@things-factory/figure-ui 10.1.27 → 10.1.28

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Files changed (75) hide show
  1. package/client/graphql/index.ts +23 -0
  2. package/client/modeller/base-box.ts +104 -0
  3. package/client/modeller/figure-animations.ts +81 -8
  4. package/client/modeller/figure-canvas.ts +18 -3
  5. package/client/modeller/figure-inspector.ts +151 -2
  6. package/client/modeller/figure-preview.ts +55 -0
  7. package/client/modeller/figure-report.ts +9 -4
  8. package/client/modeller/figure-side.ts +9 -1
  9. package/client/modeller/figure-source.ts +8 -0
  10. package/client/modeller/joint-edits.ts +66 -5
  11. package/client/modeller/joint-gizmo.ts +118 -0
  12. package/client/modeller/pose-defaults.ts +67 -0
  13. package/client/modeller/proposal.ts +9 -3
  14. package/client/modeller/scene-budget.ts +31 -40
  15. package/client/pages/figure-list-page.ts +4 -9
  16. package/client/pages/figure-modeller-page.ts +124 -41
  17. package/dist-client/graphql/index.d.ts +7 -0
  18. package/dist-client/graphql/index.js +21 -0
  19. package/dist-client/graphql/index.js.map +1 -1
  20. package/dist-client/modeller/base-box.d.ts +47 -0
  21. package/dist-client/modeller/base-box.js +52 -0
  22. package/dist-client/modeller/base-box.js.map +1 -0
  23. package/dist-client/modeller/figure-animations.d.ts +15 -0
  24. package/dist-client/modeller/figure-animations.js +77 -8
  25. package/dist-client/modeller/figure-animations.js.map +1 -1
  26. package/dist-client/modeller/figure-canvas.d.ts +9 -0
  27. package/dist-client/modeller/figure-canvas.js +14 -3
  28. package/dist-client/modeller/figure-canvas.js.map +1 -1
  29. package/dist-client/modeller/figure-inspector.d.ts +26 -0
  30. package/dist-client/modeller/figure-inspector.js +139 -2
  31. package/dist-client/modeller/figure-inspector.js.map +1 -1
  32. package/dist-client/modeller/figure-preview.d.ts +15 -0
  33. package/dist-client/modeller/figure-preview.js +46 -0
  34. package/dist-client/modeller/figure-preview.js.map +1 -1
  35. package/dist-client/modeller/figure-report.d.ts +3 -2
  36. package/dist-client/modeller/figure-report.js +9 -4
  37. package/dist-client/modeller/figure-report.js.map +1 -1
  38. package/dist-client/modeller/figure-side.d.ts +5 -1
  39. package/dist-client/modeller/figure-side.js +12 -0
  40. package/dist-client/modeller/figure-side.js.map +1 -1
  41. package/dist-client/modeller/figure-source.d.ts +7 -0
  42. package/dist-client/modeller/figure-source.js.map +1 -1
  43. package/dist-client/modeller/joint-edits.d.ts +23 -3
  44. package/dist-client/modeller/joint-edits.js +53 -5
  45. package/dist-client/modeller/joint-edits.js.map +1 -1
  46. package/dist-client/modeller/joint-gizmo.d.ts +31 -0
  47. package/dist-client/modeller/joint-gizmo.js +104 -0
  48. package/dist-client/modeller/joint-gizmo.js.map +1 -0
  49. package/dist-client/modeller/pose-defaults.d.ts +9 -0
  50. package/dist-client/modeller/pose-defaults.js +35 -0
  51. package/dist-client/modeller/pose-defaults.js.map +1 -0
  52. package/dist-client/modeller/proposal.d.ts +1 -1
  53. package/dist-client/modeller/proposal.js +8 -3
  54. package/dist-client/modeller/proposal.js.map +1 -1
  55. package/dist-client/modeller/scene-budget.d.ts +31 -34
  56. package/dist-client/modeller/scene-budget.js +28 -37
  57. package/dist-client/modeller/scene-budget.js.map +1 -1
  58. package/dist-client/pages/figure-list-page.js +4 -9
  59. package/dist-client/pages/figure-list-page.js.map +1 -1
  60. package/dist-client/pages/figure-modeller-page.d.ts +43 -0
  61. package/dist-client/pages/figure-modeller-page.js +121 -40
  62. package/dist-client/pages/figure-modeller-page.js.map +1 -1
  63. package/dist-client/tsconfig.tsbuildinfo +1 -1
  64. package/package.json +3 -3
  65. package/test/ai-proposal-contract.test.ts +16 -11
  66. package/test/base-box.test.ts +154 -0
  67. package/test/joint-edits.test.ts +37 -2
  68. package/test/joint-gizmo.test.ts +174 -0
  69. package/test/pose-defaults.test.ts +71 -0
  70. package/test/scene-budget.test.ts +53 -0
  71. package/translations/en.json +13 -2
  72. package/translations/ja.json +13 -2
  73. package/translations/ko.json +13 -2
  74. package/translations/ms.json +13 -2
  75. package/translations/zh.json +13 -2
@@ -41,6 +41,8 @@ let FigureSide = class FigureSide extends localize(i18next)(LitElement) {
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  this.figureVersion = 0;
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  this.dirty = false;
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  this.parts = [];
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+ /** 이 고침이 이미 놓인 인스턴스에 무엇을 하나(ADR-0063 결정 3). 발행 전 도형에는 비어 있다. */
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+ this.contract = [];
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  this.selected = -1;
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  /** 저작 화면의 보기 설정. 자산이 아니라 작업대다 — 저장되지 않는다. */
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  this.view = DEFAULT_VIEW;
@@ -177,6 +179,8 @@ let FigureSide = class FigureSide extends localize(i18next)(LitElement) {
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  .figureTags=${this.figureTags}
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  .draft=${this.draft}
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  .parts=${this.parts}
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+ .contract=${this.contract}
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+ .contractFailure=${this.contractFailure}
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  .selected=${this.selected}
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  ></figure-inspector>
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@@ -276,6 +280,14 @@ __decorate([
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  property({ type: Object }),
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  __metadata("design:type", Object)
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  ], FigureSide.prototype, "source", void 0);
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+ __decorate([
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+ property({ type: Array }),
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+ __metadata("design:type", Array)
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+ ], FigureSide.prototype, "contract", void 0);
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+ __decorate([
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+ property({ type: String }),
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+ __metadata("design:type", String)
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+ ], FigureSide.prototype, "contractFailure", void 0);
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  __decorate([
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  property({ type: Number }),
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  __metadata("design:type", Object)
@@ -1 +1 @@
1
- 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'@material/web/icon/icon.js'\nimport './figure-inspector.js'\nimport './figure-capabilities.js'\nimport './figure-animations.js'\nimport './figure-report.js'\nimport './figure-settings.js'\nimport './figure-history-panel.js'\n\nimport { css, html, LitElement } from 'lit'\nimport { customElement, property, state } from 'lit/decorators.js'\n\nimport { i18next, localize } from '@operato/i18n'\nimport type { FigureSource } from '@hatiolab/figure-model'\n\nimport type { FigureDraft, PartModel } from './figure-source.js'\nimport { DEFAULT_VIEW } from './figure-view.js'\nimport type { ViewSettings } from './figure-view.js'\n\ntype Tab = 'properties' | 'capability' | 'animation' | 'verdict' | 'view' | 'history'\n\n/**\n * 저작면 오른쪽 칸 — 속성과 판정을 탭으로 겹쳐 둔다.\n *\n * ## 왜 위아래로 나누지 않나\n *\n * 둘 다 세로로 긴 화면이다. 위아래로 나누면 양쪽 다 잘려서, 속성은 재질까지 못\n * 내려가고 판정은 무게까지 못 내려간다. 탭으로 겹치면 각자 칸 전체를 쓴다.\n *\n * ## 그래도 개수는 늘 보인다\n *\n * 성숙도의 축 하나 —「몇 개까지 편한가」— 는 부품을 고칠 때마다 움직이고, 그것이\n * 보여야 저작자가 고칠 수 있다. 탭 뒤로 숨으면 저장하고 나서야 알게 된다. 그래서 그\n * 숫자만 **탭 이름표에 남긴다** — 성숙도를 덮어 두고 속성을 만져도 따라 움직이는\n * 것이 보인다.\n *\n * 판정은 화면에서 감춰도 **DOM 에는 남는다.** 떼었다 붙이면 다시 세느라 값이 잠깐\n * 비고, 펼쳐 둔 추이 그림 같은 상태도 날아간다.\n */\n@customElement('figure-side')\nexport class FigureSide extends localize(i18next)(LitElement) {\n static styles = css`\n :host {\n display: flex;\n flex-direction: column;\n min-height: 0;\n overflow: hidden;\n background-color: var(--md-sys-color-surface-container-lowest);\n border-left: 1px solid var(--md-sys-color-outline-variant);\n color: var(--md-sys-color-on-surface);\n font: var(--label-font, inherit);\n /*\n 이 패널의 본문 크기를 여기서 한 번 정한다.\n\n 전에는 규칙마다 따로 적었다. 그러면 빠뜨린 규칙이 본문 기본 크기(1rem)를\n 물려받아 그 줄만 제목처럼 커진다. 오류가 아니라서 화면을 띄워 봐야 안다.\n 이 파일에서만 두 번 났다.\n\n form 요소(input · select · button)는 글꼴을 물려받지 않으므로 각자 적어야 한다.\n 그것 말고는 여기 값을 따른다.\n */\n font-size: 0.76rem;\n }\n\n div[tabs] {\n display: flex;\n flex: none;\n border-bottom: 1px solid var(--md-sys-color-outline-variant);\n }\n button[tab] {\n flex: 1;\n /*\n **아이콘 하나가 한 칸을 쓴다.**\n\n 전에는 이름을 적었는데, 넷이 좁은 칸을 나눠 쓰면서 접혀 「성숙 / 도」가 되었다. 접히면\n 그 탭만 두 줄이 되어 높이가 서로 달라진다. 다섯이 되면서 더는 줄여 짜 넣을 수 없어\n 아이콘으로 바꿨고, 이름은 title 과 aria-label 로 남는다.\n\n 배지는 여전히 자리를 차지하지 않고 **아이콘 위에 겹친다**(아래 span[badge]). 개수는\n 곁들이는 것이다.\n */\n position: relative;\n display: flex;\n align-items: center;\n justify-content: center;\n white-space: nowrap;\n padding: 7px 6px;\n color: var(--md-sys-color-on-surface-variant, var(--md-sys-color-on-surface));\n background: none;\n border: none;\n /* 고른 탭을 밑줄로 말한다 — 칸을 색으로 채우면 아래 내용과 경계가 흐려진다 */\n border-bottom: 2px solid transparent;\n cursor: pointer;\n }\n button[tab]:hover:not([on]) {\n background-color: var(--md-sys-color-surface-container);\n }\n button[tab][on] {\n font-weight: 700;\n color: var(--md-sys-color-primary);\n border-bottom-color: var(--md-sys-color-primary);\n }\n\n /*\n 판정을 덮어 두어도 개수는 여기 남는다.\n\n 자리를 먹지 않게 오른쪽 위에 겹쳐 둔다 — 탭 이름을 밀지 않으므로 이름이 접히지 않는다.\n 숫자가 커져도(1,200 같은 것) 이름 위로 넘칠 뿐 줄을 바꾸지 않는다.\n */\n button[tab] md-icon {\n font-size: 20px;\n width: 20px;\n height: 20px;\n }\n span[badge] {\n position: absolute;\n /* 이름 위에 겹치되 위로 붙지 않게 — 탭 가운데 글자와 눈높이를 조금 맞춘다 */\n top: 5px;\n right: 2px;\n padding: 0 5px;\n font-size: 0.62rem;\n font-weight: 700;\n line-height: 1.5;\n color: var(--md-sys-color-on-primary-container);\n background-color: var(--md-sys-color-primary-container);\n border-radius: 999em;\n pointer-events: none;\n }\n\n figure-inspector,\n figure-animations,\n figure-report,\n figure-settings {\n flex: 1;\n min-height: 0;\n border-left: none;\n }\n /* 감추되 떼지는 않는다 */\n [off] {\n display: none;\n }\n `\n\n /*\n 두 형태가 이 패널에서 갈린다.\n\n 속성은 **수정하는** 곳이라 편집 중인 씬 모델을 받는다. 판정은 **저장될 것을 측정하는**\n 곳이라 변환된 FigureSource 를 받는다. 변환은 모델러 페이지가 한 번만 해서 내려보낸다.\n */\n @property({ type: String }) figureName = ''\n /** 카탈로그 분류·태그. 속성 탭이 보여 주고 바꾼다. */\n @property({ type: String }) figureCategory?: string\n @property({ type: Array }) figureTags?: string[]\n /** 이력 탭이 발행하고 되돌리는 데 필요한 것들. 정본은 저작면이 든다. */\n @property({ type: String }) figureId?: string\n @property({ type: String }) figureState?: 'draft' | 'released'\n @property({ type: Number }) figureVersion = 0\n @property({ type: Boolean }) dirty = false\n\n @property({ type: Object }) draft?: FigureDraft\n @property({ type: Array }) parts: PartModel[] = []\n @property({ type: Object }) source?: FigureSource\n @property({ type: Number }) selected = -1\n /** 저작 화면의 보기 설정. 자산이 아니라 작업대다 — 저장되지 않는다. */\n @property({ type: Object }) view: ViewSettings = DEFAULT_VIEW\n\n @state() private tab: Tab = 'properties'\n /** 판정이 알려 준 개수. 탭 이름표에 붙는다. */\n @state() private instances?: number\n\n /**\n * 이 도형이 든 clip 수. 탭 아이콘에 붙는다.\n *\n * 아이콘만으로는 「여기에 무언가 있다」를 알 수 없다. 대부분의 도형은 움직이지 않으므로\n * 이 탭은 늘 비어 있을 것이고, 그러면 움직이는 도형을 열었을 때 그 사실이 눈에 걸려야 한다.\n * 0 이면 아무것도 안 붙인다 — 「0」을 붙이면 없는 것이 있는 것처럼 자리를 차지한다.\n */\n private get clipCount(): number | undefined {\n const n = (this.draft?.animations?.length ?? 0) + (this.draft?.parameters?.length ?? 0)\n return n === 0 ? undefined : n\n }\n\n render() {\n return html`\n <div tabs>\n ${this.renderTab('properties', 'tune', i18next.t('figure.label.properties'))}\n ${this.renderTab('capability', 'conveyor_belt', i18next.t('figure.label.tab-capability'))}\n ${this.renderTab('animation', 'animation', i18next.t('figure.label.animation'), this.clipCount)}\n ${this.renderTab('verdict', 'insights', i18next.t('figure.label.maturity'), this.instances)}\n ${this.renderTab('view', 'wb_sunny', i18next.t('figure.label.tab-environment'))}\n ${this.renderTab('history', 'history', i18next.t('figure.label.history'))}\n </div>\n\n <figure-inspector\n ?off=${this.tab !== 'properties'}\n .figureId=${this.figureId}\n .figureName=${this.figureName}\n .figureCategory=${this.figureCategory}\n .figureTags=${this.figureTags}\n .draft=${this.draft}\n .parts=${this.parts}\n .selected=${this.selected}\n ></figure-inspector>\n\n <figure-capabilities\n ?off=${this.tab !== 'capability'}\n .draft=${this.draft}\n .parts=${this.parts}\n ></figure-capabilities>\n\n <figure-animations\n ?off=${this.tab !== 'animation'}\n .draft=${this.draft}\n .parts=${this.parts}\n ></figure-animations>\n\n <figure-report\n ?off=${this.tab !== 'verdict'}\n .source=${this.source}\n @verdict-changed=${(e: CustomEvent) => (this.instances = e.detail.instances)}\n ></figure-report>\n\n <figure-settings ?off=${this.tab !== 'view'} .view=${this.view}></figure-settings>\n\n <!--\n 이력은 감춰도 DOM 에 남긴다 — 다른 탭들과 같은 규칙이다. 떼었다 붙이면 판본을 다시 부른다.\n -->\n <figure-history-panel\n ?off=${this.tab !== 'history'}\n .figureId=${this.figureId}\n .figureState=${this.figureState}\n .figureVersion=${this.figureVersion}\n .dirty=${this.dirty}\n ></figure-history-panel>\n `\n }\n\n /**\n * 탭 하나 — **아이콘이 이름을 대신한다.**\n *\n * 탭이 다섯이 되면서 이름이 좁은 칸을 나눠 쓰다 접혔다. 앞으로 더 늘어날 자리이므로 이름을\n * 줄여 짜 넣는 대신 아이콘으로 바꾼다.\n *\n * **이름을 버리지는 않는다.** 아이콘만으로는 무엇인지 모르는 사람이 있고, 특히 「능력」처럼\n * 이 도구에만 있는 개념이 그렇다. 그래서 이름은 `title` 로 남아 마우스를 올리면 나오고,\n * `aria-label` 로 읽는 기계에도 그대로 간다.\n */\n private renderTab(tab: Tab, icon: string, label: string, badge?: number) {\n return html`\n <button\n tab\n ?on=${this.tab === tab}\n title=${label}\n aria-label=${label}\n @click=${() => (this.tab = tab)}\n >\n <md-icon>${icon}</md-icon>${badge == null ? '' : html`<span badge>${badge.toLocaleString()}</span>`}\n </button>\n `\n }\n}\n"]}
1
+ 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'@material/web/icon/icon.js'\nimport './figure-inspector.js'\nimport './figure-capabilities.js'\nimport './figure-animations.js'\nimport './figure-report.js'\nimport './figure-settings.js'\nimport './figure-history-panel.js'\n\nimport { css, html, LitElement } from 'lit'\nimport { customElement, property, state } from 'lit/decorators.js'\n\nimport { i18next, localize } from '@operato/i18n'\nimport type { ContractChange, FigureSource } from '@hatiolab/figure-model'\n\nimport type { FigureDraft, PartModel } from './figure-source.js'\nimport { DEFAULT_VIEW } from './figure-view.js'\nimport type { ViewSettings } from './figure-view.js'\n\ntype Tab = 'properties' | 'capability' | 'animation' | 'verdict' | 'view' | 'history'\n\n/**\n * 저작면 오른쪽 칸 — 속성과 판정을 탭으로 겹쳐 둔다.\n *\n * ## 왜 위아래로 나누지 않나\n *\n * 둘 다 세로로 긴 화면이다. 위아래로 나누면 양쪽 다 잘려서, 속성은 재질까지 못\n * 내려가고 판정은 무게까지 못 내려간다. 탭으로 겹치면 각자 칸 전체를 쓴다.\n *\n * ## 그래도 개수는 늘 보인다\n *\n * 성숙도의 축 하나 —「몇 개까지 편한가」— 는 부품을 고칠 때마다 움직이고, 그것이\n * 보여야 저작자가 고칠 수 있다. 탭 뒤로 숨으면 저장하고 나서야 알게 된다. 그래서 그\n * 숫자만 **탭 이름표에 남긴다** — 성숙도를 덮어 두고 속성을 만져도 따라 움직이는\n * 것이 보인다.\n *\n * 판정은 화면에서 감춰도 **DOM 에는 남는다.** 떼었다 붙이면 다시 세느라 값이 잠깐\n * 비고, 펼쳐 둔 추이 그림 같은 상태도 날아간다.\n */\n@customElement('figure-side')\nexport class FigureSide extends localize(i18next)(LitElement) {\n static styles = css`\n :host {\n display: flex;\n flex-direction: column;\n min-height: 0;\n overflow: hidden;\n background-color: var(--md-sys-color-surface-container-lowest);\n border-left: 1px solid var(--md-sys-color-outline-variant);\n color: var(--md-sys-color-on-surface);\n font: var(--label-font, inherit);\n /*\n 이 패널의 본문 크기를 여기서 한 번 정한다.\n\n 전에는 규칙마다 따로 적었다. 그러면 빠뜨린 규칙이 본문 기본 크기(1rem)를\n 물려받아 그 줄만 제목처럼 커진다. 오류가 아니라서 화면을 띄워 봐야 안다.\n 이 파일에서만 두 번 났다.\n\n form 요소(input · select · button)는 글꼴을 물려받지 않으므로 각자 적어야 한다.\n 그것 말고는 여기 값을 따른다.\n */\n font-size: 0.76rem;\n }\n\n div[tabs] {\n display: flex;\n flex: none;\n border-bottom: 1px solid var(--md-sys-color-outline-variant);\n }\n button[tab] {\n flex: 1;\n /*\n **아이콘 하나가 한 칸을 쓴다.**\n\n 전에는 이름을 적었는데, 넷이 좁은 칸을 나눠 쓰면서 접혀 「성숙 / 도」가 되었다. 접히면\n 그 탭만 두 줄이 되어 높이가 서로 달라진다. 다섯이 되면서 더는 줄여 짜 넣을 수 없어\n 아이콘으로 바꿨고, 이름은 title 과 aria-label 로 남는다.\n\n 배지는 여전히 자리를 차지하지 않고 **아이콘 위에 겹친다**(아래 span[badge]). 개수는\n 곁들이는 것이다.\n */\n position: relative;\n display: flex;\n align-items: center;\n justify-content: center;\n white-space: nowrap;\n padding: 7px 6px;\n color: var(--md-sys-color-on-surface-variant, var(--md-sys-color-on-surface));\n background: none;\n border: none;\n /* 고른 탭을 밑줄로 말한다 — 칸을 색으로 채우면 아래 내용과 경계가 흐려진다 */\n border-bottom: 2px solid transparent;\n cursor: pointer;\n }\n button[tab]:hover:not([on]) {\n background-color: var(--md-sys-color-surface-container);\n }\n button[tab][on] {\n font-weight: 700;\n color: var(--md-sys-color-primary);\n border-bottom-color: var(--md-sys-color-primary);\n }\n\n /*\n 판정을 덮어 두어도 개수는 여기 남는다.\n\n 자리를 먹지 않게 오른쪽 위에 겹쳐 둔다 — 탭 이름을 밀지 않으므로 이름이 접히지 않는다.\n 숫자가 커져도(1,200 같은 것) 이름 위로 넘칠 뿐 줄을 바꾸지 않는다.\n */\n button[tab] md-icon {\n font-size: 20px;\n width: 20px;\n height: 20px;\n }\n span[badge] {\n position: absolute;\n /* 이름 위에 겹치되 위로 붙지 않게 — 탭 가운데 글자와 눈높이를 조금 맞춘다 */\n top: 5px;\n right: 2px;\n padding: 0 5px;\n font-size: 0.62rem;\n font-weight: 700;\n line-height: 1.5;\n color: var(--md-sys-color-on-primary-container);\n background-color: var(--md-sys-color-primary-container);\n border-radius: 999em;\n pointer-events: none;\n }\n\n figure-inspector,\n figure-animations,\n figure-report,\n figure-settings {\n flex: 1;\n min-height: 0;\n border-left: none;\n }\n /* 감추되 떼지는 않는다 */\n [off] {\n display: none;\n }\n `\n\n /*\n 두 형태가 이 패널에서 갈린다.\n\n 속성은 **수정하는** 곳이라 편집 중인 씬 모델을 받는다. 판정은 **저장될 것을 측정하는**\n 곳이라 변환된 FigureSource 를 받는다. 변환은 모델러 페이지가 한 번만 해서 내려보낸다.\n */\n @property({ type: String }) figureName = ''\n /** 카탈로그 분류·태그. 속성 탭이 보여 주고 바꾼다. */\n @property({ type: String }) figureCategory?: string\n @property({ type: Array }) figureTags?: string[]\n /** 이력 탭이 발행하고 되돌리는 데 필요한 것들. 정본은 저작면이 든다. */\n @property({ type: String }) figureId?: string\n @property({ type: String }) figureState?: 'draft' | 'released'\n @property({ type: Number }) figureVersion = 0\n @property({ type: Boolean }) dirty = false\n\n @property({ type: Object }) draft?: FigureDraft\n @property({ type: Array }) parts: PartModel[] = []\n @property({ type: Object }) source?: FigureSource\n\n /** 이 고침이 이미 놓인 인스턴스에 무엇을 하나(ADR-0063 결정 3). 발행 전 도형에는 비어 있다. */\n @property({ type: Array }) contract: ContractChange[] = []\n\n /** 견주지 못한 까닭. 있으면 화면이 「확인하지 못했다」로 말한다. */\n @property({ type: String }) contractFailure?: string\n @property({ type: Number }) selected = -1\n /** 저작 화면의 보기 설정. 자산이 아니라 작업대다 — 저장되지 않는다. */\n @property({ type: Object }) view: ViewSettings = DEFAULT_VIEW\n\n @state() private tab: Tab = 'properties'\n /** 판정이 알려 준 개수. 탭 이름표에 붙는다. */\n @state() private instances?: number\n\n /**\n * 이 도형이 든 clip 수. 탭 아이콘에 붙는다.\n *\n * 아이콘만으로는 「여기에 무언가 있다」를 알 수 없다. 대부분의 도형은 움직이지 않으므로\n * 이 탭은 늘 비어 있을 것이고, 그러면 움직이는 도형을 열었을 때 그 사실이 눈에 걸려야 한다.\n * 0 이면 아무것도 안 붙인다 — 「0」을 붙이면 없는 것이 있는 것처럼 자리를 차지한다.\n */\n private get clipCount(): number | undefined {\n const n = (this.draft?.animations?.length ?? 0) + (this.draft?.parameters?.length ?? 0)\n return n === 0 ? undefined : n\n }\n\n render() {\n return html`\n <div tabs>\n ${this.renderTab('properties', 'tune', i18next.t('figure.label.properties'))}\n ${this.renderTab('capability', 'conveyor_belt', i18next.t('figure.label.tab-capability'))}\n ${this.renderTab('animation', 'animation', i18next.t('figure.label.animation'), this.clipCount)}\n ${this.renderTab('verdict', 'insights', i18next.t('figure.label.maturity'), this.instances)}\n ${this.renderTab('view', 'wb_sunny', i18next.t('figure.label.tab-environment'))}\n ${this.renderTab('history', 'history', i18next.t('figure.label.history'))}\n </div>\n\n <figure-inspector\n ?off=${this.tab !== 'properties'}\n .figureId=${this.figureId}\n .figureName=${this.figureName}\n .figureCategory=${this.figureCategory}\n .figureTags=${this.figureTags}\n .draft=${this.draft}\n .parts=${this.parts}\n .contract=${this.contract}\n .contractFailure=${this.contractFailure}\n .selected=${this.selected}\n ></figure-inspector>\n\n <figure-capabilities\n ?off=${this.tab !== 'capability'}\n .draft=${this.draft}\n .parts=${this.parts}\n ></figure-capabilities>\n\n <figure-animations\n ?off=${this.tab !== 'animation'}\n .draft=${this.draft}\n .parts=${this.parts}\n ></figure-animations>\n\n <figure-report\n ?off=${this.tab !== 'verdict'}\n .source=${this.source}\n @verdict-changed=${(e: CustomEvent) => (this.instances = e.detail.instances)}\n ></figure-report>\n\n <figure-settings ?off=${this.tab !== 'view'} .view=${this.view}></figure-settings>\n\n <!--\n 이력은 감춰도 DOM 에 남긴다 — 다른 탭들과 같은 규칙이다. 떼었다 붙이면 판본을 다시 부른다.\n -->\n <figure-history-panel\n ?off=${this.tab !== 'history'}\n .figureId=${this.figureId}\n .figureState=${this.figureState}\n .figureVersion=${this.figureVersion}\n .dirty=${this.dirty}\n ></figure-history-panel>\n `\n }\n\n /**\n * 탭 하나 — **아이콘이 이름을 대신한다.**\n *\n * 탭이 다섯이 되면서 이름이 좁은 칸을 나눠 쓰다 접혔다. 앞으로 더 늘어날 자리이므로 이름을\n * 줄여 짜 넣는 대신 아이콘으로 바꾼다.\n *\n * **이름을 버리지는 않는다.** 아이콘만으로는 무엇인지 모르는 사람이 있고, 특히 「능력」처럼\n * 이 도구에만 있는 개념이 그렇다. 그래서 이름은 `title` 로 남아 마우스를 올리면 나오고,\n * `aria-label` 로 읽는 기계에도 그대로 간다.\n */\n private renderTab(tab: Tab, icon: string, label: string, badge?: number) {\n return html`\n <button\n tab\n ?on=${this.tab === tab}\n title=${label}\n aria-label=${label}\n @click=${() => (this.tab = tab)}\n >\n <md-icon>${icon}</md-icon>${badge == null ? '' : html`<span badge>${badge.toLocaleString()}</span>`}\n </button>\n `\n }\n}\n"]}
@@ -156,6 +156,13 @@ export interface PartModel {
156
156
  * `toFigureSource` 가 싣지 않고, 다시 열면 전부 보이는 상태로 돌아온다.
157
157
  */
158
158
  hidden?: boolean;
159
+ /**
160
+ * 씬이 이것을 **집지 않는다** — 클릭·마퀴·기즈모 어디에도 안 걸린다.
161
+ *
162
+ * 저작면에만 서는 것(관절 부채꼴)이 쓴다. 저장 형식에는 없는 칸이라 `toFigureSource` 가
163
+ * 싣지 않는다.
164
+ */
165
+ locked?: boolean;
159
166
  /** 색 토큰 이름 (`palette.primary` 등). */
160
167
  token?: string;
161
168
  preset?: FigurePart['material']['preset'];
@@ -1 +1 @@
1
- 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{\n FIGURE_SOURCE_VERSION,\n type DetailLevel,\n type FigurePart,\n type FigurePlacement,\n type FigureSource,\n type Vec3\n} 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 draft. `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 draft is the base box; its centre is the format's origin.\n *\n * format scene\n * ──────────────── ──────────────────────────────\n * base.x draft width\n * base.y draft depth <- height\n * base.z draft height\n *\n * size.x width\n * size.y depth\n * size.z height\n *\n * position.x left + width/2 - draft width/2\n * position.y zPos + depth/2 <- both measured from the box bottom\n * position.z top + height/2 - draft height/2\n *\n * (Source edition 2 measures y from the bottom face of the base box, as the scene's zPos does, so\n * that row needs no half-box shift. x and z are still measured from the box centre. ADR-0065.)\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 FigureDraft {\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 * 값이 만드는 자세 — **애니메이션과 다른 칸이다.**\n *\n * 저것은 시각이 흘러 움직이는 것(도는 롤러)이고 이것은 인스턴스가 준 값이 그대로 자세가\n * 되는 것(1200mm 내려온 호이스트)이다. 한동안 애니메이션 안에 `drive: 'hold'` 로 숨어\n * 있었고, 그래서 「길이값을 변수로 노출하라」는 요청에 아무도 이것을 못 찾았다(ADR-0051).\n */\n parameters?: FigureSource['parameters']\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 * How parts move relative to their parents (ADR-0066). Kept in figure coordinates as stored, the same\n * terms the inspector shows. Carried even when nothing edits them, so opening and saving never drops\n * them.\n */\n joints?: FigureSource['joints']\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 /** The part this one is attached to (ADR-0066). The one place a parent is written. */\n parent?: FigurePart['parent']\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. */\nexport function 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(draft: FigureDraft): Vec3 {\n return { x: draft.width / 2, y: draft.depth / 2, z: draft.height / 2 }\n}\n\n/*\n * ── The placement is not in these numbers ────────────────────────────────────\n *\n * `placement` says which reference surface a figure of this kind attaches to — a conveyor stands\n * on the floor, an OHT hangs from the ceiling. That is a fact about the figure *type*, and the\n * scene acts on it when an instance is placed: `floor` puts the box on the ground, `ceiling` at\n * the ceiling height less the figure's own height. Nothing about the authored shape changes.\n *\n * So the conversion below does not read it, and the editing canvas does not either. The box is\n * always `0 … base.y` there and `zPos` is always the part's underside. Two figures with identical\n * parts and different placements have identical `parts` arrays, which is what the format says.\n *\n * This used to be wired the other way: the canvas fed the figure's placement to the model layer's\n * `state.placement`, which is a scene-wide coordinate mode ('floor' | 'space' | 'inverted') that\n * flips what `zPos` names for everything in that layer. It stood in for the archetype because the\n * modeller holds exactly one figure — and it cost a whole day of defects, because every number the\n * author typed then meant a different face depending on a dropdown. That coordinate mode is now\n * where it belongs: a workbench setting in `figure-view.ts`, applied to the preview alone.\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 draftExtent(draft: FigureDraft, axis: PlaneAxis): number {\n return axis === 'x' ? draft.width : axis === 'y' ? draft.depth : draft.height\n}\n\n/** 부품 하나를 저장 형식으로 변환한다. 저작 화면이 저작자의 어휘로 보일 때 쓴다. */\nexport function partToFigure(part: PartModel, draft: FigureDraft): FigurePart {\n return partTo(part, halfOf(draft))\n}\n\n/** 부품 하나를 씬 용어로 되돌린다. */\nexport function partFromFigure(part: FigurePart, draft: FigureDraft): PartModel {\n return partFrom(part, halfOf(draft))\n}\n\n/** 씬 모델을 저장 형식으로 변환한다. */\nexport function toFigureSource(draft: FigureDraft, parts: PartModel[]): FigureSource {\n const half = halfOf(draft)\n\n return withoutEmpty({\n version: draft.version ?? FIGURE_SOURCE_VERSION,\n type: draft.figureType ?? '',\n base: { x: draft.width, y: draft.depth, z: draft.height },\n placement: draft.placement,\n detailLevel: draft.detailLevel,\n styleKit: draft.styleKit,\n parts: parts.map(part => partTo(part, half)),\n animations: draft.animations,\n parameters: draft.parameters,\n capabilities: draft.capabilities,\n joints: draft.joints?.length ? draft.joints : undefined\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),\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 parent: part.parent\n }) as FigurePart\n}\n\n/** 형식을 씬 모델로 편다. */\nexport function fromFigureSource(source: FigureSource): { draft: FigureDraft; parts: PartModel[] } {\n const half: Vec3 = { x: source.base.x / 2, y: source.base.y / 2, z: source.base.z / 2 }\n\n const draft = 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 /* Opened as stored. A legacy `drive: 'hold'` clip is refused by the format now; stored ones were migrated. */\n animations: source.animations?.length ? source.animations : undefined,\n parameters: source.parameters?.length ? source.parameters : undefined,\n capabilities: source.capabilities,\n joints: source.joints?.length ? source.joints : undefined\n }) as FigureDraft\n\n return { draft, 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(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 parent: part.parent\n }) as PartModel\n}\n"]}
1
+ 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{\n FIGURE_SOURCE_VERSION,\n type DetailLevel,\n type FigurePart,\n type FigurePlacement,\n type FigureSource,\n type Vec3\n} 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 draft. `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 draft is the base box; its centre is the format's origin.\n *\n * format scene\n * ──────────────── ──────────────────────────────\n * base.x draft width\n * base.y draft depth <- height\n * base.z draft height\n *\n * size.x width\n * size.y depth\n * size.z height\n *\n * position.x left + width/2 - draft width/2\n * position.y zPos + depth/2 <- both measured from the box bottom\n * position.z top + height/2 - draft height/2\n *\n * (Source edition 2 measures y from the bottom face of the base box, as the scene's zPos does, so\n * that row needs no half-box shift. x and z are still measured from the box centre. ADR-0065.)\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 FigureDraft {\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 * 값이 만드는 자세 — **애니메이션과 다른 칸이다.**\n *\n * 저것은 시각이 흘러 움직이는 것(도는 롤러)이고 이것은 인스턴스가 준 값이 그대로 자세가\n * 되는 것(1200mm 내려온 호이스트)이다. 한동안 애니메이션 안에 `drive: 'hold'` 로 숨어\n * 있었고, 그래서 「길이값을 변수로 노출하라」는 요청에 아무도 이것을 못 찾았다(ADR-0051).\n */\n parameters?: FigureSource['parameters']\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 * How parts move relative to their parents (ADR-0066). Kept in figure coordinates as stored, the same\n * terms the inspector shows. Carried even when nothing edits them, so opening and saving never drops\n * them.\n */\n joints?: FigureSource['joints']\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 /**\n * 씬이 이것을 **집지 않는다** — 클릭·마퀴·기즈모 어디에도 안 걸린다.\n *\n * 저작면에만 서는 것(관절 부채꼴)이 쓴다. 저장 형식에는 없는 칸이라 `toFigureSource` 가\n * 싣지 않는다.\n */\n locked?: 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 /** The part this one is attached to (ADR-0066). The one place a parent is written. */\n parent?: FigurePart['parent']\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. */\nexport function 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(draft: FigureDraft): Vec3 {\n return { x: draft.width / 2, y: draft.depth / 2, z: draft.height / 2 }\n}\n\n/*\n * ── The placement is not in these numbers ────────────────────────────────────\n *\n * `placement` says which reference surface a figure of this kind attaches to — a conveyor stands\n * on the floor, an OHT hangs from the ceiling. That is a fact about the figure *type*, and the\n * scene acts on it when an instance is placed: `floor` puts the box on the ground, `ceiling` at\n * the ceiling height less the figure's own height. Nothing about the authored shape changes.\n *\n * So the conversion below does not read it, and the editing canvas does not either. The box is\n * always `0 … base.y` there and `zPos` is always the part's underside. Two figures with identical\n * parts and different placements have identical `parts` arrays, which is what the format says.\n *\n * This used to be wired the other way: the canvas fed the figure's placement to the model layer's\n * `state.placement`, which is a scene-wide coordinate mode ('floor' | 'space' | 'inverted') that\n * flips what `zPos` names for everything in that layer. It stood in for the archetype because the\n * modeller holds exactly one figure — and it cost a whole day of defects, because every number the\n * author typed then meant a different face depending on a dropdown. That coordinate mode is now\n * where it belongs: a workbench setting in `figure-view.ts`, applied to the preview alone.\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 draftExtent(draft: FigureDraft, axis: PlaneAxis): number {\n return axis === 'x' ? draft.width : axis === 'y' ? draft.depth : draft.height\n}\n\n/** 부품 하나를 저장 형식으로 변환한다. 저작 화면이 저작자의 어휘로 보일 때 쓴다. */\nexport function partToFigure(part: PartModel, draft: FigureDraft): FigurePart {\n return partTo(part, halfOf(draft))\n}\n\n/** 부품 하나를 씬 용어로 되돌린다. */\nexport function partFromFigure(part: FigurePart, draft: FigureDraft): PartModel {\n return partFrom(part, halfOf(draft))\n}\n\n/** 씬 모델을 저장 형식으로 변환한다. */\nexport function toFigureSource(draft: FigureDraft, parts: PartModel[]): FigureSource {\n const half = halfOf(draft)\n\n return withoutEmpty({\n version: draft.version ?? FIGURE_SOURCE_VERSION,\n type: draft.figureType ?? '',\n base: { x: draft.width, y: draft.depth, z: draft.height },\n placement: draft.placement,\n detailLevel: draft.detailLevel,\n styleKit: draft.styleKit,\n parts: parts.map(part => partTo(part, half)),\n animations: draft.animations,\n parameters: draft.parameters,\n capabilities: draft.capabilities,\n joints: draft.joints?.length ? draft.joints : undefined\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),\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 parent: part.parent\n }) as FigurePart\n}\n\n/** 형식을 씬 모델로 편다. */\nexport function fromFigureSource(source: FigureSource): { draft: FigureDraft; parts: PartModel[] } {\n const half: Vec3 = { x: source.base.x / 2, y: source.base.y / 2, z: source.base.z / 2 }\n\n const draft = 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 /* Opened as stored. A legacy `drive: 'hold'` clip is refused by the format now; stored ones were migrated. */\n animations: source.animations?.length ? source.animations : undefined,\n parameters: source.parameters?.length ? source.parameters : undefined,\n capabilities: source.capabilities,\n joints: source.joints?.length ? source.joints : undefined\n }) as FigureDraft\n\n return { draft, 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(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 parent: part.parent\n }) as PartModel\n}\n"]}
@@ -7,17 +7,37 @@ export declare function jointOf(draft: FigureDraft | undefined, part: string): F
7
7
  * either would close a loop the format refuses (`parent-cycle`).
8
8
  */
9
9
  export declare function parentChoices(parts: readonly PartModel[], part: string): string[];
10
+ /**
11
+ * 새 관절이 설 자리 — **부품이 붙은 부품과 맞닿는 면의 한가운데.**
12
+ *
13
+ * 경첩은 두 부품이 닿는 자리에 있다. 팔꿈치는 윗팔과 앞팔이 만나는 곳이고, 문은 문틀에 닿는
14
+ * 모서리에 있다. 그래서 처음 값은 그 자리여야 한다.
15
+ *
16
+ * 한동안 **부품 아랫면 한가운데**를 썼다. 위로 쌓는 부품에는 맞는 자리인데(로봇 팔이 그렇다),
17
+ * 옆에 달린 부품에는 틀린다 — 캐비닛 옆에 달린 문의 축이 문 바닥에 생긴다. 저작자는 그것을
18
+ * 화면에서 보고 손으로 옮겨야 했고, 어디로 옮길지는 두 부품의 치수를 머릿속에서 빼야 나왔다.
19
+ *
20
+ * **가장 벌어진 축이 맞닿는 축이다.** 두 상자가 겹치는 축에서는 뺀 값이 음수이고, 마주 보는
21
+ * 축에서만 0 이나 양수가 된다. 나머지 두 축은 겹치는 구간의 한가운데를 쓴다 — 문의 축은 문
22
+ * 높이의 한가운데에 있지 위아래 끝에 있지 않다.
23
+ *
24
+ * 붙은 부품이 없으면(Figure 틀에 직접 붙는다) 아랫면 한가운데다. 그때 맞닿는 것은 바닥이다.
25
+ *
26
+ * ⚠ 부품의 제 회전은 보지 않는다. 비스듬히 세운 부품에서는 축에 나란한 상자로 셈한 자리가
27
+ * 나오고, 그것은 **처음 값**이다 — 저작자가 옮길 수 있고, 화면의 부채꼴이 어디인지 보여 준다.
28
+ */
29
+ export declare function seamOrigin(part: FigurePart, parent?: FigurePart): Vec3;
10
30
  /**
11
31
  * Sets how a part moves relative to its parent, or clears the joint with `undefined`.
12
32
  *
13
- * - From none: adds a joint whose origin is the centre of the part's bottom face, with a vertical axis and
14
- * starting limits, and a parameter that drives it over those limits.
33
+ * - From none: adds a joint at the seam with the parent (`seamOrigin`), with a vertical axis and starting
34
+ * limits, and a parameter that drives it over those limits.
15
35
  * - To none: removes the joint and every channel that drove it; a parameter or clip left with no channel
16
36
  * is removed too, because the format refuses an empty one.
17
37
  * - Between types: keeps the origin and axis, sets limits for the new type (none for continuous), and
18
38
  * moves a plain driving parameter along with them.
19
39
  */
20
- export declare function setJointType(draft: FigureDraft, part: FigurePart, type: JointType | undefined): FigureDraft;
40
+ export declare function setJointType(draft: FigureDraft, part: FigurePart, type: JointType | undefined, parent?: FigurePart): FigureDraft;
21
41
  /** Changes a joint's origin, axis or limits. A plain driving parameter follows new limits. */
22
42
  export declare function patchJoint(draft: FigureDraft, name: string, patch: {
23
43
  origin?: Vec3;
@@ -30,6 +30,55 @@ export function parentChoices(parts, part) {
30
30
  }
31
31
  return parts.map(one => one.name).filter(name => !!name && !below.has(name));
32
32
  }
33
+ /** 한 축에서 부품이 차지하는 구간. */
34
+ const reachOf = (part, axis) => ({
35
+ min: part.transform.position[axis] - part.transform.size[axis] / 2,
36
+ max: part.transform.position[axis] + part.transform.size[axis] / 2
37
+ });
38
+ /**
39
+ * 새 관절이 설 자리 — **부품이 붙은 부품과 맞닿는 면의 한가운데.**
40
+ *
41
+ * 경첩은 두 부품이 닿는 자리에 있다. 팔꿈치는 윗팔과 앞팔이 만나는 곳이고, 문은 문틀에 닿는
42
+ * 모서리에 있다. 그래서 처음 값은 그 자리여야 한다.
43
+ *
44
+ * 한동안 **부품 아랫면 한가운데**를 썼다. 위로 쌓는 부품에는 맞는 자리인데(로봇 팔이 그렇다),
45
+ * 옆에 달린 부품에는 틀린다 — 캐비닛 옆에 달린 문의 축이 문 바닥에 생긴다. 저작자는 그것을
46
+ * 화면에서 보고 손으로 옮겨야 했고, 어디로 옮길지는 두 부품의 치수를 머릿속에서 빼야 나왔다.
47
+ *
48
+ * **가장 벌어진 축이 맞닿는 축이다.** 두 상자가 겹치는 축에서는 뺀 값이 음수이고, 마주 보는
49
+ * 축에서만 0 이나 양수가 된다. 나머지 두 축은 겹치는 구간의 한가운데를 쓴다 — 문의 축은 문
50
+ * 높이의 한가운데에 있지 위아래 끝에 있지 않다.
51
+ *
52
+ * 붙은 부품이 없으면(Figure 틀에 직접 붙는다) 아랫면 한가운데다. 그때 맞닿는 것은 바닥이다.
53
+ *
54
+ * ⚠ 부품의 제 회전은 보지 않는다. 비스듬히 세운 부품에서는 축에 나란한 상자로 셈한 자리가
55
+ * 나오고, 그것은 **처음 값**이다 — 저작자가 옮길 수 있고, 화면의 부채꼴이 어디인지 보여 준다.
56
+ */
57
+ export function seamOrigin(part, parent) {
58
+ const { position, size } = part.transform;
59
+ if (!parent)
60
+ return { x: position.x, y: position.y - size.y / 2, z: position.z };
61
+ const axes = ['x', 'y', 'z'];
62
+ const gaps = axes.map(axis => {
63
+ const mine = reachOf(part, axis);
64
+ const theirs = reachOf(parent, axis);
65
+ return { axis, gap: Math.max(mine.min - theirs.max, theirs.min - mine.max), mine, theirs };
66
+ });
67
+ const meeting = gaps.reduce((widest, one) => (one.gap > widest.gap ? one : widest));
68
+ const origin = { x: position.x, y: position.y, z: position.z };
69
+ for (const { axis, mine, theirs } of gaps) {
70
+ if (axis === meeting.axis) {
71
+ /* 맞닿는 면은 **내 면**이다. 부모 쪽 면을 쓰면 둘 사이가 벌어져 있을 때 축이 허공에 선다. */
72
+ origin[axis] = mine.min >= theirs.max ? mine.min : mine.max;
73
+ continue;
74
+ }
75
+ const from = Math.max(mine.min, theirs.min);
76
+ const to = Math.min(mine.max, theirs.max);
77
+ origin[axis] = from <= to ? (from + to) / 2 : position[axis];
78
+ }
79
+ return { x: round4(origin.x), y: round4(origin.y), z: round4(origin.z) };
80
+ }
81
+ const round4 = (value) => Math.round(value * 10000) / 10000;
33
82
  function freeName(taken, stem) {
34
83
  const used = new Set(taken);
35
84
  if (!used.has(stem))
@@ -85,14 +134,14 @@ function isPlainDriver(parameter, joint, span) {
85
134
  /**
86
135
  * Sets how a part moves relative to its parent, or clears the joint with `undefined`.
87
136
  *
88
- * - From none: adds a joint whose origin is the centre of the part's bottom face, with a vertical axis and
89
- * starting limits, and a parameter that drives it over those limits.
137
+ * - From none: adds a joint at the seam with the parent (`seamOrigin`), with a vertical axis and starting
138
+ * limits, and a parameter that drives it over those limits.
90
139
  * - To none: removes the joint and every channel that drove it; a parameter or clip left with no channel
91
140
  * is removed too, because the format refuses an empty one.
92
141
  * - Between types: keeps the origin and axis, sets limits for the new type (none for continuous), and
93
142
  * moves a plain driving parameter along with them.
94
143
  */
95
- export function setJointType(draft, part, type) {
144
+ export function setJointType(draft, part, type, parent) {
96
145
  const joints = draft.joints ?? [];
97
146
  const existing = joints.find(joint => joint.child === part.name);
98
147
  if (type === undefined) {
@@ -101,12 +150,11 @@ export function setJointType(draft, part, type) {
101
150
  return withoutJoint(draft, existing.name);
102
151
  }
103
152
  if (!existing) {
104
- const { position, size } = part.transform;
105
153
  const joint = {
106
154
  name: freeName([...joints.map(one => one.name)], `${part.name}-joint`),
107
155
  child: part.name,
108
156
  type,
109
- origin: { x: position.x, y: position.y - size.y / 2, z: position.z },
157
+ origin: seamOrigin(part, parent),
110
158
  axis: { x: 0, y: 1, z: 0 }
111
159
  };
112
160
  if (type !== 'continuous')
@@ -1 +1 @@
1
- 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* Copyright © HatioLab Inc. All rights reserved.\n */\n\nimport type { FigureJoint, FigurePart, JointType, Vec3 } from '@hatiolab/figure-model'\n\nimport type { FigureDraft, PartModel } from './figure-source.js'\n\n/**\n * Editing joints and parents (ADR-0066). Pure functions over the draft and the part list, so the inspector\n * only renders and dispatches.\n *\n * A joint is always created together with the parameter that drives it. Values reach a joint only through\n * `parameters`, and the preview draws a slider per parameter, so a joint without one could be defined but\n * never seen moving.\n */\n\ntype Parameter = NonNullable<FigureDraft['parameters']>[number]\n\n/** The limits a new joint starts with. Revolute in degrees, prismatic in millimetres. */\nconst NEW_LIMITS: Record<Exclude<JointType, 'continuous'>, { min: number; max: number }> = {\n revolute: { min: -90, max: 90 },\n prismatic: { min: 0, max: 500 }\n}\n\n/** The span a parameter driving a continuous joint offers: one turn either way. */\nconst CONTINUOUS_SPAN = { min: -360, max: 360 }\n\n/** The joint whose child is this part, if any. */\nexport function jointOf(draft: FigureDraft | undefined, part: string): FigureJoint | undefined {\n return draft?.joints?.find(joint => joint.child === part)\n}\n\n/**\n * Parts a part may be attached to: every other part except itself and anything attached below it, since\n * either would close a loop the format refuses (`parent-cycle`).\n */\nexport function parentChoices(parts: readonly PartModel[], part: string): string[] {\n const below = new Set<string>([part])\n let grew = true\n while (grew) {\n grew = false\n for (const one of parts) {\n if (one.parent !== undefined && below.has(one.parent) && !below.has(one.name)) {\n below.add(one.name)\n grew = true\n }\n }\n }\n return parts.map(one => one.name).filter(name => !!name && !below.has(name))\n}\n\nfunction freeName(taken: Iterable<string>, stem: string): string {\n const used = new Set(taken)\n if (!used.has(stem)) return stem\n for (let n = 2; ; n++) if (!used.has(`${stem}-${n}`)) return `${stem}-${n}`\n}\n\n/** The span the driving parameter offers for a joint: its limits, or one turn either way when it has none. */\nfunction spanOf(joint: FigureJoint): { min: number; max: number } {\n return joint.limits ?? CONTINUOUS_SPAN\n}\n\nfunction drivingParameter(joint: FigureJoint): Parameter {\n const span = spanOf(joint)\n return {\n name: joint.name,\n range: { unit: joint.type === 'prismatic' ? 'mm' : 'deg', min: span.min, max: span.max },\n default: 0,\n clip: {\n channels: [\n {\n target: joint.name,\n keys: [\n { at: 0, value: span.min },\n { at: 1, value: span.max }\n ]\n }\n ]\n }\n }\n}\n\n/**\n * Whether a parameter is the plain one `setJointType` made for a joint: one channel on that joint, keys at\n * 0 and 1 spanning the given limits. Only such a parameter follows the joint when its limits or type change;\n * one the author reshaped is left as written.\n */\nfunction isPlainDriver(parameter: Parameter, joint: FigureJoint, span: { min: number; max: number }): boolean {\n const channels = parameter.clip?.channels ?? []\n if (channels.length !== 1) return false\n const [channel] = channels\n if (channel!.target !== joint.name || channel!.path !== undefined) return false\n const keys = channel!.keys as { at: number; value: number }[]\n return (\n keys.length === 2 &&\n keys[0]!.at === 0 &&\n keys[1]!.at === 1 &&\n keys[0]!.value === span.min &&\n keys[1]!.value === span.max &&\n parameter.range?.min === span.min &&\n parameter.range?.max === span.max\n )\n}\n\n/**\n * Sets how a part moves relative to its parent, or clears the joint with `undefined`.\n *\n * - From none: adds a joint whose origin is the centre of the part's bottom face, with a vertical axis and\n * starting limits, and a parameter that drives it over those limits.\n * - To none: removes the joint and every channel that drove it; a parameter or clip left with no channel\n * is removed too, because the format refuses an empty one.\n * - Between types: keeps the origin and axis, sets limits for the new type (none for continuous), and\n * moves a plain driving parameter along with them.\n */\nexport function setJointType(draft: FigureDraft, part: FigurePart, type: JointType | undefined): FigureDraft {\n const joints = draft.joints ?? []\n const existing = joints.find(joint => joint.child === part.name)\n\n if (type === undefined) {\n if (!existing) return draft\n return withoutJoint(draft, existing.name)\n }\n\n if (!existing) {\n const { position, size } = part.transform\n const joint: FigureJoint = {\n name: freeName([...joints.map(one => one.name)], `${part.name}-joint`),\n child: part.name,\n type,\n origin: { x: position.x, y: position.y - size.y / 2, z: position.z },\n axis: { x: 0, y: 1, z: 0 }\n }\n if (type !== 'continuous') joint.limits = { ...NEW_LIMITS[type] }\n\n const parameters = draft.parameters ?? []\n const taken = [...parameters.map(one => one.name), ...(draft.animations ?? []).map(one => one.name)]\n const driver = drivingParameter(joint)\n driver.name = freeName(taken, joint.name)\n\n return { ...draft, joints: [...joints, joint], parameters: [...parameters, driver] }\n }\n\n if (existing.type === type) return draft\n\n const next: FigureJoint = { ...existing, type }\n if (type === 'continuous') delete next.limits\n else if (existing.type === 'continuous' || (existing.type === 'prismatic') !== (type === 'prismatic')) {\n next.limits = { ...NEW_LIMITS[type] }\n }\n\n return replaceJoint(draft, existing, next)\n}\n\n/** Changes a joint's origin, axis or limits. A plain driving parameter follows new limits. */\nexport function patchJoint(\n draft: FigureDraft,\n name: string,\n patch: { origin?: Vec3; axis?: Vec3; limits?: { min: number; max: number } }\n): FigureDraft {\n const existing = draft.joints?.find(joint => joint.name === name)\n if (!existing) return draft\n const next: FigureJoint = { ...existing, ...patch }\n if (existing.type === 'continuous') delete next.limits\n return replaceJoint(draft, existing, next)\n}\n\nfunction replaceJoint(draft: FigureDraft, before: FigureJoint, after: FigureJoint): FigureDraft {\n const joints = (draft.joints ?? []).map(joint => (joint === before ? after : joint))\n const was = spanOf(before)\n const unitChanged = (before.type === 'prismatic') !== (after.type === 'prismatic')\n const spanChanged = was.min !== spanOf(after).min || was.max !== spanOf(after).max\n\n if (!unitChanged && !spanChanged) return { ...draft, joints }\n\n const parameters = (draft.parameters ?? []).map(parameter => {\n if (!isPlainDriver(parameter, before, was)) return parameter\n const driver = drivingParameter(after)\n return { ...parameter, range: driver.range, clip: { ...parameter.clip, channels: driver.clip.channels } }\n })\n return { ...draft, joints, parameters }\n}\n\nfunction withoutJoint(draft: FigureDraft, name: string): FigureDraft {\n const keep = <T extends { channels?: { target: string }[] }>(one: T) => (one.channels ?? []).filter(channel => channel.target !== name)\n\n const parameters = (draft.parameters ?? [])\n .map(parameter => ({ ...parameter, clip: { ...parameter.clip, channels: keep(parameter.clip) } }) as Parameter)\n .filter(parameter => parameter.clip.channels.length > 0)\n const animations = (draft.animations ?? [])\n .map(clip => ({ ...clip, channels: keep(clip) }) as NonNullable<FigureDraft['animations']>[number])\n .filter(clip => clip.channels.length > 0)\n const joints = (draft.joints ?? []).filter(joint => joint.name !== name)\n\n const next: FigureDraft = { ...draft }\n if (joints.length > 0) next.joints = joints\n else delete next.joints\n if (draft.parameters !== undefined) next.parameters = parameters\n if (draft.animations !== undefined) next.animations = animations\n return next\n}\n"]}
1
+ 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* Copyright © HatioLab Inc. All rights reserved.\n */\n\nimport type { FigureJoint, FigurePart, JointType, Vec3 } from '@hatiolab/figure-model'\n\nimport type { FigureDraft, PartModel } from './figure-source.js'\n\n/**\n * Editing joints and parents (ADR-0066). Pure functions over the draft and the part list, so the inspector\n * only renders and dispatches.\n *\n * A joint is always created together with the parameter that drives it. Values reach a joint only through\n * `parameters`, and the preview draws a slider per parameter, so a joint without one could be defined but\n * never seen moving.\n */\n\ntype Parameter = NonNullable<FigureDraft['parameters']>[number]\n\n/** The limits a new joint starts with. Revolute in degrees, prismatic in millimetres. */\nconst NEW_LIMITS: Record<Exclude<JointType, 'continuous'>, { min: number; max: number }> = {\n revolute: { min: -90, max: 90 },\n prismatic: { min: 0, max: 500 }\n}\n\n/** The span a parameter driving a continuous joint offers: one turn either way. */\nconst CONTINUOUS_SPAN = { min: -360, max: 360 }\n\n/** The joint whose child is this part, if any. */\nexport function jointOf(draft: FigureDraft | undefined, part: string): FigureJoint | undefined {\n return draft?.joints?.find(joint => joint.child === part)\n}\n\n/**\n * Parts a part may be attached to: every other part except itself and anything attached below it, since\n * either would close a loop the format refuses (`parent-cycle`).\n */\nexport function parentChoices(parts: readonly PartModel[], part: string): string[] {\n const below = new Set<string>([part])\n let grew = true\n while (grew) {\n grew = false\n for (const one of parts) {\n if (one.parent !== undefined && below.has(one.parent) && !below.has(one.name)) {\n below.add(one.name)\n grew = true\n }\n }\n }\n return parts.map(one => one.name).filter(name => !!name && !below.has(name))\n}\n\ntype Span = { min: number; max: number }\n\n/** 한 축에서 부품이 차지하는 구간. */\nconst reachOf = (part: FigurePart, axis: 'x' | 'y' | 'z'): Span => ({\n min: part.transform.position[axis] - part.transform.size[axis] / 2,\n max: part.transform.position[axis] + part.transform.size[axis] / 2\n})\n\n/**\n * 새 관절이 설 자리 — **부품이 붙은 부품과 맞닿는 면의 한가운데.**\n *\n * 경첩은 두 부품이 닿는 자리에 있다. 팔꿈치는 윗팔과 앞팔이 만나는 곳이고, 문은 문틀에 닿는\n * 모서리에 있다. 그래서 처음 값은 그 자리여야 한다.\n *\n * 한동안 **부품 아랫면 한가운데**를 썼다. 위로 쌓는 부품에는 맞는 자리인데(로봇 팔이 그렇다),\n * 옆에 달린 부품에는 틀린다 — 캐비닛 옆에 달린 문의 축이 문 바닥에 생긴다. 저작자는 그것을\n * 화면에서 보고 손으로 옮겨야 했고, 어디로 옮길지는 두 부품의 치수를 머릿속에서 빼야 나왔다.\n *\n * **가장 벌어진 축이 맞닿는 축이다.** 두 상자가 겹치는 축에서는 뺀 값이 음수이고, 마주 보는\n * 축에서만 0 이나 양수가 된다. 나머지 두 축은 겹치는 구간의 한가운데를 쓴다 — 문의 축은 문\n * 높이의 한가운데에 있지 위아래 끝에 있지 않다.\n *\n * 붙은 부품이 없으면(Figure 틀에 직접 붙는다) 아랫면 한가운데다. 그때 맞닿는 것은 바닥이다.\n *\n * ⚠ 부품의 제 회전은 보지 않는다. 비스듬히 세운 부품에서는 축에 나란한 상자로 셈한 자리가\n * 나오고, 그것은 **처음 값**이다 — 저작자가 옮길 수 있고, 화면의 부채꼴이 어디인지 보여 준다.\n */\nexport function seamOrigin(part: FigurePart, parent?: FigurePart): Vec3 {\n const { position, size } = part.transform\n if (!parent) return { x: position.x, y: position.y - size.y / 2, z: position.z }\n\n const axes = ['x', 'y', 'z'] as const\n const gaps = axes.map(axis => {\n const mine = reachOf(part, axis)\n const theirs = reachOf(parent, axis)\n return { axis, gap: Math.max(mine.min - theirs.max, theirs.min - mine.max), mine, theirs }\n })\n\n const meeting = gaps.reduce((widest, one) => (one.gap > widest.gap ? one : widest))\n const origin = { x: position.x, y: position.y, z: position.z }\n\n for (const { axis, mine, theirs } of gaps) {\n if (axis === meeting.axis) {\n /* 맞닿는 면은 **내 면**이다. 부모 쪽 면을 쓰면 둘 사이가 벌어져 있을 때 축이 허공에 선다. */\n origin[axis] = mine.min >= theirs.max ? mine.min : mine.max\n continue\n }\n const from = Math.max(mine.min, theirs.min)\n const to = Math.min(mine.max, theirs.max)\n origin[axis] = from <= to ? (from + to) / 2 : position[axis]\n }\n\n return { x: round4(origin.x), y: round4(origin.y), z: round4(origin.z) }\n}\n\nconst round4 = (value: number) => Math.round(value * 10000) / 10000\n\nfunction freeName(taken: Iterable<string>, stem: string): string {\n const used = new Set(taken)\n if (!used.has(stem)) return stem\n for (let n = 2; ; n++) if (!used.has(`${stem}-${n}`)) return `${stem}-${n}`\n}\n\n/** The span the driving parameter offers for a joint: its limits, or one turn either way when it has none. */\nfunction spanOf(joint: FigureJoint): { min: number; max: number } {\n return joint.limits ?? CONTINUOUS_SPAN\n}\n\nfunction drivingParameter(joint: FigureJoint): Parameter {\n const span = spanOf(joint)\n return {\n name: joint.name,\n range: { unit: joint.type === 'prismatic' ? 'mm' : 'deg', min: span.min, max: span.max },\n default: 0,\n clip: {\n channels: [\n {\n target: joint.name,\n keys: [\n { at: 0, value: span.min },\n { at: 1, value: span.max }\n ]\n }\n ]\n }\n }\n}\n\n/**\n * Whether a parameter is the plain one `setJointType` made for a joint: one channel on that joint, keys at\n * 0 and 1 spanning the given limits. Only such a parameter follows the joint when its limits or type change;\n * one the author reshaped is left as written.\n */\nfunction isPlainDriver(parameter: Parameter, joint: FigureJoint, span: { min: number; max: number }): boolean {\n const channels = parameter.clip?.channels ?? []\n if (channels.length !== 1) return false\n const [channel] = channels\n if (channel!.target !== joint.name || channel!.path !== undefined) return false\n const keys = channel!.keys as { at: number; value: number }[]\n return (\n keys.length === 2 &&\n keys[0]!.at === 0 &&\n keys[1]!.at === 1 &&\n keys[0]!.value === span.min &&\n keys[1]!.value === span.max &&\n parameter.range?.min === span.min &&\n parameter.range?.max === span.max\n )\n}\n\n/**\n * Sets how a part moves relative to its parent, or clears the joint with `undefined`.\n *\n * - From none: adds a joint at the seam with the parent (`seamOrigin`), with a vertical axis and starting\n * limits, and a parameter that drives it over those limits.\n * - To none: removes the joint and every channel that drove it; a parameter or clip left with no channel\n * is removed too, because the format refuses an empty one.\n * - Between types: keeps the origin and axis, sets limits for the new type (none for continuous), and\n * moves a plain driving parameter along with them.\n */\nexport function setJointType(\n draft: FigureDraft,\n part: FigurePart,\n type: JointType | undefined,\n parent?: FigurePart\n): FigureDraft {\n const joints = draft.joints ?? []\n const existing = joints.find(joint => joint.child === part.name)\n\n if (type === undefined) {\n if (!existing) return draft\n return withoutJoint(draft, existing.name)\n }\n\n if (!existing) {\n const joint: FigureJoint = {\n name: freeName([...joints.map(one => one.name)], `${part.name}-joint`),\n child: part.name,\n type,\n origin: seamOrigin(part, parent),\n axis: { x: 0, y: 1, z: 0 }\n }\n if (type !== 'continuous') joint.limits = { ...NEW_LIMITS[type] }\n\n const parameters = draft.parameters ?? []\n const taken = [...parameters.map(one => one.name), ...(draft.animations ?? []).map(one => one.name)]\n const driver = drivingParameter(joint)\n driver.name = freeName(taken, joint.name)\n\n return { ...draft, joints: [...joints, joint], parameters: [...parameters, driver] }\n }\n\n if (existing.type === type) return draft\n\n const next: FigureJoint = { ...existing, type }\n if (type === 'continuous') delete next.limits\n else if (existing.type === 'continuous' || (existing.type === 'prismatic') !== (type === 'prismatic')) {\n next.limits = { ...NEW_LIMITS[type] }\n }\n\n return replaceJoint(draft, existing, next)\n}\n\n/** Changes a joint's origin, axis or limits. A plain driving parameter follows new limits. */\nexport function patchJoint(\n draft: FigureDraft,\n name: string,\n patch: { origin?: Vec3; axis?: Vec3; limits?: { min: number; max: number } }\n): FigureDraft {\n const existing = draft.joints?.find(joint => joint.name === name)\n if (!existing) return draft\n const next: FigureJoint = { ...existing, ...patch }\n if (existing.type === 'continuous') delete next.limits\n return replaceJoint(draft, existing, next)\n}\n\nfunction replaceJoint(draft: FigureDraft, before: FigureJoint, after: FigureJoint): FigureDraft {\n const joints = (draft.joints ?? []).map(joint => (joint === before ? after : joint))\n const was = spanOf(before)\n const unitChanged = (before.type === 'prismatic') !== (after.type === 'prismatic')\n const spanChanged = was.min !== spanOf(after).min || was.max !== spanOf(after).max\n\n if (!unitChanged && !spanChanged) return { ...draft, joints }\n\n const parameters = (draft.parameters ?? []).map(parameter => {\n if (!isPlainDriver(parameter, before, was)) return parameter\n const driver = drivingParameter(after)\n return { ...parameter, range: driver.range, clip: { ...parameter.clip, channels: driver.clip.channels } }\n })\n return { ...draft, joints, parameters }\n}\n\nfunction withoutJoint(draft: FigureDraft, name: string): FigureDraft {\n const keep = <T extends { channels?: { target: string }[] }>(one: T) => (one.channels ?? []).filter(channel => channel.target !== name)\n\n const parameters = (draft.parameters ?? [])\n .map(parameter => ({ ...parameter, clip: { ...parameter.clip, channels: keep(parameter.clip) } }) as Parameter)\n .filter(parameter => parameter.clip.channels.length > 0)\n const animations = (draft.animations ?? [])\n .map(clip => ({ ...clip, channels: keep(clip) }) as NonNullable<FigureDraft['animations']>[number])\n .filter(clip => clip.channels.length > 0)\n const joints = (draft.joints ?? []).filter(joint => joint.name !== name)\n\n const next: FigureDraft = { ...draft }\n if (joints.length > 0) next.joints = joints\n else delete next.joints\n if (draft.parameters !== undefined) next.parameters = parameters\n if (draft.animations !== undefined) next.animations = animations\n return next\n}\n"]}
@@ -0,0 +1,31 @@
1
+ import type { FigureJoint } from '@hatiolab/figure-model';
2
+ import type { FigureDraft, PartModel } from './figure-source.js';
3
+ /**
4
+ * 관절이 **어느 자리에서 어느 쪽으로 얼마나 도는지**를 저작면에 그린다.
5
+ *
6
+ * 축은 `+x · -x · +y …` 중에서 고른다. 이름만 보고 어느 쪽으로 도는지 아는 사람은 없고, 지금은
7
+ * 미리보기로 건너가 막대를 끝까지 밀어 봐야 안다 — 여섯 축짜리 로봇에서는 그 왕복이 여섯 번이다.
8
+ * 도는 자리를 그 자리에 그려 두면 고르는 순간 보인다.
9
+ *
10
+ * ## 부채꼴 하나다
11
+ *
12
+ * 관절의 기준점에 **가동 범위만큼 벌어진 얇은 부채꼴**을 눕힌다. 부채꼴의 면이 도는 평면이고,
13
+ * 두께 방향이 축이며, 벌어진 각이 `limits` 다. 무한 회전(`continuous`)은 온전한 원이다.
14
+ *
15
+ * 부품 하나로 그린다 — 씬에 겹쳐 그리는 길을 따로 뚫지 않는다. 저작면은 부품을 컴포넌트로
16
+ * 세우는 자리이고, 이 부채꼴도 그 규칙을 그대로 따른다. `locked` 라 클릭·마퀴·기즈모가 집지
17
+ * 않고, 저장 형식으로는 나가지 않는다(저작면 안에서만 만들어 붙인다).
18
+ */
19
+ /** 저작면에만 있는 이름. 부품 목록에는 없다. */
20
+ export declare const JOINT_GIZMO = "__joint-gizmo";
21
+ /** 축 벡터를 `+x` 꼴의 이름으로. 형식은 단위 벡터를 쓰고 저작면은 여섯 중 하나를 고른다. */
22
+ export declare function axisName(axis: {
23
+ x: number;
24
+ y: number;
25
+ z: number;
26
+ }): string | undefined;
27
+ /**
28
+ * 관절 하나를 그리는 부품. 그릴 수 없으면 `undefined` — 축이 비스듬하면 부채꼴로 그릴 수 없고,
29
+ * 그때 아무 쪽이나 골라 그리면 **틀린 방향을 가리킨다.**
30
+ */
31
+ export declare function gizmoPart(joint: FigureJoint, child: PartModel | undefined, draft: FigureDraft): PartModel | undefined;
@@ -0,0 +1,104 @@
1
+ /*
2
+ * Copyright © HatioLab Inc. All rights reserved.
3
+ */
4
+ import { partFromFigure } from './figure-source.js';
5
+ /**
6
+ * 관절이 **어느 자리에서 어느 쪽으로 얼마나 도는지**를 저작면에 그린다.
7
+ *
8
+ * 축은 `+x · -x · +y …` 중에서 고른다. 이름만 보고 어느 쪽으로 도는지 아는 사람은 없고, 지금은
9
+ * 미리보기로 건너가 막대를 끝까지 밀어 봐야 안다 — 여섯 축짜리 로봇에서는 그 왕복이 여섯 번이다.
10
+ * 도는 자리를 그 자리에 그려 두면 고르는 순간 보인다.
11
+ *
12
+ * ## 부채꼴 하나다
13
+ *
14
+ * 관절의 기준점에 **가동 범위만큼 벌어진 얇은 부채꼴**을 눕힌다. 부채꼴의 면이 도는 평면이고,
15
+ * 두께 방향이 축이며, 벌어진 각이 `limits` 다. 무한 회전(`continuous`)은 온전한 원이다.
16
+ *
17
+ * 부품 하나로 그린다 — 씬에 겹쳐 그리는 길을 따로 뚫지 않는다. 저작면은 부품을 컴포넌트로
18
+ * 세우는 자리이고, 이 부채꼴도 그 규칙을 그대로 따른다. `locked` 라 클릭·마퀴·기즈모가 집지
19
+ * 않고, 저장 형식으로는 나가지 않는다(저작면 안에서만 만들어 붙인다).
20
+ */
21
+ /** 저작면에만 있는 이름. 부품 목록에는 없다. */
22
+ export const JOINT_GIZMO = '__joint-gizmo';
23
+ /** 부채꼴을 몇 조각으로 그리나. 한 조각이 6도쯤이면 원이 원으로 보인다. */
24
+ const STEP = 6;
25
+ /** 두께. 얇아야 부품을 가리지 않고, 너무 얇으면 옆에서 볼 때 사라진다. */
26
+ const THICKNESS = 6;
27
+ /**
28
+ * 도는 평면과 두께 방향을 축에 맞춘다.
29
+ *
30
+ * 부채꼴은 단면이 눕고 **제 y 방향으로** 밀려 두꺼워지는 도형이라, 기본 상태의 축이 +y 다.
31
+ * 다른 축은 부품 회전으로 눕힌다 — 부품이 제 회전을 지는 것과 같은 방법이고, 형식이 이미
32
+ * 아는 길이다.
33
+ *
34
+ * `turn` 은 단면 안에서 각을 재는 방향이다. 씬의 회전과 단면의 각이 도는 쪽이 반대인 축이
35
+ * 있어서, 그것을 여기 한 곳에 적어 둔다 — 부채꼴이 실제로 도는 쪽과 반대로 벌어지면
36
+ * 가리키는 뜻이 뒤집힌다.
37
+ */
38
+ const AXIS_LAY = {
39
+ '+y': { turn: -1 },
40
+ '-y': { turn: 1 },
41
+ '+x': { rotation: { z: 90 }, turn: 1 },
42
+ '-x': { rotation: { z: 90 }, turn: -1 },
43
+ '+z': { rotation: { x: 90 }, turn: -1 },
44
+ '-z': { rotation: { x: 90 }, turn: 1 }
45
+ };
46
+ /** 축 벡터를 `+x` 꼴의 이름으로. 형식은 단위 벡터를 쓰고 저작면은 여섯 중 하나를 고른다. */
47
+ export function axisName(axis) {
48
+ const named = [
49
+ ['x', axis.x],
50
+ ['y', axis.y],
51
+ ['z', axis.z]
52
+ ];
53
+ const on = named.filter(([, value]) => value !== 0);
54
+ if (on.length !== 1)
55
+ return undefined;
56
+ const [name, value] = on[0];
57
+ return `${value > 0 ? '+' : '-'}${name}`;
58
+ }
59
+ /** 이 관절이 도는 범위. 무한 회전은 한 바퀴다. */
60
+ function span(joint) {
61
+ if (joint.type === 'continuous' || !joint.limits)
62
+ return { from: -180, to: 180 };
63
+ return { from: joint.limits.min, to: joint.limits.max };
64
+ }
65
+ /** 부채꼴의 단면. 점은 부품 중심 기준의 밀리미터다. */
66
+ function sector(from, to, radius, turn) {
67
+ const path = [];
68
+ const full = Math.abs(to - from) >= 359.999;
69
+ if (!full)
70
+ path.push({ x: 0, y: 0 });
71
+ const steps = Math.max(2, Math.ceil(Math.abs(to - from) / STEP));
72
+ for (let i = 0; i <= steps; i++) {
73
+ const degrees = from + ((to - from) * i) / steps;
74
+ const rad = (degrees * Math.PI * turn) / 180;
75
+ path.push({ x: +(Math.cos(rad) * radius).toFixed(3), y: +(Math.sin(rad) * radius).toFixed(3) });
76
+ }
77
+ return path;
78
+ }
79
+ /**
80
+ * 관절 하나를 그리는 부품. 그릴 수 없으면 `undefined` — 축이 비스듬하면 부채꼴로 그릴 수 없고,
81
+ * 그때 아무 쪽이나 골라 그리면 **틀린 방향을 가리킨다.**
82
+ */
83
+ export function gizmoPart(joint, child, draft) {
84
+ const lay = AXIS_LAY[axisName(joint.axis) ?? ''];
85
+ if (!lay)
86
+ return undefined;
87
+ /* 반지름은 **도는 부품의 크기**에서 온다. 부채꼴이 그 부품보다 작으면 무엇이 도는지 안 읽힌다. */
88
+ const reach = child ? Math.max(child.width, child.height, child.depth) : 0;
89
+ const radius = Math.max(60, Math.round(reach * 0.6));
90
+ const { from, to } = span(joint);
91
+ const part = {
92
+ name: JOINT_GIZMO,
93
+ primitive: 'polygon',
94
+ transform: {
95
+ position: { ...joint.origin },
96
+ size: { x: radius * 2, y: THICKNESS, z: radius * 2 },
97
+ ...(lay.rotation ? { rotation: lay.rotation } : {})
98
+ },
99
+ shape: { path: sector(from, to, radius, lay.turn) },
100
+ material: { token: 'palette.accent', transparent: true }
101
+ };
102
+ return { ...partFromFigure(part, draft), locked: true };
103
+ }
104
+ //# sourceMappingURL=joint-gizmo.js.map