@things-factory/figure-ui 10.1.14 → 10.1.16

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Files changed (31) hide show
  1. package/client/modeller/figure-ai-target.ts +12 -0
  2. package/client/modeller/figure-canvas.ts +18 -2
  3. package/client/modeller/figure-inspector.ts +48 -7
  4. package/client/modeller/figure-side.ts +1 -0
  5. package/client/modeller/figure-source.test.ts +2 -0
  6. package/client/modeller/figure-source.ts +25 -3
  7. package/client/pages/figure-modeller-page.ts +364 -49
  8. package/dist-client/modeller/figure-ai-target.d.ts +10 -0
  9. package/dist-client/modeller/figure-ai-target.js +10 -0
  10. package/dist-client/modeller/figure-ai-target.js.map +1 -1
  11. package/dist-client/modeller/figure-canvas.d.ts +1 -0
  12. package/dist-client/modeller/figure-canvas.js +21 -2
  13. package/dist-client/modeller/figure-canvas.js.map +1 -1
  14. package/dist-client/modeller/figure-inspector.d.ts +4 -1
  15. package/dist-client/modeller/figure-inspector.js +47 -6
  16. package/dist-client/modeller/figure-inspector.js.map +1 -1
  17. package/dist-client/modeller/figure-side.js +1 -0
  18. package/dist-client/modeller/figure-side.js.map +1 -1
  19. package/dist-client/modeller/figure-source.d.ts +10 -3
  20. package/dist-client/modeller/figure-source.js +5 -0
  21. package/dist-client/modeller/figure-source.js.map +1 -1
  22. package/dist-client/pages/figure-modeller-page.d.ts +48 -1
  23. package/dist-client/pages/figure-modeller-page.js +376 -52
  24. package/dist-client/pages/figure-modeller-page.js.map +1 -1
  25. package/dist-client/route.d.ts +1 -1
  26. package/dist-client/tsconfig.tsbuildinfo +1 -1
  27. package/dist-server/tsconfig.tsbuildinfo +1 -1
  28. package/package.json +5 -5
  29. package/test/ai-proposal-contract.test.ts +3 -3
  30. package/translations/en.json +10 -1
  31. package/translations/ko.json +11 -1
@@ -1,4 +1,4 @@
1
- import type { DetailLevel, FigurePart, FigureSource, Vec3 } from '@hatiolab/figure-model';
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+ import { type DetailLevel, type FigurePart, type FigurePlacement, type FigureSource, type Vec3 } from '@hatiolab/figure-model';
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  /**
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  * Scene model <-> `FigureSource`.
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  *
@@ -71,14 +71,20 @@ import type { DetailLevel, FigurePart, FigureSource, Vec3 } from '@hatiolab/figu
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  * under `shape` costs a line here, and forgetting that line was the fourth
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  * of the four.
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  */
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- /** 보드의 상태. 기준 상자이자 원본 데이터의 뼈대다. */
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+ /** 컴포넌트의 상태. 씬의 용어 그대로다. */
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  export interface BoardModel {
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- /** 기준 상자. 씬의 용어 그대로다. */
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+ /** 형식 버전. */
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+ version?: number;
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+ /** 가로 너비 (mm) → `base.x`. */
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  width: number;
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+ /** 앞뒤 깊이 (mm) → `base.z`. 저작자가 위에서 내려다볼 때의 세로다. */
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  height: number;
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+ /** 높이 (mm) → `base.y`. 서 있는 방향이다. */
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  depth: number;
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  /** 컴포넌트 타입 이름. **저장되는 식별자다.** */
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  figureType?: string;
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+ /** 3D 배치 기준면 ('floor' | 'ceiling' | 'center'). */
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+ placement?: FigurePlacement;
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  detailLevel?: DetailLevel;
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  styleKit?: string;
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  /**
@@ -133,6 +139,7 @@ export interface PartModel {
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  * `toFigureSource` 가 싣지 않고, 다시 열면 전부 보이는 상태로 돌아온다.
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  */
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  hidden?: boolean;
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+ /** 색 토큰 이름 (`palette.primary` 등). */
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  token?: string;
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  preset?: FigurePart['material']['preset'];
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  flatShading?: boolean;
@@ -1,3 +1,4 @@
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+ import { FIGURE_SOURCE_VERSION } from '@hatiolab/figure-model';
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  const RAD_TO_DEG = 180 / Math.PI;
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  const DEG_TO_RAD = Math.PI / 180;
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  /** 값이 있는 것만 남긴다. 없는 필드를 `undefined` 로 두면 접었다 편 것이 원본과 달라진다. */
@@ -48,8 +49,10 @@ export function partFromFigure(part, board) {
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  export function toFigureSource(board, parts) {
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  const half = halfOf(board);
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  return withoutEmpty({
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+ version: board.version ?? FIGURE_SOURCE_VERSION,
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  type: board.figureType ?? '',
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  base: { x: board.width, y: board.depth, z: board.height },
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+ placement: board.placement,
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  detailLevel: board.detailLevel,
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  styleKit: board.styleKit,
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  parts: parts.map(part => partTo(part, half)),
@@ -107,10 +110,12 @@ function partTo(part, half) {
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  export function fromFigureSource(source) {
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  const half = { x: source.base.x / 2, y: source.base.y / 2, z: source.base.z / 2 };
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  const board = withoutEmpty({
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+ version: source.version,
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  width: source.base.x,
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  height: source.base.z,
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  depth: source.base.y,
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  figureType: source.type,
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+ placement: source.placement,
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  detailLevel: source.detailLevel,
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  styleKit: source.styleKit,
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  animations: source.animations,
@@ -1 +1 @@
1
- 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type { DetailLevel, FigurePart, FigureSource, Vec3 } from '@hatiolab/figure-model'\n\n/**\n * Scene model <-> `FigureSource`.\n *\n * ## Why this is the only place that converts\n *\n * While authoring, the source of truth is the **scene model** -- part\n * components sitting on a board. `FigureSource` is produced from it when the\n * asset is saved or scored.\n *\n * The two use different vocabularies. The scene inherited 2D canvas terms\n * (`width`/`height` in plan, `depth` for height, `left`/`top`/`zPos` for\n * position); the format uses the axes 3D tools use (`x` right, `y` up, `z`\n * front, position at the part's **centre**).\n *\n * **Convert in one place.** Two places drift, and this format has already had\n * one incident caused by axes disagreeing.\n *\n * ## It was called `fold`, and that was wrong\n *\n * `fold` is an established term -- it reduces a structure to a summary, and\n * this repo already uses it correctly (`foldKpi`, `foldProbeResults`). Nothing\n * is reduced here: the same information comes out in a different shape, and it\n * goes back unchanged. A reader who learned `fold` from `foldKpi` reads this\n * one as reducing something, and the user did exactly that.\n *\n * ## The mapping\n *\n * The board is the base box; its centre is the format's origin.\n *\n * format scene\n * ──────────────── ──────────────────────────────\n * base.x board width\n * base.y board depth <- height\n * base.z board height\n *\n * size.x width\n * size.y depth\n * size.z height\n *\n * position.x left + width/2 - board width/2\n * position.y zPos + depth/2 - board depth/2 <- zPos is the underside\n * position.z top + height/2 - board height/2\n *\n * rotation.x rotationX (scene radians, format degrees)\n * rotation.y -rotation\n * rotation.z rotationY\n *\n * The rotation names are crossed because of the scene: `rotationY` becomes\n * three's z (`real-object.ts`, `get rotation()`). That stays inside this table.\n *\n * ## Fields nothing reads yet still travel\n *\n * `materialSlot`, `keepRound`, `sizing`, `anchor`, `repeat` and `label` exist in the format\n * and the editor ignores them. They still have to survive a round trip. When a\n * source proposed by AI is opened, edited and written back, a field that\n * disappears **without an error** is one the author cannot know about.\n *\n * **Five have gone that way here**: `ports`, `animations`, `anchor`,\n * `shape.hollow` and `keepRound`. The last one the test caught first, which\n * is the guard below actually earning its keep. The third showed up as a conveyor motor that stayed on the\n * floor no matter what the sample said; the fourth as a hollowed tray that\n * came out a solid block.\n *\n * All four passed the round-trip test, because the fixture it uses did not\n * carry the field. So the test now reads the **field list the format declares**\n * rather than trusting the fixture.\n *\n * `shape` is unpacked into `round`, `path` and `hollow` rather than carried\n * whole, because the editor holds those as separate state. Every field added\n * under `shape` costs a line here, and forgetting that line was the fourth\n * of the four.\n */\n/** 보드의 상태. 기준 상자이자 원본 데이터의 뼈대다. */\nexport interface BoardModel {\n /** 기준 상자. 씬의 용어 그대로다. */\n width: number\n height: number\n depth: number\n /** 컴포넌트 타입 이름. **저장되는 식별자다.** */\n figureType?: string\n detailLevel?: DetailLevel\n styleKit?: string\n /**\n * 움직임. **부품 바깥에 있다** — clip 하나가 부품 여럿을 함께 움직이기 때문이다.\n *\n * 편집면이 아직 이것을 만지지 않는다. 그래도 여기 실어 두는 것은, 안 실으면 열었다\n * 저장하는 것만으로 **조용히 지워지기** 때문이다.\n */\n animations?: FigureSource['animations']\n /**\n * 이 도형이 지는 능력. 씬의 capability mixin 이름이다.\n *\n * **부품이 아니라 도형 전체의 것이다** — 「이 컨베이어는 흐름의 마디다」는 부품 하나가\n * 아니라 도형이 지는 성질이다. 부품 쪽 `capability` 는 그 능력을 **어느 부품이 받쳐\n * 주나**를 말하는 다른 칸이다.\n */\n capabilities?: FigureSource['capabilities']\n}\n\n/** 부품 컴포넌트의 상태. 씬의 용어 그대로다. */\nexport interface PartModel {\n type: 'figure-part'\n /** 부품 이름. **저장되는 식별자다.** 씬은 이 값을 검색에도 쓴다. */\n name: string\n primitive: FigurePart['primitive']\n\n left: number\n top: number\n width: number\n height: number\n /** 부피의 **밑면** 높이. 씬의 'floor' 배치에서 그렇게 정해져 있다. */\n zPos: number\n depth: number\n\n /** 라디안. 씬이 그렇게 쓴다. */\n rotationX?: number\n rotation?: number\n rotationY?: number\n\n segments?: number\n round?: number\n path?: { x: number; y: number }[]\n /** 속을 판 단면. 편집면이 아직 안 만지지만 잃어버리면 통이 통짜 상자가 된다. */\n hollow?: NonNullable<FigurePart['shape']>['hollow']\n\n /**\n * 편집 중에만 쓰는 상태 — **저장 형식으로 넘어가지 않는다.**\n *\n * 씬이 이미 갖고 있는 속성이다. 편집 모드에서는 `faint`(반투명 + 색을 버리고 회색으로\n * 수렴)로 보이고, 뷰 모드에서는 아예 안 그려진다. 판단은 씬의 `modeling-faint` 한 곳에\n * 있고 2D 캔버스·3D 재질·DOM 세 채널이 같이 쓴다.\n *\n * 숨김은 \"지금 이 뒤를 만지려고\" 하는 것이지 그 부품의 성질이 아니다. 그래서\n * `toFigureSource` 가 싣지 않고, 다시 열면 전부 보이는 상태로 돌아온다.\n */\n hidden?: boolean\n\n token?: string\n preset?: FigurePart['material']['preset']\n flatShading?: boolean\n transparent?: boolean\n /**\n * 자체발광. 없으면 안 빛난다.\n *\n * 바깥의 `token` 이 **꺼진 모습**이고 이 안의 `token` 이 **켜진 모습**이다 — 꺼진\n * 전구는 빨갛지 않고 어두운 플라스틱이다.\n */\n emissive?: FigurePart['material']['emissive']\n surface?: FigurePart['material']['surface']\n\n /* 아직 아무 일도 안 하지만 잃어버리지 않는다. */\n materialSlot?: FigurePart['materialSlot']\n /** 단면을 원으로 지킬까. 곡면만 뜻이 있고 기본은 지키는 것이다. */\n keepRound?: FigurePart['keepRound']\n sizing?: FigurePart['sizing']\n /** 축마다 어느 면을 붙잡나. `sizing` 이 정한 것을 덮어쓴다. */\n anchor?: FigurePart['anchor']\n repeat?: FigurePart['repeat']\n label?: FigurePart['label']\n /**\n * 이 부품이 능력의 어느 자리인가 — 물건이 앉는 자리(slot)이거나 드나드는 문(port)이다.\n *\n * 이 칸이 있는 부품은 **그려지지 않는다.** 저작면에서는 어디인지 보여야 하니 그리지만,\n * 청사진에서는 `groups` 가 아니라 `anchors` 로 간다.\n */\n capability?: FigurePart['capability']\n}\n\nconst RAD_TO_DEG = 180 / Math.PI\nconst DEG_TO_RAD = Math.PI / 180\n\n/** 값이 있는 것만 남긴다. 없는 필드를 `undefined` 로 두면 접었다 편 것이 원본과 달라진다. */\nfunction withoutEmpty<T extends object>(value: T): T {\n const out = {} as Record<string, unknown>\n for (const [key, item] of Object.entries(value)) {\n if (item !== undefined) out[key] = item\n }\n return out as T\n}\n\n/** 소수점 넷째 자리까지. 라디안↔도를 오가며 생기는 꼬리를 자른다. */\nfunction round4(value: number): number {\n return Math.round(value * 1e4) / 1e4\n}\n\n/**\n * 판의 절반. 형식의 원점이 판 중심이라 이 값이 늘 함께 다닌다.\n *\n * 축 이름은 **형식의 것**이다 — x 가로 · y 높이 · z 세로.\n */\nexport function halfOf(board: BoardModel): Vec3 {\n return { x: board.width / 2, y: board.depth / 2, z: board.height / 2 }\n}\n\n/**\n * 저작자가 보는 축이 씬의 어느 용어인가.\n *\n * 씬은 2D 캔버스에서 온 용어를 쓰므로 축 이름이 그대로 없다. 이 표가 **유일한** 대응이다 —\n * 편집 규칙이 저마다 자기 표를 들면 한 곳을 고칠 때 다른 곳이 남는다.\n */\nexport const AXIS_KEYS = {\n x: { at: 'left', size: 'width' },\n y: { at: 'zPos', size: 'depth' },\n z: { at: 'top', size: 'height' }\n} as const\n\nexport type PlaneAxis = keyof typeof AXIS_KEYS\n\n/** 판이 그 축으로 얼마나 넓은가. */\nexport function boardExtent(board: BoardModel, axis: PlaneAxis): number {\n return axis === 'x' ? board.width : axis === 'y' ? board.depth : board.height\n}\n\n/** 부품 하나를 저장 형식으로 변환한다. 저작 화면이 저작자의 어휘로 보일 때 쓴다. */\nexport function partToFigure(part: PartModel, board: BoardModel): FigurePart {\n return partTo(part, halfOf(board))\n}\n\n/** 부품 하나를 씬 용어로 되돌린다. */\nexport function partFromFigure(part: FigurePart, board: BoardModel): PartModel {\n return partFrom(part, halfOf(board))\n}\n\n/** 씬 모델을 저장 형식으로 변환한다. */\nexport function toFigureSource(board: BoardModel, parts: PartModel[]): FigureSource {\n const half = halfOf(board)\n\n return withoutEmpty({\n type: board.figureType ?? '',\n base: { x: board.width, y: board.depth, z: board.height },\n detailLevel: board.detailLevel,\n styleKit: board.styleKit,\n parts: parts.map(part => partTo(part, half)),\n animations: board.animations,\n capabilities: board.capabilities\n }) as FigureSource\n}\n\nfunction partTo(part: PartModel, half: Vec3): FigurePart {\n const rotation = withoutEmpty({\n x: part.rotationX ? round4(part.rotationX * RAD_TO_DEG) : undefined,\n y: part.rotation ? round4(-part.rotation * RAD_TO_DEG) : undefined,\n z: part.rotationY ? round4(part.rotationY * RAD_TO_DEG) : undefined\n })\n\n const shape = withoutEmpty({ round: part.round, path: part.path, hollow: part.hollow })\n /*\n 재질이 하나도 없으면 **칸 자체를 안 적는다.**\n\n 빈 객체를 적으면 형식이 「재질은 있는데 무엇으로 칠할지 모른다」로 읽어\n `material-unresolvable` 을 낸다. 그리지 않는 자리(`capability`)에는 재질이 없는 것이\n 정상이고, 그 부품이 조용히 오류를 달고 다니게 된다.\n */\n const material = withoutEmpty({\n token: part.token,\n preset: part.preset,\n flatShading: part.flatShading,\n transparent: part.transparent,\n emissive: part.emissive,\n surface: part.surface\n })\n\n return withoutEmpty({\n name: part.name,\n primitive: part.primitive,\n transform: withoutEmpty({\n position: {\n x: round4(part.left + part.width / 2 - half.x),\n y: round4(part.zPos + part.depth / 2 - half.y),\n z: round4(part.top + part.height / 2 - half.z)\n },\n size: { x: part.width, y: part.depth, z: part.height },\n rotation: Object.keys(rotation).length > 0 ? rotation : undefined\n }),\n segments: part.segments,\n shape: Object.keys(shape).length > 0 ? shape : undefined,\n material: Object.keys(material).length > 0 ? material : undefined,\n materialSlot: part.materialSlot,\n keepRound: part.keepRound,\n sizing: part.sizing,\n anchor: part.anchor,\n repeat: part.repeat,\n label: part.label,\n capability: part.capability\n }) as FigurePart\n}\n\n/** 형식을 씬 모델로 편다. */\nexport function fromFigureSource(source: FigureSource): { board: BoardModel; parts: PartModel[] } {\n const half: Vec3 = { x: source.base.x / 2, y: source.base.y / 2, z: source.base.z / 2 }\n\n const board = withoutEmpty({\n width: source.base.x,\n height: source.base.z,\n depth: source.base.y,\n figureType: source.type,\n detailLevel: source.detailLevel,\n styleKit: source.styleKit,\n animations: source.animations,\n capabilities: source.capabilities\n }) as BoardModel\n\n return { board, parts: source.parts.map(part => partFrom(part, half)) }\n}\n\nfunction partFrom(part: FigurePart, half: Vec3): PartModel {\n const { position, size, rotation } = part.transform\n const material = part.material ?? {}\n\n return withoutEmpty({\n type: 'figure-part',\n name: part.name,\n primitive: part.primitive,\n\n left: round4(half.x + position.x - size.x / 2),\n top: round4(half.z + position.z - size.z / 2),\n width: size.x,\n height: size.z,\n zPos: round4(half.y + position.y - size.y / 2),\n depth: size.y,\n\n /*\n 라디안은 자르지 않는다.\n\n 소수 넷째에서 잘랐더니 도로 되돌릴 때 57 배로 커져 45 도가 45.0001 이 됐다.\n 자르는 것은 **사람이 읽는 쪽**(도)에서만 한다.\n */\n rotationX: rotation?.x ? rotation.x * DEG_TO_RAD : undefined,\n rotation: rotation?.y ? -rotation.y * DEG_TO_RAD : undefined,\n rotationY: rotation?.z ? rotation.z * DEG_TO_RAD : undefined,\n\n segments: part.segments,\n round: part.shape?.round,\n path: part.shape?.path,\n hollow: part.shape?.hollow,\n\n token: material.token,\n preset: material.preset,\n flatShading: material.flatShading,\n transparent: material.transparent,\n emissive: material.emissive,\n surface: material.surface,\n\n materialSlot: part.materialSlot,\n keepRound: part.keepRound,\n sizing: part.sizing,\n anchor: part.anchor,\n repeat: part.repeat,\n label: part.label,\n capability: part.capability\n }) as PartModel\n}\n"]}
1
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{ FIGURE_SOURCE_VERSION, type DetailLevel, type FigurePart, type FigurePlacement, type FigureSource, type Vec3 } from '@hatiolab/figure-model'\n\n/**\n * Scene model <-> `FigureSource`.\n *\n * ## Why this is the only place that converts\n *\n * While authoring, the source of truth is the **scene model** -- part\n * components sitting on a board. `FigureSource` is produced from it when the\n * asset is saved or scored.\n *\n * The two use different vocabularies. The scene inherited 2D canvas terms\n * (`width`/`height` in plan, `depth` for height, `left`/`top`/`zPos` for\n * position); the format uses the axes 3D tools use (`x` right, `y` up, `z`\n * front, position at the part's **centre**).\n *\n * **Convert in one place.** Two places drift, and this format has already had\n * one incident caused by axes disagreeing.\n *\n * ## It was called `fold`, and that was wrong\n *\n * `fold` is an established term -- it reduces a structure to a summary, and\n * this repo already uses it correctly (`foldKpi`, `foldProbeResults`). Nothing\n * is reduced here: the same information comes out in a different shape, and it\n * goes back unchanged. A reader who learned `fold` from `foldKpi` reads this\n * one as reducing something, and the user did exactly that.\n *\n * ## The mapping\n *\n * The board is the base box; its centre is the format's origin.\n *\n * format scene\n * ──────────────── ──────────────────────────────\n * base.x board width\n * base.y board depth <- height\n * base.z board height\n *\n * size.x width\n * size.y depth\n * size.z height\n *\n * position.x left + width/2 - board width/2\n * position.y zPos + depth/2 - board depth/2 <- zPos is the underside\n * position.z top + height/2 - board height/2\n *\n * rotation.x rotationX (scene radians, format degrees)\n * rotation.y -rotation\n * rotation.z rotationY\n *\n * The rotation names are crossed because of the scene: `rotationY` becomes\n * three's z (`real-object.ts`, `get rotation()`). That stays inside this table.\n *\n * ## Fields nothing reads yet still travel\n *\n * `materialSlot`, `keepRound`, `sizing`, `anchor`, `repeat` and `label` exist in the format\n * and the editor ignores them. They still have to survive a round trip. When a\n * source proposed by AI is opened, edited and written back, a field that\n * disappears **without an error** is one the author cannot know about.\n *\n * **Five have gone that way here**: `ports`, `animations`, `anchor`,\n * `shape.hollow` and `keepRound`. The last one the test caught first, which\n * is the guard below actually earning its keep. The third showed up as a conveyor motor that stayed on the\n * floor no matter what the sample said; the fourth as a hollowed tray that\n * came out a solid block.\n *\n * All four passed the round-trip test, because the fixture it uses did not\n * carry the field. So the test now reads the **field list the format declares**\n * rather than trusting the fixture.\n *\n * `shape` is unpacked into `round`, `path` and `hollow` rather than carried\n * whole, because the editor holds those as separate state. Every field added\n * under `shape` costs a line here, and forgetting that line was the fourth\n * of the four.\n */\n/** 판 컴포넌트의 상태. 씬의 용어 그대로다. */\nexport interface BoardModel {\n /** 형식 버전. */\n version?: number\n /*\n The three sizes keep the scene component's names, and the scene assigns its axes differently\n from the format: here `depth` is the vertical one. Naming the axis alone (\"the y axis\") does\n not say which of the two conventions is meant, and this interface sits on the boundary between\n them — so each field names the `FigureSource` field it becomes. `toFigureSource` and\n `fromFigureSource` below are the only places that may disagree with these three lines.\n */\n /** 가로 너비 (mm) → `base.x`. */\n width: number\n /** 앞뒤 깊이 (mm) → `base.z`. 저작자가 위에서 내려다볼 때의 세로다. */\n height: number\n /** 높이 (mm) → `base.y`. 서 있는 방향이다. */\n depth: number\n /** 컴포넌트 타입 이름. **저장되는 식별자다.** */\n figureType?: string\n /** 3D 배치 기준면 ('floor' | 'ceiling' | 'center'). */\n placement?: FigurePlacement\n detailLevel?: DetailLevel\n styleKit?: string\n /**\n * 움직임. **부품 바깥에 있다** — clip 하나가 부품 여럿을 함께 움직이기 때문이다.\n *\n * 편집면이 아직 이것을 만지지 않는다. 그래도 여기 실어 두는 것은, 안 실으면 열었다\n * 저장하는 것만으로 **조용히 지워지기** 때문이다.\n */\n animations?: FigureSource['animations']\n /**\n * 이 도형이 지는 능력. 씬의 capability mixin 이름이다.\n *\n * **부품이 아니라 도형 전체의 것이다** — 「이 컨베이어는 흐름의 마디다」는 부품 하나가\n * 아니라 도형이 지는 성질이다. 부품 쪽 `capability` 는 그 능력을 **어느 부품이 받쳐\n * 주나**를 말하는 다른 칸이다.\n */\n capabilities?: FigureSource['capabilities']\n}\n\n/** 부품 컴포넌트의 상태. 씬의 용어 그대로다. */\nexport interface PartModel {\n type: 'figure-part'\n /** 부품 이름. **저장되는 식별자다.** 씬은 이 값을 검색에도 쓴다. */\n name: string\n primitive: FigurePart['primitive']\n\n left: number\n top: number\n width: number\n height: number\n /** 부피의 **밑면** 높이. 씬의 'floor' 배치에서 그렇게 정해져 있다. */\n zPos: number\n depth: number\n\n /** 라디안. 씬이 그렇게 쓴다. */\n rotationX?: number\n rotation?: number\n rotationY?: number\n\n segments?: number\n round?: number\n path?: { x: number; y: number }[]\n /** 속을 판 단면. 편집면이 아직 안 만지지만 잃어버리면 통이 통짜 상자가 된다. */\n hollow?: NonNullable<FigurePart['shape']>['hollow']\n\n /**\n * 편집 중에만 쓰는 상태 — **저장 형식으로 넘어가지 않는다.**\n *\n * 씬이 이미 갖고 있는 속성이다. 편집 모드에서는 `faint`(반투명 + 색을 버리고 회색으로\n * 수렴)로 보이고, 뷰 모드에서는 아예 안 그려진다. 판단은 씬의 `modeling-faint` 한 곳에\n * 있고 2D 캔버스·3D 재질·DOM 세 채널이 같이 쓴다.\n *\n * 숨김은 \"지금 이 뒤를 만지려고\" 하는 것이지 그 부품의 성질이 아니다. 그래서\n * `toFigureSource` 가 싣지 않고, 다시 열면 전부 보이는 상태로 돌아온다.\n */\n hidden?: boolean\n\n /** 색 토큰 이름 (`palette.primary` 등). */\n token?: string\n /*\n `FigurePart['material']` is required in the format, so these index into it directly. The\n `NonNullable` on `shape` above is not the same case — `shape` is optional there.\n */\n preset?: FigurePart['material']['preset']\n flatShading?: boolean\n transparent?: boolean\n /**\n * 자체발광. 없으면 안 빛난다.\n *\n * 바깥의 `token` 이 **꺼진 모습**이고 이 안의 `token` 이 **켜진 모습**이다 — 꺼진\n * 전구는 빨갛지 않고 어두운 플라스틱이다.\n */\n emissive?: FigurePart['material']['emissive']\n surface?: FigurePart['material']['surface']\n\n /* 아직 아무 일도 안 하지만 잃어버리지 않는다. */\n materialSlot?: FigurePart['materialSlot']\n /** 단면을 원으로 지킬까. 곡면만 뜻이 있고 기본은 지키는 것이다. */\n keepRound?: FigurePart['keepRound']\n sizing?: FigurePart['sizing']\n /** 축마다 어느 면을 붙잡나. `sizing` 이 정한 것을 덮어쓴다. */\n anchor?: FigurePart['anchor']\n repeat?: FigurePart['repeat']\n label?: FigurePart['label']\n /**\n * 이 부품이 능력의 어느 자리인가 — 물건이 앉는 자리(slot)이거나 드나드는 문(port)이다.\n *\n * 이 칸이 있는 부품은 **그려지지 않는다.** 저작면에서는 어디인지 보여야 하니 그리지만,\n * 청사진에서는 `groups` 가 아니라 `anchors` 로 간다.\n */\n capability?: FigurePart['capability']\n}\n\nconst RAD_TO_DEG = 180 / Math.PI\nconst DEG_TO_RAD = Math.PI / 180\n\n/** 값이 있는 것만 남긴다. 없는 필드를 `undefined` 로 두면 접었다 편 것이 원본과 달라진다. */\nfunction withoutEmpty<T extends object>(value: T): T {\n const out = {} as Record<string, unknown>\n for (const [key, item] of Object.entries(value)) {\n if (item !== undefined) out[key] = item\n }\n return out as T\n}\n\n/** 소수점 넷째 자리까지. 라디안↔도를 오가며 생기는 꼬리를 자른다. */\nfunction round4(value: number): number {\n return Math.round(value * 1e4) / 1e4\n}\n\n/**\n * 판의 절반. 형식의 원점이 판 중심이라 이 값이 늘 함께 다닌다.\n *\n * 축 이름은 **형식의 것**이다 — x 가로 · y 높이 · z 세로.\n */\nexport function halfOf(board: BoardModel): Vec3 {\n return { x: board.width / 2, y: board.depth / 2, z: board.height / 2 }\n}\n\n/**\n * 저작자가 보는 축이 씬의 어느 용어인가.\n *\n * 씬은 2D 캔버스에서 온 용어를 쓰므로 축 이름이 그대로 없다. 이 표가 **유일한** 대응이다 —\n * 편집 규칙이 저마다 자기 표를 들면 한 곳을 고칠 때 다른 곳이 남는다.\n */\nexport const AXIS_KEYS = {\n x: { at: 'left', size: 'width' },\n y: { at: 'zPos', size: 'depth' },\n z: { at: 'top', size: 'height' }\n} as const\n\nexport type PlaneAxis = keyof typeof AXIS_KEYS\n\n/** 판이 그 축으로 얼마나 넓은가. */\nexport function boardExtent(board: BoardModel, axis: PlaneAxis): number {\n return axis === 'x' ? board.width : axis === 'y' ? board.depth : board.height\n}\n\n/** 부품 하나를 저장 형식으로 변환한다. 저작 화면이 저작자의 어휘로 보일 때 쓴다. */\nexport function partToFigure(part: PartModel, board: BoardModel): FigurePart {\n return partTo(part, halfOf(board))\n}\n\n/** 부품 하나를 씬 용어로 되돌린다. */\nexport function partFromFigure(part: FigurePart, board: BoardModel): PartModel {\n return partFrom(part, halfOf(board))\n}\n\n/** 씬 모델을 저장 형식으로 변환한다. */\nexport function toFigureSource(board: BoardModel, parts: PartModel[]): FigureSource {\n const half = halfOf(board)\n\n return withoutEmpty({\n version: board.version ?? FIGURE_SOURCE_VERSION,\n type: board.figureType ?? '',\n base: { x: board.width, y: board.depth, z: board.height },\n placement: board.placement,\n detailLevel: board.detailLevel,\n styleKit: board.styleKit,\n parts: parts.map(part => partTo(part, half)),\n animations: board.animations,\n capabilities: board.capabilities\n }) as FigureSource\n}\n\nfunction partTo(part: PartModel, half: Vec3): FigurePart {\n const rotation = withoutEmpty({\n x: part.rotationX ? round4(part.rotationX * RAD_TO_DEG) : undefined,\n y: part.rotation ? round4(-part.rotation * RAD_TO_DEG) : undefined,\n z: part.rotationY ? round4(part.rotationY * RAD_TO_DEG) : undefined\n })\n\n const shape = withoutEmpty({ round: part.round, path: part.path, hollow: part.hollow })\n /*\n 재질이 하나도 없으면 **칸 자체를 안 적는다.**\n\n 빈 객체를 적으면 형식이 「재질은 있는데 무엇으로 칠할지 모른다」로 읽어\n `material-unresolvable` 을 낸다. 그리지 않는 자리(`capability`)에는 재질이 없는 것이\n 정상이고, 그 부품이 조용히 오류를 달고 다니게 된다.\n */\n const material = withoutEmpty({\n token: part.token,\n preset: part.preset,\n flatShading: part.flatShading,\n transparent: part.transparent,\n emissive: part.emissive,\n surface: part.surface\n })\n\n return withoutEmpty({\n name: part.name,\n primitive: part.primitive,\n transform: withoutEmpty({\n position: {\n x: round4(part.left + part.width / 2 - half.x),\n y: round4(part.zPos + part.depth / 2 - half.y),\n z: round4(part.top + part.height / 2 - half.z)\n },\n size: { x: part.width, y: part.depth, z: part.height },\n rotation: Object.keys(rotation).length > 0 ? rotation : undefined\n }),\n segments: part.segments,\n shape: Object.keys(shape).length > 0 ? shape : undefined,\n material: Object.keys(material).length > 0 ? material : undefined,\n materialSlot: part.materialSlot,\n keepRound: part.keepRound,\n sizing: part.sizing,\n anchor: part.anchor,\n repeat: part.repeat,\n label: part.label,\n capability: part.capability\n }) as FigurePart\n}\n\n/** 형식을 씬 모델로 편다. */\nexport function fromFigureSource(source: FigureSource): { board: BoardModel; parts: PartModel[] } {\n const half: Vec3 = { x: source.base.x / 2, y: source.base.y / 2, z: source.base.z / 2 }\n\n const board = withoutEmpty({\n version: source.version,\n width: source.base.x,\n height: source.base.z,\n depth: source.base.y,\n figureType: source.type,\n placement: source.placement,\n detailLevel: source.detailLevel,\n styleKit: source.styleKit,\n animations: source.animations,\n capabilities: source.capabilities\n }) as BoardModel\n\n return { board, parts: source.parts.map(part => partFrom(part, half)) }\n}\n\nfunction partFrom(part: FigurePart, half: Vec3): PartModel {\n const { position, size, rotation } = part.transform\n const material = part.material ?? {}\n\n return withoutEmpty({\n type: 'figure-part',\n name: part.name,\n primitive: part.primitive,\n\n left: round4(half.x + position.x - size.x / 2),\n top: round4(half.z + position.z - size.z / 2),\n width: size.x,\n height: size.z,\n zPos: round4(half.y + position.y - size.y / 2),\n depth: size.y,\n\n /*\n 라디안은 자르지 않는다.\n\n 소수 넷째에서 잘랐더니 도로 되돌릴 때 57 배로 커져 45 도가 45.0001 이 됐다.\n 자르는 것은 **사람이 읽는 쪽**(도)에서만 한다.\n */\n rotationX: rotation?.x ? rotation.x * DEG_TO_RAD : undefined,\n rotation: rotation?.y ? -rotation.y * DEG_TO_RAD : undefined,\n rotationY: rotation?.z ? rotation.z * DEG_TO_RAD : undefined,\n\n segments: part.segments,\n round: part.shape?.round,\n path: part.shape?.path,\n hollow: part.shape?.hollow,\n\n token: material.token,\n preset: material.preset,\n flatShading: material.flatShading,\n transparent: material.transparent,\n emissive: material.emissive,\n surface: material.surface,\n\n materialSlot: part.materialSlot,\n keepRound: part.keepRound,\n sizing: part.sizing,\n anchor: part.anchor,\n repeat: part.repeat,\n label: part.label,\n capability: part.capability\n }) as PartModel\n}\n"]}
@@ -64,12 +64,17 @@ export declare class FigureModellerPage extends FigureModellerPageBase {
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  * 미저장 표시(`dirty`)는 그대로 남으므로 데이터를 잃지는 않았다. 잃은 것은 **사유**다.
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  */
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  private saveFailure;
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+ private showSaveModal;
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+ private saveModalType;
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+ private saveModalName;
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+ private saveModalError;
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  /** 저작 보조 또는 발행 게이트가 연 후보 검토 세션. 받기 전에는 정본이 아니다. */
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  private proposalSession?;
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  /** 인라인 요청창과 AI 도크가 함께 쓰는 현재 Figure의 제한된 세션 피드백. */
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  private proposalFeedback;
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  private undoStack;
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  private redoStack;
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+ private sceneRevision;
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  private lastCoalesceKey?;
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  private lastHistoryTime;
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  /**
@@ -93,10 +98,49 @@ export declare class FigureModellerPage extends FigureModellerPageBase {
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  */
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  updated(changed: Map<string, unknown>): void;
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  private announceAiContext;
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- private acceptDockProposal;
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+ private receiveDockProposal;
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+ private onFigureAiStage;
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+ /**
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+ * A candidate from the dock opens the review lane. It does not become the draft.
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+ *
106
+ * This used to write `board` and `parts` straight onto the working draft and then set
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+ * `proposalSession = undefined` — the dock's candidate overwrote what the author had open and
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+ * erased the lane built to review it. There was no moment where the person said yes, and a
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+ * draft has no version history to go back to, so the previous work was simply gone.
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+ *
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+ * `ai-client-base`'s analysis contract states this as a literal type: `approvalRequired: true`,
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+ * and of `proposal`, "It is never an instruction to mutate canonical state." The in-page
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+ * `figure-ask` entrance already honoured it through `openAiProposal`; the dock entrance is now
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+ * the same door. Applying is what the take button does, from the lane, per change.
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+ *
116
+ * ## Why the overwrite was there — so it does not come back
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+ *
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+ * The dock opened the review lane originally. Before `c42a0b63df` this handler read:
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+ *
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+ * if (!this.active || (detail?.figureId ?? '') !== (this.figure?.id ?? '')) return
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+ * if (detail?.draftType && detail.draftType !== this.folded?.type) return
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+ * if (detail?.baseSource && detail.baseSource !== JSON.stringify(this.folded)) return
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+ * this.receive(detail.proposal)
124
+ *
125
+ * Three guards, each a silent `return`, and the last compared a serialized source byte for byte.
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+ * Any difference that changed nothing at all dropped the candidate with no message, so the dock
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+ * would report a candidate and the screen would show none.
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+ *
129
+ * The `ox-assistant-chat` migration fixed that by replacing the path rather than the guards, and
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+ * the review lane went out with them — `applySourceDirectly` wrote straight to the draft, and
131
+ * cleared `proposalSession` on the way past. **Nobody decided that reviews were unwanted here.**
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+ * It was the cost of loosening a guard by deleting what stood around it.
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+ *
134
+ * So the guards are gone and stay gone, and the lane is back. If a candidate ever seems not to
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+ * arrive, the thing to look for is a silent `return` on this path — not the lane.
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+ *
137
+ * Returns whether the lane opened, so the dock can tell the chat whether to say it staged.
138
+ */
139
+ private openProposalForReview;
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  private proposalBaseSource?;
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  connectedCallback(): void;
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  disconnectedCallback(): void;
143
+ private onSaveRequest;
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  private handleKeyDown;
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  get context(): {
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  title: string;
@@ -215,6 +259,7 @@ export declare class FigureModellerPage extends FigureModellerPageBase {
215
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  private load;
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  private startNew;
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  private rename;
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+ private typeChanged;
218
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  /**
219
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  * 분류와 태그를 고친다.
220
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  *
@@ -323,5 +368,7 @@ export declare class FigureModellerPage extends FigureModellerPageBase {
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  private released;
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  private fillThumbnail;
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  private save;
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+ private doSave;
372
+ private renderSaveModal;
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  }
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  export {};