@things-factory/figure-ui 10.1.16 → 10.1.18

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (78) hide show
  1. package/client/modeller/figure-animations.ts +331 -124
  2. package/client/modeller/figure-canvas.ts +32 -48
  3. package/client/modeller/figure-capabilities.ts +10 -10
  4. package/client/modeller/figure-inspector.ts +39 -28
  5. package/client/modeller/figure-parts.ts +1 -1
  6. package/client/modeller/figure-preview.ts +151 -41
  7. package/client/modeller/figure-report.ts +24 -6
  8. package/client/modeller/figure-settings.ts +45 -2
  9. package/client/modeller/figure-side.ts +6 -6
  10. package/client/modeller/figure-source.ts +62 -32
  11. package/client/modeller/figure-thumbnail.ts +5 -5
  12. package/client/modeller/figure-view.ts +53 -0
  13. package/client/modeller/part-edits.ts +36 -36
  14. package/client/modeller/proposal.ts +27 -4
  15. package/client/pages/figure-modeller-page.ts +65 -58
  16. package/dist-client/modeller/figure-animations.d.ts +37 -8
  17. package/dist-client/modeller/figure-animations.js +293 -122
  18. package/dist-client/modeller/figure-animations.js.map +1 -1
  19. package/dist-client/modeller/figure-canvas.d.ts +7 -7
  20. package/dist-client/modeller/figure-canvas.js +27 -40
  21. package/dist-client/modeller/figure-canvas.js.map +1 -1
  22. package/dist-client/modeller/figure-capabilities.d.ts +2 -2
  23. package/dist-client/modeller/figure-capabilities.js +9 -9
  24. package/dist-client/modeller/figure-capabilities.js.map +1 -1
  25. package/dist-client/modeller/figure-inspector.d.ts +16 -5
  26. package/dist-client/modeller/figure-inspector.js +38 -27
  27. package/dist-client/modeller/figure-inspector.js.map +1 -1
  28. package/dist-client/modeller/figure-parts.d.ts +1 -1
  29. package/dist-client/modeller/figure-parts.js +1 -1
  30. package/dist-client/modeller/figure-parts.js.map +1 -1
  31. package/dist-client/modeller/figure-preview.d.ts +56 -6
  32. package/dist-client/modeller/figure-preview.js +132 -39
  33. package/dist-client/modeller/figure-preview.js.map +1 -1
  34. package/dist-client/modeller/figure-report.d.ts +9 -0
  35. package/dist-client/modeller/figure-report.js +23 -5
  36. package/dist-client/modeller/figure-report.js.map +1 -1
  37. package/dist-client/modeller/figure-settings.js +42 -2
  38. package/dist-client/modeller/figure-settings.js.map +1 -1
  39. package/dist-client/modeller/figure-side.d.ts +2 -2
  40. package/dist-client/modeller/figure-side.js +5 -5
  41. package/dist-client/modeller/figure-side.js.map +1 -1
  42. package/dist-client/modeller/figure-source.d.ts +25 -15
  43. package/dist-client/modeller/figure-source.js +42 -21
  44. package/dist-client/modeller/figure-source.js.map +1 -1
  45. package/dist-client/modeller/figure-thumbnail.d.ts +2 -2
  46. package/dist-client/modeller/figure-thumbnail.js +3 -3
  47. package/dist-client/modeller/figure-thumbnail.js.map +1 -1
  48. package/dist-client/modeller/figure-view.d.ts +45 -0
  49. package/dist-client/modeller/figure-view.js +27 -0
  50. package/dist-client/modeller/figure-view.js.map +1 -1
  51. package/dist-client/modeller/part-edits.d.ts +16 -16
  52. package/dist-client/modeller/part-edits.js +35 -35
  53. package/dist-client/modeller/part-edits.js.map +1 -1
  54. package/dist-client/modeller/proposal.d.ts +1 -1
  55. package/dist-client/modeller/proposal.js +16 -3
  56. package/dist-client/modeller/proposal.js.map +1 -1
  57. package/dist-client/pages/figure-modeller-page.d.ts +9 -10
  58. package/dist-client/pages/figure-modeller-page.js +61 -54
  59. package/dist-client/pages/figure-modeller-page.js.map +1 -1
  60. package/dist-client/route.d.ts +1 -1
  61. package/dist-client/tsconfig.tsbuildinfo +1 -1
  62. package/dist-server/tsconfig.tsbuildinfo +1 -1
  63. package/package.json +5 -5
  64. package/test/ai-proposal-contract.test.ts +433 -12
  65. package/test/expect.ts +55 -0
  66. package/test/figure-source.test.ts +572 -0
  67. package/test/i18n-prefix-guard.test.ts +9 -12
  68. package/{client/modeller → test}/part-edits.test.ts +50 -45
  69. package/translations/en.json +46 -35
  70. package/translations/ja.json +16 -21
  71. package/translations/ko.json +56 -45
  72. package/translations/ms.json +16 -21
  73. package/translations/zh.json +16 -21
  74. package/client/modeller/figure-ask.ts +0 -265
  75. package/client/modeller/figure-source.test.ts +0 -352
  76. package/dist-client/modeller/figure-ask.d.ts +0 -40
  77. package/dist-client/modeller/figure-ask.js +0 -282
  78. package/dist-client/modeller/figure-ask.js.map +0 -1
@@ -1 +1 @@
1
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{ css, html, LitElement, nothing, type TemplateResult } from 'lit'\nimport { customElement, property, state } from 'lit/decorators.js'\nimport { live } from 'lit/directives/live.js'\n\nimport { i18next, localize } from '@operato/i18n'\nimport { ScrollbarStyles } from '@operato/styles'\n\nimport { AXES, CHANNEL_PATHS, CLIP_DRIVES, INTERPOLATIONS, LIMITS } from '@hatiolab/figure-model'\nimport type { ChannelPath, Vec3 } from '@hatiolab/figure-model'\n\nimport type { BoardModel, PartModel } from './figure-source.js'\n\n/**\n * 이 도형이 **어떻게 움직이는가.**\n *\n * ## 왜 탭 하나가 필요한가\n *\n * 움직임은 형식에 있고 런타임까지 서 있었다 — 검증이 촘촘히 보고, 청사진이 움직이는 부품을\n * 단독 묶음으로 빼고(합치면 따로 못 움직인다), 씬이 frameClock 을 구독해 실제로 돌린다.\n * 미리보기에도 clip 마다 슬라이더가 있었다.\n *\n * **만들 자리만 없었다.** 그래서 움직이는 도형을 얻는 길이 「AI 가 후보로 내놓는 것」 하나였고,\n * 채널 하나를 고치려면 손댈 화면이 없었다.\n *\n * ## 부품이 아니라 도형의 것이다\n *\n * clip 하나가 부품 여럿을 함께 움직인다 — 문 열림은 왼짝과 오른짝이 반대로 미끄러지는 것\n * 하나다. 그래서 부품을 고르고 「이 부품의 움직임」을 적는 형태가 될 수 없고, 속성 탭이 아니라\n * 자기 탭에 산다.\n *\n * ## 트윈은 타임라인을 재생하지 않는다\n *\n * 「문 열기 clip 을 재생하라」가 아니라 **「지금 40% 열려 있다」**다. 그래서 clip 마다 그 값을\n * 어떻게 받을지(`drive`)를 저작 시점에 정한다 — 도는 롤러는 배속을 받고, 열린 문은 0~1 위치를\n * 받는다. 이 선택이 화면에서 가장 설명이 필요한 자리다.\n */\n\ntype Clip = NonNullable<BoardModel['animations']>[number]\ntype Channel = Clip['channels'][number]\ntype Keyframe = Channel['keys'][number]\n\n/** A first-success motion: intent first, raw clip/channel editing second. */\ninterface MotionRecipe {\n id: 'conveyor' | 'gate' | 'pusher' | 'lift'\n name: string\n drive: Clip['drive']\n path: ChannelPath\n end: Vec3\n pivot?: Vec3\n}\n\nconst MOTION_RECIPES: readonly MotionRecipe[] = [\n { id: 'conveyor', name: 'conveyor-running', drive: 'loop', path: 'rotation', end: { x: 360, y: 0, z: 0 } },\n { id: 'gate', name: 'gate-open', drive: 'hold', path: 'rotation', end: { x: 0, y: 90, z: 0 }, pivot: { x: 0, y: 0, z: 0 } },\n { id: 'pusher', name: 'pusher-position', drive: 'hold', path: 'translation', end: { x: 100, y: 0, z: 0 } },\n { id: 'lift', name: 'lift-height', drive: 'hold', path: 'translation', end: { x: 0, y: 100, z: 0 } }\n]\n\n/** 새 clip 의 키 둘. **하나로 만들지 않는다** — 키 하나는 움직임이 아니라 자세다. */\nconst NEW_KEYS: Keyframe[] = [\n { at: 0, value: { x: 0, y: 0, z: 0 } },\n { at: 1, value: { x: 0, y: 0, z: 0 } }\n]\n\n/** `scale` 만 1 에서 시작한다 — 0 은 부품을 지운다. */\nfunction startValue(path: ChannelPath): Vec3 {\n return path === 'scale' ? { x: 1, y: 1, z: 1 } : { x: 0, y: 0, z: 0 }\n}\n\nfunction keysFor(path: ChannelPath): Keyframe[] {\n return NEW_KEYS.map(key => ({ at: key.at, value: startValue(path) }))\n}\n\n/** 이미 쓴 이름을 비켜 간다. `type` 처럼 저장되는 식별자는 아니지만 인스턴스가 이 이름으로 구동한다. */\nfunction freeName(taken: readonly Clip[]): string {\n const used = new Set(taken.map(clip => clip.name))\n for (let n = 1; ; n++) {\n const name = `clip-${n}`\n if (!used.has(name)) return name\n }\n}\n\nfunction freeRecipeName(taken: readonly Clip[], base: string): string {\n const used = new Set(taken.map(clip => clip.name))\n if (!used.has(base)) return base\n for (let n = 2; ; n++) if (!used.has(`${base}-${n}`)) return `${base}-${n}`\n}\n\n@customElement('figure-animations')\nexport class FigureAnimations extends localize(i18next)(LitElement) {\n static styles = [\n ScrollbarStyles,\n css`\n :host {\n display: flex;\n flex-direction: column;\n min-height: 0;\n overflow-y: auto;\n background-color: var(--md-sys-color-surface-container-lowest);\n color: var(--md-sys-color-on-surface);\n font: var(--label-font, inherit);\n font-size: 0.76rem;\n }\n\n section {\n display: flex;\n flex-direction: column;\n gap: var(--spacing-medium, 8px);\n padding: var(--spacing-large, 12px);\n border-bottom: 1px solid var(--md-sys-color-outline-variant);\n }\n\n /* 다른 탭들과 같은 눈금이다 */\n h3 {\n margin: 0 0 2px 0;\n font-size: var(--ui-t-micro, 11px);\n font-weight: 700;\n letter-spacing: 0.04em;\n text-transform: uppercase;\n color: var(--md-sys-color-on-surface-variant, var(--md-sys-color-on-surface));\n }\n\n p[quiet] {\n margin: 0;\n font-size: 0.72rem;\n line-height: 1.5;\n color: var(--md-sys-color-on-surface-variant);\n }\n\n div[recipes] { display: grid; grid-template-columns: 1fr 1fr; gap: 6px; }\n button[recipe] { min-height: 54px; align-items: flex-start; flex-direction: column; text-align: left; }\n button[recipe] strong { font-size: 0.74rem; }\n button[recipe] span { color: var(--md-sys-color-on-surface-variant); font-size: 0.68rem; line-height: 1.35; }\n\n /* ── clip ─────────────────────────────────────────────────────── */\n\n div[clip] {\n display: flex;\n flex-direction: column;\n gap: var(--spacing-medium, 8px);\n padding: 8px;\n border: 1px solid var(--md-sys-color-outline-variant);\n border-radius: 4px;\n }\n div[clip][on] {\n border-color: var(--md-sys-color-primary);\n background-color: var(--md-sys-color-surface-container-low);\n }\n\n div[head] {\n display: flex;\n align-items: center;\n gap: 6px;\n }\n div[head] input[name] {\n flex: 1;\n min-width: 0;\n }\n\n /* ── channel ──────────────────────────────────────────────────── */\n\n div[channel] {\n display: flex;\n flex-direction: column;\n gap: 6px;\n padding: 6px 8px;\n border-left: 2px solid var(--md-sys-color-outline-variant);\n background-color: var(--md-sys-color-surface-container-lowest);\n }\n div[channel][orphan] {\n border-left-color: var(--md-sys-color-error);\n }\n\n div[row] {\n display: flex;\n align-items: center;\n gap: 6px;\n }\n div[row] > label {\n flex: none;\n min-width: 3.2em;\n color: var(--md-sys-color-on-surface-variant);\n }\n\n /* ── keyframe ─────────────────────────────────────────────────── */\n\n table[keys] {\n width: 100%;\n border-collapse: collapse;\n }\n table[keys] th {\n padding: 0 2px 2px;\n font-size: 0.68rem;\n font-weight: 600;\n text-align: left;\n color: var(--md-sys-color-on-surface-variant);\n }\n table[keys] td {\n padding: 1px 2px;\n }\n table[keys] input {\n width: 100%;\n min-width: 0;\n }\n table[keys] td[drop] {\n width: 1.6em;\n }\n\n input,\n select {\n box-sizing: border-box;\n padding: 3px 5px;\n font: inherit;\n font-size: 0.74rem;\n color: var(--md-sys-color-on-surface);\n background-color: var(--md-sys-color-surface-container-lowest);\n border: 1px solid var(--md-sys-color-outline-variant);\n border-radius: 3px;\n }\n input:focus,\n select:focus {\n outline: none;\n border-color: var(--md-sys-color-primary);\n }\n input[bad] {\n border-color: var(--md-sys-color-error);\n }\n\n button {\n display: inline-flex;\n align-items: center;\n gap: 3px;\n padding: 3px 8px;\n font: inherit;\n font-size: 0.72rem;\n color: var(--md-sys-color-on-surface);\n background-color: var(--md-sys-color-surface-container);\n border: 1px solid var(--md-sys-color-outline-variant);\n border-radius: 3px;\n cursor: pointer;\n }\n button:hover:not(:disabled) {\n background-color: var(--md-sys-color-surface-container-high);\n }\n button:disabled {\n opacity: 0.4;\n cursor: default;\n }\n button[plain] {\n padding: 1px 4px;\n background: none;\n border: none;\n color: var(--md-sys-color-on-surface-variant);\n }\n button[plain]:hover:not(:disabled) {\n color: var(--md-sys-color-error);\n background: none;\n }\n button md-icon {\n font-size: 14px;\n width: 14px;\n height: 14px;\n }\n\n /* ── 예산 ─────────────────────────────────────────────────────── */\n\n div[budget] {\n display: flex;\n align-items: baseline;\n gap: 6px;\n }\n div[budget] strong {\n font-size: 0.86rem;\n font-weight: 700;\n }\n div[budget][over] strong {\n color: var(--md-sys-color-error);\n }\n\n p[warn] {\n margin: 0;\n font-size: 0.7rem;\n line-height: 1.5;\n color: var(--md-sys-color-error);\n }\n `\n ]\n\n @property({ type: Object }) board?: BoardModel\n @property({ type: Array }) parts: PartModel[] = []\n\n /** 펼쳐 둔 clip. 이름이 아니라 자리로 잡는다 — 이름은 편집 중에 바뀐다. */\n @state() private open = 0\n @state() private recipeTarget = ''\n\n private get clips(): Clip[] {\n return this.board?.animations ?? []\n }\n\n /** 부품 이름 — 채널이 이것을 가리킨다. */\n private get partNames(): string[] {\n return this.parts.map(part => part.name).filter(name => !!name)\n }\n\n /**\n * 몇 부품이 움직이나 — 채널이 가리키는 **서로 다른 부품**의 수.\n *\n * clip 수가 아니다. 한 부품을 세 clip 이 움직여도 그 부품 하나가 단독 묶음이 될 뿐이다.\n * 청사진이 묶음을 가르는 기준과 같은 셈이어야 화면의 수와 판정의 수가 맞는다.\n */\n private get movingParts(): number {\n const moving = new Set<string>()\n for (const clip of this.clips) for (const channel of clip.channels) moving.add(channel.target)\n return moving.size\n }\n\n render(): TemplateResult {\n if (!this.board) return html``\n\n return html`\n <section>\n <h3>${i18next.t('figure.label.animation')}</h3>\n <p quiet>${i18next.t('figure.text.animation-is-driven-by-a-fact')}</p>\n </section>\n\n ${this.renderRecipes()}\n ${this.clips.length === 0 ? nothing : this.renderClips()}\n\n <section>\n <button @click=${() => this.addClip()} ?disabled=${this.partNames.length === 0}>\n <md-icon>add</md-icon>${i18next.t('figure.button.add-clip')}\n </button>\n ${this.partNames.length === 0\n ? html`<p quiet>${i18next.t('figure.text.animation-needs-a-named-part')}</p>`\n : nothing}\n </section>\n\n ${this.clips.length === 0 ? nothing : this.renderBudget()}\n `\n }\n\n /**\n * 빈 화면 — **이 탭이 무엇인지 가르치는 자리다.**\n *\n * 「clip 을 추가하세요」라고만 쓰면 처음 여는 사람은 clip 이 무엇인지 모른 채 단추를 누른다.\n * 그래서 무엇을 만들 수 있는지 예를 들고, 그것이 어떻게 움직이는지(사실이 들어온다)를 적는다.\n */\n private renderRecipes(): TemplateResult {\n return html`\n <section>\n <h3>${i18next.t('figure.label.motion-intent')}</h3>\n <p quiet>${i18next.t('figure.text.motion-intent-help')}</p>\n ${this.partNames.length\n ? html`<select .value=${this.recipeTarget} @change=${(e: Event) => (this.recipeTarget = (e.target as HTMLSelectElement).value)}>\n ${this.partNames.map(name => html`<option value=${name}>${name}</option>`)}\n </select>\n <div recipes>\n ${MOTION_RECIPES.map(recipe => html`\n <button recipe @click=${() => this.addRecipe(recipe)}>\n <strong>${i18next.t('figure.label.recipe-' + recipe.id)}</strong>\n <span>${i18next.t('figure.text.recipe-' + recipe.id)}</span>\n </button>\n `)}\n </div>`\n : html`<p quiet>${i18next.t('figure.text.animation-needs-a-named-part')}</p>`}\n </section>\n `\n }\n\n private renderClips(): TemplateResult {\n return html`\n <section>\n ${this.clips.map((clip, at) => this.renderClip(clip, at))}\n </section>\n `\n }\n\n private renderClip(clip: Clip, at: number): TemplateResult {\n const on = this.open === at\n const duplicate = this.clips.some((other, i) => i !== at && other.name === clip.name)\n const nameless = !clip.name?.trim()\n\n return html`\n <div clip ?on=${on}>\n <div head>\n <button plain @click=${() => (this.open = on ? -1 : at)} title=${i18next.t('figure.label.channels')}>\n <md-icon>${on ? 'expand_more' : 'chevron_right'}</md-icon>\n </button>\n <input\n name\n .value=${live(clip.name ?? '')}\n ?bad=${duplicate || nameless}\n placeholder=${i18next.t('figure.label.clip-name')}\n title=${duplicate ? i18next.t('figure.text.clip-name-taken') : i18next.t('figure.text.clip-name-is-how-it-is-driven')}\n @change=${(e: Event) => this.renameClip(at, (e.target as HTMLInputElement).value)}\n />\n <select\n .value=${live(clip.drive ?? 'loop')}\n title=${i18next.t('figure.text.drive-explained')}\n @change=${(e: Event) => this.setDrive(at, (e.target as HTMLSelectElement).value as Clip['drive'])}\n >\n ${CLIP_DRIVES.map(\n drive => html`<option value=${drive}>${i18next.t('figure.label.drive-' + drive)}</option>`\n )}\n </select>\n <button plain @click=${() => this.removeClip(at)} title=${i18next.t('figure.button.remove')}>\n <md-icon>close</md-icon>\n </button>\n </div>\n\n ${duplicate ? html`<p warn>${i18next.t('figure.text.clip-name-taken')}</p>` : nothing}\n ${nameless ? html`<p warn>${i18next.t('figure.text.clip-needs-a-name')}</p>` : nothing}\n ${on ? this.renderChannels(clip, at) : nothing}\n </div>\n `\n }\n\n private renderChannels(clip: Clip, at: number): TemplateResult {\n return html`\n <p quiet>${i18next.t('figure.text.drive-' + (clip.drive ?? 'loop') + '-note')}</p>\n\n ${clip.channels.length === 0 ? html`<p warn>${i18next.t('figure.text.clip-needs-a-channel')}</p>` : nothing}\n ${clip.channels.map((channel, j) => this.renderChannel(channel, at, j))}\n\n <button @click=${() => this.addChannel(at)}>\n <md-icon>add</md-icon>${i18next.t('figure.button.add-channel')}\n </button>\n `\n }\n\n /**\n * 채널 하나 — 어느 부품의 어느 속성을 움직이나.\n *\n * 없는 부품을 가리키는 채널은 붉게 낸다. 부품 이름을 바꾸면 그 순간 이렇게 되는데,\n * 검증은 저장할 때 말하고 여기서는 **그 자리에서** 보여 준다.\n */\n private renderChannel(channel: Channel, at: number, j: number): TemplateResult {\n const orphan = !this.partNames.includes(channel.target)\n const turning = channel.path === 'rotation'\n\n return html`\n <div channel ?orphan=${orphan}>\n <div row>\n <label>${i18next.t('figure.label.channel-target')}</label>\n <select\n .value=${live(channel.target ?? '')}\n @change=${(e: Event) => this.setChannel(at, j, { target: (e.target as HTMLSelectElement).value })}\n >\n ${orphan ? html`<option value=${channel.target}>${channel.target}</option>` : nothing}\n ${this.partNames.map(name => html`<option value=${name}>${name}</option>`)}\n </select>\n <button plain @click=${() => this.removeChannel(at, j)} title=${i18next.t('figure.button.remove')}>\n <md-icon>close</md-icon>\n </button>\n </div>\n\n ${orphan ? html`<p warn>${i18next.t('figure.text.channel-target-is-gone')}</p>` : nothing}\n\n <div row>\n <label>${i18next.t('figure.label.channel-path')}</label>\n <select\n .value=${live(channel.path)}\n @change=${(e: Event) => this.setPath(at, j, (e.target as HTMLSelectElement).value as ChannelPath)}\n >\n ${CHANNEL_PATHS.map(path => html`<option value=${path}>${i18next.t('figure.label.path-' + path)}</option>`)}\n </select>\n <select\n .value=${live(channel.interpolation ?? 'linear')}\n title=${i18next.t('figure.text.interpolation-explained')}\n @change=${(e: Event) =>\n this.setChannel(at, j, { interpolation: (e.target as HTMLSelectElement).value as Channel['interpolation'] })}\n >\n ${INTERPOLATIONS.map(\n one => html`<option value=${one}>${i18next.t('figure.label.interpolation-' + one)}</option>`\n )}\n </select>\n </div>\n\n <p quiet>${i18next.t('figure.text.path-' + channel.path + '-unit')}</p>\n\n ${turning ? this.renderPivot(channel, at, j) : nothing}\n ${this.renderKeys(channel, at, j)}\n </div>\n `\n }\n\n /**\n * 회전 중심 — **`rotation` 에서만 뜻이 있다.**\n *\n * 그래서 경로가 rotation 일 때만 낸다. 언제나 내면 저작자가 옮김·배율에도 적고, 검증이\n * 저장할 때 「쓰이지 않는다」고 알린다. 안 보이면 적을 일이 없다.\n */\n private renderPivot(channel: Channel, at: number, j: number): TemplateResult {\n const pivot = channel.pivot\n const on = pivot !== undefined\n\n return html`\n <div row>\n <label>${i18next.t('figure.label.channel-pivot')}</label>\n <button\n @click=${() => this.setChannel(at, j, { pivot: on ? undefined : { x: 0, y: 0, z: 0 } })}\n title=${i18next.t('figure.text.pivot-defaults-to-the-part-centre')}\n >\n ${i18next.t(on ? 'figure.button.pivot-clear' : 'figure.button.pivot-set')}\n </button>\n ${on\n ? AXES.map(\n axis => html`\n <input\n type=\"number\"\n step=\"1\"\n .value=${live(String(pivot![axis]))}\n aria-label=${axis}\n @change=${(e: Event) =>\n this.setChannel(at, j, {\n pivot: { ...pivot!, [axis]: Number((e.target as HTMLInputElement).value) || 0 }\n })}\n />\n `\n )\n : nothing}\n </div>\n `\n }\n\n /**\n * 키프레임 표.\n *\n * **둘 미만으로 못 내려간다.** 하나뿐이면 움직이는 것이 아니라 자세 하나이고, 형식이\n * 오류로 막는다. 저장하고 나서 알려 주는 것보다 지우는 단추를 죽이는 것이 낫다.\n *\n * 시각이 오름차순이어야 하는 것도 형식의 규칙이다. 여기서는 어긋난 줄을 붉게 내고 값을\n * 고치지는 않는다 — 저작자가 3 을 1 로 고치던 중일 수 있다.\n */\n private renderKeys(channel: Channel, at: number, j: number): TemplateResult {\n const keys = channel.keys ?? []\n\n return html`\n <table keys>\n <tr>\n <th>${i18next.t('figure.label.key-at')}</th>\n ${AXES.map(axis => html`<th>${axis}</th>`)}\n <th></th>\n </tr>\n ${keys.map((key, k) => {\n const backwards = k > 0 && key.at <= (keys[k - 1]!.at ?? 0)\n return html`\n <tr>\n <td>\n <input\n type=\"number\"\n step=\"0.1\"\n min=\"0\"\n ?bad=${backwards || key.at < 0}\n .value=${live(String(key.at))}\n title=${backwards ? i18next.t('figure.text.keys-must-rise') : ''}\n @change=${(e: Event) =>\n this.setKey(at, j, k, { at: Math.max(0, Number((e.target as HTMLInputElement).value) || 0) })}\n />\n </td>\n ${AXES.map(\n axis => html`\n <td>\n <input\n type=\"number\"\n step=${channel.path === 'scale' ? '0.1' : '1'}\n .value=${live(String(key.value[axis]))}\n aria-label=${axis}\n @change=${(e: Event) =>\n this.setKey(at, j, k, {\n value: { ...key.value, [axis]: Number((e.target as HTMLInputElement).value) || 0 }\n })}\n />\n </td>\n `\n )}\n <td drop>\n <button\n plain\n ?disabled=${keys.length <= 2}\n title=${keys.length <= 2 ? i18next.t('figure.text.two-keys-at-least') : i18next.t('figure.button.remove')}\n @click=${() => this.removeKey(at, j, k)}\n >\n <md-icon>close</md-icon>\n </button>\n </td>\n </tr>\n `\n })}\n </table>\n\n ${keys.some((key, k) => k > 0 && key.at <= (keys[k - 1]!.at ?? 0))\n ? html`<p warn>${i18next.t('figure.text.keys-must-rise')}</p>`\n : nothing}\n\n <button @click=${() => this.addKey(at, j)}>\n <md-icon>add</md-icon>${i18next.t('figure.button.add-key')}\n </button>\n `\n }\n\n /**\n * 움직이는 부품 예산.\n *\n * **넘어도 막지 않는다.** 움직이는 부품은 저마다 단독 묶음이라 draw call 이 늘고 프레임마다\n * 갱신이 는다 — 그 대가가 수로 보이면 저작자가 아낀다. 랜드마크 설비 하나는 정교해도 되고,\n * 그 값이 도면 예산에 드러나면 된다.\n */\n private renderBudget(): TemplateResult {\n const used = this.movingParts\n const over = used > LIMITS.animatedParts\n\n return html`\n <section>\n <h3>${i18next.t('figure.label.budget-animations')}</h3>\n <div budget ?over=${over}>\n <strong>${used}</strong>\n <span quiet>/ ${LIMITS.animatedParts}</span>\n </div>\n <p quiet>${i18next.t('figure.text.animated-parts-cost')}</p>\n ${over ? html`<p warn>${i18next.t('figure.text.animated-parts-over')}</p>` : nothing}\n </section>\n `\n }\n\n // ─── 고치기 ───────────────────────────────────────────────────────────────\n\n /**\n * 보드에 실어 올려보낸다.\n *\n * `animations` 는 도형 전체의 것이므로 부품 편집(`update-part`)이 아니라 `update-board` 로\n * 간다. 빈 배열은 칸을 지운다 — clip 을 다 지운 도형은 `animations: []` 가 아니라 없는 것이다.\n */\n private tell(animations: Clip[]): void {\n if (!this.board) return\n\n const board: BoardModel = { ...this.board }\n if (animations.length === 0) delete board.animations\n else board.animations = animations\n\n this.dispatchEvent(new CustomEvent('update-board', { detail: { board }, bubbles: true, composed: true }))\n }\n\n private patchClip(at: number, patch: Partial<Clip>): void {\n this.tell(this.clips.map((clip, i) => (i === at ? { ...clip, ...patch } : clip)))\n }\n\n private patchChannel(at: number, j: number, next: Channel): void {\n const clip = this.clips[at]\n if (!clip) return\n this.patchClip(at, { channels: clip.channels.map((channel, i) => (i === j ? next : channel)) })\n }\n\n private addClip(): void {\n const target = this.partNames[0]\n if (!target) return\n\n const clip: Clip = {\n name: freeName(this.clips),\n drive: 'loop',\n channels: [{ target, path: 'translation', keys: keysFor('translation') }]\n }\n\n this.open = this.clips.length\n this.tell([...this.clips, clip])\n }\n\n /** Recipe creates a valid, editable two-pose clip; it never saves or publishes the Figure. */\n private addRecipe(recipe: MotionRecipe): void {\n const target = this.recipeTarget || this.partNames[0]\n if (!target) return\n const channel: Channel = {\n target,\n path: recipe.path,\n keys: [{ at: 0, value: startValue(recipe.path) }, { at: 1, value: { ...recipe.end } }]\n }\n if (recipe.pivot) channel.pivot = { ...recipe.pivot }\n this.open = this.clips.length\n this.tell([...this.clips, { name: freeRecipeName(this.clips, recipe.name), drive: recipe.drive, channels: [channel] }])\n }\n\n private renameClip(at: number, name: string): void {\n this.patchClip(at, { name: name.trim() })\n }\n\n private setDrive(at: number, drive: Clip['drive']): void {\n this.patchClip(at, { drive })\n }\n\n private removeClip(at: number): void {\n if (this.open >= at) this.open = Math.max(0, this.open - 1)\n this.tell(this.clips.filter((_, i) => i !== at))\n }\n\n private addChannel(at: number): void {\n const clip = this.clips[at]\n const target = this.partNames[0]\n if (!clip || !target) return\n\n this.patchClip(at, {\n channels: [...clip.channels, { target, path: 'translation', keys: keysFor('translation') }]\n })\n }\n\n private setChannel(at: number, j: number, patch: Partial<Channel>): void {\n const channel = this.clips[at]?.channels[j]\n if (!channel) return\n\n const next: Channel = { ...channel, ...patch }\n /* `undefined` 를 얹는 것은 지우는 뜻이다. 남겨 두면 저장 형식에 빈 칸이 실린다. */\n if ('pivot' in patch && patch.pivot === undefined) delete next.pivot\n this.patchChannel(at, j, next)\n }\n\n /**\n * 경로를 바꾼다 — **값까지 함께 옮긴다.**\n *\n * 옮김·회전의 0 은 「제자리」인데 배율의 0 은 **부품을 지운다.** 경로만 바꾸고 값을 그대로\n * 두면 저작자는 부품이 사라진 것을 보고 도구가 고장 난 줄 안다. 그래서 옮김·회전 ↔ 배율을\n * 건널 때 시작값을 그 경로의 제자리로 되돌린다. 시각은 지킨다 — 저작자가 짠 박자다.\n */\n private setPath(at: number, j: number, path: ChannelPath): void {\n const channel = this.clips[at]?.channels[j]\n if (!channel) return\n\n const crossing = (channel.path === 'scale') !== (path === 'scale')\n const next: Channel = {\n ...channel,\n path,\n keys: crossing ? channel.keys.map(key => ({ at: key.at, value: startValue(path) })) : channel.keys\n }\n /* 회전이 아니면 회전 중심은 쓰이지 않는다. 남겨 두면 검증이 「쓰이지 않는다」고 알린다. */\n if (path !== 'rotation') delete next.pivot\n\n this.patchChannel(at, j, next)\n }\n\n private removeChannel(at: number, j: number): void {\n const clip = this.clips[at]\n if (!clip) return\n this.patchClip(at, { channels: clip.channels.filter((_, i) => i !== j) })\n }\n\n /** 마지막 키에서 1 초 뒤. 값은 그 키를 그대로 받는다 — 붙여 놓고 고치는 것이 짜기 쉽다. */\n private addKey(at: number, j: number): void {\n const channel = this.clips[at]?.channels[j]\n if (!channel) return\n\n const last = channel.keys[channel.keys.length - 1]\n const key: Keyframe = { at: (last?.at ?? 0) + 1, value: { ...(last?.value ?? startValue(channel.path)) } }\n this.patchChannel(at, j, { ...channel, keys: [...channel.keys, key] })\n }\n\n private setKey(at: number, j: number, k: number, patch: Partial<Keyframe>): void {\n const channel = this.clips[at]?.channels[j]\n if (!channel) return\n this.patchChannel(at, j, {\n ...channel,\n keys: channel.keys.map((key, i) => (i === k ? { ...key, ...patch } : key))\n })\n }\n\n /** 둘 미만으로 내려가지 않는다 — 단추가 이미 죽어 있지만 밖에서 불릴 수 있다. */\n private removeKey(at: number, j: number, k: number): void {\n const channel = this.clips[at]?.channels[j]\n if (!channel || channel.keys.length <= 2) return\n this.patchChannel(at, j, { ...channel, keys: channel.keys.filter((_, i) => i !== k) })\n }\n}\n"]}
1
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{ css, html, LitElement, nothing, type TemplateResult } from 'lit'\nimport { customElement, property, state } from 'lit/decorators.js'\nimport { live } from 'lit/directives/live.js'\n\nimport { i18next, localize } from '@operato/i18n'\nimport { ScrollbarStyles } from '@operato/styles'\n\nimport { AXES, CHANNEL_PATHS, INTERPOLATIONS, LIMITS } from '@hatiolab/figure-model'\nimport type { ChannelPath, Vec3 } from '@hatiolab/figure-model'\n\nimport type { FigureDraft, PartModel } from './figure-source.js'\n\n/**\n * 이 도형이 **어떻게 움직이는가.**\n *\n * ## 왜 탭 하나가 필요한가\n *\n * 움직임은 형식에 있고 런타임까지 서 있었다 — 검증이 촘촘히 보고, 청사진이 움직이는 부품을\n * 단독 묶음으로 빼고(합치면 따로 못 움직인다), 씬이 frameClock 을 구독해 실제로 돌린다.\n * 미리보기에도 clip 마다 슬라이더가 있었다.\n *\n * **만들 자리만 없었다.** 그래서 움직이는 도형을 얻는 길이 「AI 가 후보로 내놓는 것」 하나였고,\n * 채널 하나를 고치려면 손댈 화면이 없었다.\n *\n * ## 부품이 아니라 도형의 것이다\n *\n * clip 하나가 부품 여럿을 함께 움직인다 — 문 열림은 왼짝과 오른짝이 반대로 미끄러지는 것\n * 하나다. 그래서 부품을 고르고 「이 부품의 움직임」을 적는 형태가 될 수 없고, 속성 탭이 아니라\n * 자기 탭에 산다.\n *\n * ## 트윈은 타임라인을 재생하지 않는다\n *\n * 「문 열기 clip 을 재생하라」가 아니라 **「지금 40% 열려 있다」**다. 그 둘은 다른 것이라\n * 이 탭도 둘로 나뉜다.\n *\n * 애니메이션 시각이 흐른다. 인스턴스가 주는 수는 배속이다 — 도는 롤러\n * 파라미터 값이 자세를 만든다. 인스턴스가 주는 수는 물리량이다 — 1200mm 내려온 호이스트\n *\n * 한동안 뒤엣것이 애니메이션 안에 `drive: 'hold'` 로 숨어 있었다. 형식의 판단은 맞았는데\n * **자리와 이름이 틀려서**, 「길이값을 변수로 노출하라」는 요청에 저작자도 AI 도 이것을\n * 못 찾았다 — 애니메이션 칸에 있을 거라고 생각하지 않는다(ADR-0051).\n */\n\ntype Clip = NonNullable<FigureDraft['animations']>[number]\ntype Parameter = NonNullable<FigureDraft['parameters']>[number]\ntype Channel = Clip['channels'][number]\ntype Keyframe = Channel['keys'][number]\n\n/** 어느 목록의 몇째인가. 채널·키 편집기가 둘을 함께 쓴다. */\ntype MotionKind = 'clip' | 'parameter'\n\n/** A first-success motion: intent first, raw channel editing second. */\ninterface MotionRecipe {\n id: 'conveyor' | 'gate' | 'pusher' | 'lift'\n name: string\n kind: MotionKind\n path: ChannelPath\n end: Vec3\n pivot?: Vec3\n /** 파라미터 레시피만. 인스턴스가 주고받는 물리량이다. */\n range?: Parameter['range']\n}\n\n/*\n 레시피의 `end` 가 곧 그 범위의 끝 자세다 — 리프트가 100mm 올라가는 곡선이면 범위도\n 0~100mm 다. 둘이 어긋나면 저작자가 1200 을 주고도 100 만 올라가는 것을 보게 된다.\n*/\nconst MOTION_RECIPES: readonly MotionRecipe[] = [\n { id: 'conveyor', name: 'conveyor-running', kind: 'clip', path: 'rotation', end: { x: 360, y: 0, z: 0 } },\n {\n id: 'gate',\n name: 'gate-open',\n kind: 'parameter',\n path: 'rotation',\n end: { x: 0, y: 90, z: 0 },\n pivot: { x: 0, y: 0, z: 0 },\n range: { unit: '%', min: 0, max: 100 }\n },\n {\n id: 'pusher',\n name: 'pusher-position',\n kind: 'parameter',\n path: 'translation',\n end: { x: 100, y: 0, z: 0 },\n range: { unit: 'mm', min: 0, max: 100 }\n },\n {\n id: 'lift',\n name: 'lift-height',\n kind: 'parameter',\n path: 'translation',\n end: { x: 0, y: 100, z: 0 },\n range: { unit: 'mm', min: 0, max: 100 }\n }\n]\n\n/** 새 파라미터의 범위. 단위는 저작자가 고쳐 쓴다 — 형식은 단위를 해석하지 않는다. */\nconst NEW_RANGE: Parameter['range'] = { unit: 'mm', min: 0, max: 1000 }\n\n/** 새 clip 의 키 둘. **하나로 만들지 않는다** — 키 하나는 움직임이 아니라 자세다. */\nconst NEW_KEYS: Keyframe[] = [\n { at: 0, value: { x: 0, y: 0, z: 0 } },\n { at: 1, value: { x: 0, y: 0, z: 0 } }\n]\n\n/** `scale` 만 1 에서 시작한다 — 0 은 부품을 지운다. */\nfunction startValue(path: ChannelPath): Vec3 {\n return path === 'scale' ? { x: 1, y: 1, z: 1 } : { x: 0, y: 0, z: 0 }\n}\n\nfunction keysFor(path: ChannelPath): Keyframe[] {\n return NEW_KEYS.map(key => ({ at: key.at, value: startValue(path) }))\n}\n\n/**\n * 이미 쓴 이름을 비켜 간다.\n *\n * **두 목록을 함께 본다.** 인스턴스는 이름 하나로 값을 주므로 애니메이션과 파라미터가\n * 같은 이름을 가지면 어느 쪽에 준 것인지 알 수 없고, 형식이 그것을 오류로 막는다.\n */\nfunction freeName(taken: readonly { name: string }[], stem: string): string {\n const used = new Set(taken.map(one => one.name))\n if (!used.has(stem)) return stem\n for (let n = 2; ; n++) if (!used.has(`${stem}-${n}`)) return `${stem}-${n}`\n}\n\n@customElement('figure-animations')\nexport class FigureAnimations extends localize(i18next)(LitElement) {\n static styles = [\n ScrollbarStyles,\n css`\n :host {\n display: flex;\n flex-direction: column;\n min-height: 0;\n overflow-y: auto;\n background-color: var(--md-sys-color-surface-container-lowest);\n color: var(--md-sys-color-on-surface);\n font: var(--label-font, inherit);\n font-size: 0.76rem;\n }\n\n section {\n display: flex;\n flex-direction: column;\n gap: var(--spacing-medium, 8px);\n padding: var(--spacing-large, 12px);\n border-bottom: 1px solid var(--md-sys-color-outline-variant);\n }\n\n /* 다른 탭들과 같은 눈금이다 */\n h3 {\n margin: 0 0 2px 0;\n font-size: var(--ui-t-micro, 11px);\n font-weight: 700;\n letter-spacing: 0.04em;\n text-transform: uppercase;\n color: var(--md-sys-color-on-surface-variant, var(--md-sys-color-on-surface));\n }\n\n p[quiet] {\n margin: 0;\n font-size: 0.72rem;\n line-height: 1.5;\n color: var(--md-sys-color-on-surface-variant);\n }\n\n div[recipes] { display: grid; grid-template-columns: 1fr 1fr; gap: 6px; }\n button[recipe] { min-height: 54px; align-items: flex-start; flex-direction: column; text-align: left; }\n button[recipe] strong { font-size: 0.74rem; }\n button[recipe] span { color: var(--md-sys-color-on-surface-variant); font-size: 0.68rem; line-height: 1.35; }\n\n /* ── clip ─────────────────────────────────────────────────────── */\n\n div[clip] {\n display: flex;\n flex-direction: column;\n gap: var(--spacing-medium, 8px);\n padding: 8px;\n border: 1px solid var(--md-sys-color-outline-variant);\n border-radius: 4px;\n }\n div[clip][on] {\n border-color: var(--md-sys-color-primary);\n background-color: var(--md-sys-color-surface-container-low);\n }\n\n div[head] {\n display: flex;\n align-items: center;\n gap: 6px;\n }\n div[head] input[name] {\n flex: 1;\n min-width: 0;\n }\n\n /* ── channel ──────────────────────────────────────────────────── */\n\n div[channel] {\n display: flex;\n flex-direction: column;\n gap: 6px;\n padding: 6px 8px;\n border-left: 2px solid var(--md-sys-color-outline-variant);\n background-color: var(--md-sys-color-surface-container-lowest);\n }\n div[channel][orphan] {\n border-left-color: var(--md-sys-color-error);\n }\n\n div[row] {\n display: flex;\n align-items: center;\n gap: 6px;\n }\n div[row] > label {\n flex: none;\n min-width: 3.2em;\n color: var(--md-sys-color-on-surface-variant);\n }\n\n /* ── keyframe ─────────────────────────────────────────────────── */\n\n table[keys] {\n width: 100%;\n border-collapse: collapse;\n }\n table[keys] th {\n padding: 0 2px 2px;\n font-size: 0.68rem;\n font-weight: 600;\n text-align: left;\n color: var(--md-sys-color-on-surface-variant);\n }\n table[keys] td {\n padding: 1px 2px;\n }\n table[keys] input {\n width: 100%;\n min-width: 0;\n }\n table[keys] td[drop] {\n width: 1.6em;\n }\n\n input,\n select {\n box-sizing: border-box;\n padding: 3px 5px;\n font: inherit;\n font-size: 0.74rem;\n color: var(--md-sys-color-on-surface);\n background-color: var(--md-sys-color-surface-container-lowest);\n border: 1px solid var(--md-sys-color-outline-variant);\n border-radius: 3px;\n }\n input:focus,\n select:focus {\n outline: none;\n border-color: var(--md-sys-color-primary);\n }\n input[bad] {\n border-color: var(--md-sys-color-error);\n }\n\n button {\n display: inline-flex;\n align-items: center;\n gap: 3px;\n padding: 3px 8px;\n font: inherit;\n font-size: 0.72rem;\n color: var(--md-sys-color-on-surface);\n background-color: var(--md-sys-color-surface-container);\n border: 1px solid var(--md-sys-color-outline-variant);\n border-radius: 3px;\n cursor: pointer;\n }\n button:hover:not(:disabled) {\n background-color: var(--md-sys-color-surface-container-high);\n }\n button:disabled {\n opacity: 0.4;\n cursor: default;\n }\n button[plain] {\n padding: 1px 4px;\n background: none;\n border: none;\n color: var(--md-sys-color-on-surface-variant);\n }\n button[plain]:hover:not(:disabled) {\n color: var(--md-sys-color-error);\n background: none;\n }\n button md-icon {\n font-size: 14px;\n width: 14px;\n height: 14px;\n }\n\n /* ── 예산 ─────────────────────────────────────────────────────── */\n\n div[budget] {\n display: flex;\n align-items: baseline;\n gap: 6px;\n }\n div[budget] strong {\n font-size: 0.86rem;\n font-weight: 700;\n }\n div[budget][over] strong {\n color: var(--md-sys-color-error);\n }\n\n p[warn] {\n margin: 0;\n font-size: 0.7rem;\n line-height: 1.5;\n color: var(--md-sys-color-error);\n }\n `\n ]\n\n @property({ type: Object }) draft?: FigureDraft\n @property({ type: Array }) parts: PartModel[] = []\n\n /**\n * 펼쳐 둔 것. 이름이 아니라 **목록과 자리**로 잡는다 — 이름은 편집 중에 바뀐다.\n *\n * 목록이 둘이므로 자리 하나로는 모자란다. `clip:0` 과 `parameter:0` 은 다른 것이다.\n */\n @state() private open = ''\n @state() private recipeTarget = ''\n\n private get clips(): Clip[] {\n return this.draft?.animations ?? []\n }\n\n private get parameters(): Parameter[] {\n return this.draft?.parameters ?? []\n }\n\n /** 두 목록의 이름을 한자리에서 본다 — 인스턴스가 이름 하나로 값을 준다. */\n private get allNames(): { name: string }[] {\n return [...this.clips, ...this.parameters]\n }\n\n private channelsOf(kind: MotionKind, at: number): Channel[] {\n return (kind === 'clip' ? this.clips[at]?.channels : this.parameters[at]?.clip?.channels) ?? []\n }\n\n /** 부품 이름 — 채널이 이것을 가리킨다. */\n private get partNames(): string[] {\n return this.parts.map(part => part.name).filter(name => !!name)\n }\n\n /**\n * 몇 부품이 움직이나 — 채널이 가리키는 **서로 다른 부품**의 수.\n *\n * clip 수가 아니다. 한 부품을 세 clip 이 움직여도 그 부품 하나가 단독 묶음이 될 뿐이다.\n * 청사진이 묶음을 가르는 기준과 같은 셈이어야 화면의 수와 판정의 수가 맞는다.\n */\n private get movingParts(): number {\n const moving = new Set<string>()\n for (const clip of this.clips) for (const channel of clip.channels) moving.add(channel.target)\n for (const parameter of this.parameters) {\n for (const channel of parameter.clip?.channels ?? []) moving.add(channel.target)\n }\n return moving.size\n }\n\n render(): TemplateResult {\n if (!this.draft) return html``\n\n const nameless = this.partNames.length === 0\n\n return html`\n <section>\n <h3>${i18next.t('figure.label.animation')}</h3>\n <p quiet>${i18next.t('figure.text.animation-is-driven-by-a-fact')}</p>\n </section>\n\n ${this.renderRecipes()}\n\n <section>\n <h3>${i18next.t('figure.label.parameters')}</h3>\n <p quiet>${i18next.t('figure.text.parameter-is-a-value-not-a-timeline')}</p>\n ${this.parameters.map((parameter, at) => this.renderParameter(parameter, at))}\n <button @click=${() => this.addParameter()} ?disabled=${nameless}>\n <md-icon>add</md-icon>${i18next.t('figure.button.add-parameter')}\n </button>\n </section>\n\n <section>\n <h3>${i18next.t('figure.label.clips')}</h3>\n <p quiet>${i18next.t('figure.text.clip-is-time-running')}</p>\n ${this.clips.map((clip, at) => this.renderClip(clip, at))}\n <button @click=${() => this.addClip()} ?disabled=${nameless}>\n <md-icon>add</md-icon>${i18next.t('figure.button.add-clip')}\n </button>\n ${nameless ? html`<p quiet>${i18next.t('figure.text.animation-needs-a-named-part')}</p>` : nothing}\n </section>\n\n ${this.movingParts === 0 ? nothing : this.renderBudget()}\n `\n }\n\n /**\n * 빈 화면 — **이 탭이 무엇인지 가르치는 자리다.**\n *\n * 「clip 을 추가하세요」라고만 쓰면 처음 여는 사람은 clip 이 무엇인지 모른 채 단추를 누른다.\n * 그래서 무엇을 만들 수 있는지 예를 들고, 그것이 어떻게 움직이는지(사실이 들어온다)를 적는다.\n */\n private renderRecipes(): TemplateResult {\n return html`\n <section>\n <h3>${i18next.t('figure.label.motion-intent')}</h3>\n <p quiet>${i18next.t('figure.text.motion-intent-help')}</p>\n ${this.partNames.length\n ? html`<select .value=${this.recipeTarget} @change=${(e: Event) => (this.recipeTarget = (e.target as HTMLSelectElement).value)}>\n ${this.partNames.map(name => html`<option value=${name}>${name}</option>`)}\n </select>\n <div recipes>\n ${MOTION_RECIPES.map(recipe => html`\n <button recipe @click=${() => this.addRecipe(recipe)}>\n <strong>${i18next.t('figure.label.recipe-' + recipe.id)}</strong>\n <span>${i18next.t('figure.text.recipe-' + recipe.id)}</span>\n </button>\n `)}\n </div>`\n : html`<p quiet>${i18next.t('figure.text.animation-needs-a-named-part')}</p>`}\n </section>\n `\n }\n\n /** 이름이 다른 것과 겹치나. 두 목록을 함께 본다 — 인스턴스는 이름 하나로 값을 준다. */\n private taken(kind: MotionKind, at: number, name: string): boolean {\n const mine = kind === 'clip' ? this.clips[at] : this.parameters[at]\n return this.allNames.some(one => one !== mine && one.name === name)\n }\n\n private renderClip(clip: Clip, at: number): TemplateResult {\n const key = `clip:${at}`\n const on = this.open === key\n const duplicate = this.taken('clip', at, clip.name)\n const nameless = !clip.name?.trim()\n\n return html`\n <div clip ?on=${on}>\n <div head>\n <button plain @click=${() => (this.open = on ? '' : key)} title=${i18next.t('figure.label.channels')}>\n <md-icon>${on ? 'expand_more' : 'chevron_right'}</md-icon>\n </button>\n <input\n name\n .value=${live(clip.name ?? '')}\n ?bad=${duplicate || nameless}\n placeholder=${i18next.t('figure.label.clip-name')}\n title=${duplicate ? i18next.t('figure.text.clip-name-taken') : i18next.t('figure.text.clip-name-is-how-it-is-driven')}\n @change=${(e: Event) => this.renameClip(at, (e.target as HTMLInputElement).value)}\n />\n <button plain @click=${() => this.removeClip(at)} title=${i18next.t('figure.button.remove')}>\n <md-icon>close</md-icon>\n </button>\n </div>\n\n ${duplicate ? html`<p warn>${i18next.t('figure.text.clip-name-taken')}</p>` : nothing}\n ${nameless ? html`<p warn>${i18next.t('figure.text.clip-needs-a-name')}</p>` : nothing}\n ${on ? this.renderChannels('clip', at) : nothing}\n </div>\n `\n }\n\n /**\n * 파라미터 하나 — **이름·범위·자세.**\n *\n * 범위가 화면에 있어야 하는 이유는 그것이 **인스턴스와 주고받는 말**이기 때문이다.\n * 곡선은 0~1 이고 인스턴스는 mm 로 준다. 그 사이를 런타임이 맵하는데, 무엇부터 무엇\n * 까지인지 저작자가 정하지 않으면 값을 줄 수가 없다.\n */\n private renderParameter(parameter: Parameter, at: number): TemplateResult {\n const key = `parameter:${at}`\n const on = this.open === key\n const duplicate = this.taken('parameter', at, parameter.name)\n const nameless = !parameter.name?.trim()\n const range = parameter.range ?? NEW_RANGE\n const backwards = !(range.max > range.min)\n\n return html`\n <div clip ?on=${on}>\n <div head>\n <button plain @click=${() => (this.open = on ? '' : key)} title=${i18next.t('figure.label.channels')}>\n <md-icon>${on ? 'expand_more' : 'chevron_right'}</md-icon>\n </button>\n <input\n name\n .value=${live(parameter.name ?? '')}\n ?bad=${duplicate || nameless}\n placeholder=${i18next.t('figure.label.parameter-name')}\n title=${duplicate\n ? i18next.t('figure.text.clip-name-taken')\n : i18next.t('figure.text.parameter-name-is-how-a-value-arrives')}\n @change=${(e: Event) => this.renameParameter(at, (e.target as HTMLInputElement).value)}\n />\n <button plain @click=${() => this.removeParameter(at)} title=${i18next.t('figure.button.remove')}>\n <md-icon>close</md-icon>\n </button>\n </div>\n\n ${duplicate ? html`<p warn>${i18next.t('figure.text.clip-name-taken')}</p>` : nothing}\n ${nameless ? html`<p warn>${i18next.t('figure.text.parameter-needs-a-name')}</p>` : nothing}\n\n <div row>\n <label>${i18next.t('figure.label.parameter-range')}</label>\n <input\n type=\"number\"\n step=\"1\"\n ?bad=${backwards}\n .value=${live(String(range.min))}\n aria-label=\"min\"\n @change=${(e: Event) => this.setRange(at, { min: Number((e.target as HTMLInputElement).value) || 0 })}\n />\n <input\n type=\"number\"\n step=\"1\"\n ?bad=${backwards}\n .value=${live(String(range.max))}\n aria-label=\"max\"\n @change=${(e: Event) => this.setRange(at, { max: Number((e.target as HTMLInputElement).value) || 0 })}\n />\n <input\n unit\n .value=${live(range.unit ?? '')}\n placeholder=\"mm\"\n aria-label=\"unit\"\n title=${i18next.t('figure.text.unit-is-a-word-not-a-rule')}\n @change=${(e: Event) => this.setRange(at, { unit: (e.target as HTMLInputElement).value.trim() })}\n />\n </div>\n ${backwards ? html`<p warn>${i18next.t('figure.text.range-needs-room')}</p>` : nothing}\n\n <div row>\n <label>${i18next.t('figure.label.parameter-default')}</label>\n <input\n type=\"number\"\n step=\"1\"\n .value=${live(String(parameter.default ?? range.min))}\n @change=${(e: Event) => this.setDefault(at, Number((e.target as HTMLInputElement).value) || 0)}\n />\n </div>\n\n ${on ? this.renderChannels('parameter', at) : nothing}\n </div>\n `\n }\n\n private renderChannels(kind: MotionKind, at: number): TemplateResult {\n const channels = this.channelsOf(kind, at)\n\n return html`\n <p quiet>${i18next.t(kind === 'clip' ? 'figure.text.clip-is-time-running' : 'figure.text.parameter-curve-is-the-value-axis')}</p>\n\n ${channels.length === 0 ? html`<p warn>${i18next.t('figure.text.clip-needs-a-channel')}</p>` : nothing}\n ${channels.map((channel, j) => this.renderChannel(kind, channel, at, j))}\n\n <button @click=${() => this.addChannel(kind, at)}>\n <md-icon>add</md-icon>${i18next.t('figure.button.add-channel')}\n </button>\n `\n }\n\n /**\n * 채널 하나 — 어느 부품의 어느 속성을 움직이나.\n *\n * 없는 부품을 가리키는 채널은 붉게 낸다. 부품 이름을 바꾸면 그 순간 이렇게 되는데,\n * 검증은 저장할 때 말하고 여기서는 **그 자리에서** 보여 준다.\n */\n private renderChannel(kind: MotionKind, channel: Channel, at: number, j: number): TemplateResult {\n const orphan = !this.partNames.includes(channel.target)\n const turning = channel.path === 'rotation'\n\n return html`\n <div channel ?orphan=${orphan}>\n <div row>\n <label>${i18next.t('figure.label.channel-target')}</label>\n <select\n .value=${live(channel.target ?? '')}\n @change=${(e: Event) => this.setChannel(kind, at, j, { target: (e.target as HTMLSelectElement).value })}\n >\n ${orphan ? html`<option value=${channel.target}>${channel.target}</option>` : nothing}\n ${this.partNames.map(name => html`<option value=${name}>${name}</option>`)}\n </select>\n <button plain @click=${() => this.removeChannel(kind, at, j)} title=${i18next.t('figure.button.remove')}>\n <md-icon>close</md-icon>\n </button>\n </div>\n\n ${orphan ? html`<p warn>${i18next.t('figure.text.channel-target-is-gone')}</p>` : nothing}\n\n <div row>\n <label>${i18next.t('figure.label.channel-path')}</label>\n <select\n .value=${live(channel.path)}\n @change=${(e: Event) => this.setPath(kind, at, j, (e.target as HTMLSelectElement).value as ChannelPath)}\n >\n ${CHANNEL_PATHS.map(path => html`<option value=${path}>${i18next.t('figure.label.path-' + path)}</option>`)}\n </select>\n <select\n .value=${live(channel.interpolation ?? 'linear')}\n title=${i18next.t('figure.text.interpolation-explained')}\n @change=${(e: Event) =>\n this.setChannel(kind, at, j, { interpolation: (e.target as HTMLSelectElement).value as Channel['interpolation'] })}\n >\n ${INTERPOLATIONS.map(\n one => html`<option value=${one}>${i18next.t('figure.label.interpolation-' + one)}</option>`\n )}\n </select>\n </div>\n\n <p quiet>${i18next.t('figure.text.path-' + channel.path + '-unit')}</p>\n\n ${turning ? this.renderPivot(kind, channel, at, j) : nothing}\n ${this.renderKeys(kind, channel, at, j)}\n </div>\n `\n }\n\n /**\n * 회전 중심 — **`rotation` 에서만 뜻이 있다.**\n *\n * 그래서 경로가 rotation 일 때만 낸다. 언제나 내면 저작자가 옮김·배율에도 적고, 검증이\n * 저장할 때 「쓰이지 않는다」고 알린다. 안 보이면 적을 일이 없다.\n */\n private renderPivot(kind: MotionKind, channel: Channel, at: number, j: number): TemplateResult {\n const pivot = channel.pivot\n const on = pivot !== undefined\n\n return html`\n <div row>\n <label>${i18next.t('figure.label.channel-pivot')}</label>\n <button\n @click=${() => this.setChannel(kind, at, j, { pivot: on ? undefined : { x: 0, y: 0, z: 0 } })}\n title=${i18next.t('figure.text.pivot-defaults-to-the-part-centre')}\n >\n ${i18next.t(on ? 'figure.button.pivot-clear' : 'figure.button.pivot-set')}\n </button>\n ${on\n ? AXES.map(\n axis => html`\n <input\n type=\"number\"\n step=\"1\"\n .value=${live(String(pivot![axis]))}\n aria-label=${axis}\n @change=${(e: Event) =>\n this.setChannel(kind, at, j, {\n pivot: { ...pivot!, [axis]: Number((e.target as HTMLInputElement).value) || 0 }\n })}\n />\n `\n )\n : nothing}\n </div>\n `\n }\n\n /**\n * 키프레임 표.\n *\n * **둘 미만으로 못 내려간다.** 하나뿐이면 움직이는 것이 아니라 자세 하나이고, 형식이\n * 오류로 막는다. 저장하고 나서 알려 주는 것보다 지우는 단추를 죽이는 것이 낫다.\n *\n * 시각이 오름차순이어야 하는 것도 형식의 규칙이다. 여기서는 어긋난 줄을 붉게 내고 값을\n * 고치지는 않는다 — 저작자가 3 을 1 로 고치던 중일 수 있다.\n */\n private renderKeys(kind: MotionKind, channel: Channel, at: number, j: number): TemplateResult {\n const keys = channel.keys ?? []\n\n return html`\n <table keys>\n <tr>\n <th>${i18next.t('figure.label.key-at')}</th>\n ${AXES.map(axis => html`<th>${axis}</th>`)}\n <th></th>\n </tr>\n ${keys.map((key, k) => {\n const backwards = k > 0 && key.at <= (keys[k - 1]!.at ?? 0)\n return html`\n <tr>\n <td>\n <input\n type=\"number\"\n step=\"0.1\"\n min=\"0\"\n ?bad=${backwards || key.at < 0}\n .value=${live(String(key.at))}\n title=${backwards ? i18next.t('figure.text.keys-must-rise') : ''}\n @change=${(e: Event) =>\n this.setKey(kind, at, j, k, { at: Math.max(0, Number((e.target as HTMLInputElement).value) || 0) })}\n />\n </td>\n ${AXES.map(\n axis => html`\n <td>\n <input\n type=\"number\"\n step=${channel.path === 'scale' ? '0.1' : '1'}\n .value=${live(String(key.value[axis]))}\n aria-label=${axis}\n @change=${(e: Event) =>\n this.setKey(kind, at, j, k, {\n value: { ...key.value, [axis]: Number((e.target as HTMLInputElement).value) || 0 }\n })}\n />\n </td>\n `\n )}\n <td drop>\n <button\n plain\n ?disabled=${keys.length <= 2}\n title=${keys.length <= 2 ? i18next.t('figure.text.two-keys-at-least') : i18next.t('figure.button.remove')}\n @click=${() => this.removeKey(kind, at, j, k)}\n >\n <md-icon>close</md-icon>\n </button>\n </td>\n </tr>\n `\n })}\n </table>\n\n ${keys.some((key, k) => k > 0 && key.at <= (keys[k - 1]!.at ?? 0))\n ? html`<p warn>${i18next.t('figure.text.keys-must-rise')}</p>`\n : nothing}\n\n <button @click=${() => this.addKey(kind, at, j)}>\n <md-icon>add</md-icon>${i18next.t('figure.button.add-key')}\n </button>\n `\n }\n\n /**\n * 움직이는 부품 예산.\n *\n * **넘어도 막지 않는다.** 움직이는 부품은 저마다 단독 묶음이라 draw call 이 늘고 프레임마다\n * 갱신이 는다 — 그 대가가 수로 보이면 저작자가 아낀다. 랜드마크 설비 하나는 정교해도 되고,\n * 그 값이 도면 예산에 드러나면 된다.\n */\n private renderBudget(): TemplateResult {\n const used = this.movingParts\n const over = used > LIMITS.animatedParts\n\n return html`\n <section>\n <h3>${i18next.t('figure.label.budget-animations')}</h3>\n <div budget ?over=${over}>\n <strong>${used}</strong>\n <span quiet>/ ${LIMITS.animatedParts}</span>\n </div>\n <p quiet>${i18next.t('figure.text.animated-parts-cost')}</p>\n ${over ? html`<p warn>${i18next.t('figure.text.animated-parts-over')}</p>` : nothing}\n </section>\n `\n }\n\n // ─── 고치기 ───────────────────────────────────────────────────────────────\n\n /**\n * 초안에 실어 올려보낸다.\n *\n * `animations` 는 도형 전체의 것이므로 부품 편집(`update-part`)이 아니라 `update-draft` 로\n * 간다. 빈 배열은 칸을 지운다 — clip 을 다 지운 도형은 `animations: []` 가 아니라 없는 것이다.\n */\n private tell(over: { animations?: Clip[]; parameters?: Parameter[] }): void {\n if (!this.draft) return\n\n const draft: FigureDraft = { ...this.draft, ...over }\n if (!draft.animations?.length) delete draft.animations\n if (!draft.parameters?.length) delete draft.parameters\n\n this.dispatchEvent(new CustomEvent('update-draft', { detail: { draft }, bubbles: true, composed: true }))\n }\n\n private patchClip(at: number, patch: Partial<Clip>): void {\n this.tell({ animations: this.clips.map((clip, i) => (i === at ? { ...clip, ...patch } : clip)) })\n }\n\n private patchParameter(at: number, patch: Partial<Parameter>): void {\n this.tell({ parameters: this.parameters.map((one, i) => (i === at ? { ...one, ...patch } : one)) })\n }\n\n /** 채널 묶음을 통째로 얹는다. **어느 목록이든 같은 자리에 닿는다.** */\n private setChannels(kind: MotionKind, at: number, channels: Channel[]): void {\n if (kind === 'clip') this.patchClip(at, { channels })\n else {\n const parameter = this.parameters[at]\n if (!parameter) return\n this.patchParameter(at, { clip: { ...parameter.clip, channels } })\n }\n }\n\n private patchChannel(kind: MotionKind, at: number, j: number, next: Channel): void {\n this.setChannels(\n kind,\n at,\n this.channelsOf(kind, at).map((channel, i) => (i === j ? next : channel))\n )\n }\n\n private addClip(): void {\n const target = this.partNames[0]\n if (!target) return\n\n const clip: Clip = {\n name: freeName(this.allNames, 'clip-1'),\n channels: [{ target, path: 'translation', keys: keysFor('translation') }]\n }\n\n this.open = `clip:${this.clips.length}`\n this.tell({ animations: [...this.clips, clip] })\n }\n\n private addParameter(): void {\n const target = this.partNames[0]\n if (!target) return\n\n const parameter: Parameter = {\n name: freeName(this.allNames, 'parameter-1'),\n range: { ...NEW_RANGE },\n clip: { channels: [{ target, path: 'translation', keys: keysFor('translation') }] }\n }\n\n this.open = `parameter:${this.parameters.length}`\n this.tell({ parameters: [...this.parameters, parameter] })\n }\n\n /**\n * Recipe creates a valid, editable two-pose motion; it never saves or publishes the Figure.\n *\n * 어느 목록으로 가는지는 레시피가 안다 — 도는 롤러는 애니메이션이고 열리는 문은\n * 파라미터다. 저작자에게 그 갈래를 먼저 고르게 하지 않는 이유가 이것이다.\n */\n private addRecipe(recipe: MotionRecipe): void {\n const target = this.recipeTarget || this.partNames[0]\n if (!target) return\n\n const channel: Channel = {\n target,\n path: recipe.path,\n keys: [{ at: 0, value: startValue(recipe.path) }, { at: 1, value: { ...recipe.end } }]\n }\n if (recipe.pivot) channel.pivot = { ...recipe.pivot }\n\n const name = freeName(this.allNames, recipe.name)\n\n if (recipe.kind === 'clip') {\n this.open = `clip:${this.clips.length}`\n this.tell({ animations: [...this.clips, { name, channels: [channel] }] })\n return\n }\n\n this.open = `parameter:${this.parameters.length}`\n this.tell({\n parameters: [...this.parameters, { name, range: { ...(recipe.range ?? NEW_RANGE) }, clip: { channels: [channel] } }]\n })\n }\n\n private renameClip(at: number, name: string): void {\n this.patchClip(at, { name: name.trim() })\n }\n\n private renameParameter(at: number, name: string): void {\n this.patchParameter(at, { name: name.trim() })\n }\n\n private setRange(at: number, patch: Partial<Parameter['range']>): void {\n const parameter = this.parameters[at]\n if (!parameter) return\n this.patchParameter(at, { range: { ...(parameter.range ?? NEW_RANGE), ...patch } })\n }\n\n private setDefault(at: number, value: number): void {\n this.patchParameter(at, { default: value })\n }\n\n private removeClip(at: number): void {\n this.open = ''\n this.tell({ animations: this.clips.filter((_, i) => i !== at) })\n }\n\n private removeParameter(at: number): void {\n this.open = ''\n this.tell({ parameters: this.parameters.filter((_, i) => i !== at) })\n }\n\n private addChannel(kind: MotionKind, at: number): void {\n const target = this.partNames[0]\n if (!target) return\n\n this.setChannels(kind, at, [\n ...this.channelsOf(kind, at),\n { target, path: 'translation', keys: keysFor('translation') }\n ])\n }\n\n private setChannel(kind: MotionKind, at: number, j: number, patch: Partial<Channel>): void {\n const channel = this.channelsOf(kind, at)[j]\n if (!channel) return\n\n const next: Channel = { ...channel, ...patch }\n /* `undefined` 를 얹는 것은 지우는 뜻이다. 남겨 두면 저장 형식에 빈 칸이 실린다. */\n if ('pivot' in patch && patch.pivot === undefined) delete next.pivot\n this.patchChannel(kind, at, j, next)\n }\n\n /**\n * 경로를 바꾼다 — **값까지 함께 옮긴다.**\n *\n * 옮김·회전의 0 은 「제자리」인데 배율의 0 은 **부품을 지운다.** 경로만 바꾸고 값을 그대로\n * 두면 저작자는 부품이 사라진 것을 보고 도구가 고장 난 줄 안다. 그래서 옮김·회전 ↔ 배율을\n * 건널 때 시작값을 그 경로의 제자리로 되돌린다. 시각은 지킨다 — 저작자가 짠 박자다.\n */\n private setPath(kind: MotionKind, at: number, j: number, path: ChannelPath): void {\n const channel = this.channelsOf(kind, at)[j]\n if (!channel) return\n\n const crossing = (channel.path === 'scale') !== (path === 'scale')\n const next: Channel = {\n ...channel,\n path,\n keys: crossing ? channel.keys.map(key => ({ at: key.at, value: startValue(path) })) : channel.keys\n }\n /* 회전이 아니면 회전 중심은 쓰이지 않는다. 남겨 두면 검증이 「쓰이지 않는다」고 알린다. */\n if (path !== 'rotation') delete next.pivot\n\n this.patchChannel(kind, at, j, next)\n }\n\n private removeChannel(kind: MotionKind, at: number, j: number): void {\n this.setChannels(\n kind,\n at,\n this.channelsOf(kind, at).filter((_, i) => i !== j)\n )\n }\n\n /** 마지막 키에서 1 초 뒤. 값은 그 키를 그대로 받는다 — 붙여 놓고 고치는 것이 짜기 쉽다. */\n private addKey(kind: MotionKind, at: number, j: number): void {\n const channel = this.channelsOf(kind, at)[j]\n if (!channel) return\n\n const last = channel.keys[channel.keys.length - 1]\n const key: Keyframe = { at: (last?.at ?? 0) + 1, value: { ...(last?.value ?? startValue(channel.path)) } }\n this.patchChannel(kind, at, j, { ...channel, keys: [...channel.keys, key] })\n }\n\n private setKey(kind: MotionKind, at: number, j: number, k: number, patch: Partial<Keyframe>): void {\n const channel = this.channelsOf(kind, at)[j]\n if (!channel) return\n this.patchChannel(kind, at, j, {\n ...channel,\n keys: channel.keys.map((key, i) => (i === k ? { ...key, ...patch } : key))\n })\n }\n\n /** 둘 미만으로 내려가지 않는다 — 단추가 이미 죽어 있지만 밖에서 불릴 수 있다. */\n private removeKey(kind: MotionKind, at: number, j: number, k: number): void {\n const channel = this.channelsOf(kind, at)[j]\n if (!channel || channel.keys.length <= 2) return\n this.patchChannel(kind, at, j, { ...channel, keys: channel.keys.filter((_, i) => i !== k) })\n }\n}\n"]}
@@ -1,9 +1,9 @@
1
1
  import { LitElement } from 'lit';
2
2
  import type { ViewSettings } from './figure-view.js';
3
- import type { BoardModel, PartModel } from './figure-source.js';
3
+ import type { FigureDraft, PartModel } from './figure-source.js';
4
4
  declare const FigureCanvas_base: (new (...args: any[]) => LitElement) & typeof LitElement;
5
5
  /**
6
- * 편집 캔버스 — 부품들을 보드 위에 세우고, 여기서 고치게 한다.
6
+ * 편집 캔버스 — 부품들을 기준 상자 위에 세우고, 여기서 고치게 한다.
7
7
  *
8
8
  * ## 미리보기가 아니다
9
9
  *
@@ -21,10 +21,10 @@ declare const FigureCanvas_base: (new (...args: any[]) => LitElement) & typeof L
21
21
  * 이제 부품 하나가 컴포넌트 하나다. 선택 · 기즈모 · 윤곽선 · 다중 선택 · 되돌리기가
22
22
  * 씬의 기본 동작으로 그냥 된다.
23
23
  *
24
- * ## 보드가 곧 기준 상자다
24
+ * ## 초안이 곧 기준 상자다
25
25
  *
26
- * 보드의 `width` · `height` · `depth` 가 `FigureSource.base` 다. 부품 좌표를 변환할 때
27
- * 보드 중심만 빼면 된다 — `figure-source.ts` 가 그 일을 한다.
26
+ * 초안의 `width` · `height` · `depth` 가 `FigureSource.base` 다. 부품 좌표를 변환할 때
27
+ * 상자 중심만 빼면 된다 — `figure-source.ts` 가 그 일을 한다.
28
28
  *
29
29
  * ## 다시 세우지 않는다
30
30
  *
@@ -39,10 +39,10 @@ export declare class FigureCanvas extends FigureCanvas_base {
39
39
  *
40
40
  * 한동안 `FigureSource` 로 받아 여기서 변환했다. 그런데 모델러 페이지가 갖고 있는 것이
41
41
  * 이미 씬 모델이므로, 그러면 값을 하나 고칠 때마다 왕복 변환이 한 번씩 일어난다.
42
- * 무손실이긴 하지만 하는 일이 없다 — 보드가보드이고 부품이 곧 컴포넌트다.
42
+ * 무손실이긴 하지만 하는 일이 없다 — 초안이판이고 부품이 곧 컴포넌트다.
43
43
  */
44
44
  figureId?: string;
45
- board?: BoardModel;
45
+ draft?: FigureDraft;
46
46
  /** 보기 설정. 자산이 아니라 작업대다 — 저장되지 않는다(`figure-view.ts`). */
47
47
  view: ViewSettings;
48
48
  parts: PartModel[];
@@ -4,18 +4,7 @@ import { customElement, property, query, state } from 'lit/decorators.js';
4
4
  import { i18next, localize } from '@operato/i18n';
5
5
  import { create, Model } from '@hatiolab/things-scene';
6
6
  import { gridStep } from './part-edits.js';
7
- import { DEFAULT_VIEW, WORKBENCH } from './figure-view.js';
8
- function toScenePlacement(placement) {
9
- switch (placement) {
10
- case 'ceiling':
11
- return 'inverted';
12
- case 'center':
13
- return 'space';
14
- case 'floor':
15
- default:
16
- return 'floor';
17
- }
18
- }
7
+ import { DEFAULT_VIEW, sceneLook, WORKBENCH } from './figure-view.js';
19
8
  /**
20
9
  * 판의 종이 색 — 거의 흰색.
21
10
  *
@@ -44,7 +33,7 @@ function changedKeys(now, wanted) {
44
33
  return any ? diff : null;
45
34
  }
46
35
  /**
47
- * 편집 캔버스 — 부품들을 보드 위에 세우고, 여기서 고치게 한다.
36
+ * 편집 캔버스 — 부품들을 기준 상자 위에 세우고, 여기서 고치게 한다.
48
37
  *
49
38
  * ## 미리보기가 아니다
50
39
  *
@@ -62,10 +51,10 @@ function changedKeys(now, wanted) {
62
51
  * 이제 부품 하나가 컴포넌트 하나다. 선택 · 기즈모 · 윤곽선 · 다중 선택 · 되돌리기가
63
52
  * 씬의 기본 동작으로 그냥 된다.
64
53
  *
65
- * ## 보드가 곧 기준 상자다
54
+ * ## 초안이 곧 기준 상자다
66
55
  *
67
- * 보드의 `width` · `height` · `depth` 가 `FigureSource.base` 다. 부품 좌표를 변환할 때
68
- * 보드 중심만 빼면 된다 — `figure-source.ts` 가 그 일을 한다.
56
+ * 초안의 `width` · `height` · `depth` 가 `FigureSource.base` 다. 부품 좌표를 변환할 때
57
+ * 상자 중심만 빼면 된다 — `figure-source.ts` 가 그 일을 한다.
69
58
  *
70
59
  * ## 다시 세우지 않는다
71
60
  *
@@ -201,7 +190,7 @@ let FigureCanvas = class FigureCanvas extends localize(i18next)(LitElement) {
201
190
  return;
202
191
  if (changed.has('revision'))
203
192
  this.standing = undefined;
204
- if (changed.has('board') || changed.has('parts') || changed.has('figureId') || changed.has('revision'))
193
+ if (changed.has('draft') || changed.has('parts') || changed.has('figureId') || changed.has('revision'))
205
194
  this.standUp();
206
195
  if (changed.has('view'))
207
196
  this.applyView();
@@ -228,8 +217,8 @@ let FigureCanvas = class FigureCanvas extends localize(i18next)(LitElement) {
228
217
  * 숫자 하나 고칠 때마다 화면이 처음으로 돌아간다.
229
218
  */
230
219
  standUp() {
231
- const board = this.board;
232
- if (!board) {
220
+ const draft = this.draft;
221
+ if (!draft) {
233
222
  this.teardown();
234
223
  this.cannot = i18next.t('figure.text.canvas-appears-once-a-part-exists');
235
224
  return;
@@ -240,7 +229,7 @@ let FigureCanvas = class FigureCanvas extends localize(i18next)(LitElement) {
240
229
  this.cannot = i18next.t('figure.text.canvas-appears-once-a-part-exists');
241
230
  return;
242
231
  }
243
- const signature = `${this.figureId ?? ''}:${board.width}x${board.height}x${board.depth}:${board.placement ?? 'floor'}`;
232
+ const signature = `${this.figureId ?? ''}:${draft.width}x${draft.height}x${draft.depth}`;
244
233
  if (this.scene && this.standing === signature) {
245
234
  this.syncParts();
246
235
  return;
@@ -251,10 +240,9 @@ let FigureCanvas = class FigureCanvas extends localize(i18next)(LitElement) {
251
240
  target: this.stage,
252
241
  model: {
253
242
  type: 'model-layer',
254
- width: board.width,
255
- height: board.height,
256
- depth: board.depth,
257
- placement: toScenePlacement(board.placement),
243
+ width: draft.width,
244
+ height: draft.height,
245
+ depth: draft.depth,
258
246
  threed: true,
259
247
  environment: 'studio',
260
248
  /*
@@ -269,7 +257,7 @@ let FigureCanvas = class FigureCanvas extends localize(i18next)(LitElement) {
269
257
  보드는 이 값을 안 주므로 안 보인다.
270
258
  */
271
259
  ...this.sceneView(),
272
- gridStep: gridStep(board),
260
+ gridStep: gridStep(draft),
273
261
  sky: 'color',
274
262
  /*
275
263
  판의 면 — 2D 는 밝은 종이, 3D 는 없음.
@@ -344,8 +332,7 @@ let FigureCanvas = class FigureCanvas extends localize(i18next)(LitElement) {
344
332
  * 이름이다. 표를 두면 씬이 새 설정을 받아도 이쪽이 모른다.
345
333
  */
346
334
  sceneView() {
347
- const { grid, gridLabels, floor, environment, skyColor, ...light } = this.view ?? DEFAULT_VIEW;
348
- return { grid, gridLabels, floor, environment, skyColor, ...light };
335
+ return sceneLook(this.view ?? DEFAULT_VIEW);
349
336
  }
350
337
  /**
351
338
  * 설정이 바뀌면 **씬에 그대로 넣는다.** 다시 세우지 않는다.
@@ -355,11 +342,11 @@ let FigureCanvas = class FigureCanvas extends localize(i18next)(LitElement) {
355
342
  * 밝기 하나 끄는 동안 화면이 계속 처음으로 돌아간다.
356
343
  */
357
344
  applyView() {
358
- const board = this.scene?.root;
359
- if (!board)
345
+ const draft = this.scene?.root;
346
+ if (!draft)
360
347
  return;
361
- board.set?.(this.sceneView());
362
- board.invalidate?.();
348
+ draft.set?.(this.sceneView());
349
+ draft.invalidate?.();
363
350
  }
364
351
  /**
365
352
  * 부품 목록을 씬에 맞춘다. **다시 세우지 않고 바뀐 것만 고친다.**
@@ -409,9 +396,9 @@ let FigureCanvas = class FigureCanvas extends localize(i18next)(LitElement) {
409
396
  * 목록이 바뀌면 엉뚱한 부품을 가리킨다.
410
397
  */
411
398
  watchScene() {
412
- const board = this.scene?.root;
413
- const root = board?.root;
414
- if (!board || !root?.on || this.viewOnly)
399
+ const draft = this.scene?.root;
400
+ const root = draft?.root;
401
+ if (!draft || !root?.on || this.viewOnly)
415
402
  return;
416
403
  root.on('selected', (after) => {
417
404
  const chosen = after?.[0];
@@ -428,7 +415,7 @@ let FigureCanvas = class FigureCanvas extends localize(i18next)(LitElement) {
428
415
  뒤에 붙여 부모에게 넘긴다. 첫 인자를 컴포넌트로 읽으면 아무 일도 안 일어난다 —
429
416
  실제로 그랬다.
430
417
  */
431
- board.on?.('change', (...args) => {
418
+ draft.on?.('change', (...args) => {
432
419
  const hint = args[args.length - 1];
433
420
  const changed = hint?.origin;
434
421
  const name = changed?.state?.name;
@@ -443,13 +430,13 @@ let FigureCanvas = class FigureCanvas extends localize(i18next)(LitElement) {
443
430
  }
444
431
  /** 목록에서 고른 것을 캔버스의 선택에 맞춘다. */
445
432
  showPicked() {
446
- const board = this.scene?.root;
447
- const root = board?.root;
448
- if (!board || !root)
433
+ const draft = this.scene?.root;
434
+ const root = draft?.root;
435
+ if (!draft || !root)
449
436
  return;
450
437
  const component = this.picked ? this.partsOnBoard().get(this.picked) : undefined;
451
438
  root.selected = component ? [component] : [];
452
- board.invalidate?.();
439
+ draft.invalidate?.();
453
440
  }
454
441
  tell(what, detail) {
455
442
  this.dispatchEvent(new CustomEvent(what, { detail, bubbles: true, composed: true }));
@@ -467,7 +454,7 @@ __decorate([
467
454
  __decorate([
468
455
  property({ type: Object }),
469
456
  __metadata("design:type", Object)
470
- ], FigureCanvas.prototype, "board", void 0);
457
+ ], FigureCanvas.prototype, "draft", void 0);
471
458
  __decorate([
472
459
  property({ type: Object }),
473
460
  __metadata("design:type", Object)