Merge pull request '3d 야드 수정' (#249) from lhj into main

Reviewed-on: http://39.117.244.52:3000/kjs/ERP-node/pulls/249
This commit is contained in:
hjlee 2025-12-05 13:46:02 +09:00
commit 6da1590430
3 changed files with 195 additions and 135 deletions

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@ -648,7 +648,14 @@ export default function DigitalTwinEditor({ layoutId, layoutName, onBack }: Digi
description: `${loadedObjects.length}개의 객체를 불러왔습니다.`,
});
// Location 객체들의 자재 개수 로드
// Location 객체들의 자재 개수 로드 (직접 dbConnectionId와 materialTableName 전달)
const dbConnectionId = layout.external_db_connection_id;
const hierarchyConfigParsed =
typeof layout.hierarchy_config === "string"
? JSON.parse(layout.hierarchy_config)
: layout.hierarchy_config;
const materialTableName = hierarchyConfigParsed?.material?.tableName;
const locationObjects = loadedObjects.filter(
(obj) =>
(obj.type === "location-bed" ||
@ -657,10 +664,10 @@ export default function DigitalTwinEditor({ layoutId, layoutName, onBack }: Digi
obj.type === "location-dest") &&
obj.locaKey,
);
if (locationObjects.length > 0) {
if (locationObjects.length > 0 && dbConnectionId && materialTableName) {
const locaKeys = locationObjects.map((obj) => obj.locaKey!);
setTimeout(() => {
loadMaterialCountsForLocations(locaKeys);
loadMaterialCountsForLocations(locaKeys, dbConnectionId, materialTableName);
}, 100);
}
} else {
@ -1045,11 +1052,15 @@ export default function DigitalTwinEditor({ layoutId, layoutName, onBack }: Digi
};
// Location별 자재 개수 로드 (locaKeys를 직접 받음)
const loadMaterialCountsForLocations = async (locaKeys: string[]) => {
if (!selectedDbConnection || locaKeys.length === 0) return;
const loadMaterialCountsForLocations = async (locaKeys: string[], dbConnectionId?: number, materialTableName?: string) => {
const connectionId = dbConnectionId || selectedDbConnection;
const tableName = materialTableName || selectedTables.material;
if (!connectionId || locaKeys.length === 0) return;
try {
const response = await getMaterialCounts(selectedDbConnection, selectedTables.material, locaKeys);
const response = await getMaterialCounts(connectionId, tableName, locaKeys);
console.log("📊 자재 개수 API 응답:", response);
if (response.success && response.data) {
// 각 Location 객체에 자재 개수 업데이트 (STP는 자재 미적재이므로 제외)
setPlacedObjects((prev) =>
@ -1060,13 +1071,23 @@ export default function DigitalTwinEditor({ layoutId, layoutName, onBack }: Digi
) {
return obj;
}
const materialCount = response.data?.find((mc) => mc.LOCAKEY === obj.locaKey);
// 백엔드 응답 필드명: location_key, count (대소문자 모두 체크)
const materialCount = response.data?.find(
(mc: any) =>
mc.LOCAKEY === obj.locaKey ||
mc.location_key === obj.locaKey ||
mc.locakey === obj.locaKey
);
if (materialCount) {
// count 또는 material_count 필드 사용
const count = materialCount.count || materialCount.material_count || 0;
const maxLayer = materialCount.max_layer || count;
console.log(`📊 ${obj.locaKey}: 자재 ${count}`);
return {
...obj,
materialCount: materialCount.material_count,
materialCount: Number(count),
materialPreview: {
height: materialCount.max_layer * 1.5, // 층당 1.5 높이 (시각적)
height: maxLayer * 1.5, // 층당 1.5 높이 (시각적)
},
};
}

View File

@ -54,15 +54,17 @@ export default function DigitalTwinViewer({ layoutId }: DigitalTwinViewerProps)
// 레이아웃 정보 저장 (snake_case와 camelCase 모두 지원)
setLayoutName(layout.layout_name || layout.layoutName);
setExternalDbConnectionId(layout.external_db_connection_id || layout.externalDbConnectionId);
const dbConnectionId = layout.external_db_connection_id || layout.externalDbConnectionId;
setExternalDbConnectionId(dbConnectionId);
// hierarchy_config 저장
let hierarchyConfigData: any = null;
if (layout.hierarchy_config) {
const config =
hierarchyConfigData =
typeof layout.hierarchy_config === "string"
? JSON.parse(layout.hierarchy_config)
: layout.hierarchy_config;
setHierarchyConfig(config);
setHierarchyConfig(hierarchyConfigData);
}
// 객체 데이터 변환
@ -103,6 +105,47 @@ export default function DigitalTwinViewer({ layoutId }: DigitalTwinViewerProps)
});
setPlacedObjects(loadedObjects);
// 외부 DB 연결이 있고 자재 설정이 있으면, 각 Location의 실제 자재 개수 조회
if (dbConnectionId && hierarchyConfigData?.material) {
const locationObjects = loadedObjects.filter(
(obj) =>
(obj.type === "location-bed" || obj.type === "location-temp" || obj.type === "location-dest") &&
obj.locaKey
);
// 각 Location에 대해 자재 개수 조회 (병렬 처리)
const materialCountPromises = locationObjects.map(async (obj) => {
try {
const matResponse = await getMaterials(dbConnectionId, {
tableName: hierarchyConfigData.material.tableName,
keyColumn: hierarchyConfigData.material.keyColumn,
locationKeyColumn: hierarchyConfigData.material.locationKeyColumn,
layerColumn: hierarchyConfigData.material.layerColumn,
locaKey: obj.locaKey!,
});
if (matResponse.success && matResponse.data) {
return { id: obj.id, count: matResponse.data.length };
}
} catch (e) {
console.warn(`자재 개수 조회 실패 (${obj.locaKey}):`, e);
}
return { id: obj.id, count: 0 };
});
const materialCounts = await Promise.all(materialCountPromises);
// materialCount 업데이트
setPlacedObjects((prev) =>
prev.map((obj) => {
const countData = materialCounts.find((m) => m.id === obj.id);
if (countData && countData.count > 0) {
return { ...obj, materialCount: countData.count };
}
return obj;
})
);
}
} else {
throw new Error(response.error || "레이아웃 조회 실패");
}

View File

@ -1,7 +1,7 @@
"use client";
import { Canvas, useThree } from "@react-three/fiber";
import { OrbitControls, Grid, Box, Text } from "@react-three/drei";
import { OrbitControls, Box, Text } from "@react-three/drei";
import { Suspense, useRef, useState, useEffect, useMemo } from "react";
import * as THREE from "three";
@ -525,68 +525,77 @@ function MaterialBox({
case "location-bed":
case "location-temp":
case "location-dest":
// 베드 타입 Location: 초록색 상자
// 베드 타입 Location: 회색 철판들이 데이터 개수만큼 쌓이는 형태
const locPlateCount = placement.material_count || placement.quantity || 5; // 데이터 개수
const locVisiblePlateCount = locPlateCount; // 데이터 개수만큼 모두 렌더링
const locPlateThickness = 0.15; // 각 철판 두께
const locPlateGap = 0.03; // 철판 사이 미세한 간격
// 실제 렌더링되는 폴리곤 기준으로 높이 계산
const locVisibleStackHeight = locVisiblePlateCount * (locPlateThickness + locPlateGap);
// 그룹의 position_y를 상쇄해서 바닥(y=0)부터 시작하도록
const locYOffset = -placement.position_y;
const locPlateBaseY = locYOffset + locPlateThickness / 2;
return (
<>
<Box args={[boxWidth, boxHeight, boxDepth]}>
<meshStandardMaterial
color={placement.color}
roughness={0.5}
metalness={0.3}
emissive={isSelected ? placement.color : "#000000"}
emissiveIntensity={isSelected ? glowIntensity * 0.8 : 0}
/>
</Box>
{/* 대표 자재 스택 (자재가 있을 때만) */}
{placement.material_count !== undefined &&
placement.material_count > 0 &&
placement.material_preview_height && (
{/* 철판 스택 - 데이터 개수만큼 회색 판 쌓기 (최대 20개) */}
{Array.from({ length: locVisiblePlateCount }).map((_, idx) => {
const yPos = locPlateBaseY + idx * (locPlateThickness + locPlateGap);
// 약간의 랜덤 오프셋으로 자연스러움 추가
const xOffset = (Math.sin(idx * 0.5) * 0.02);
const zOffset = (Math.cos(idx * 0.7) * 0.02);
return (
<Box
args={[boxWidth * 0.7, placement.material_preview_height, boxDepth * 0.7]}
position={[0, boxHeight / 2 + placement.material_preview_height / 2, 0]}
key={`loc-plate-${idx}`}
args={[boxWidth, locPlateThickness, boxDepth]}
position={[xOffset, yPos, zOffset]}
>
<meshStandardMaterial
color="#ef4444"
roughness={0.6}
metalness={0.2}
emissive={isSelected ? "#ef4444" : "#000000"}
color="#6b7280" // 회색 (고정)
roughness={0.4}
metalness={0.7}
emissive={isSelected ? "#9ca3af" : "#000000"}
emissiveIntensity={isSelected ? glowIntensity * 0.3 : 0}
transparent
opacity={0.7}
/>
{/* 각 철판 외곽선 */}
<lineSegments>
<edgesGeometry args={[new THREE.BoxGeometry(boxWidth, locPlateThickness, boxDepth)]} />
<lineBasicMaterial color="#374151" opacity={0.8} transparent />
</lineSegments>
</Box>
)}
{/* Location 이름 */}
);
})}
{/* Location 이름 - 실제 폴리곤 높이 기준, 뒤쪽(+Z)에 배치 */}
{placement.name && (
<Text
position={[0, boxHeight / 2 + 0.3, 0]}
position={[0, locYOffset + locVisibleStackHeight + 0.3, boxDepth * 0.3]}
rotation={[-Math.PI / 2, 0, 0]}
fontSize={Math.min(boxWidth, boxDepth) * 0.15}
color="#ffffff"
fontSize={Math.min(boxWidth, boxDepth) * 0.18}
color="#374151"
anchorX="center"
anchorY="middle"
outlineWidth={0.03}
outlineColor="#000000"
outlineColor="#ffffff"
>
{placement.name}
</Text>
)}
{/* 자재 개수 */}
{placement.material_count !== undefined && placement.material_count > 0 && (
{/* 수량 표시 텍스트 - 실제 폴리곤 높이 기준, 앞쪽(-Z)에 배치 */}
{locPlateCount > 0 && (
<Text
position={[0, boxHeight / 2 + 0.6, 0]}
position={[0, locYOffset + locVisibleStackHeight + 0.3, -boxDepth * 0.3]}
rotation={[-Math.PI / 2, 0, 0]}
fontSize={Math.min(boxWidth, boxDepth) * 0.12}
color="#fbbf24"
fontSize={Math.min(boxWidth, boxDepth) * 0.15}
color="#1f2937"
anchorX="center"
anchorY="middle"
outlineWidth={0.03}
outlineColor="#000000"
outlineWidth={0.02}
outlineColor="#ffffff"
>
{`자재: ${placement.material_count}`}
{`${locPlateCount}`}
</Text>
)}
</>
@ -886,83 +895,79 @@ function MaterialBox({
case "plate-stack":
default:
// 후판 스택: 팔레트 + 박스 (기존 렌더링)
// 후판 스택: 회색 철판들이 데이터 개수만큼 쌓이는 형태
const plateCount = placement.material_count || placement.quantity || 5; // 데이터 개수 (기본 5장)
const visiblePlateCount = plateCount; // 데이터 개수만큼 모두 렌더링
const plateThickness = 0.15; // 각 철판 두께
const plateGap = 0.03; // 철판 사이 미세한 간격
// 실제 렌더링되는 폴리곤 기준으로 높이 계산
const visibleStackHeight = visiblePlateCount * (plateThickness + plateGap);
// 그룹의 position_y를 상쇄해서 바닥(y=0)부터 시작하도록
const yOffset = -placement.position_y;
const plateBaseY = yOffset + plateThickness / 2;
return (
<>
{/* 팔레트 그룹 - 박스 하단에 붙어있도록 */}
<group position={[0, palletYOffset, 0]}>
{/* 상단 가로 판자들 (5개) */}
{[-boxDepth * 0.4, -boxDepth * 0.2, 0, boxDepth * 0.2, boxDepth * 0.4].map((zOffset, idx) => (
{/* 철판 스택 - 데이터 개수만큼 회색 판 쌓기 (최대 20개) */}
{Array.from({ length: visiblePlateCount }).map((_, idx) => {
const yPos = plateBaseY + idx * (plateThickness + plateGap);
// 약간의 랜덤 오프셋으로 자연스러움 추가 (실제 철판처럼)
const xOffset = (Math.sin(idx * 0.5) * 0.02);
const zOffset = (Math.cos(idx * 0.7) * 0.02);
return (
<Box
key={`top-${idx}`}
args={[boxWidth * 0.95, palletHeight * 0.3, boxDepth * 0.15]}
position={[0, palletHeight * 0.35, zOffset]}
key={`plate-${idx}`}
args={[boxWidth, plateThickness, boxDepth]}
position={[xOffset, yPos, zOffset]}
>
<meshStandardMaterial color="#8B4513" roughness={0.95} metalness={0.0} />
<meshStandardMaterial
color="#6b7280" // 회색 (고정)
roughness={0.4}
metalness={0.7}
emissive={isSelected ? "#9ca3af" : "#000000"}
emissiveIntensity={isSelected ? glowIntensity * 0.3 : 0}
/>
{/* 각 철판 외곽선 */}
<lineSegments>
<edgesGeometry
args={[new THREE.BoxGeometry(boxWidth * 0.95, palletHeight * 0.3, boxDepth * 0.15)]}
/>
<lineBasicMaterial color="#000000" opacity={0.3} transparent />
<edgesGeometry args={[new THREE.BoxGeometry(boxWidth, plateThickness, boxDepth)]} />
<lineBasicMaterial color="#374151" opacity={0.8} transparent />
</lineSegments>
</Box>
))}
{/* 중간 세로 받침대 (3개) */}
{[-boxWidth * 0.35, 0, boxWidth * 0.35].map((xOffset, idx) => (
<Box
key={`middle-${idx}`}
args={[boxWidth * 0.12, palletHeight * 0.4, boxDepth * 0.2]}
position={[xOffset, 0, 0]}
>
<meshStandardMaterial color="#654321" roughness={0.98} metalness={0.0} />
<lineSegments>
<edgesGeometry
args={[new THREE.BoxGeometry(boxWidth * 0.12, palletHeight * 0.4, boxDepth * 0.2)]}
/>
<lineBasicMaterial color="#000000" opacity={0.4} transparent />
</lineSegments>
</Box>
))}
{/* 하단 가로 판자들 (3개) */}
{[-boxDepth * 0.3, 0, boxDepth * 0.3].map((zOffset, idx) => (
<Box
key={`bottom-${idx}`}
args={[boxWidth * 0.95, palletHeight * 0.25, boxDepth * 0.18]}
position={[0, -palletHeight * 0.35, zOffset]}
>
<meshStandardMaterial color="#6B4423" roughness={0.97} metalness={0.0} />
<lineSegments>
<edgesGeometry
args={[new THREE.BoxGeometry(boxWidth * 0.95, palletHeight * 0.25, boxDepth * 0.18)]}
/>
<lineBasicMaterial color="#000000" opacity={0.3} transparent />
</lineSegments>
</Box>
))}
</group>
{/* 메인 박스 */}
<Box args={[boxWidth, boxHeight, boxDepth]} position={[0, 0, 0]}>
{/* 메인 재질 - 골판지 느낌 */}
<meshStandardMaterial
color={placement.color}
opacity={isConfigured ? (isSelected ? 1 : 0.8) : 0.5}
transparent
emissive={isSelected ? "#ffffff" : "#000000"}
emissiveIntensity={isSelected ? 0.2 : 0}
wireframe={!isConfigured}
roughness={0.95}
metalness={0.05}
/>
{/* 외곽선 - 더 진하게 */}
<lineSegments>
<edgesGeometry args={[new THREE.BoxGeometry(boxWidth, boxHeight, boxDepth)]} />
<lineBasicMaterial color="#000000" opacity={0.6} transparent linewidth={1.5} />
</lineSegments>
</Box>
);
})}
{/* 수량 표시 텍스트 (상단) - 앞쪽(-Z)에 배치 */}
{plateCount > 0 && (
<Text
position={[0, yOffset + visibleStackHeight + 0.3, -boxDepth * 0.3]}
rotation={[-Math.PI / 2, 0, 0]}
fontSize={Math.min(boxWidth, boxDepth) * 0.18}
color="#374151"
anchorX="center"
anchorY="middle"
outlineWidth={0.03}
outlineColor="#ffffff"
>
{`${plateCount}`}
</Text>
)}
{/* 자재명 표시 (있는 경우) - 뒤쪽(+Z)에 배치 */}
{placement.material_name && (
<Text
position={[0, yOffset + visibleStackHeight + 0.3, boxDepth * 0.3]}
rotation={[-Math.PI / 2, 0, 0]}
fontSize={Math.min(boxWidth, boxDepth) * 0.15}
color="#1f2937"
anchorX="center"
anchorY="middle"
outlineWidth={0.02}
outlineColor="#ffffff"
>
{placement.material_name}
</Text>
)}
</>
);
}
@ -1114,20 +1119,11 @@ function Scene({
{/* 배경색 */}
<color attach="background" args={["#f3f4f6"]} />
{/* 바닥 그리드 (타일을 4등분) */}
<Grid
args={[100, 100]}
cellSize={gridSize / 2} // 타일을 2x2로 나눔 (2.5칸)
cellThickness={0.6}
cellColor="#d1d5db" // 얇은 선 (서브 그리드) - 밝은 회색
sectionSize={gridSize} // 타일 경계선 (5칸마다)
sectionThickness={1.5}
sectionColor="#6b7280" // 타일 경계는 조금 어둡게
fadeDistance={200}
fadeStrength={1}
followCamera={false}
infiniteGrid={true}
/>
{/* 바닥 - 단색 평면 (그리드 제거) */}
<mesh rotation={[-Math.PI / 2, 0, 0]} position={[0, -0.01, 0]}>
<planeGeometry args={[200, 200]} />
<meshStandardMaterial color="#e5e7eb" roughness={0.9} metalness={0.1} />
</mesh>
{/* 자재 박스들 */}
{placements.map((placement) => (