends RealObjectGroup {
49
77
  const baseY = -depth / 2
50
78
 
51
79
  // ── Main body ────────────────────────────────────────────────────
52
- const bodyGeo = new THREE.BoxGeometry(width, depth, height)
53
- const bodyMesh = new THREE.Mesh(bodyGeo, PARCEL_BODY_MATERIAL)
80
+ const bodyMesh = new THREE.Mesh(_getBodyGeo(width, depth, height), PARCEL_BODY_MATERIAL)
54
81
  bodyMesh.position.set(0, 0, 0)
55
82
  bodyMesh.castShadow = true
56
83
  bodyMesh.receiveShadow = true
@@ -60,24 +87,29 @@ export class Parcel3D extends RealObjectGroup {
60
87
  const tapeW = Math.min(width, height) * 0.10
61
88
  const tapeT = depth * 0.02
62
89
  const tapeAlongLong = width >= height
63
- const tapeGeo = tapeAlongLong
64
- ? new THREE.BoxGeometry(width * 1.005, tapeT, tapeW)
65
- : new THREE.BoxGeometry(tapeW, tapeT, height * 1.005)
66
- const tapeMesh = new THREE.Mesh(tapeGeo, PARCEL_TAPE_MATERIAL)
90
+ const tapeMesh = new THREE.Mesh(
91
+ tapeAlongLong
92
+ ? _getTapeGeo(width * 1.005, tapeT, tapeW)
93
+ : _getTapeGeo(tapeW, tapeT, height * 1.005),
94
+ PARCEL_TAPE_MATERIAL
95
+ )
67
96
  tapeMesh.position.set(0, baseY + depth + tapeT / 2 - 0.01, 0)
97
+ // shadow 부담 줄임 — tape 는 얇아 shadow 시각 영향 미미
68
98
  this.object3d.add(tapeMesh)
69
99
 
70
100
  // ── Shipping label (small white rectangle on top) ────────────────
71
101
  const labelW = Math.min(width, height) * 0.35
72
102
  const labelH = labelW * 0.6
73
- const labelGeo = new THREE.BoxGeometry(labelW, depth * 0.005, labelH)
74
- const labelMesh = new THREE.Mesh(labelGeo, PARCEL_LABEL_MATERIAL)
75
- // Position on top, off-center by ~25% of long axis
103
+ const labelMesh = new THREE.Mesh(
104
+ _getLabelGeo(labelW, depth * 0.005, labelH),
105
+ PARCEL_LABEL_MATERIAL
106
+ )
76
107
  if (tapeAlongLong) {
77
108
  labelMesh.position.set(width * 0.2, baseY + depth + depth * 0.0025, -height * 0.15)
78
109
  } else {
79
110
  labelMesh.position.set(width * 0.15, baseY + depth + depth * 0.0025, height * 0.2)
80
111
  }
112
+ // shadow 부담 줄임 — label 도 얇아 shadow 시각 영향 미미
81
113
  this.object3d.add(labelMesh)
82
114
  }
83
115