@operato/scene-storage 10.0.0-beta.55 → 10.0.0-beta.57

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.
@@ -1 +1 @@
1
- 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* Copyright © HatioLab Inc. All rights reserved.\n *\n * StockpileGrid — cols × rows cell 들로 분할된 평치 영역. cell 들은 grid 공통 설정\n * (carrierPreset/stackPattern/크기/capacity 등)을 *_모두 공유_* 하고, 각 cell 은 자기\n * 위치(col, row)에서의 records 만 별도 가진다. cell 별 override 는 의미가 없어\n * 제거됨 — cell 별 다른 설정이 진짜 필요한 경우엔 Stockpile 컴포넌트를 따로 두는\n * 것이 자연스럽다.\n *\n * state.data = grid 의 cell 들 배열 (각 element 는 cell-단위 stockpile-like 데이터).\n * data: [\n * { col: 0, row: 0, data: [{ id, ... }, ...] },\n * { col: 1, row: 0, data: [...] },\n * ...\n * ]\n * cell.data 가 그 cell 의 records. 외부 데이터 매핑은 이 배열을 target.\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 RecordStorage,\n SlotTarget,\n type AttachFrame,\n type Alignment,\n type Heights,\n type PlacementArchetype\n} from '@operato/scene-base'\n\nimport { StockpileGrid3D } from './stockpile-grid-3d.js'\nimport type { StackPattern, CarrierPreset, StockpileRecord, PickPolicy } from './stockpile.js'\n\n/** grid 의 한 cell — 위치 + 그 cell 의 records. */\nexport interface StockpileGridCell {\n col: number\n row: number\n data?: StockpileRecord[]\n}\n\nexport interface StockpileGridState extends State {\n cols?: number\n rows?: number\n /** 한 cell 의 평면 크기 (전체 width/height = cellWidth*cols, cellHeight*rows). */\n cellWidth?: number\n cellHeight?: number\n\n /** grid 의 cell 들 — 각 cell 은 { col, row, data: Record[] }. */\n data?: StockpileGridCell[]\n\n // ── 공통 carrier 설정 (모든 cell 공유) ──\n stackPattern?: StackPattern\n carrierPreset?: CarrierPreset\n carrierWidth?: number\n carrierHeight?: number\n carrierDepth?: number\n carrierGap?: number\n capacity?: number // cell 별 capacity (모든 cell 공통)\n stackHeightLimit?: number\n pickPolicy?: PickPolicy\n\n popupRef?: string\n legendTarget?: string\n material3d?: Material3D\n}\n\nconst NATURE: ComponentNature = {\n mutable: false,\n resizable: true,\n rotatable: true,\n properties: [\n { type: 'number', label: 'cols', name: 'cols' },\n { type: 'number', label: 'rows', name: 'rows' },\n { type: 'number', label: 'cell-width', name: 'cellWidth' },\n { type: 'number', label: 'cell-height', name: 'cellHeight' },\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-grid'\n}\n\n@sceneComponent('stockpile-grid')\nexport default class StockpileGrid extends RecordStorage<StockpileGridCell>()(\n CarrierHolder(Placeable(ContainerAbstract))\n) {\n declare state: StockpileGridState\n declare _realObject?: StockpileGrid3D\n\n static placement: PlacementArchetype = 'floor'\n static align: Alignment = 'bottom'\n static defaultDepth = (_h: Heights) => 5\n\n get nature(): ComponentNature { return NATURE }\n get anchors() { return [] }\n\n // RecordStorage mixin 의 records / inventoryCount / addRecord / removeRecord 는\n // cell-aware 시맨틱과 호환 안 됨. cell-nested data 라 *_recordsOf(col,row)_* 와\n // _setCellRecords 를 사용. legend / popup / onLegendChanged 는 mixin 사용.\n // _rebuildVisual hook 만 override.\n _rebuildVisual(): void {\n this._realObject?.update?.()\n }\n\n // ── grid 좌표 helpers ─────────────────────────────────────\n get cols(): number { return Math.max(1, Math.floor(this.state.cols ?? 3)) }\n get rows(): number { return Math.max(1, Math.floor(this.state.rows ?? 3)) }\n get cellW(): number { return this.state.cellWidth ?? 80 }\n get cellH(): number { return this.state.cellHeight ?? 80 }\n\n cellIdOf(col: number, row: number): string { return `${col}-${row}` }\n parseCellId(slotId: string): { col: number; row: number } | null {\n const m = slotId.match(/^(\\d+)-(\\d+)$/)\n if (!m) return null\n return { col: Number(m[1]), row: Number(m[2]) }\n }\n\n /** state.data 에서 (col,row) cell 찾기. */\n private _findCell(col: number, row: number): StockpileGridCell | undefined {\n return (this.state.data ?? []).find(c => c.col === col && c.row === row)\n }\n\n /** cell 의 records (없으면 빈 배열). */\n recordsOf(col: number, row: number): ReadonlyArray<StockpileRecord> {\n return this._findCell(col, row)?.data ?? []\n }\n\n /** capacity 는 모든 cell 공통. */\n capacityOf(_col: number, _row: number): number | undefined {\n return this.state.capacity\n }\n\n // ── SlottedHolder — cell 별 slot ─────────────────────────────\n slotIds(): ReadonlyArray<string> {\n const out: string[] = []\n for (let r = 0; r < this.rows; r++) {\n for (let c = 0; c < this.cols; c++) out.push(this.cellIdOf(c, r))\n }\n return out\n }\n hasCarrierAt(slotId: string): boolean {\n const p = this.parseCellId(slotId)\n return !!p && this.recordsOf(p.col, p.row).length > 0\n }\n canReceiveAt(slotId: string, _carrier?: Component): boolean {\n const p = this.parseCellId(slotId)\n if (!p) return false\n const cap = this.capacityOf(p.col, p.row)\n if (typeof cap === 'number' && this.recordsOf(p.col, p.row).length >= cap) return false\n return true\n }\n occupiedSlotIds(): ReadonlyArray<string> {\n const out: string[] = []\n for (let r = 0; r < this.rows; r++) for (let c = 0; c < this.cols; c++) {\n if (this.recordsOf(c, r).length > 0) out.push(this.cellIdOf(c, r))\n }\n return out\n }\n emptySlotIds(): ReadonlyArray<string> {\n const out: string[] = []\n for (let r = 0; r < this.rows; r++) for (let c = 0; c < this.cols; c++) {\n if (this.canReceiveAt(this.cellIdOf(c, r))) out.push(this.cellIdOf(c, r))\n }\n return out\n }\n\n obtainCarrier(slotId: string): Component | null {\n const p = this.parseCellId(slotId)\n if (!p) return null\n const recs = this.recordsOf(p.col, p.row)\n if (recs.length === 0) return null\n const records = [...recs]\n const policy = (this.state.pickPolicy ?? 'lifo') as PickPolicy\n const record = policy === 'fifo' ? records.shift()! : records.pop()!\n this._setCellRecords(p.col, p.row, records)\n return this._materializeCarrier(record, p.col, p.row)\n }\n\n async receiveAt(slotId: string, carrier: Component, _options?: any): Promise<void> {\n const p = this.parseCellId(slotId)\n if (!p) return\n const cstate: any = (carrier as any)?.state ?? {}\n const cid = cstate.id ?? `stkg-${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.recordsOf(p.col, p.row), record]\n this._setCellRecords(p.col, p.row, records)\n ;(carrier as any)?.dispose?.()\n }\n\n async accept(carrier: Component, options?: any): Promise<void> {\n const empty = this.emptySlotIds()\n if (empty.length === 0) return\n return this.receiveAt(empty[0], carrier, options)\n }\n async receive(carrier: Component, options?: any): Promise<void> {\n return this.accept(carrier, options)\n }\n\n slotTargetAt(slotId: string): SlotTarget { return new SlotTarget(this as any, slotId) }\n getSlotAttachObject3d(slotId: string): any {\n return (this as any)._realObject?.getCellPadMesh?.(slotId)\n }\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 { attach: frame, localPosition: { x: 0, y: carrierDepth / 2, z: 0 } }\n }\n\n private _setCellRecords(col: number, row: number, records: StockpileRecord[]): void {\n const cells = [...((this.state.data as StockpileGridCell[]) ?? [])]\n const idx = cells.findIndex(c => c.col === col && c.row === row)\n if (idx === -1) cells.push({ col, row, data: records })\n else cells[idx] = { ...cells[idx], data: records }\n ;(this.state as any).data = cells\n this._realObject?.update?.()\n }\n\n private _materializeCarrier(record: StockpileRecord, col: number, row: number): Component | null {\n const preset = (this.state.carrierPreset ?? 'box') as CarrierPreset\n const PRESET_TO_TYPE: Record<CarrierPreset, string> = {\n box: 'box', pallet: 'pallet', crate: 'box',\n drum: 'parcel', sack: 'parcel', 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-grid] carrier type \"${carrierType}\" 미등록`)\n return null\n }\n\n const cw = this.state.carrierWidth ?? 30\n const ch = this.state.carrierHeight ?? 30\n const cd = this.state.carrierDepth ?? 22\n\n const { id: _id, refid: _refid, transform: _tf, ...recordCopy } = record as any\n const cellCenterX = col * this.cellW + this.cellW / 2\n const cellCenterZ = row * this.cellH + this.cellH / 2\n\n const carrierState: any = {\n ...recordCopy,\n type: carrierType,\n width: cw,\n height: ch,\n depth: cd,\n refid: _nextStockpileGridCarrierRefid(),\n left: cellCenterX - cw / 2,\n top: cellCenterZ - ch / 2\n }\n\n const carrier = new CarrierClass(carrierState, (this as any)._app)\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 // legendTarget / _onLegendChanged / resolveLegendColor — RecordStorage mixin 제공.\n\n // ── Popup + click — mixin 의 _invokePopup 활용, cell payload 만 wrapper ──\n get eventMap() {\n return { '(self)': { '(self)': { click: this._onGridClick } } }\n }\n private _onGridClick = (mouseEvent: MouseEvent) => {\n if (!(this as any).app?.isViewMode) return\n const hit = this._raycastHit(mouseEvent)\n if (!hit) return\n const slotId = (hit.object?.userData?.slotId as string | undefined)\n this._dispatchCellPopup(slotId)\n }\n private _dispatchCellPopup(slotId?: string): void {\n if (!this.state.popupRef) return\n if (slotId) {\n const p = this.parseCellId(slotId)\n this._invokePopup(slotId, {\n cellId: slotId,\n col: p?.col, row: p?.row,\n records: p ? this.recordsOf(p.col, p.row) : [],\n capacity: p ? this.capacityOf(p.col, p.row) : undefined\n })\n } else {\n this._invokePopup(this.cellIdOf(0, 0), {\n componentId: (this.state as any).id,\n cols: this.cols, rows: this.rows\n })\n }\n }\n\n private _raycastHit(mouseEvent: MouseEvent): THREE.Intersection | undefined {\n const ro: any = (this as any)._realObject\n if (!ro?.object3d) return undefined\n const tc: any = ro.threeContainer\n if (!tc) return undefined\n const cap: any = tc._threeCapability ?? tc._capability\n let intersects: THREE.Intersection[] | undefined\n if (cap?.getObjectsByRaycast) intersects = cap.getObjectsByRaycast() as THREE.Intersection[] | undefined\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 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 // ── 2D render ─────────────────────────────────────────────\n render(ctx: CanvasRenderingContext2D) {\n const { left = 0, top = 0 } = this.state\n const totalW = this.cellW * this.cols\n const totalH = this.cellH * this.rows\n const fillStyle = (this.state.fillStyle as string) || '#c89c5c'\n const strokeStyle = (this.state.strokeStyle as string) || '#7a5a2e'\n\n ctx.save()\n ctx.fillStyle = fillStyle\n ctx.globalAlpha = 0.15\n ctx.fillRect(left, top, totalW, totalH)\n ctx.restore()\n\n ctx.save()\n ctx.strokeStyle = strokeStyle\n ctx.lineWidth = 1.2\n ctx.strokeRect(left + 0.6, top + 0.6, totalW - 1.2, totalH - 1.2)\n for (let c = 1; c < this.cols; c++) {\n const x = left + c * this.cellW\n ctx.beginPath(); ctx.moveTo(x, top); ctx.lineTo(x, top + totalH); ctx.stroke()\n }\n for (let r = 1; r < this.rows; r++) {\n const y = top + r * this.cellH\n ctx.beginPath(); ctx.moveTo(left, y); ctx.lineTo(left + totalW, y); ctx.stroke()\n }\n ctx.restore()\n\n ctx.save()\n const fontSize = Math.min(this.cellW, this.cellH) * 0.22\n ctx.fillStyle = '#333'\n ctx.font = `bold ${fontSize}px sans-serif`\n ctx.textAlign = 'center'\n ctx.textBaseline = 'middle'\n for (let r = 0; r < this.rows; r++) for (let c = 0; c < this.cols; c++) {\n const count = this.recordsOf(c, r).length\n if (count === 0) continue\n ctx.fillText(`${count}`, left + (c + 0.5) * this.cellW, top + (r + 0.5) * this.cellH)\n }\n ctx.restore()\n }\n\n buildRealObject(): RealObject | undefined {\n return new StockpileGrid3D(this)\n }\n}\n\nlet _stockpileGridCarrierSeq = 0\nfunction _nextStockpileGridCarrierRefid(): number {\n return 850000 + (_stockpileGridCarrierSeq++)\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"]}
1
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* Copyright © HatioLab Inc. All rights reserved.\n *\n * StockpileGrid — cols × rows cell 들로 분할된 평치 영역. cell 들은 grid 공통 설정\n * (carrierPreset/stackPattern/크기/capacity 등)을 *_모두 공유_* 하고, 각 cell 은 자기\n * 위치(col, row)에서의 records 만 별도 가진다. cell 별 override 는 의미가 없어\n * 제거됨 — cell 별 다른 설정이 진짜 필요한 경우엔 Stockpile 컴포넌트를 따로 두는\n * 것이 자연스럽다.\n *\n * state.data = grid 의 cell 들 배열 (각 element 는 cell-단위 stockpile-like 데이터).\n * data: [\n * { col: 0, row: 0, data: [{ id, ... }, ...] },\n * { col: 1, row: 0, data: [...] },\n * ...\n * ]\n * cell.data 가 그 cell 의 records. 외부 데이터 매핑은 이 배열을 target.\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 RecordStorage,\n SlotTarget,\n type AttachFrame,\n type Alignment,\n type Heights,\n type PlacementArchetype,\n type SlottedHolder\n} from '@operato/scene-base'\n\nimport { StockpileGrid3D } from './stockpile-grid-3d.js'\nimport type { StackPattern, CarrierPreset, StockpileRecord, PickPolicy } from './stockpile.js'\n\n/** grid 의 한 cell — 위치 + 그 cell 의 records. */\nexport interface StockpileGridCell {\n col: number\n row: number\n data?: StockpileRecord[]\n}\n\nexport interface StockpileGridState extends State {\n cols?: number\n rows?: number\n /** 한 cell 의 평면 크기 (전체 width/height = cellWidth*cols, cellHeight*rows). */\n cellWidth?: number\n cellHeight?: number\n\n /** grid 의 cell 들 — 각 cell 은 { col, row, data: Record[] }. */\n data?: StockpileGridCell[]\n\n // ── 공통 carrier 설정 (모든 cell 공유) ──\n stackPattern?: StackPattern\n carrierPreset?: CarrierPreset\n carrierWidth?: number\n carrierHeight?: number\n carrierDepth?: number\n carrierGap?: number\n capacity?: number // cell 별 capacity (모든 cell 공통)\n stackHeightLimit?: number\n pickPolicy?: PickPolicy\n\n popupRef?: string\n legendTarget?: string\n material3d?: Material3D\n}\n\nconst NATURE: ComponentNature = {\n mutable: false,\n resizable: true,\n rotatable: true,\n properties: [\n { type: 'number', label: 'cols', name: 'cols' },\n { type: 'number', label: 'rows', name: 'rows' },\n { type: 'number', label: 'cell-width', name: 'cellWidth' },\n { type: 'number', label: 'cell-height', name: 'cellHeight' },\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-grid'\n}\n\n@sceneComponent('stockpile-grid')\nexport default class StockpileGrid extends RecordStorage<StockpileGridCell>()(\n CarrierHolder(Placeable(ContainerAbstract))\n) implements SlottedHolder {\n declare state: StockpileGridState\n declare _realObject?: StockpileGrid3D\n\n static placement: PlacementArchetype = 'floor'\n static align: Alignment = 'bottom'\n static defaultDepth = (_h: Heights) => 5\n\n get nature(): ComponentNature { return NATURE }\n get anchors() { return [] }\n\n // RecordStorage mixin 의 records / inventoryCount / addRecord / removeRecord 는\n // cell-aware 시맨틱과 호환 안 됨. cell-nested data 라 *_recordsOf(col,row)_* 와\n // _setCellRecords 를 사용. legend / popup / onLegendChanged 는 mixin 사용.\n // _rebuildVisual hook 만 override.\n _rebuildVisual(): void {\n this._realObject?.update?.()\n }\n\n // ── grid 좌표 helpers ─────────────────────────────────────\n get cols(): number { return Math.max(1, Math.floor(this.state.cols ?? 3)) }\n get rows(): number { return Math.max(1, Math.floor(this.state.rows ?? 3)) }\n get cellW(): number { return this.state.cellWidth ?? 80 }\n get cellH(): number { return this.state.cellHeight ?? 80 }\n\n cellIdOf(col: number, row: number): string { return `${col}-${row}` }\n parseCellId(slotId: string): { col: number; row: number } | null {\n const m = slotId.match(/^(\\d+)-(\\d+)$/)\n if (!m) return null\n return { col: Number(m[1]), row: Number(m[2]) }\n }\n\n /** state.data 에서 (col,row) cell 찾기. */\n private _findCell(col: number, row: number): StockpileGridCell | undefined {\n return (this.state.data ?? []).find(c => c.col === col && c.row === row)\n }\n\n /** cell 의 records (없으면 빈 배열). */\n recordsOf(col: number, row: number): ReadonlyArray<StockpileRecord> {\n return this._findCell(col, row)?.data ?? []\n }\n\n /** capacity 는 모든 cell 공통. */\n capacityOf(_col: number, _row: number): number | undefined {\n return this.state.capacity\n }\n\n // ── SlottedHolder — cell 별 slot ─────────────────────────────\n slotIds(): ReadonlyArray<string> {\n const out: string[] = []\n for (let r = 0; r < this.rows; r++) {\n for (let c = 0; c < this.cols; c++) out.push(this.cellIdOf(c, r))\n }\n return out\n }\n hasCarrierAt(slotId: string): boolean {\n const p = this.parseCellId(slotId)\n return !!p && this.recordsOf(p.col, p.row).length > 0\n }\n canReceiveAt(slotId: string, _carrier?: Component): boolean {\n const p = this.parseCellId(slotId)\n if (!p) return false\n const cap = this.capacityOf(p.col, p.row)\n if (typeof cap === 'number' && this.recordsOf(p.col, p.row).length >= cap) return false\n return true\n }\n occupiedSlotIds(): ReadonlyArray<string> {\n const out: string[] = []\n for (let r = 0; r < this.rows; r++) for (let c = 0; c < this.cols; c++) {\n if (this.recordsOf(c, r).length > 0) out.push(this.cellIdOf(c, r))\n }\n return out\n }\n emptySlotIds(): ReadonlyArray<string> {\n const out: string[] = []\n for (let r = 0; r < this.rows; r++) for (let c = 0; c < this.cols; c++) {\n if (this.canReceiveAt(this.cellIdOf(c, r))) out.push(this.cellIdOf(c, r))\n }\n return out\n }\n\n obtainCarrier(slotId: string): Component | null {\n const p = this.parseCellId(slotId)\n if (!p) return null\n const recs = this.recordsOf(p.col, p.row)\n if (recs.length === 0) return null\n const records = [...recs]\n const policy = (this.state.pickPolicy ?? 'lifo') as PickPolicy\n const record = policy === 'fifo' ? records.shift()! : records.pop()!\n this._setCellRecords(p.col, p.row, records)\n return this._materializeCarrier(record, p.col, p.row)\n }\n\n /**\n * carrier → StockpileRecord 추출. id 누락 시 `stkg-` prefix 자동 생성.\n * SlottedHolder duck 의 표준 entry — receiveAt 안에서 호출. cell 정보 (col/row) 는\n * slotId 의 parseCellId 로 receiveAt 가 처리 — record 자체에는 cell 좌표 미포함\n * (cell array 가 그 컨텍스트 보유).\n */\n recordFromCarrier(carrier: Component, _slotId: string): StockpileRecord {\n const cstate: any = (carrier as any)?.state ?? {}\n const cid = cstate.id ?? `stkg-${Date.now().toString(36)}-${Math.random().toString(36).slice(2, 6)}`\n return {\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 }\n\n async receiveAt(slotId: string, carrier: Component, _options?: any): Promise<void> {\n const p = this.parseCellId(slotId)\n if (!p) return\n const record = this.recordFromCarrier(carrier, slotId)\n const records = [...this.recordsOf(p.col, p.row), record]\n this._setCellRecords(p.col, p.row, records)\n ;(carrier as any)?.dispose?.()\n }\n\n async accept(carrier: Component, options?: any): Promise<void> {\n const empty = this.emptySlotIds()\n if (empty.length === 0) return\n return this.receiveAt(empty[0], carrier, options)\n }\n async receive(carrier: Component, options?: any): Promise<void> {\n return this.accept(carrier, options)\n }\n\n slotTargetAt(slotId: string): SlotTarget { return new SlotTarget(this as any, slotId) }\n getSlotAttachObject3d(slotId: string): any {\n return (this as any)._realObject?.getCellPadMesh?.(slotId)\n }\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 { attach: frame, localPosition: { x: 0, y: carrierDepth / 2, z: 0 } }\n }\n\n private _setCellRecords(col: number, row: number, records: StockpileRecord[]): void {\n const cells = [...((this.state.data as StockpileGridCell[]) ?? [])]\n const idx = cells.findIndex(c => c.col === col && c.row === row)\n if (idx === -1) cells.push({ col, row, data: records })\n else cells[idx] = { ...cells[idx], data: records }\n ;(this.state as any).data = cells\n this._realObject?.update?.()\n }\n\n private _materializeCarrier(record: StockpileRecord, col: number, row: number): Component | null {\n const preset = (this.state.carrierPreset ?? 'box') as CarrierPreset\n const PRESET_TO_TYPE: Record<CarrierPreset, string> = {\n box: 'box', pallet: 'pallet', crate: 'box',\n drum: 'parcel', sack: 'parcel', 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-grid] carrier type \"${carrierType}\" 미등록`)\n return null\n }\n\n const cw = this.state.carrierWidth ?? 30\n const ch = this.state.carrierHeight ?? 30\n const cd = this.state.carrierDepth ?? 22\n\n const { id: _id, refid: _refid, transform: _tf, ...recordCopy } = record as any\n const cellCenterX = col * this.cellW + this.cellW / 2\n const cellCenterZ = row * this.cellH + this.cellH / 2\n\n const carrierState: any = {\n ...recordCopy,\n type: carrierType,\n width: cw,\n height: ch,\n depth: cd,\n refid: _nextStockpileGridCarrierRefid(),\n left: cellCenterX - cw / 2,\n top: cellCenterZ - ch / 2\n }\n\n const carrier = new CarrierClass(carrierState, (this as any)._app)\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 // legendTarget / _onLegendChanged / resolveLegendColor — RecordStorage mixin 제공.\n\n // ── Popup + click — mixin 의 _invokePopup 활용, cell payload 만 wrapper ──\n get eventMap() {\n return { '(self)': { '(self)': { click: this._onGridClick } } }\n }\n private _onGridClick = (mouseEvent: MouseEvent) => {\n if (!(this as any).app?.isViewMode) return\n const hit = this._raycastHit(mouseEvent)\n if (!hit) return\n const slotId = (hit.object?.userData?.slotId as string | undefined)\n this._dispatchCellPopup(slotId)\n }\n private _dispatchCellPopup(slotId?: string): void {\n if (!this.state.popupRef) return\n if (slotId) {\n const p = this.parseCellId(slotId)\n this._invokePopup(slotId, {\n cellId: slotId,\n col: p?.col, row: p?.row,\n records: p ? this.recordsOf(p.col, p.row) : [],\n capacity: p ? this.capacityOf(p.col, p.row) : undefined\n })\n } else {\n this._invokePopup(this.cellIdOf(0, 0), {\n componentId: (this.state as any).id,\n cols: this.cols, rows: this.rows\n })\n }\n }\n\n private _raycastHit(mouseEvent: MouseEvent): THREE.Intersection | undefined {\n const ro: any = (this as any)._realObject\n if (!ro?.object3d) return undefined\n const tc: any = ro.threeContainer\n if (!tc) return undefined\n const cap: any = tc._threeCapability ?? tc._capability\n let intersects: THREE.Intersection[] | undefined\n if (cap?.getObjectsByRaycast) intersects = cap.getObjectsByRaycast() as THREE.Intersection[] | undefined\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 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 // ── 2D render ─────────────────────────────────────────────\n render(ctx: CanvasRenderingContext2D) {\n const { left = 0, top = 0 } = this.state\n const totalW = this.cellW * this.cols\n const totalH = this.cellH * this.rows\n const fillStyle = (this.state.fillStyle as string) || '#c89c5c'\n const strokeStyle = (this.state.strokeStyle as string) || '#7a5a2e'\n\n ctx.save()\n ctx.fillStyle = fillStyle\n ctx.globalAlpha = 0.15\n ctx.fillRect(left, top, totalW, totalH)\n ctx.restore()\n\n ctx.save()\n ctx.strokeStyle = strokeStyle\n ctx.lineWidth = 1.2\n ctx.strokeRect(left + 0.6, top + 0.6, totalW - 1.2, totalH - 1.2)\n for (let c = 1; c < this.cols; c++) {\n const x = left + c * this.cellW\n ctx.beginPath(); ctx.moveTo(x, top); ctx.lineTo(x, top + totalH); ctx.stroke()\n }\n for (let r = 1; r < this.rows; r++) {\n const y = top + r * this.cellH\n ctx.beginPath(); ctx.moveTo(left, y); ctx.lineTo(left + totalW, y); ctx.stroke()\n }\n ctx.restore()\n\n ctx.save()\n const fontSize = Math.min(this.cellW, this.cellH) * 0.22\n ctx.fillStyle = '#333'\n ctx.font = `bold ${fontSize}px sans-serif`\n ctx.textAlign = 'center'\n ctx.textBaseline = 'middle'\n for (let r = 0; r < this.rows; r++) for (let c = 0; c < this.cols; c++) {\n const count = this.recordsOf(c, r).length\n if (count === 0) continue\n ctx.fillText(`${count}`, left + (c + 0.5) * this.cellW, top + (r + 0.5) * this.cellH)\n }\n ctx.restore()\n }\n\n buildRealObject(): RealObject | undefined {\n return new StockpileGrid3D(this)\n }\n}\n\nlet _stockpileGridCarrierSeq = 0\nfunction _nextStockpileGridCarrierRefid(): number {\n return 850000 + (_stockpileGridCarrierSeq++)\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"]}
@@ -1,6 +1,6 @@
1
1
  import { Component, ComponentNature, RealObject } from '@hatiolab/things-scene';
2
2
  import type { State, Material3D } from '@hatiolab/things-scene';
3
- import { SlotTarget, type AttachFrame, type Alignment, type Heights, type PlacementArchetype } from '@operato/scene-base';
3
+ import { SlotTarget, type AttachFrame, type Alignment, type Heights, type PlacementArchetype, type SlottedHolder } from '@operato/scene-base';
4
4
  import { Stockpile3D } from './stockpile-3d.js';
5
5
  export type StackPattern = 'row' | 'staggered' | 'pyramid' | 'column' | 'pile';
6
6
  export type CarrierPreset = 'box' | 'pallet' | 'drum' | 'sack' | 'crate' | 'bale';
@@ -29,6 +29,11 @@ export interface StockpileState extends State {
29
29
  stackHeightLimit?: number;
30
30
  /** 어느 끝에서 빼나. default 'lifo'. */
31
31
  pickPolicy?: PickPolicy;
32
+ /**
33
+ * 라우팅 행선지 값 (RoutingTarget). sorter/router 가 carrier.destination 과 string
34
+ * 매칭해 이 StockPile 로 분배. 미설정 시 routingDestination() 가 state.id 로 fallback.
35
+ */
36
+ destination?: string;
32
37
  /** click 시 invoke 할 Popup 컴포넌트 id (StorageRack / RackGrid 와 동일 패턴). */
33
38
  popupRef?: string;
34
39
  /**
@@ -40,17 +45,24 @@ export interface StockpileState extends State {
40
45
  material3d?: Material3D;
41
46
  }
42
47
  declare const Stockpile_base: any;
43
- export default class Stockpile extends Stockpile_base {
48
+ export default class Stockpile extends Stockpile_base implements SlottedHolder {
44
49
  state: StockpileState;
45
50
  _realObject?: Stockpile3D;
46
51
  static placement: PlacementArchetype;
47
52
  static align: Alignment;
48
53
  static defaultDepth: (_h: Heights) => number;
54
+ /**
55
+ * RoutingTarget — 자기 행선지 값 publish. sorter 가 carrier.destination 과 매칭.
56
+ * 미설정 시 자기 id 로 (단일 sink 직접 지정 fallback). chute 와 동일 규약.
57
+ */
58
+ routingDestination(): string;
49
59
  get nature(): ComponentNature;
50
60
  get anchors(): never[];
51
61
  slotIds(): ReadonlyArray<string>;
52
62
  hasCarrierAt(slotId: string): boolean;
53
63
  canReceiveAt(slotId: string, _carrier?: Component): boolean;
64
+ /** Transferable contract — dispatch/Transfer planning 이 capacity 확인에 호출. 단일 slot 위임. */
65
+ canReceive(carrier?: Component): boolean;
54
66
  occupiedSlotIds(): ReadonlyArray<string>;
55
67
  emptySlotIds(): ReadonlyArray<string>;
56
68
  /**
@@ -61,11 +73,17 @@ export default class Stockpile extends Stockpile_base {
61
73
  */
62
74
  obtainCarrier(slotId: string): Component | null;
63
75
  private _materializeCarrier;
76
+ /**
77
+ * carrier 의 state → StockpileRecord 추출. id 누락 시 `stk-` prefix 자동 생성.
78
+ * transform/refid 등 *_물리적 위치 필드_* 는 *_제외_* — record 는 *_논리적 식별_*
79
+ * 만. SlottedHolder duck 의 표준 entry point — receiveAt 안에서 호출.
80
+ */
81
+ recordFromCarrier(carrier: Component, _slotId: string): StockpileRecord;
64
82
  /**
65
83
  * carrier 를 받아 record 로 push, carrier 객체는 dispose (시각은 _realObject 가
66
84
  * records 길이 기준 자동 갱신). capacity 초과 시도는 canReceiveAt 가 이미 차단.
67
85
  */
68
- receiveAt(_slotId: string, carrier: Component, _options?: any): Promise<void>;
86
+ receiveAt(slotId: string, carrier: Component, _options?: any): Promise<void>;
69
87
  /** dispatch → handoff 의 accept 분기 — receiveAt 으로 위임. */
70
88
  accept(carrier: Component, options?: any): Promise<void>;
71
89
  receive(carrier: Component, options?: any): Promise<void>;
package/dist/stockpile.js CHANGED
@@ -35,6 +35,7 @@ const NATURE = {
35
35
  { type: 'number', label: 'stack-height-limit', name: 'stackHeightLimit' },
36
36
  { type: 'select', label: 'pick-policy', name: 'pickPolicy',
37
37
  property: { options: ['lifo', 'fifo'] } },
38
+ { type: 'string', label: 'destination', name: 'destination' },
38
39
  { type: 'id-input', label: 'popup-ref', name: 'popupRef',
39
40
  property: { component: 'popup' } },
40
41
  { type: 'id-input', label: 'legend-target', name: 'legendTarget',
@@ -47,6 +48,20 @@ let Stockpile = class Stockpile extends RecordStorage()(CarrierHolder(Placeable(
47
48
  static placement = 'floor';
48
49
  static align = 'bottom';
49
50
  static defaultDepth = (_h) => 5; // pad 두께
51
+ /**
52
+ * RoutingTarget — 자기 행선지 값 publish. sorter 가 carrier.destination 과 매칭.
53
+ * 미설정 시 자기 id 로 (단일 sink 직접 지정 fallback). chute 와 동일 규약.
54
+ */
55
+ routingDestination() {
56
+ return this.state.destination ?? this.state.id;
57
+ }
58
+ // ── 그래프 참여 ─────────────────────────────────────────────────────────────
59
+ // StockPile 은 *방향 없는 받는 footprint*. 별도 면 anchor 를 publish 하지 않는다 —
60
+ // 어느 면으로 받는지는 의미 없고, 슈트/컨베이어의 *출구 anchor 가 자기 footprint 에
61
+ // 닿으면*(matchOutbounds 의 deliversInto, bounds 기반) 자동 연결된다. (사용자 명시
62
+ // 2026-06-14: "스톡파일은 슈트의 출구와 면한 부분이 있으면 그곳을 링크".) RoutingTarget
63
+ // (routingDestination) 만으로 그래프 노드로 수집되고, bounds 는 coordinator 가 채운다.
64
+ // 멀리 떨어진 타겟은 명시 링크(nextRef/RoutingLinks)로 연결.
50
65
  get nature() { return NATURE; }
51
66
  get anchors() { return []; }
52
67
  // ── records / inventoryCount: RecordStorage mixin 제공.
@@ -65,6 +80,10 @@ let Stockpile = class Stockpile extends RecordStorage()(CarrierHolder(Placeable(
65
80
  return false;
66
81
  return true;
67
82
  }
83
+ /** Transferable contract — dispatch/Transfer planning 이 capacity 확인에 호출. 단일 slot 위임. */
84
+ canReceive(carrier) {
85
+ return this.canReceiveAt(SLOT_ID, carrier);
86
+ }
68
87
  occupiedSlotIds() {
69
88
  return this.inventoryCount > 0 ? [SLOT_ID] : [];
70
89
  }
@@ -132,19 +151,27 @@ let Stockpile = class Stockpile extends RecordStorage()(CarrierHolder(Placeable(
132
151
  return carrier;
133
152
  }
134
153
  /**
135
- * carrier 받아 record push, carrier 객체는 dispose (시각은 _realObject
136
- * records 길이 기준 자동 갱신). capacity 초과 시도는 canReceiveAt 이미 차단.
154
+ * carrier state StockpileRecord 추출. id 누락 `stk-` prefix 자동 생성.
155
+ * transform/refid *_물리적 위치 필드_* *_제외_* record *_논리적 식별_*
156
+ * 만. SlottedHolder duck 의 표준 entry point — receiveAt 안에서 호출.
137
157
  */
138
- async receiveAt(_slotId, carrier, _options) {
158
+ recordFromCarrier(carrier, _slotId) {
139
159
  const cstate = carrier?.state ?? {};
140
160
  const cid = cstate.id ?? `stk-${Date.now().toString(36)}-${Math.random().toString(36).slice(2, 6)}`;
141
- const record = {
161
+ return {
142
162
  id: String(cid),
143
163
  ...(cstate.type ? { type: cstate.type } : {}),
144
164
  ...(typeof cstate.width === 'number' ? { width: cstate.width } : {}),
145
165
  ...(typeof cstate.height === 'number' ? { height: cstate.height } : {}),
146
166
  ...(typeof cstate.depth === 'number' ? { depth: cstate.depth } : {})
147
167
  };
168
+ }
169
+ /**
170
+ * carrier 를 받아 record 로 push, carrier 객체는 dispose (시각은 _realObject 가
171
+ * records 길이 기준 자동 갱신). capacity 초과 시도는 canReceiveAt 가 이미 차단.
172
+ */
173
+ async receiveAt(slotId, carrier, _options) {
174
+ const record = this.recordFromCarrier(carrier, slotId);
148
175
  const records = [...this.records, record];
149
176
  this._setDataSilently(records);
150
177
  carrier?.dispose?.();
@@ -1 +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 RecordStorage,\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 RecordStorage<StockpileRecord>()(\n CarrierHolder(Placeable(ContainerAbstract))\n) {\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 / inventoryCount: RecordStorage mixin 제공.\n\n // ── SlottedHolder duck-type override — 단일 slot ('pile') ───────────────\n // mixin default 는 record 마다 slotId. Stockpile 은 *_단일 슬롯_* 시맨틱이라\n // 자기 구현 유지.\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 // _setDataSilently 는 RecordStorage mixin 제공 — 다만 mixin 은 _rebuildVisual\n // 호출. Stockpile 의 3D 갱신은 update() 라서 hook override.\n _rebuildVisual(): void {\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._dispatchStockpilePopup(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 *\n * RecordStorage mixin 의 `_invokePopup(slotId, payload)` 를 활용. 단일 slot\n * 시맨틱이 record/pile 두 모드라 mixin 위 wrapper 로 dispatch.\n */\n private _dispatchStockpilePopup(recordId?: string): void {\n if (!this.state.popupRef) return\n if (recordId) {\n const record = (this.records as ReadonlyArray<StockpileRecord>)\n .find(r => r.id === recordId) ?? { id: recordId }\n this._invokePopup(recordId, record)\n } else {\n this._invokePopup(SLOT_ID, {\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 })\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 // legendTarget / _onLegendChanged / resolveLegendColor — RecordStorage mixin 제공.\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"]}
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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 RecordStorage,\n SlotTarget,\n type AttachFrame,\n type Alignment,\n type Heights,\n type PlacementArchetype,\n type SlottedHolder\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 /**\n * 라우팅 행선지 값 (RoutingTarget). sorter/router 가 carrier.destination 과 string\n * 매칭해 이 StockPile 로 분배. 미설정 시 routingDestination() 가 state.id 로 fallback.\n */\n destination?: string\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: 'string', label: 'destination', name: 'destination' },\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 RecordStorage<StockpileRecord>()(\n CarrierHolder(Placeable(ContainerAbstract))\n) implements SlottedHolder {\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 /**\n * RoutingTarget — 자기 행선지 값 publish. sorter 가 carrier.destination 과 매칭.\n * 미설정 시 자기 id 로 (단일 sink 직접 지정 fallback). chute 와 동일 규약.\n */\n routingDestination(): string {\n return (this.state.destination as string | undefined) ?? (this.state.id as string)\n }\n\n // ── 그래프 참여 ─────────────────────────────────────────────────────────────\n // StockPile 은 *방향 없는 받는 footprint*. 별도 면 anchor 를 publish 하지 않는다 —\n // 어느 면으로 받는지는 의미 없고, 슈트/컨베이어의 *출구 anchor 가 자기 footprint 에\n // 닿으면*(matchOutbounds 의 deliversInto, bounds 기반) 자동 연결된다. (사용자 명시\n // 2026-06-14: \"스톡파일은 슈트의 출구와 면한 부분이 있으면 그곳을 링크\".) RoutingTarget\n // (routingDestination) 만으로 그래프 노드로 수집되고, bounds 는 coordinator 가 채운다.\n // 멀리 떨어진 타겟은 명시 링크(nextRef/RoutingLinks)로 연결.\n\n get nature(): ComponentNature { return NATURE }\n get anchors() { return [] }\n\n // ── records / inventoryCount: RecordStorage mixin 제공.\n\n // ── SlottedHolder duck-type override — 단일 slot ('pile') ───────────────\n // mixin default 는 record 마다 slotId. Stockpile 은 *_단일 슬롯_* 시맨틱이라\n // 자기 구현 유지.\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 /** Transferable contract — dispatch/Transfer planning 이 capacity 확인에 호출. 단일 slot 위임. */\n canReceive(carrier?: Component): boolean {\n return this.canReceiveAt(SLOT_ID, carrier)\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 \"${carrierType}\" 미등록 — obtainCarrier 실패`)\n return null\n }\n\n // 크기 — state.carrier* 또는 preset default\n const stockpileW = (this.state as any).width ?? 100\n const stockpileH = (this.state as any).height ?? 100\n const cw = this.state.carrierWidth ?? 30\n const ch = this.state.carrierHeight ?? 30\n const cd = this.state.carrierDepth ?? 22\n\n // id/refid/transform 류 제외 — scene 안 기존 component 충돌 회피 (storage-rack 패턴)\n const { id: _id, refid: _refid, transform: _tf, ...recordCopy } = record as any\n // stockpile-inner 좌표 — center 에 놓기 (Mover 가 곧 pick 해 들고 감)\n const carrierState: any = {\n ...recordCopy,\n type: carrierType,\n width: cw,\n height: ch,\n depth: cd,\n refid: _nextStockpileCarrierRefid(),\n left: stockpileW / 2 - cw / 2,\n top: stockpileH / 2 - ch / 2\n }\n\n const carrier = new CarrierClass(carrierState, (this as any)._app)\n // silent: refreshMappings cascade 차단 (transient 라 매핑 재계산 불필요)\n ;(this as any).addComponent(carrier, { silent: true })\n void (carrier as any).realObject\n ;(carrier as any).applyHolderAttachPoint?.()\n return carrier\n }\n\n /**\n * carrier 의 state → StockpileRecord 추출. id 누락 시 `stk-` prefix 자동 생성.\n * transform/refid 등 *_물리적 위치 필드_* 는 *_제외_* — record 는 *_논리적 식별_*\n * 만. SlottedHolder duck 의 표준 entry point — receiveAt 안에서 호출.\n */\n recordFromCarrier(carrier: Component, _slotId: string): StockpileRecord {\n const cstate: any = (carrier as any)?.state ?? {}\n const cid = cstate.id ?? `stk-${Date.now().toString(36)}-${Math.random().toString(36).slice(2, 6)}`\n return {\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 }\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 record = this.recordFromCarrier(carrier, slotId)\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 // _setDataSilently 는 RecordStorage mixin 제공 — 다만 mixin 은 _rebuildVisual\n // 호출. Stockpile 의 3D 갱신은 update() 라서 hook override.\n _rebuildVisual(): void {\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._dispatchStockpilePopup(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 *\n * RecordStorage mixin 의 `_invokePopup(slotId, payload)` 를 활용. 단일 slot\n * 시맨틱이 record/pile 두 모드라 mixin 위 wrapper 로 dispatch.\n */\n private _dispatchStockpilePopup(recordId?: string): void {\n if (!this.state.popupRef) return\n if (recordId) {\n const record = (this.records as ReadonlyArray<StockpileRecord>)\n .find(r => r.id === recordId) ?? { id: recordId }\n this._invokePopup(recordId, record)\n } else {\n this._invokePopup(SLOT_ID, {\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 })\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 // legendTarget / _onLegendChanged / resolveLegendColor — RecordStorage mixin 제공.\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"]}
package/package.json CHANGED
@@ -2,7 +2,7 @@
2
2
  "name": "@operato/scene-storage",
3
3
  "description": "Storage-domain components for things-scene (smart factory / logistics) — pallet, box, parcel; AS/RS and shelves planned.",
4
4
  "author": "heartyoh",
5
- "version": "10.0.0-beta.55",
5
+ "version": "10.0.0-beta.57",
6
6
  "type": "module",
7
7
  "main": "dist/index.js",
8
8
  "module": "dist/index.js",
@@ -26,7 +26,7 @@
26
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  },
27
27
  "dependencies": {
28
28
  "@hatiolab/things-scene": "^10.0.0-beta.1",
29
- "@operato/scene-base": "^10.0.0-beta.55",
29
+ "@operato/scene-base": "^10.0.0-beta.57",
30
30
  "three": "^0.183.0"
31
31
  },
32
32
  "devDependencies": {
@@ -45,5 +45,5 @@
45
45
  "typescript": "^5.0.4"
46
46
  },
47
47
  "prettier": "@hatiolab/prettier-config",
48
- "gitHead": "d3795f1adcc44e2d540d55a32451decb16b449b1"
48
+ "gitHead": "67047749cb873dfe1b29d21e19d5883b1dea150f"
49
49
  }