@operato/scene-wheel-sorter 10.0.0-beta.1 → 10.0.0-beta.12

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.
@@ -49,8 +49,12 @@ export class Conveyor3D extends RealObjectGroup {
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  }
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  build() {
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  super.build();
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- const { width, height, conveyorType = 0, value = 0, rollWidth = 10 } = this.component.state;
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+ const { width, height, conveyorType = 0, value = 0, rollWidth = 10, orientation } = this.component.state;
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  const depth = this.effectiveDepth;
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+ // orientation: 'horizontal' = 이송 가로, 'vertical' = 이송 세로, '' = auto(긴 방향)
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+ const isVertical = orientation === 'vertical' ? true
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+ : orientation === 'horizontal' ? false
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+ : width < height;
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  // 프레임 두께: rollWidth(롤러 직경)와 동일 단위. 롤러를 감쌀 수 있어야 한다.
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  const rollerDiameter = Math.max(rollWidth, 2);
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  const frameH = rollerDiameter;
@@ -109,30 +113,44 @@ export class Conveyor3D extends RealObjectGroup {
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  this.buildBelt(width, height, depth, frameH, railW, value);
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  }
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  else {
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- this.buildRollers(width, height, depth, frameH, railW, rollWidth);
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+ this.buildRollers(width, height, depth, frameH, railW, rollWidth, isVertical);
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  }
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  // --- Control box (motor housing at one end) ---
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  this.buildControlBox(width, height, depth, frameH, railW, value);
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  }
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- buildRollers(width, height, depth, frameH, railW, rollWidth) {
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- // 롤러 반지름: rollWidth 속성으로 결정 (기본 10 → 직경 10)
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+ buildRollers(width, height, depth, frameH, railW, rollWidth, isVertical = false) {
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  const rollerRadius = Math.max(rollWidth / 2, 1);
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- const rollerLength = height - railW * 2 - 0.5;
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  const diameter = rollerRadius * 2;
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- // 롤러 간 최소 간격 (Z-fighting 방지)
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  const step = diameter + 1;
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- // 롤러 중심 = 프레임 중심 (프레임이 롤러를 감싸도록)
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  const rollerY = depth / 2 - frameH / 2;
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  const rollerGeometries = [];
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- const count = Math.max(1, Math.floor(width / step));
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- const totalSpan = (count - 1) * step;
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- const startX = -totalSpan / 2;
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- for (let i = 0; i < count; i++) {
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- const x = startX + i * step;
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- const roller = new THREE.CylinderGeometry(rollerRadius, rollerRadius, rollerLength, 16);
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- roller.rotateX(Math.PI / 2);
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- roller.translate(x, rollerY, 0);
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- rollerGeometries.push(roller);
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+ if (isVertical) {
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+ // 롤러 = X축(가로), 이송 방향 = Z축(세로)
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+ const rollerLength = width - railW * 2 - 0.5;
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+ const count = Math.max(1, Math.floor(height / step));
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+ const totalSpan = (count - 1) * step;
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+ const startZ = -totalSpan / 2;
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+ for (let i = 0; i < count; i++) {
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+ const z = startZ + i * step;
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+ const roller = new THREE.CylinderGeometry(rollerRadius, rollerRadius, rollerLength, 16);
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+ roller.rotateZ(Math.PI / 2);
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+ roller.translate(0, rollerY, z);
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+ rollerGeometries.push(roller);
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+ }
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+ }
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+ else {
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+ // 롤러 축 = Z축(세로), 이송 방향 = X축(가로)
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+ const rollerLength = height - railW * 2 - 0.5;
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+ const count = Math.max(1, Math.floor(width / step));
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+ const totalSpan = (count - 1) * step;
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+ const startX = -totalSpan / 2;
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+ for (let i = 0; i < count; i++) {
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+ const x = startX + i * step;
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+ const roller = new THREE.CylinderGeometry(rollerRadius, rollerRadius, rollerLength, 16);
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+ roller.rotateX(Math.PI / 2);
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+ roller.translate(x, rollerY, 0);
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+ rollerGeometries.push(roller);
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+ }
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  }
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  if (rollerGeometries.length > 0) {
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  const rollerMesh = new THREE.Mesh(BufferGeometryUtils.mergeGeometries(rollerGeometries), new THREE.MeshStandardMaterial({ color: ROLLER_COLOR, metalness: 0.9, roughness: 0.2 }));
@@ -246,7 +264,7 @@ export class Conveyor3D extends RealObjectGroup {
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  }
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  updateDimension() { }
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  onchange(after, before) {
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- if ('value' in after || 'conveyorType' in after || 'rollWidth' in after || 'width' in after || 'height' in after || 'depth' in after) {
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+ if ('value' in after || 'conveyorType' in after || 'rollWidth' in after || 'orientation' in after || 'width' in after || 'height' in after || 'depth' in after) {
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  this.update();
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  return;
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  }
@@ -1 +1 @@
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* Copyright © HatioLab Inc. All rights reserved.\n *\n * Straight Conveyor 3D Model\n *\n * Roller type: side rails + evenly-spaced cylindrical rollers + 4 legs with cross-bracing\n * Belt type: side rails + two end drums with belt wrapping over them + 4 legs with cross-bracing\n * Both types include a control box at one end and a status indicator light.\n */\n\nimport * as THREE from 'three'\nimport * as BufferGeometryUtils from 'three/examples/jsm/utils/BufferGeometryUtils.js'\nimport { RealObjectGroup } from '@hatiolab/things-scene'\n\nconst FILL_COLORS: Record<number, number> = {\n 0: 0xcccccc, // IDLE\n 1: 0xafd0f1, // RUN\n 2: 0xafd0f1, // REVERSE\n 3: 0xffba00, // WARN\n 4: 0xe9746b // ERROR\n}\n\nconst FRAME_COLOR = 0x888899\nconst ROLLER_COLOR = 0xaaaabc\nconst CONTROL_BOX_COLOR = 0x556677\nconst STATUS_EMISSIVE: Record<number, number> = {\n 0: 0x333333,\n 1: 0x44aaff,\n 2: 0x44aaff,\n 3: 0xffaa00,\n 4: 0xff3333\n}\n\nexport class Conveyor3D extends RealObjectGroup {\n get effectiveDepth(): number {\n const { width, height, depth } = this.component.state\n return depth || Math.min(width, height) * 1.5\n }\n\n get position() {\n const { zPos = 0 } = this.component.state\n return {\n x: this.cx,\n y: zPos + this.effectiveDepth / 2,\n z: this.cy\n }\n }\n\n /**\n * syncFromObject3D 역변환 시 zPos 오프셋.\n * position.y = zPos + effectiveDepth/2 이므로, 역변환도 effectiveDepth/2를 빼야 한다.\n */\n protected get syncZPosOffset(): number {\n return this.effectiveDepth / 2\n }\n\n build() {\n super.build()\n\n const { width, height, conveyorType = 0, value = 0, rollWidth = 10 } = this.component.state\n const depth = this.effectiveDepth\n\n // 프레임 두께: rollWidth(롤러 직경)와 동일 단위. 롤러를 감쌀 수 있어야 한다.\n const rollerDiameter = Math.max(rollWidth as number, 2)\n const frameH = rollerDiameter\n const legH = Math.max(depth - frameH, 0)\n const railW = Math.max(height * 0.06, 2)\n const legThickness = Math.max(railW * 0.8, 2)\n\n const frameMaterial = new THREE.MeshStandardMaterial({\n color: FRAME_COLOR,\n metalness: 0.85,\n roughness: 0.35\n })\n\n // --- Frame: side rails + legs + cross-bracing ---\n const frameGeometries: THREE.BufferGeometry[] = []\n const railY = depth / 2 - frameH / 2\n\n // Side rails (along X)\n for (const zSign of [-1, 1]) {\n const rail = new THREE.BoxGeometry(width, frameH, railW)\n rail.translate(0, railY, zSign * (height / 2 - railW / 2))\n frameGeometries.push(rail)\n }\n\n // 4 legs at corners — 레일 바로 아래에 정렬\n const legTopY = depth / 2 - frameH\n const legCenterY = legTopY - legH / 2\n\n for (const xSign of [-1, 1]) {\n for (const zSign of [-1, 1]) {\n const lx = xSign * (width / 2 - legThickness / 2)\n const lz = zSign * (height / 2 - railW / 2)\n const leg = new THREE.BoxGeometry(legThickness, legH, legThickness)\n leg.translate(lx, legCenterY, lz)\n frameGeometries.push(leg)\n }\n }\n\n // Cross-bracing: 다리 사이 연결\n const braceH = legThickness * 0.6\n const braceW = legThickness * 0.6\n const braceLen = height - railW\n const braceY = legTopY - legH * 0.35\n\n for (const xSign of [-1, 1]) {\n const brace = new THREE.BoxGeometry(braceW, braceH, braceLen)\n brace.translate(xSign * (width / 2 - legThickness / 2), braceY, 0)\n frameGeometries.push(brace)\n }\n\n // Cross-bracing: 좌우 다리 연결\n const braceLenX = width - legThickness\n for (const zSign of [-1, 1]) {\n const brace = new THREE.BoxGeometry(braceLenX, braceH, braceW)\n brace.translate(0, braceY, zSign * (height / 2 - railW / 2))\n frameGeometries.push(brace)\n }\n\n const frameMesh = new THREE.Mesh(BufferGeometryUtils.mergeGeometries(frameGeometries), frameMaterial)\n frameMesh.castShadow = true\n frameMesh.receiveShadow = true\n this.object3d.add(frameMesh)\n\n // --- Rollers or Belt ---\n if (conveyorType === 1) {\n this.buildBelt(width, height, depth, frameH, railW, value)\n } else {\n this.buildRollers(width, height, depth, frameH, railW, rollWidth as number)\n }\n\n // --- Control box (motor housing at one end) ---\n this.buildControlBox(width, height, depth, frameH, railW, value)\n }\n\n private buildRollers(width: number, height: number, depth: number, frameH: number, railW: number, rollWidth: number) {\n // 롤러 반지름: rollWidth 속성으로 결정 (기본 10 → 직경 10)\n const rollerRadius = Math.max(rollWidth / 2, 1)\n const rollerLength = height - railW * 2 - 0.5\n const diameter = rollerRadius * 2\n // 롤러 간 최소 간격 (Z-fighting 방지)\n const step = diameter + 1\n // 롤러 중심 = 프레임 중심 (프레임이 롤러를 감싸도록)\n const rollerY = depth / 2 - frameH / 2\n\n const rollerGeometries: THREE.BufferGeometry[] = []\n const count = Math.max(1, Math.floor(width / step))\n const totalSpan = (count - 1) * step\n const startX = -totalSpan / 2\n\n for (let i = 0; i < count; i++) {\n const x = startX + i * step\n const roller = new THREE.CylinderGeometry(rollerRadius, rollerRadius, rollerLength, 16)\n roller.rotateX(Math.PI / 2)\n roller.translate(x, rollerY, 0)\n rollerGeometries.push(roller)\n }\n\n if (rollerGeometries.length > 0) {\n const rollerMesh = new THREE.Mesh(\n BufferGeometryUtils.mergeGeometries(rollerGeometries),\n new THREE.MeshStandardMaterial({ color: ROLLER_COLOR, metalness: 0.9, roughness: 0.2 })\n )\n rollerMesh.castShadow = true\n this.object3d.add(rollerMesh)\n }\n }\n\n private buildBelt(width: number, height: number, depth: number, frameH: number, railW: number, value: number) {\n const drumRadius = frameH * 0.38\n const drumLength = height - railW * 2\n const beltY = depth / 2 - frameH / 2\n const fillColor = FILL_COLORS[value] ?? FILL_COLORS[0]\n\n const rollerMaterial = new THREE.MeshStandardMaterial({\n color: ROLLER_COLOR,\n metalness: 0.9,\n roughness: 0.2\n })\n\n // Two end drums\n const drumGeometries: THREE.BufferGeometry[] = []\n const drumInset = drumRadius * 1.5\n const leftDrumX = -width / 2 + drumInset\n const rightDrumX = width / 2 - drumInset\n\n for (const dx of [leftDrumX, rightDrumX]) {\n const drum = new THREE.CylinderGeometry(drumRadius, drumRadius, drumLength, 16)\n drum.rotateX(Math.PI / 2)\n drum.translate(dx, beltY, 0)\n drumGeometries.push(drum)\n }\n\n const drumMesh = new THREE.Mesh(BufferGeometryUtils.mergeGeometries(drumGeometries), rollerMaterial)\n drumMesh.castShadow = true\n this.object3d.add(drumMesh)\n\n // Belt surface: flat top + half-cylinder wraps around each drum end\n const beltThickness = drumRadius * 0.12\n const beltMaterial = new THREE.MeshStandardMaterial({\n color: fillColor,\n metalness: 0.0,\n roughness: 0.9\n })\n\n // Flat belt top surface spanning between drums\n const flatLen = rightDrumX - leftDrumX\n const flatGeo = new THREE.BoxGeometry(flatLen, beltThickness, drumLength)\n const flatMesh = new THREE.Mesh(flatGeo, beltMaterial)\n flatMesh.position.set(0, beltY + drumRadius, 0)\n flatMesh.castShadow = true\n this.object3d.add(flatMesh)\n\n // Belt wrap around drums (half-torus shape using extruded half-circle)\n const wrapSegments = 12\n for (const [dx, angleStart] of [\n [leftDrumX, Math.PI / 2],\n [rightDrumX, -Math.PI / 2]\n ] as [number, number][]) {\n const wrapGeometries: THREE.BufferGeometry[] = []\n for (let i = 0; i < wrapSegments; i++) {\n const a0 = angleStart + (Math.PI * i) / wrapSegments\n const a1 = angleStart + (Math.PI * (i + 1)) / wrapSegments\n const r = drumRadius + beltThickness / 2\n\n const x0 = dx + Math.cos(a0) * r\n const y0 = beltY + Math.sin(a0) * r\n const x1 = dx + Math.cos(a1) * r\n const y1 = beltY + Math.sin(a1) * r\n\n const segLen = Math.sqrt((x1 - x0) ** 2 + (y1 - y0) ** 2) * 1.05\n const segAngle = Math.atan2(y1 - y0, x1 - x0)\n\n const seg = new THREE.BoxGeometry(segLen, beltThickness, drumLength)\n seg.rotateZ(segAngle)\n seg.translate((x0 + x1) / 2, (y0 + y1) / 2, 0)\n wrapGeometries.push(seg)\n }\n const wrapMesh = new THREE.Mesh(BufferGeometryUtils.mergeGeometries(wrapGeometries), beltMaterial)\n wrapMesh.castShadow = true\n this.object3d.add(wrapMesh)\n }\n\n // Flat belt bottom (return path, slightly below)\n const bottomGeo = new THREE.BoxGeometry(flatLen, beltThickness, drumLength * 0.85)\n const bottomMesh = new THREE.Mesh(bottomGeo, beltMaterial)\n bottomMesh.position.set(0, beltY - drumRadius, 0)\n this.object3d.add(bottomMesh)\n }\n\n /** Control box (motor/controller housing) + status indicator light */\n private buildControlBox(\n width: number,\n height: number,\n depth: number,\n frameH: number,\n railW: number,\n value: number\n ) {\n const boxW = Math.max(width * 0.08, 4)\n const boxH = frameH * 0.7\n const boxD = Math.max(height * 0.2, 4)\n const railY = depth / 2 - frameH / 2\n\n // Box positioned at one end, attached to the side rail\n const boxMaterial = new THREE.MeshStandardMaterial({\n color: CONTROL_BOX_COLOR,\n metalness: 0.6,\n roughness: 0.4\n })\n\n const boxGeo = new THREE.BoxGeometry(boxW, boxH, boxD)\n const boxMesh = new THREE.Mesh(boxGeo, boxMaterial)\n boxMesh.position.set(\n -width / 2 + boxW / 2 + railW,\n railY - frameH / 2 - boxH / 2 + boxH * 0.15,\n -height / 2 + railW + boxD / 2\n )\n boxMesh.castShadow = true\n this.object3d.add(boxMesh)\n\n // Status indicator light on top of control box\n const lightR = Math.min(boxW, boxD) * 0.25\n const lightH = lightR * 1.2\n const emissiveColor = STATUS_EMISSIVE[value] ?? STATUS_EMISSIVE[0]\n const lightIntensity = value > 0 ? 1.5 : 0.2\n\n const lightMaterial = new THREE.MeshStandardMaterial({\n color: emissiveColor,\n emissive: emissiveColor,\n emissiveIntensity: lightIntensity,\n metalness: 0.0,\n roughness: 0.3\n })\n\n const lightGeo = new THREE.CylinderGeometry(lightR, lightR * 0.8, lightH, 12)\n const lightMesh = new THREE.Mesh(lightGeo, lightMaterial)\n lightMesh.position.set(\n boxMesh.position.x,\n boxMesh.position.y + boxH / 2 + lightH / 2,\n boxMesh.position.z\n )\n this.object3d.add(lightMesh)\n }\n\n updateDimension() {}\n\n onchange(after: Record<string, unknown>, before: Record<string, unknown>) {\n if ('value' in after || 'conveyorType' in after || 'rollWidth' in after || 'width' in after || 'height' in after || 'depth' in after) {\n this.update()\n return\n }\n super.onchange(after, before)\n }\n\n updateAlpha() {}\n}\n"]}
1
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* Copyright © HatioLab Inc. All rights reserved.\n *\n * Straight Conveyor 3D Model\n *\n * Roller type: side rails + evenly-spaced cylindrical rollers + 4 legs with cross-bracing\n * Belt type: side rails + two end drums with belt wrapping over them + 4 legs with cross-bracing\n * Both types include a control box at one end and a status indicator light.\n */\n\nimport * as THREE from 'three'\nimport * as BufferGeometryUtils from 'three/examples/jsm/utils/BufferGeometryUtils.js'\nimport { RealObjectGroup } from '@hatiolab/things-scene'\n\nconst FILL_COLORS: Record<number, number> = {\n 0: 0xcccccc, // IDLE\n 1: 0xafd0f1, // RUN\n 2: 0xafd0f1, // REVERSE\n 3: 0xffba00, // WARN\n 4: 0xe9746b // ERROR\n}\n\nconst FRAME_COLOR = 0x888899\nconst ROLLER_COLOR = 0xaaaabc\nconst CONTROL_BOX_COLOR = 0x556677\nconst STATUS_EMISSIVE: Record<number, number> = {\n 0: 0x333333,\n 1: 0x44aaff,\n 2: 0x44aaff,\n 3: 0xffaa00,\n 4: 0xff3333\n}\n\nexport class Conveyor3D extends RealObjectGroup {\n get effectiveDepth(): number {\n const { width, height, depth } = this.component.state\n return depth || Math.min(width, height) * 1.5\n }\n\n get position() {\n const { zPos = 0 } = this.component.state\n return {\n x: this.cx,\n y: zPos + this.effectiveDepth / 2,\n z: this.cy\n }\n }\n\n /**\n * syncFromObject3D 역변환 시 zPos 오프셋.\n * position.y = zPos + effectiveDepth/2 이므로, 역변환도 effectiveDepth/2를 빼야 한다.\n */\n protected get syncZPosOffset(): number {\n return this.effectiveDepth / 2\n }\n\n build() {\n super.build()\n\n const { width, height, conveyorType = 0, value = 0, rollWidth = 10, orientation } = this.component.state\n const depth = this.effectiveDepth\n\n // orientation: 'horizontal' = 이송 가로, 'vertical' = 이송 세로, '' = auto(긴 방향)\n const isVertical = orientation === 'vertical' ? true\n : orientation === 'horizontal' ? false\n : width < height\n\n // 프레임 두께: rollWidth(롤러 직경)와 동일 단위. 롤러를 감쌀 수 있어야 한다.\n const rollerDiameter = Math.max(rollWidth as number, 2)\n const frameH = rollerDiameter\n const legH = Math.max(depth - frameH, 0)\n const railW = Math.max(height * 0.06, 2)\n const legThickness = Math.max(railW * 0.8, 2)\n\n const frameMaterial = new THREE.MeshStandardMaterial({\n color: FRAME_COLOR,\n metalness: 0.85,\n roughness: 0.35\n })\n\n // --- Frame: side rails + legs + cross-bracing ---\n const frameGeometries: THREE.BufferGeometry[] = []\n const railY = depth / 2 - frameH / 2\n\n // Side rails (along X)\n for (const zSign of [-1, 1]) {\n const rail = new THREE.BoxGeometry(width, frameH, railW)\n rail.translate(0, railY, zSign * (height / 2 - railW / 2))\n frameGeometries.push(rail)\n }\n\n // 4 legs at corners — 레일 바로 아래에 정렬\n const legTopY = depth / 2 - frameH\n const legCenterY = legTopY - legH / 2\n\n for (const xSign of [-1, 1]) {\n for (const zSign of [-1, 1]) {\n const lx = xSign * (width / 2 - legThickness / 2)\n const lz = zSign * (height / 2 - railW / 2)\n const leg = new THREE.BoxGeometry(legThickness, legH, legThickness)\n leg.translate(lx, legCenterY, lz)\n frameGeometries.push(leg)\n }\n }\n\n // Cross-bracing: 다리 사이 연결\n const braceH = legThickness * 0.6\n const braceW = legThickness * 0.6\n const braceLen = height - railW\n const braceY = legTopY - legH * 0.35\n\n for (const xSign of [-1, 1]) {\n const brace = new THREE.BoxGeometry(braceW, braceH, braceLen)\n brace.translate(xSign * (width / 2 - legThickness / 2), braceY, 0)\n frameGeometries.push(brace)\n }\n\n // Cross-bracing: 좌우 다리 연결\n const braceLenX = width - legThickness\n for (const zSign of [-1, 1]) {\n const brace = new THREE.BoxGeometry(braceLenX, braceH, braceW)\n brace.translate(0, braceY, zSign * (height / 2 - railW / 2))\n frameGeometries.push(brace)\n }\n\n const frameMesh = new THREE.Mesh(BufferGeometryUtils.mergeGeometries(frameGeometries), frameMaterial)\n frameMesh.castShadow = true\n frameMesh.receiveShadow = true\n this.object3d.add(frameMesh)\n\n // --- Rollers or Belt ---\n if (conveyorType === 1) {\n this.buildBelt(width, height, depth, frameH, railW, value)\n } else {\n this.buildRollers(width, height, depth, frameH, railW, rollWidth as number, isVertical)\n }\n\n // --- Control box (motor housing at one end) ---\n this.buildControlBox(width, height, depth, frameH, railW, value)\n }\n\n private buildRollers(width: number, height: number, depth: number, frameH: number, railW: number, rollWidth: number, isVertical: boolean = false) {\n const rollerRadius = Math.max(rollWidth / 2, 1)\n const diameter = rollerRadius * 2\n const step = diameter + 1\n const rollerY = depth / 2 - frameH / 2\n\n const rollerGeometries: THREE.BufferGeometry[] = []\n\n if (isVertical) {\n // 롤러 축 = X축(가로), 이송 방향 = Z축(세로)\n const rollerLength = width - railW * 2 - 0.5\n const count = Math.max(1, Math.floor(height / step))\n const totalSpan = (count - 1) * step\n const startZ = -totalSpan / 2\n\n for (let i = 0; i < count; i++) {\n const z = startZ + i * step\n const roller = new THREE.CylinderGeometry(rollerRadius, rollerRadius, rollerLength, 16)\n roller.rotateZ(Math.PI / 2)\n roller.translate(0, rollerY, z)\n rollerGeometries.push(roller)\n }\n } else {\n // 롤러 축 = Z축(세로), 이송 방향 = X축(가로)\n const rollerLength = height - railW * 2 - 0.5\n const count = Math.max(1, Math.floor(width / step))\n const totalSpan = (count - 1) * step\n const startX = -totalSpan / 2\n\n for (let i = 0; i < count; i++) {\n const x = startX + i * step\n const roller = new THREE.CylinderGeometry(rollerRadius, rollerRadius, rollerLength, 16)\n roller.rotateX(Math.PI / 2)\n roller.translate(x, rollerY, 0)\n rollerGeometries.push(roller)\n }\n }\n\n if (rollerGeometries.length > 0) {\n const rollerMesh = new THREE.Mesh(\n BufferGeometryUtils.mergeGeometries(rollerGeometries),\n new THREE.MeshStandardMaterial({ color: ROLLER_COLOR, metalness: 0.9, roughness: 0.2 })\n )\n rollerMesh.castShadow = true\n this.object3d.add(rollerMesh)\n }\n }\n\n private buildBelt(width: number, height: number, depth: number, frameH: number, railW: number, value: number) {\n const drumRadius = frameH * 0.38\n const drumLength = height - railW * 2\n const beltY = depth / 2 - frameH / 2\n const fillColor = FILL_COLORS[value] ?? FILL_COLORS[0]\n\n const rollerMaterial = new THREE.MeshStandardMaterial({\n color: ROLLER_COLOR,\n metalness: 0.9,\n roughness: 0.2\n })\n\n // Two end drums\n const drumGeometries: THREE.BufferGeometry[] = []\n const drumInset = drumRadius * 1.5\n const leftDrumX = -width / 2 + drumInset\n const rightDrumX = width / 2 - drumInset\n\n for (const dx of [leftDrumX, rightDrumX]) {\n const drum = new THREE.CylinderGeometry(drumRadius, drumRadius, drumLength, 16)\n drum.rotateX(Math.PI / 2)\n drum.translate(dx, beltY, 0)\n drumGeometries.push(drum)\n }\n\n const drumMesh = new THREE.Mesh(BufferGeometryUtils.mergeGeometries(drumGeometries), rollerMaterial)\n drumMesh.castShadow = true\n this.object3d.add(drumMesh)\n\n // Belt surface: flat top + half-cylinder wraps around each drum end\n const beltThickness = drumRadius * 0.12\n const beltMaterial = new THREE.MeshStandardMaterial({\n color: fillColor,\n metalness: 0.0,\n roughness: 0.9\n })\n\n // Flat belt top surface spanning between drums\n const flatLen = rightDrumX - leftDrumX\n const flatGeo = new THREE.BoxGeometry(flatLen, beltThickness, drumLength)\n const flatMesh = new THREE.Mesh(flatGeo, beltMaterial)\n flatMesh.position.set(0, beltY + drumRadius, 0)\n flatMesh.castShadow = true\n this.object3d.add(flatMesh)\n\n // Belt wrap around drums (half-torus shape using extruded half-circle)\n const wrapSegments = 12\n for (const [dx, angleStart] of [\n [leftDrumX, Math.PI / 2],\n [rightDrumX, -Math.PI / 2]\n ] as [number, number][]) {\n const wrapGeometries: THREE.BufferGeometry[] = []\n for (let i = 0; i < wrapSegments; i++) {\n const a0 = angleStart + (Math.PI * i) / wrapSegments\n const a1 = angleStart + (Math.PI * (i + 1)) / wrapSegments\n const r = drumRadius + beltThickness / 2\n\n const x0 = dx + Math.cos(a0) * r\n const y0 = beltY + Math.sin(a0) * r\n const x1 = dx + Math.cos(a1) * r\n const y1 = beltY + Math.sin(a1) * r\n\n const segLen = Math.sqrt((x1 - x0) ** 2 + (y1 - y0) ** 2) * 1.05\n const segAngle = Math.atan2(y1 - y0, x1 - x0)\n\n const seg = new THREE.BoxGeometry(segLen, beltThickness, drumLength)\n seg.rotateZ(segAngle)\n seg.translate((x0 + x1) / 2, (y0 + y1) / 2, 0)\n wrapGeometries.push(seg)\n }\n const wrapMesh = new THREE.Mesh(BufferGeometryUtils.mergeGeometries(wrapGeometries), beltMaterial)\n wrapMesh.castShadow = true\n this.object3d.add(wrapMesh)\n }\n\n // Flat belt bottom (return path, slightly below)\n const bottomGeo = new THREE.BoxGeometry(flatLen, beltThickness, drumLength * 0.85)\n const bottomMesh = new THREE.Mesh(bottomGeo, beltMaterial)\n bottomMesh.position.set(0, beltY - drumRadius, 0)\n this.object3d.add(bottomMesh)\n }\n\n /** Control box (motor/controller housing) + status indicator light */\n private buildControlBox(\n width: number,\n height: number,\n depth: number,\n frameH: number,\n railW: number,\n value: number\n ) {\n const boxW = Math.max(width * 0.08, 4)\n const boxH = frameH * 0.7\n const boxD = Math.max(height * 0.2, 4)\n const railY = depth / 2 - frameH / 2\n\n // Box positioned at one end, attached to the side rail\n const boxMaterial = new THREE.MeshStandardMaterial({\n color: CONTROL_BOX_COLOR,\n metalness: 0.6,\n roughness: 0.4\n })\n\n const boxGeo = new THREE.BoxGeometry(boxW, boxH, boxD)\n const boxMesh = new THREE.Mesh(boxGeo, boxMaterial)\n boxMesh.position.set(\n -width / 2 + boxW / 2 + railW,\n railY - frameH / 2 - boxH / 2 + boxH * 0.15,\n -height / 2 + railW + boxD / 2\n )\n boxMesh.castShadow = true\n this.object3d.add(boxMesh)\n\n // Status indicator light on top of control box\n const lightR = Math.min(boxW, boxD) * 0.25\n const lightH = lightR * 1.2\n const emissiveColor = STATUS_EMISSIVE[value] ?? STATUS_EMISSIVE[0]\n const lightIntensity = value > 0 ? 1.5 : 0.2\n\n const lightMaterial = new THREE.MeshStandardMaterial({\n color: emissiveColor,\n emissive: emissiveColor,\n emissiveIntensity: lightIntensity,\n metalness: 0.0,\n roughness: 0.3\n })\n\n const lightGeo = new THREE.CylinderGeometry(lightR, lightR * 0.8, lightH, 12)\n const lightMesh = new THREE.Mesh(lightGeo, lightMaterial)\n lightMesh.position.set(\n boxMesh.position.x,\n boxMesh.position.y + boxH / 2 + lightH / 2,\n boxMesh.position.z\n )\n this.object3d.add(lightMesh)\n }\n\n updateDimension() {}\n\n onchange(after: Record<string, unknown>, before: Record<string, unknown>) {\n if ('value' in after || 'conveyorType' in after || 'rollWidth' in after || 'orientation' in after || 'width' in after || 'height' in after || 'depth' in after) {\n this.update()\n return\n }\n super.onchange(after, before)\n }\n\n updateAlpha() {}\n}\n"]}
@@ -7,11 +7,10 @@ export declare class ConveyorJoin3D extends RealObjectGroup {
7
7
  z: number;
8
8
  };
9
9
  build(): void;
10
+ private addBrace;
10
11
  private buildArcRail;
11
- private arcPoint;
12
12
  private buildRollers;
13
13
  private buildBelt;
14
- /** Control box + status light positioned at outer edge near start angle */
15
14
  private buildControlBox;
16
15
  updateDimension(): void;
17
16
  onchange(after: Record<string, unknown>, before: Record<string, unknown>): void;
@@ -2,7 +2,6 @@
2
2
  * Copyright © HatioLab Inc. All rights reserved.
3
3
  *
4
4
  * Curved Conveyor (ConveyorJoin) 3D Model
5
- * Reference: Kramer & Duyvis Round Belt Conveyor Type R
6
5
  *
7
6
  * A curved conveyor section that changes direction of travel (e.g., 90° turn).
8
7
  * Key feature: conical (tapered) rollers — wider at outer radius, narrower at
@@ -30,6 +29,24 @@ const STATUS_EMISSIVE = {
30
29
  3: 0xffaa00,
31
30
  4: 0xff3333
32
31
  };
32
+ /**
33
+ * BoxGeometry의 X축(길이방향)을 XZ 평면의 (dx, dz) 방향으로 정렬하는 Y축 회전각.
34
+ * Three.js rotateY 컨벤션: +X → -Z 가 π/2.
35
+ */
36
+ function boxAlignAngle(dx, dz) {
37
+ return -Math.atan2(dz, dx);
38
+ }
39
+ /**
40
+ * CylinderGeometry가 rotateX(π/2) 후 Z축 방향이 되었을 때,
41
+ * Z축을 XZ 평면의 (dx, dz) 방향으로 정렬하는 Y축 회전각.
42
+ */
43
+ function cylinderAlignAngle(dx, dz) {
44
+ return Math.atan2(dx, dz);
45
+ }
46
+ /** 호 위의 점 (x, z) in XZ plane */
47
+ function arcPoint(rx, ry, angle) {
48
+ return { x: rx * Math.sin(angle), z: -ry * Math.cos(angle) };
49
+ }
33
50
  export class ConveyorJoin3D extends RealObjectGroup {
34
51
  get effectiveDepth() {
35
52
  const { rx = 100, ratio = 50, depth } = this.component.state;
@@ -47,15 +64,17 @@ export class ConveyorJoin3D extends RealObjectGroup {
47
64
  }
48
65
  build() {
49
66
  super.build();
50
- const { rx: _rx = 100, ry: _ry = 100, ratio = 50, startAngle = 0, endAngle = Math.PI / 2, value = 0, conveyorType = 0, rollWidth } = this.component.state;
67
+ const { rx: _rx = 100, ry: _ry = 100, ratio = 50, startAngle = 0, endAngle = Math.PI / 2, value = 0, conveyorType = 0, rollWidth = 10 } = this.component.state;
51
68
  const depth = this.effectiveDepth;
52
69
  const outerRx = Math.abs(_rx);
53
70
  const outerRy = Math.abs(_ry);
54
71
  const innerRx = (outerRx * Math.abs(ratio)) / 100;
55
72
  const innerRy = (outerRy * Math.abs(ratio)) / 100;
56
73
  const beltWidth = outerRx - innerRx;
57
- const frameH = depth * 0.15;
58
- const legH = depth - frameH;
74
+ // Conveyor3D와 동일: frameH = rollWidth 기반
75
+ const rollerDiameter = Math.max(rollWidth, 2);
76
+ const frameH = rollerDiameter;
77
+ const legH = Math.max(depth - frameH, 0);
59
78
  const railW = Math.max(beltWidth * 0.06, 2);
60
79
  const legThickness = Math.max(railW * 0.8, 2);
61
80
  const railY = depth / 2 - frameH / 2;
@@ -68,60 +87,50 @@ export class ConveyorJoin3D extends RealObjectGroup {
68
87
  });
69
88
  // --- Side rails (box segments along inner/outer arcs) ---
70
89
  const frameGeometries = [];
71
- this.buildArcRail(frameGeometries, outerRx, outerRy, railW, startAngle, endAngle, segments, frameH, railY, true);
72
- this.buildArcRail(frameGeometries, innerRx, innerRy, railW, startAngle, endAngle, segments, frameH, railY, false);
90
+ this.buildArcRail(frameGeometries, outerRx, outerRy, railW, startAngle, endAngle, segments, frameH, railY);
91
+ this.buildArcRail(frameGeometries, innerRx, innerRy, railW, startAngle, endAngle, segments, frameH, railY);
73
92
  // End caps (straight segments connecting inner/outer at start and end angles)
74
93
  for (const angle of [startAngle, endAngle]) {
75
- const ox = outerRx * Math.sin(angle);
76
- const oz = -outerRy * Math.cos(angle);
77
- const ix = innerRx * Math.sin(angle);
78
- const iz = -innerRy * Math.cos(angle);
79
- const capLen = Math.sqrt((ox - ix) ** 2 + (oz - iz) ** 2);
80
- const capAngle = Math.atan2(ox - ix, -(oz - iz));
94
+ const o = arcPoint(outerRx, outerRy, angle);
95
+ const inn = arcPoint(innerRx, innerRy, angle);
96
+ const dx = o.x - inn.x;
97
+ const dz = o.z - inn.z;
98
+ const capLen = Math.sqrt(dx * dx + dz * dz);
81
99
  const cap = new THREE.BoxGeometry(capLen, frameH, railW);
82
- cap.rotateY(-capAngle);
83
- cap.translate((ox + ix) / 2, railY, (oz + iz) / 2);
100
+ cap.rotateY(boxAlignAngle(dx, dz));
101
+ cap.translate((o.x + inn.x) / 2, railY, (o.z + inn.z) / 2);
84
102
  frameGeometries.push(cap);
85
103
  }
86
- // 4 legs at corners + cross-bracing
104
+ // 4 legs at corners
105
+ const legTopY = depth / 2 - frameH;
106
+ const legCenterY = legTopY - legH / 2;
87
107
  const legPositions = [];
88
108
  for (const angle of [startAngle, endAngle]) {
89
109
  for (const [rx, ry] of [
90
110
  [outerRx - railW, outerRy - railW],
91
111
  [innerRx + railW, innerRy + railW]
92
112
  ]) {
93
- const lx = rx * Math.sin(angle);
94
- const lz = -ry * Math.cos(angle);
113
+ const p = arcPoint(rx, ry, angle);
95
114
  const leg = new THREE.BoxGeometry(legThickness, legH, legThickness);
96
- leg.translate(lx, depth / 2 - frameH - legH / 2, lz);
115
+ leg.translate(p.x, legCenterY, p.z);
97
116
  frameGeometries.push(leg);
98
- legPositions.push([lx, lz]);
117
+ legPositions.push([p.x, p.z]);
99
118
  }
100
119
  }
101
- // Cross-bracing: connect leg pairs at each end (outer-inner) and along each side (start-end)
120
+ // Cross-bracing
102
121
  const braceSize = legThickness * 0.6;
103
- const braceY = depth / 2 - frameH - legH * 0.35;
122
+ const braceY = legTopY - legH * 0.35;
104
123
  // Connect outer-to-inner at each end angle
105
124
  for (let i = 0; i < legPositions.length; i += 2) {
106
125
  const [x0, z0] = legPositions[i];
107
126
  const [x1, z1] = legPositions[i + 1];
108
- const braceLen = Math.sqrt((x1 - x0) ** 2 + (z1 - z0) ** 2);
109
- const braceAngle = Math.atan2(x1 - x0, -(z1 - z0));
110
- const brace = new THREE.BoxGeometry(braceLen, braceSize, braceSize);
111
- brace.rotateY(-braceAngle);
112
- brace.translate((x0 + x1) / 2, braceY, (z0 + z1) / 2);
113
- frameGeometries.push(brace);
127
+ this.addBrace(frameGeometries, x0, z0, x1, z1, braceSize, braceY);
114
128
  }
115
129
  // Connect start-to-end along outer side and inner side
116
130
  for (const side of [0, 1]) {
117
131
  const [x0, z0] = legPositions[side];
118
132
  const [x1, z1] = legPositions[side + 2];
119
- const braceLen = Math.sqrt((x1 - x0) ** 2 + (z1 - z0) ** 2);
120
- const braceAngle = Math.atan2(x1 - x0, -(z1 - z0));
121
- const brace = new THREE.BoxGeometry(braceLen, braceSize, braceSize);
122
- brace.rotateY(-braceAngle);
123
- brace.translate((x0 + x1) / 2, braceY, (z0 + z1) / 2);
124
- frameGeometries.push(brace);
133
+ this.addBrace(frameGeometries, x0, z0, x1, z1, braceSize, braceY);
125
134
  }
126
135
  const frameMesh = new THREE.Mesh(BufferGeometryUtils.mergeGeometries(frameGeometries), frameMaterial);
127
136
  frameMesh.castShadow = true;
@@ -134,68 +143,71 @@ export class ConveyorJoin3D extends RealObjectGroup {
134
143
  else {
135
144
  this.buildRollers(outerRx, outerRy, innerRx, innerRy, railW, startAngle, endAngle, depth, frameH, rollWidth, beltWidth);
136
145
  }
137
- // --- Control box + status light at outer edge near start angle ---
146
+ // --- Control box + status light ---
138
147
  this.buildControlBox(outerRx, outerRy, innerRx, innerRy, startAngle, depth, frameH, railW, value);
139
148
  }
140
- buildArcRail(geometries, rx, ry, railW, startAngle, endAngle, segments, frameH, railY, _isOuter) {
149
+ addBrace(geometries, x0, z0, x1, z1, braceSize, braceY) {
150
+ const dx = x1 - x0;
151
+ const dz = z1 - z0;
152
+ const braceLen = Math.sqrt(dx * dx + dz * dz);
153
+ const brace = new THREE.BoxGeometry(braceLen, braceSize, braceSize);
154
+ brace.rotateY(boxAlignAngle(dx, dz));
155
+ brace.translate((x0 + x1) / 2, braceY, (z0 + z1) / 2);
156
+ geometries.push(brace);
157
+ }
158
+ buildArcRail(geometries, rx, ry, railW, startAngle, endAngle, segments, frameH, railY) {
141
159
  const arcSpan = endAngle - startAngle;
142
160
  for (let i = 0; i < segments; i++) {
143
- const t0 = i / segments;
144
- const t1 = (i + 1) / segments;
145
- const a0 = startAngle + arcSpan * t0;
146
- const a1 = startAngle + arcSpan * t1;
147
- const x0 = rx * Math.sin(a0);
148
- const z0 = -ry * Math.cos(a0);
149
- const x1 = rx * Math.sin(a1);
150
- const z1 = -ry * Math.cos(a1);
151
- const segLen = Math.sqrt((x1 - x0) ** 2 + (z1 - z0) ** 2) * 1.03;
152
- const tangentAngle = Math.atan2(x1 - x0, -(z1 - z0));
161
+ const a0 = startAngle + (arcSpan * i) / segments;
162
+ const a1 = startAngle + (arcSpan * (i + 1)) / segments;
163
+ const p0 = arcPoint(rx, ry, a0);
164
+ const p1 = arcPoint(rx, ry, a1);
165
+ const dx = p1.x - p0.x;
166
+ const dz = p1.z - p0.z;
167
+ const segLen = Math.sqrt(dx * dx + dz * dz) * 1.03;
153
168
  const seg = new THREE.BoxGeometry(segLen, frameH, railW);
154
- seg.rotateY(-tangentAngle);
155
- seg.translate((x0 + x1) / 2, railY, (z0 + z1) / 2);
169
+ seg.rotateY(boxAlignAngle(dx, dz));
170
+ seg.translate((p0.x + p1.x) / 2, railY, (p0.z + p1.z) / 2);
156
171
  geometries.push(seg);
157
172
  }
158
173
  }
159
- arcPoint(rx, ry, angle) {
160
- return { x: rx * Math.sin(angle), z: -ry * Math.cos(angle) };
161
- }
162
- buildRollers(outerRx, outerRy, innerRx, innerRy, railW, startAngle, endAngle, depth, frameH, rollWidth, beltWidth) {
163
- const rollerRadius = frameH * 0.25;
174
+ buildRollers(outerRx, outerRy, innerRx, innerRy, railW, startAngle, endAngle, depth, frameH, rollWidth, _beltWidth) {
175
+ const rollerRadius = Math.max(rollWidth / 2, 1);
164
176
  const rollerY = depth / 2 - frameH / 2;
165
177
  const midRx = (outerRx + innerRx) / 2;
166
178
  const arcLength = midRx * Math.abs(endAngle - startAngle);
167
- const spacing = rollWidth || Math.max(beltWidth * 0.5, 8);
168
- const count = Math.max(1, Math.floor(arcLength / spacing));
169
- const rollerMaterial = new THREE.MeshStandardMaterial({
170
- color: ROLLER_COLOR,
171
- metalness: 0.9,
172
- roughness: 0.2
173
- });
179
+ const diameter = rollerRadius * 2;
180
+ const step = diameter + 1;
181
+ const count = Math.max(1, Math.floor(arcLength / step));
174
182
  const rollerGeometries = [];
175
183
  for (let i = 1; i <= count; i++) {
176
184
  const t = i / (count + 1);
177
185
  const angle = startAngle + (endAngle - startAngle) * t;
178
- const o = this.arcPoint(outerRx - railW, outerRy - railW, angle);
179
- const inn = this.arcPoint(innerRx + railW, innerRy + railW, angle);
180
- const rollerLength = Math.sqrt((o.x - inn.x) ** 2 + (o.z - inn.z) ** 2);
186
+ const o = arcPoint(outerRx - railW, outerRy - railW, angle);
187
+ const inn = arcPoint(innerRx + railW, innerRy + railW, angle);
188
+ const dx = o.x - inn.x;
189
+ const dz = o.z - inn.z;
190
+ const rollerLength = Math.sqrt(dx * dx + dz * dz);
181
191
  const midX = (o.x + inn.x) / 2;
182
192
  const midZ = (o.z + inn.z) / 2;
183
- const radialAngle = Math.atan2(o.x - inn.x, -(o.z - inn.z));
184
- // Conical roller: taper capped at 1.5:1
185
- const outerDist = Math.sqrt(o.x ** 2 + o.z ** 2);
186
- const innerDist = Math.sqrt(inn.x ** 2 + inn.z ** 2);
193
+ // Conical roller: outer end wider, inner end narrower (capped at 1.5:1)
194
+ const outerDist = Math.sqrt(o.x * o.x + o.z * o.z);
195
+ const innerDist = Math.sqrt(inn.x * inn.x + inn.z * inn.z);
187
196
  const rawRatio = innerDist > 0 ? outerDist / innerDist : 1;
188
197
  const cappedRatio = Math.min(rawRatio, 1.5);
189
198
  const outerRollerR = (rollerRadius * (2 * cappedRatio)) / (cappedRatio + 1);
190
199
  const innerRollerR = (rollerRadius * 2) / (cappedRatio + 1);
191
- const roller = new THREE.CylinderGeometry(innerRollerR, outerRollerR, rollerLength, 16);
200
+ // CylinderGeometry: radiusTop at +Y, radiusBottom at -Y
201
+ // After rotateX(π/2): +Y → -Z (top=inner), -Y → +Z (bottom=outer)
202
+ // cylinderAlignAngle maps +Z to radial direction (inner→outer)
203
+ const roller = new THREE.CylinderGeometry(outerRollerR, innerRollerR, rollerLength, 16);
192
204
  roller.rotateX(Math.PI / 2);
193
- roller.rotateY(-radialAngle);
205
+ roller.rotateY(cylinderAlignAngle(dx, dz));
194
206
  roller.translate(midX, rollerY, midZ);
195
207
  rollerGeometries.push(roller);
196
208
  }
197
209
  if (rollerGeometries.length > 0) {
198
- const rollerMesh = new THREE.Mesh(BufferGeometryUtils.mergeGeometries(rollerGeometries), rollerMaterial);
210
+ const rollerMesh = new THREE.Mesh(BufferGeometryUtils.mergeGeometries(rollerGeometries), new THREE.MeshStandardMaterial({ color: ROLLER_COLOR, metalness: 0.9, roughness: 0.2 }));
199
211
  rollerMesh.castShadow = true;
200
212
  this.object3d.add(rollerMesh);
201
213
  }
@@ -229,16 +241,13 @@ export class ConveyorJoin3D extends RealObjectGroup {
229
241
  beltMesh.castShadow = true;
230
242
  this.object3d.add(beltMesh);
231
243
  }
232
- /** Control box + status light positioned at outer edge near start angle */
233
- buildControlBox(outerRx, outerRy, innerRx, innerRy, startAngle, depth, frameH, railW, value) {
244
+ buildControlBox(outerRx, _outerRy, innerRx, _innerRy, startAngle, depth, frameH, railW, value) {
234
245
  const beltWidth = outerRx - innerRx;
235
246
  const boxW = Math.max(beltWidth * 0.12, 3);
236
247
  const boxH = frameH * 0.6;
237
248
  const boxD = Math.max(beltWidth * 0.15, 3);
238
- // Position at outer edge near start angle
239
249
  const midR = outerRx - railW - boxD / 2;
240
- const boxX = midR * Math.sin(startAngle);
241
- const boxZ = -midR * Math.cos(startAngle);
250
+ const p = arcPoint(midR, midR, startAngle);
242
251
  const railY = depth / 2 - frameH / 2;
243
252
  const boxMaterial = new THREE.MeshStandardMaterial({
244
253
  color: CONTROL_BOX_COLOR,
@@ -248,7 +257,7 @@ export class ConveyorJoin3D extends RealObjectGroup {
248
257
  const boxGeo = new THREE.BoxGeometry(boxW, boxH, boxD);
249
258
  boxGeo.rotateY(-startAngle);
250
259
  const boxMesh = new THREE.Mesh(boxGeo, boxMaterial);
251
- boxMesh.position.set(boxX, railY - frameH / 2 - boxH / 2, boxZ);
260
+ boxMesh.position.set(p.x, railY - frameH / 2 - boxH / 2, p.z);
252
261
  boxMesh.castShadow = true;
253
262
  this.object3d.add(boxMesh);
254
263
  // Status light
@@ -264,7 +273,7 @@ export class ConveyorJoin3D extends RealObjectGroup {
264
273
  });
265
274
  const lightGeo = new THREE.CylinderGeometry(lightR, lightR * 0.8, lightH, 12);
266
275
  const lightMesh = new THREE.Mesh(lightGeo, lightMaterial);
267
- lightMesh.position.set(boxX, boxMesh.position.y + boxH / 2 + lightH / 2, boxZ);
276
+ lightMesh.position.set(p.x, boxMesh.position.y + boxH / 2 + lightH / 2, p.z);
268
277
  this.object3d.add(lightMesh);
269
278
  }
270
279
  updateDimension() { }