@operato/scene-storage 10.0.0-beta.47 → 10.0.0-beta.50

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.
Files changed (68) hide show
  1. package/CHANGELOG.md +24 -0
  2. package/dist/index.d.ts +9 -0
  3. package/dist/index.js +6 -0
  4. package/dist/index.js.map +1 -1
  5. package/dist/picking-station-3d.d.ts +20 -0
  6. package/dist/picking-station-3d.js +162 -0
  7. package/dist/picking-station-3d.js.map +1 -0
  8. package/dist/picking-station.d.ts +56 -0
  9. package/dist/picking-station.js +212 -0
  10. package/dist/picking-station.js.map +1 -0
  11. package/dist/rack-capability.d.ts +11 -0
  12. package/dist/rack-capability.js +25 -0
  13. package/dist/rack-capability.js.map +1 -0
  14. package/dist/rack-grid.js +3 -10
  15. package/dist/rack-grid.js.map +1 -1
  16. package/dist/spot.d.ts +19 -1
  17. package/dist/spot.js +63 -1
  18. package/dist/spot.js.map +1 -1
  19. package/dist/stockpile-3d.d.ts +55 -0
  20. package/dist/stockpile-3d.js +387 -0
  21. package/dist/stockpile-3d.js.map +1 -0
  22. package/dist/stockpile-grid-3d.d.ts +30 -0
  23. package/dist/stockpile-grid-3d.js +301 -0
  24. package/dist/stockpile-grid-3d.js.map +1 -0
  25. package/dist/stockpile-grid.d.ts +88 -0
  26. package/dist/stockpile-grid.js +429 -0
  27. package/dist/stockpile-grid.js.map +1 -0
  28. package/dist/stockpile.d.ts +133 -0
  29. package/dist/stockpile.js +439 -0
  30. package/dist/stockpile.js.map +1 -0
  31. package/dist/storage-rack.d.ts +12 -0
  32. package/dist/storage-rack.js +20 -10
  33. package/dist/storage-rack.js.map +1 -1
  34. package/dist/templates/index.d.ts +80 -0
  35. package/dist/templates/index.js +7 -1
  36. package/dist/templates/index.js.map +1 -1
  37. package/dist/templates/picking-station.d.ts +20 -0
  38. package/dist/templates/picking-station.js +22 -0
  39. package/dist/templates/picking-station.js.map +1 -0
  40. package/dist/templates/stockpile-grid.d.ts +37 -0
  41. package/dist/templates/stockpile-grid.js +38 -0
  42. package/dist/templates/stockpile-grid.js.map +1 -0
  43. package/dist/templates/stockpile.d.ts +29 -0
  44. package/dist/templates/stockpile.js +31 -0
  45. package/dist/templates/stockpile.js.map +1 -0
  46. package/package.json +3 -3
  47. package/src/index.ts +14 -0
  48. package/src/picking-station-3d.ts +164 -0
  49. package/src/picking-station.ts +243 -0
  50. package/src/rack-capability.ts +26 -0
  51. package/src/rack-grid.ts +3 -8
  52. package/src/spot.ts +62 -0
  53. package/src/stockpile-3d.ts +412 -0
  54. package/src/stockpile-grid-3d.ts +327 -0
  55. package/src/stockpile-grid.ts +456 -0
  56. package/src/stockpile.ts +508 -0
  57. package/src/storage-rack.ts +21 -8
  58. package/src/templates/index.ts +7 -1
  59. package/src/templates/picking-station.ts +23 -0
  60. package/src/templates/stockpile-grid.ts +39 -0
  61. package/src/templates/stockpile.ts +32 -0
  62. package/test/test-rack-capability.ts +51 -0
  63. package/translations/en.json +18 -6
  64. package/translations/ja.json +18 -6
  65. package/translations/ko.json +17 -5
  66. package/translations/ms.json +18 -6
  67. package/translations/zh.json +17 -5
  68. package/tsconfig.tsbuildinfo +1 -1
@@ -0,0 +1,439 @@
1
+ /*
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+ * Copyright © HatioLab Inc. All rights reserved.
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+ *
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+ * Stockpile — 평치(block/floor) 보관 영역. 사각형 footprint + `state.data` 의 record[].
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+ * 실제 carrier component 를 자식으로 두지 않고, 인벤토리(records)의 *_개수와 종류_* 만으로
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+ * 가상 carrier mesh 를 자동 적치(stackPattern × carrierPreset)해 시각화한다.
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+ *
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+ * 데이터 idiom — StorageRack 과 동일 (`state.data: Record[]`). mover 가 pick/place 하면
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+ * record push/pop, _realObject 가 records.length 기준 mesh 를 재배치.
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+ *
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+ * 1단계 — 시각화: 모델에 `data: [{id:'a'},{id:'b'},...]` 가 들어오면 mesh 가 자동 적치.
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+ * 2단계(추후) — mover 통합: obtainCarrier 가 transient carrier 컴포넌트 materialize,
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+ * receiveAt 가 record push + carrier dispose.
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+ */
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+ import { __decorate } from "tslib";
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+ import * as THREE from 'three';
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+ import { Component, ContainerAbstract, sceneComponent } from '@hatiolab/things-scene';
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+ import { CarrierHolder, Placeable, SlotTarget } from '@operato/scene-base';
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+ import { Stockpile3D } from './stockpile-3d.js';
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+ const SLOT_ID = 'pile';
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+ const NATURE = {
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+ mutable: false,
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+ resizable: true,
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+ rotatable: true,
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+ properties: [
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+ { type: 'select', label: 'stack-pattern', name: 'stackPattern',
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+ property: { options: ['row', 'staggered', 'pyramid', 'column', 'pile'] } },
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+ { type: 'select', label: 'carrier-preset', name: 'carrierPreset',
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+ property: { options: ['box', 'pallet', 'drum', 'sack', 'crate', 'bale'] } },
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+ { type: 'number', label: 'carrier-width', name: 'carrierWidth' },
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+ { type: 'number', label: 'carrier-height', name: 'carrierHeight' },
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+ { type: 'number', label: 'carrier-depth', name: 'carrierDepth' },
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+ { type: 'number', label: 'carrier-gap', name: 'carrierGap' },
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+ { type: 'number', label: 'capacity', name: 'capacity' },
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+ { type: 'number', label: 'stack-height-limit', name: 'stackHeightLimit' },
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+ { type: 'select', label: 'pick-policy', name: 'pickPolicy',
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+ property: { options: ['lifo', 'fifo'] } },
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+ { type: 'id-input', label: 'popup-ref', name: 'popupRef',
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+ property: { component: 'popup' } },
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+ { type: 'id-input', label: 'legend-target', name: 'legendTarget',
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+ property: { component: 'legend' },
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+ placeholder: '미명시 시 scene 의 legend 자동 발견' }
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+ ],
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+ help: 'scene/component/stockpile'
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+ };
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+ let Stockpile = class Stockpile extends CarrierHolder(Placeable(ContainerAbstract)) {
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+ static placement = 'floor';
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+ static align = 'bottom';
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+ static defaultDepth = (_h) => 5; // pad 두께
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+ get nature() { return NATURE; }
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+ get anchors() { return []; }
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+ // ── records (state.data 의 읽기 전용 뷰, storage-rack 패턴) ─────────────
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+ get records() {
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+ return this.state.data ?? [];
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+ }
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+ get inventoryCount() {
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+ return this.records.length;
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+ }
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+ // ── SlottedHolder duck-type — 단일 slot ('pile') ────────────────────────
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+ slotIds() { return [SLOT_ID]; }
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+ hasCarrierAt(slotId) {
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+ return slotId === SLOT_ID && this.inventoryCount > 0;
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+ }
64
+ canReceiveAt(slotId, _carrier) {
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+ if (slotId !== SLOT_ID)
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+ return false;
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+ const cap = this.state.capacity;
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+ if (typeof cap === 'number' && this.inventoryCount >= cap)
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+ return false;
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+ return true;
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+ }
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+ occupiedSlotIds() {
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+ return this.inventoryCount > 0 ? [SLOT_ID] : [];
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+ }
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+ emptySlotIds() {
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+ return this.canReceiveAt(SLOT_ID) ? [SLOT_ID] : [];
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+ }
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+ /**
79
+ * record 한 개를 빼서 carrier 컴포넌트로 transient materialize. mover 가 pickup
80
+ * 하면 이걸 reparent 해서 들고 다닌다. storage-rack._materializeCarrier 와 동일
81
+ * 패턴 — Component.register(type) 으로 클래스 lookup, addComponent({silent: true})
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+ * 로 cascade 차단.
83
+ */
84
+ obtainCarrier(slotId) {
85
+ if (slotId !== SLOT_ID)
86
+ return null;
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+ if (this.records.length === 0)
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+ return null;
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+ const records = [...this.records];
90
+ const policy = (this.state.pickPolicy ?? 'lifo');
91
+ const record = policy === 'fifo' ? records.shift() : records.pop();
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+ this._setDataSilently(records);
93
+ return this._materializeCarrier(record);
94
+ }
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+ _materializeCarrier(record) {
96
+ // carrierPreset → 등록된 컴포넌트 type. 미등록(drum/sack/bale 등) 은 시각 mesh
97
+ // 전용이라 carrier 컴포넌트로는 fallback ('parcel'/'box').
98
+ const preset = (this.state.carrierPreset ?? 'box');
99
+ const PRESET_TO_TYPE = {
100
+ box: 'box',
101
+ pallet: 'pallet',
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+ crate: 'box',
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+ drum: 'parcel',
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+ sack: 'parcel',
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+ bale: 'parcel'
106
+ };
107
+ const carrierType = record.type ?? PRESET_TO_TYPE[preset] ?? 'parcel';
108
+ const CarrierClass = Component.register(carrierType);
109
+ if (!CarrierClass) {
110
+ console.warn(`[stockpile] carrier type "${carrierType}" 미등록 — obtainCarrier 실패`);
111
+ return null;
112
+ }
113
+ // 크기 — state.carrier* 또는 preset default
114
+ const stockpileW = this.state.width ?? 100;
115
+ const stockpileH = this.state.height ?? 100;
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+ const cw = this.state.carrierWidth ?? 30;
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+ const ch = this.state.carrierHeight ?? 30;
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+ const cd = this.state.carrierDepth ?? 22;
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+ // id/refid/transform 류 제외 — scene 안 기존 component 충돌 회피 (storage-rack 패턴)
120
+ const { id: _id, refid: _refid, transform: _tf, ...recordCopy } = record;
121
+ // stockpile-inner 좌표 — center 에 놓기 (Mover 가 곧 pick 해 들고 감)
122
+ const carrierState = {
123
+ ...recordCopy,
124
+ type: carrierType,
125
+ width: cw,
126
+ height: ch,
127
+ depth: cd,
128
+ refid: _nextStockpileCarrierRefid(),
129
+ left: stockpileW / 2 - cw / 2,
130
+ top: stockpileH / 2 - ch / 2
131
+ };
132
+ const carrier = new CarrierClass(carrierState, this._app);
133
+ this.addComponent(carrier, { silent: true });
134
+ void carrier.realObject;
135
+ carrier.applyHolderAttachPoint?.();
136
+ return carrier;
137
+ }
138
+ /**
139
+ * carrier 를 받아 record 로 push, carrier 객체는 dispose (시각은 _realObject 가
140
+ * records 길이 기준 자동 갱신). capacity 초과 시도는 canReceiveAt 가 이미 차단.
141
+ */
142
+ async receiveAt(_slotId, carrier, _options) {
143
+ const cstate = carrier?.state ?? {};
144
+ const cid = cstate.id ?? `stk-${Date.now().toString(36)}-${Math.random().toString(36).slice(2, 6)}`;
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+ const record = {
146
+ id: String(cid),
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+ ...(cstate.type ? { type: cstate.type } : {}),
148
+ ...(typeof cstate.width === 'number' ? { width: cstate.width } : {}),
149
+ ...(typeof cstate.height === 'number' ? { height: cstate.height } : {}),
150
+ ...(typeof cstate.depth === 'number' ? { depth: cstate.depth } : {})
151
+ };
152
+ const records = [...this.records, record];
153
+ this._setDataSilently(records);
154
+ carrier?.dispose?.();
155
+ }
156
+ /** dispatch → handoff 의 accept 분기 — receiveAt 으로 위임. */
157
+ async accept(carrier, options) {
158
+ return this.receiveAt(SLOT_ID, carrier, options);
159
+ }
160
+ async receive(carrier, options) {
161
+ return this.receiveAt(SLOT_ID, carrier, options);
162
+ }
163
+ /**
164
+ * mover 가 obtainCarrier 로 빼낸 transient carrier 를 pad 위에 안착 (잠깐 보이는
165
+ * 위치). mover 가 pick 하면 즉시 deck 으로 reparent 되므로 잔류는 짧다.
166
+ * Spot 과 동일 idiom — pad-top + carrier 의 halfDepth 만큼 들어올림.
167
+ */
168
+ attachPointFor(carrier) {
169
+ const ro = this._realObject;
170
+ const frame = ro?.getAttachFrame?.();
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+ if (!frame)
172
+ return null;
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+ const carrierDepth = resolveDepth(carrier);
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+ return {
175
+ attach: frame,
176
+ localPosition: { x: 0, y: carrierDepth / 2, z: 0 }
177
+ };
178
+ }
179
+ slotTargetAt(slotId) {
180
+ return new SlotTarget(this, slotId);
181
+ }
182
+ getSlotAttachObject3d(slotId) {
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+ // slotId 가 'pile' 이면 pad. record.id 면 그 carrier mesh — popup tether 가 그
184
+ // stock 에 정확히 연결되도록.
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+ return this._realObject?.getAttachFrame?.(slotId);
186
+ }
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+ /** state.data 갱신 + 3D 즉시 재배치. */
188
+ _setDataSilently(records) {
189
+ ;
190
+ this.state.data = records;
191
+ this._realObject?.update?.();
192
+ }
193
+ /**
194
+ * 2D — outlined pad + 인벤토리 카운트 텍스트. 평치 의도가 한 눈에 — 사각 영역 위에
195
+ * 적재된 carrier 수가 가운데 큰 글씨로.
196
+ */
197
+ render(ctx) {
198
+ const { left = 0, top = 0, width = 100, height = 100 } = this.state;
199
+ const fillStyle = this.state.fillStyle || '#c89c5c';
200
+ const strokeStyle = this.state.strokeStyle || fillStyle;
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+ // pad (반투명)
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+ ctx.save();
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+ ctx.fillStyle = fillStyle;
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+ ctx.globalAlpha = 0.18;
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+ ctx.fillRect(left, top, width, height);
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+ ctx.restore();
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+ // outline (dashed)
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+ ctx.save();
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+ ctx.strokeStyle = strokeStyle;
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+ ctx.lineWidth = 1.5;
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+ ctx.setLineDash([6, 3]);
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+ ctx.strokeRect(left + 0.75, top + 0.75, width - 1.5, height - 1.5);
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+ ctx.setLineDash([]);
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+ ctx.restore();
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+ // 인벤토리 수 + capacity (있으면)
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+ ctx.save();
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+ const fontSize = Math.min(width, height) * 0.22;
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+ ctx.fillStyle = '#333';
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+ ctx.font = `bold ${fontSize}px sans-serif`;
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+ ctx.textAlign = 'center';
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+ ctx.textBaseline = 'middle';
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+ const label = typeof this.state.capacity === 'number'
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+ ? `${this.inventoryCount}/${this.state.capacity}`
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+ : `${this.inventoryCount}`;
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+ ctx.fillText(label, left + width / 2, top + height / 2);
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+ ctx.restore();
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+ }
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+ // ── Popup 연동 — storage-rack 동일 패턴 ───────────────────────────────
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+ /**
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+ * things-scene EventManager3D 가 raycast → object3d.userData.context.component 의
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+ * `trigger("click", mouseEvent)` 을 호출 → eventMap 으로 receive. pad / carrier mesh
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+ * 어느 쪽을 클릭하든 stockpile 전체 popup invoke (단일 slot 이라 cell 구분 없음).
233
+ */
234
+ get eventMap() {
235
+ return {
236
+ '(self)': {
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+ '(self)': {
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+ click: this._onStockpileClick
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+ }
240
+ }
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+ };
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+ }
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+ _onStockpileClick = (mouseEvent) => {
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+ // view mode 에서만 동작 (modeling 중 click 은 framework 선택 로직 우선).
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+ if (!this.app?.isViewMode)
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+ return;
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+ const hit = this._raycastStockpileHit(mouseEvent);
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+ if (!hit)
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+ return;
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+ // hit.object 가 carrier mesh 면 userData.recordId 보유 → 그 stock 의 popup.
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+ // pad / 기타면 stockpile 전체 popup.
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+ const recordId = hit.object?.userData?.recordId;
253
+ this._invokePopup(typeof recordId === 'string' ? recordId : undefined);
254
+ };
255
+ /**
256
+ * state.popupRef 가 가리키는 Popup 컴포넌트를 invoke.
257
+ * - recordId 명시 → 그 record 의 anchor = mesh. payload = 해당 record.
258
+ * - 미명시 (pad 클릭) → 'pile' anchor (pad). payload = 전체 inventory.
259
+ * anchor 는 SlotTarget — Popup 이 anchor.holder.getSlotAttachObject3d(anchor.slotId)
260
+ * 로 tether 위치 잡음 (storage-rack 와 동일 패턴).
261
+ */
262
+ _invokePopup(recordId) {
263
+ const popupRefId = this.state.popupRef;
264
+ if (!popupRefId)
265
+ return;
266
+ const popupComp = this.root?.findById?.(popupRefId);
267
+ if (!popupComp || typeof popupComp.openPopup !== 'function') {
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+ console.warn(`[stockpile] popupRef="${popupRefId}" 가 가리키는 컴포넌트 없거나 openPopup 미지원`);
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+ return;
270
+ }
271
+ if (recordId) {
272
+ const record = this.records.find(r => r.id === recordId) ?? { id: recordId };
273
+ const anchor = this.slotTargetAt(recordId);
274
+ popupComp.openPopup(record, { anchor });
275
+ }
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+ else {
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+ const anchor = this.slotTargetAt(SLOT_ID);
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+ popupComp.openPopup({
279
+ componentId: this.state.id,
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+ records: this.records,
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+ inventoryCount: this.inventoryCount,
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+ capacity: this.state.capacity,
283
+ carrierPreset: this.state.carrierPreset,
284
+ stackPattern: this.state.stackPattern
285
+ }, { anchor });
286
+ }
287
+ }
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+ /**
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+ * 클릭 시 framework 의 mouse NDC 를 재사용해 raycast → *우리 stockpile* 의 어떤 mesh 가
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+ * closest hit 인지 반환 (다른 object 가 더 가까우면 undefined). storage-rack._raycastRackHit
291
+ * 와 동일 패턴 — capability.getObjectsByRaycast 우선, 없으면 scene/camera/canvas 재구성.
292
+ */
293
+ _raycastStockpileHit(mouseEvent) {
294
+ const ro = this._realObject;
295
+ if (!ro?.object3d)
296
+ return undefined;
297
+ const tc = ro.threeContainer;
298
+ if (!tc)
299
+ return undefined;
300
+ const cap = tc._threeCapability ?? tc._capability;
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+ let intersects;
302
+ if (cap?.getObjectsByRaycast) {
303
+ intersects = cap.getObjectsByRaycast();
304
+ }
305
+ if (!intersects || intersects.length === 0) {
306
+ const scene = tc.scene3d;
307
+ const renderer = tc.renderer3d;
308
+ const camera = tc.activeCamera3d ??
309
+ cap?.activeCamera ??
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+ cap?.camera;
311
+ const canvas = renderer?.domElement;
312
+ if (!scene || !canvas || !camera)
313
+ return undefined;
314
+ const rect = canvas.getBoundingClientRect();
315
+ if (rect.width === 0 || rect.height === 0)
316
+ return undefined;
317
+ const ndc = new THREE.Vector2(((mouseEvent.clientX - rect.left) / rect.width) * 2 - 1, -((mouseEvent.clientY - rect.top) / rect.height) * 2 + 1);
318
+ const raycaster = new THREE.Raycaster();
319
+ raycaster.setFromCamera(ndc, camera);
320
+ intersects = raycaster.intersectObjects(scene.children, true);
321
+ }
322
+ if (!intersects || intersects.length === 0)
323
+ return undefined;
324
+ // 가장 가까운 hit 이 *이 stockpile* 의 descendant 여야 한다 (다른 mesh 가 사이에 있으면 skip).
325
+ const closest = intersects[0];
326
+ let obj = closest.object;
327
+ while (obj) {
328
+ if (obj.userData?.context === ro)
329
+ return closest;
330
+ obj = obj.parent;
331
+ }
332
+ return undefined;
333
+ }
334
+ // ── Legend — record 의 field 값 → 색상 매핑 (StorageRack 동일 패턴) ───────
335
+ _legendTarget;
336
+ /**
337
+ * Legend 컴포넌트 lookup. 우선:
338
+ * 1) state.legendTarget id 명시
339
+ * 2) scene 전체에서 type='legend' 첫 번째 (자동 발견)
340
+ */
341
+ get legendTarget() {
342
+ if (this._legendTarget)
343
+ return this._legendTarget;
344
+ const id = this.state.legendTarget;
345
+ if (id) {
346
+ const found = (this.root)?.findById?.(id);
347
+ if (found) {
348
+ this._legendTarget = found;
349
+ found.on?.('change', this._onLegendChanged, this);
350
+ return found;
351
+ }
352
+ }
353
+ const visit = (node) => {
354
+ if (!node)
355
+ return undefined;
356
+ if (node.state?.type === 'legend')
357
+ return node;
358
+ const children = node.components;
359
+ if (children)
360
+ for (const c of children) {
361
+ const r = visit(c);
362
+ if (r)
363
+ return r;
364
+ }
365
+ return undefined;
366
+ };
367
+ const found = visit(this.root);
368
+ if (found) {
369
+ this._legendTarget = found;
370
+ found.on?.('change', this._onLegendChanged, this);
371
+ }
372
+ return found;
373
+ }
374
+ _onLegendChanged = () => {
375
+ ;
376
+ this._realObject?.update?.();
377
+ };
378
+ /**
379
+ * record 의 legend.field 값을 ranges 와 매칭해 색상 해석.
380
+ * - range.value === recordValue (카테고리)
381
+ * - range.min ≤ Number(v) < range.max (수치)
382
+ * - 매칭 없으면 defaultColor
383
+ */
384
+ resolveLegendColor(record) {
385
+ const legend = this.legendTarget;
386
+ if (!legend)
387
+ return undefined;
388
+ const status = legend.getState?.('status') ?? legend.state?.status;
389
+ if (!status)
390
+ return undefined;
391
+ const field = status.field;
392
+ const ranges = status.ranges;
393
+ if (!field || !Array.isArray(ranges))
394
+ return undefined;
395
+ const value = record?.[field];
396
+ if (value === undefined || value === null)
397
+ return status.defaultColor;
398
+ for (const range of ranges) {
399
+ if (!range)
400
+ continue;
401
+ if (range.value !== undefined) {
402
+ if (range.value === value)
403
+ return range.color;
404
+ continue;
405
+ }
406
+ const num = Number(value);
407
+ if (!Number.isFinite(num))
408
+ continue;
409
+ const min = range.min !== undefined && range.min !== '' ? Number(range.min) : undefined;
410
+ const max = range.max !== undefined && range.max !== '' ? Number(range.max) : undefined;
411
+ const minOk = min === undefined || num >= min;
412
+ const maxOk = max === undefined || num < max;
413
+ if (minOk && maxOk)
414
+ return range.color;
415
+ }
416
+ return status.defaultColor;
417
+ }
418
+ buildRealObject() {
419
+ return new Stockpile3D(this);
420
+ }
421
+ };
422
+ Stockpile = __decorate([
423
+ sceneComponent('stockpile')
424
+ ], Stockpile);
425
+ export default Stockpile;
426
+ // transient carrier refid — scene 내 기존 컴포넌트와 충돌 회피용 큰 시작값
427
+ // (storage-rack 의 _nextCarrierRefid 와 같은 idiom, 별도 범위로 분리).
428
+ let _stockpileCarrierSeq = 0;
429
+ function _nextStockpileCarrierRefid() {
430
+ return 800000 + (_stockpileCarrierSeq++);
431
+ }
432
+ function resolveDepth(c) {
433
+ const eff = c._realObject?.effectiveDepth;
434
+ if (typeof eff === 'number' && Number.isFinite(eff))
435
+ return eff;
436
+ const d = c?.state?.depth;
437
+ return typeof d === 'number' && Number.isFinite(d) ? d : 0;
438
+ }
439
+ //# sourceMappingURL=stockpile.js.map
@@ -0,0 +1 @@
1
+ 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* Copyright © HatioLab Inc. All rights reserved.\n *\n * Stockpile — 평치(block/floor) 보관 영역. 사각형 footprint + `state.data` 의 record[].\n * 실제 carrier component 를 자식으로 두지 않고, 인벤토리(records)의 *_개수와 종류_* 만으로\n * 가상 carrier mesh 를 자동 적치(stackPattern × carrierPreset)해 시각화한다.\n *\n * 데이터 idiom — StorageRack 과 동일 (`state.data: Record[]`). mover 가 pick/place 하면\n * record push/pop, _realObject 가 records.length 기준 mesh 를 재배치.\n *\n * 1단계 — 시각화: 모델에 `data: [{id:'a'},{id:'b'},...]` 가 들어오면 mesh 가 자동 적치.\n * 2단계(추후) — mover 통합: obtainCarrier 가 transient carrier 컴포넌트 materialize,\n * receiveAt 가 record push + carrier dispose.\n */\n\nimport * as THREE from 'three'\nimport { Component, ComponentNature, ContainerAbstract, RealObject, sceneComponent } from '@hatiolab/things-scene'\nimport type { State, Material3D } from '@hatiolab/things-scene'\nimport {\n CarrierHolder,\n Placeable,\n SlotTarget,\n type AttachFrame,\n type Alignment,\n type Heights,\n type PlacementArchetype\n} from '@operato/scene-base'\n\nimport { Stockpile3D } from './stockpile-3d.js'\n\nexport type StackPattern = 'row' | 'staggered' | 'pyramid' | 'column' | 'pile'\nexport type CarrierPreset = 'box' | 'pallet' | 'drum' | 'sack' | 'crate' | 'bale'\nexport type PickPolicy = 'lifo' | 'fifo'\n\n/** 적치된 carrier 의 record. 향후 sku / weight / 입고시각 등 확장. */\nexport interface StockpileRecord {\n id: string\n [key: string]: any\n}\n\nexport interface StockpileState extends State {\n /** 적치 carrier 의 record 목록 — storage-rack 의 state.data 와 동일 idiom. */\n data?: StockpileRecord[]\n\n /** 적치 형태 프리셋. default 'row'. */\n stackPattern?: StackPattern\n /** 가상 carrier 종류 프리셋. default 'box'. */\n carrierPreset?: CarrierPreset\n\n /** 가상 carrier 한 개의 크기 (없으면 preset 별 기본). */\n carrierWidth?: number\n carrierHeight?: number\n carrierDepth?: number\n /** 적치된 carrier 사이의 평면(xz) 간격 — 0 이면 딱 붙음, default 3. y(단 적층)는 항상 딱 붙음. */\n carrierGap?: number\n\n /** 최대 적치 수 (undefined = 무제한). */\n capacity?: number\n /** 위로 몇 단까지 (undefined = stack 형태에 맡김). */\n stackHeightLimit?: number\n /** 어느 끝에서 빼나. default 'lifo'. */\n pickPolicy?: PickPolicy\n\n /** click 시 invoke 할 Popup 컴포넌트 id (StorageRack / RackGrid 와 동일 패턴). */\n popupRef?: string\n\n /**\n * Legend 컴포넌트 id. legend 의 `state.status = {field, ranges, defaultColor}` 를\n * 참조해 각 record 의 field 값을 색상으로 매핑한다 (StorageRack 와 동일 패턴).\n * 미명시 시 scene 안 `type='legend'` 첫 컴포넌트 자동 발견.\n */\n legendTarget?: string\n\n material3d?: Material3D\n}\n\nconst SLOT_ID = 'pile'\n\nconst NATURE: ComponentNature = {\n mutable: false,\n resizable: true,\n rotatable: true,\n properties: [\n { type: 'select', label: 'stack-pattern', name: 'stackPattern',\n property: { options: ['row', 'staggered', 'pyramid', 'column', 'pile'] } },\n { type: 'select', label: 'carrier-preset', name: 'carrierPreset',\n property: { options: ['box', 'pallet', 'drum', 'sack', 'crate', 'bale'] } },\n { type: 'number', label: 'carrier-width', name: 'carrierWidth' },\n { type: 'number', label: 'carrier-height', name: 'carrierHeight' },\n { type: 'number', label: 'carrier-depth', name: 'carrierDepth' },\n { type: 'number', label: 'carrier-gap', name: 'carrierGap' },\n { type: 'number', label: 'capacity', name: 'capacity' },\n { type: 'number', label: 'stack-height-limit', name: 'stackHeightLimit' },\n { type: 'select', label: 'pick-policy', name: 'pickPolicy',\n property: { options: ['lifo', 'fifo'] } },\n { type: 'id-input', label: 'popup-ref', name: 'popupRef',\n property: { component: 'popup' } },\n { type: 'id-input', label: 'legend-target', name: 'legendTarget',\n property: { component: 'legend' },\n placeholder: '미명시 시 scene 의 legend 자동 발견' }\n ],\n help: 'scene/component/stockpile'\n}\n\n@sceneComponent('stockpile')\nexport default class Stockpile extends CarrierHolder(Placeable(ContainerAbstract)) {\n declare state: StockpileState\n declare _realObject?: Stockpile3D\n\n static placement: PlacementArchetype = 'floor'\n static align: Alignment = 'bottom'\n static defaultDepth = (_h: Heights) => 5 // pad 두께\n\n get nature(): ComponentNature { return NATURE }\n get anchors() { return [] }\n\n // ── records (state.data 의 읽기 전용 뷰, storage-rack 패턴) ─────────────\n get records(): ReadonlyArray<StockpileRecord> {\n return (this.state.data as StockpileRecord[]) ?? []\n }\n get inventoryCount(): number {\n return this.records.length\n }\n\n // ── SlottedHolder duck-type — 단일 slot ('pile') ────────────────────────\n slotIds(): ReadonlyArray<string> { return [SLOT_ID] }\n\n hasCarrierAt(slotId: string): boolean {\n return slotId === SLOT_ID && this.inventoryCount > 0\n }\n\n canReceiveAt(slotId: string, _carrier?: Component): boolean {\n if (slotId !== SLOT_ID) return false\n const cap = this.state.capacity\n if (typeof cap === 'number' && this.inventoryCount >= cap) return false\n return true\n }\n\n occupiedSlotIds(): ReadonlyArray<string> {\n return this.inventoryCount > 0 ? [SLOT_ID] : []\n }\n emptySlotIds(): ReadonlyArray<string> {\n return this.canReceiveAt(SLOT_ID) ? [SLOT_ID] : []\n }\n\n /**\n * record 한 개를 빼서 carrier 컴포넌트로 transient materialize. mover 가 pickup\n * 하면 이걸 reparent 해서 들고 다닌다. storage-rack._materializeCarrier 와 동일\n * 패턴 — Component.register(type) 으로 클래스 lookup, addComponent({silent: true})\n * 로 cascade 차단.\n */\n obtainCarrier(slotId: string): Component | null {\n if (slotId !== SLOT_ID) return null\n if (this.records.length === 0) return null\n const records = [...this.records]\n const policy = (this.state.pickPolicy ?? 'lifo') as PickPolicy\n const record = policy === 'fifo' ? records.shift()! : records.pop()!\n this._setDataSilently(records)\n return this._materializeCarrier(record)\n }\n\n private _materializeCarrier(record: StockpileRecord): Component | null {\n // carrierPreset → 등록된 컴포넌트 type. 미등록(drum/sack/bale 등) 은 시각 mesh\n // 전용이라 carrier 컴포넌트로는 fallback ('parcel'/'box').\n const preset = (this.state.carrierPreset ?? 'box') as CarrierPreset\n const PRESET_TO_TYPE: Record<CarrierPreset, string> = {\n box: 'box',\n pallet: 'pallet',\n crate: 'box',\n drum: 'parcel',\n sack: 'parcel',\n bale: 'parcel'\n }\n const carrierType = (record as any).type ?? PRESET_TO_TYPE[preset] ?? 'parcel'\n const CarrierClass = (Component as any).register(carrierType) as\n | (new (...args: any[]) => Component) | undefined\n if (!CarrierClass) {\n console.warn(`[stockpile] carrier type \"${carrierType}\" 미등록 — obtainCarrier 실패`)\n return null\n }\n\n // 크기 — state.carrier* 또는 preset default\n const stockpileW = (this.state as any).width ?? 100\n const stockpileH = (this.state as any).height ?? 100\n const cw = this.state.carrierWidth ?? 30\n const ch = this.state.carrierHeight ?? 30\n const cd = this.state.carrierDepth ?? 22\n\n // id/refid/transform 류 제외 — scene 안 기존 component 충돌 회피 (storage-rack 패턴)\n const { id: _id, refid: _refid, transform: _tf, ...recordCopy } = record as any\n // stockpile-inner 좌표 — center 에 놓기 (Mover 가 곧 pick 해 들고 감)\n const carrierState: any = {\n ...recordCopy,\n type: carrierType,\n width: cw,\n height: ch,\n depth: cd,\n refid: _nextStockpileCarrierRefid(),\n left: stockpileW / 2 - cw / 2,\n top: stockpileH / 2 - ch / 2\n }\n\n const carrier = new CarrierClass(carrierState, (this as any)._app)\n // silent: refreshMappings cascade 차단 (transient 라 매핑 재계산 불필요)\n ;(this as any).addComponent(carrier, { silent: true })\n void (carrier as any).realObject\n ;(carrier as any).applyHolderAttachPoint?.()\n return carrier\n }\n\n /**\n * carrier 를 받아 record 로 push, carrier 객체는 dispose (시각은 _realObject 가\n * records 길이 기준 자동 갱신). capacity 초과 시도는 canReceiveAt 가 이미 차단.\n */\n async receiveAt(_slotId: string, carrier: Component, _options?: any): Promise<void> {\n const cstate: any = (carrier as any)?.state ?? {}\n const cid = cstate.id ?? `stk-${Date.now().toString(36)}-${Math.random().toString(36).slice(2, 6)}`\n const record: StockpileRecord = {\n id: String(cid),\n ...(cstate.type ? { type: cstate.type } : {}),\n ...(typeof cstate.width === 'number' ? { width: cstate.width } : {}),\n ...(typeof cstate.height === 'number' ? { height: cstate.height } : {}),\n ...(typeof cstate.depth === 'number' ? { depth: cstate.depth } : {})\n }\n const records = [...this.records, record]\n this._setDataSilently(records)\n ;(carrier as any)?.dispose?.()\n }\n\n /** dispatch → handoff 의 accept 분기 — receiveAt 으로 위임. */\n async accept(carrier: Component, options?: any): Promise<void> {\n return this.receiveAt(SLOT_ID, carrier, options)\n }\n async receive(carrier: Component, options?: any): Promise<void> {\n return this.receiveAt(SLOT_ID, carrier, options)\n }\n\n /**\n * mover 가 obtainCarrier 로 빼낸 transient carrier 를 pad 위에 안착 (잠깐 보이는\n * 위치). mover 가 pick 하면 즉시 deck 으로 reparent 되므로 잔류는 짧다.\n * Spot 과 동일 idiom — pad-top + carrier 의 halfDepth 만큼 들어올림.\n */\n attachPointFor(carrier: Component): AttachFrame | null {\n const ro = this._realObject\n const frame = ro?.getAttachFrame?.()\n if (!frame) return null\n const carrierDepth = resolveDepth(carrier)\n return {\n attach: frame,\n localPosition: { x: 0, y: carrierDepth / 2, z: 0 }\n }\n }\n\n slotTargetAt(slotId: string): SlotTarget {\n return new SlotTarget(this as any, slotId)\n }\n getSlotAttachObject3d(slotId: string): any {\n // slotId 가 'pile' 이면 pad. record.id 면 그 carrier mesh — popup tether 가 그\n // stock 에 정확히 연결되도록.\n return (this as any)._realObject?.getAttachFrame?.(slotId)\n }\n\n /** state.data 갱신 + 3D 즉시 재배치. */\n private _setDataSilently(records: StockpileRecord[]): void {\n ;(this.state as any).data = records\n this._realObject?.update?.()\n }\n\n /**\n * 2D — outlined pad + 인벤토리 카운트 텍스트. 평치 의도가 한 눈에 — 사각 영역 위에\n * 적재된 carrier 수가 가운데 큰 글씨로.\n */\n render(ctx: CanvasRenderingContext2D) {\n const { left = 0, top = 0, width = 100, height = 100 } = this.state\n const fillStyle = (this.state.fillStyle as string) || '#c89c5c'\n const strokeStyle = (this.state.strokeStyle as string) || fillStyle\n\n // pad (반투명)\n ctx.save()\n ctx.fillStyle = fillStyle\n ctx.globalAlpha = 0.18\n ctx.fillRect(left, top, width, height)\n ctx.restore()\n\n // outline (dashed)\n ctx.save()\n ctx.strokeStyle = strokeStyle\n ctx.lineWidth = 1.5\n ctx.setLineDash([6, 3])\n ctx.strokeRect(left + 0.75, top + 0.75, width - 1.5, height - 1.5)\n ctx.setLineDash([])\n ctx.restore()\n\n // 인벤토리 수 + capacity (있으면)\n ctx.save()\n const fontSize = Math.min(width, height) * 0.22\n ctx.fillStyle = '#333'\n ctx.font = `bold ${fontSize}px sans-serif`\n ctx.textAlign = 'center'\n ctx.textBaseline = 'middle'\n const label = typeof this.state.capacity === 'number'\n ? `${this.inventoryCount}/${this.state.capacity}`\n : `${this.inventoryCount}`\n ctx.fillText(label, left + width / 2, top + height / 2)\n ctx.restore()\n }\n\n // ── Popup 연동 — storage-rack 동일 패턴 ───────────────────────────────\n /**\n * things-scene EventManager3D 가 raycast → object3d.userData.context.component 의\n * `trigger(\"click\", mouseEvent)` 을 호출 → eventMap 으로 receive. pad / carrier mesh\n * 어느 쪽을 클릭하든 stockpile 전체 popup invoke (단일 slot 이라 cell 구분 없음).\n */\n get eventMap() {\n return {\n '(self)': {\n '(self)': {\n click: this._onStockpileClick\n }\n }\n }\n }\n\n private _onStockpileClick = (mouseEvent: MouseEvent) => {\n // view mode 에서만 동작 (modeling 중 click 은 framework 선택 로직 우선).\n if (!(this as any).app?.isViewMode) return\n const hit = this._raycastStockpileHit(mouseEvent)\n if (!hit) return\n // hit.object 가 carrier mesh 면 userData.recordId 보유 → 그 stock 의 popup.\n // pad / 기타면 stockpile 전체 popup.\n const recordId = hit.object?.userData?.recordId as string | undefined\n this._invokePopup(typeof recordId === 'string' ? recordId : undefined)\n }\n\n /**\n * state.popupRef 가 가리키는 Popup 컴포넌트를 invoke.\n * - recordId 명시 → 그 record 의 anchor = mesh. payload = 해당 record.\n * - 미명시 (pad 클릭) → 'pile' anchor (pad). payload = 전체 inventory.\n * anchor 는 SlotTarget — Popup 이 anchor.holder.getSlotAttachObject3d(anchor.slotId)\n * 로 tether 위치 잡음 (storage-rack 와 동일 패턴).\n */\n private _invokePopup(recordId?: string): void {\n const popupRefId = this.state.popupRef\n if (!popupRefId) return\n const popupComp: any = (this as any).root?.findById?.(popupRefId)\n if (!popupComp || typeof popupComp.openPopup !== 'function') {\n console.warn(`[stockpile] popupRef=\"${popupRefId}\" 가 가리키는 컴포넌트 없거나 openPopup 미지원`)\n return\n }\n if (recordId) {\n const record = this.records.find(r => r.id === recordId) ?? { id: recordId }\n const anchor = this.slotTargetAt(recordId)\n popupComp.openPopup(record, { anchor })\n } else {\n const anchor = this.slotTargetAt(SLOT_ID)\n popupComp.openPopup({\n componentId: (this.state as any).id,\n records: this.records,\n inventoryCount: this.inventoryCount,\n capacity: this.state.capacity,\n carrierPreset: this.state.carrierPreset,\n stackPattern: this.state.stackPattern\n }, { anchor })\n }\n }\n\n /**\n * 클릭 시 framework 의 mouse NDC 를 재사용해 raycast → *우리 stockpile* 의 어떤 mesh 가\n * closest hit 인지 반환 (다른 object 가 더 가까우면 undefined). storage-rack._raycastRackHit\n * 와 동일 패턴 — capability.getObjectsByRaycast 우선, 없으면 scene/camera/canvas 재구성.\n */\n private _raycastStockpileHit(mouseEvent: MouseEvent): THREE.Intersection | undefined {\n const ro: any = (this as any)._realObject\n if (!ro?.object3d) return undefined\n\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 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 // 가장 가까운 hit 이 *이 stockpile* 의 descendant 여야 한다 (다른 mesh 가 사이에 있으면 skip).\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 // ── Legend — record 의 field 값 → 색상 매핑 (StorageRack 동일 패턴) ───────\n private _legendTarget?: Component\n\n /**\n * Legend 컴포넌트 lookup. 우선:\n * 1) state.legendTarget id 명시\n * 2) scene 전체에서 type='legend' 첫 번째 (자동 발견)\n */\n get legendTarget(): Component | undefined {\n if (this._legendTarget) return this._legendTarget\n const id = this.state.legendTarget\n if (id) {\n const found = ((this as any).root)?.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 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) for (const c of children) {\n const r = visit(c)\n if (r) return r\n }\n return undefined\n }\n const found = visit((this as any).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)?.update?.()\n }\n\n /**\n * record 의 legend.field 값을 ranges 와 매칭해 색상 해석.\n * - range.value === recordValue (카테고리)\n * - range.min ≤ Number(v) < range.max (수치)\n * - 매칭 없으면 defaultColor\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 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 buildRealObject(): RealObject | undefined {\n return new Stockpile3D(this)\n }\n}\n\n// transient carrier refid — scene 내 기존 컴포넌트와 충돌 회피용 큰 시작값\n// (storage-rack 의 _nextCarrierRefid 와 같은 idiom, 별도 범위로 분리).\nlet _stockpileCarrierSeq = 0\nfunction _nextStockpileCarrierRefid(): number {\n return 800000 + (_stockpileCarrierSeq++)\n}\n\nfunction resolveDepth(c: Component): number {\n const eff = (c as any)._realObject?.effectiveDepth\n if (typeof eff === 'number' && Number.isFinite(eff)) return eff\n const d = (c as any)?.state?.depth\n return typeof d === 'number' && Number.isFinite(d) ? d : 0\n}\n"]}
@@ -85,6 +85,18 @@ export default class Rack extends Rack_base implements SlottedHolder {
85
85
  y?: number;
86
86
  zHeight?: number;
87
87
  } | null;
88
+ /**
89
+ * 이 rack 에 *_놓으려는 mover_* 의 능력을 수용하는가. canAccept(carrier) 는 carrier
90
+ * 타입만 보지만, 이건 *_적재 mover 의 물리 능력_* 을 본다.
91
+ *
92
+ * rack 선반 적재는 *_높이 도달_* mover (crane / stacker / forklift) 의 몫이다.
93
+ * 평탄 데크 차량(agv-deck)은 바닥 운반 전용 — 선반에 직접 못 올린다. 따라서
94
+ * agv-deck 류는 거부 → transfer planner 가 자동으로 in-port 경유(환승)를 택한다.
95
+ *
96
+ * 거부 목록은 state.blockedTools 로 override (default ['agv-deck']). 향후 선반
97
+ * 높이(level) vs mover liftHeight 비교로 정교화 가능.
98
+ */
99
+ canAcceptFromMover(mover: any): boolean;
88
100
  get nature(): ComponentNature;
89
101
  get anchors(): never[];
90
102
  /**
@@ -4,8 +4,9 @@ import { __decorate } from "tslib";
4
4
  */
5
5
  import { Component, ContainerAbstract, sceneComponent } from '@hatiolab/things-scene';
6
6
  import * as THREE from 'three';
7
- import { CellContainer, CellMap, CarrierHolder, Placeable, SlotTarget } from '@operato/scene-base';
7
+ import { CellContainer, CellMap, CarrierHolder, Placeable, SlotTarget, componentBoundingBox } from '@operato/scene-base';
8
8
  import { StorageRack3D } from './storage-rack-3d.js';
9
+ import { rackAcceptsMoverTool } from './rack-capability.js';
9
10
  const NATURE = {
10
11
  mutable: false,
11
12
  resizable: true,
@@ -97,15 +98,24 @@ let Rack = class Rack extends CellContainer(CarrierHolder(Placeable(ContainerAbs
97
98
  return this.state?.isObstacle !== false;
98
99
  }
99
100
  obstacleBoundingBox() {
100
- const s = this.state;
101
- if (typeof s?.left !== 'number')
102
- return null;
103
- return {
104
- left: s.left, top: s.top,
105
- width: s.width, height: s.height,
106
- y: typeof s.zPos === 'number' ? s.zPos : 0,
107
- zHeight: typeof s.depth === 'number' ? s.depth : 0
108
- };
101
+ // scene-base componentBoundingBox 위임 — rotation 적용된 AABB.
102
+ return componentBoundingBox(this);
103
+ }
104
+ /**
105
+ * rack 에 *_놓으려는 mover_* 의 능력을 수용하는가. canAccept(carrier) 는 carrier
106
+ * 타입만 보지만, 이건 *_적재 mover 의 물리 능력_* 을 본다.
107
+ *
108
+ * rack 선반 적재는 *_높이 도달_* mover (crane / stacker / forklift) 의 몫이다.
109
+ * 평탄 데크 차량(agv-deck)은 바닥 운반 전용 — 선반에 직접 못 올린다. 따라서
110
+ * agv-deck 류는 거부 → transfer planner 가 자동으로 in-port 경유(환승)를 택한다.
111
+ *
112
+ * 거부 목록은 state.blockedTools 로 override (default ['agv-deck']). 향후 선반
113
+ * 높이(level) vs mover liftHeight 비교로 정교화 가능.
114
+ */
115
+ canAcceptFromMover(mover) {
116
+ const toolType = mover?.toolType ?? mover?.state?.toolType;
117
+ const blocked = this.state?.blockedTools ?? ['agv-deck'];
118
+ return rackAcceptsMoverTool(toolType, blocked);
109
119
  }
110
120
  get nature() {
111
121
  return NATURE;