3d - 배치 구현

This commit is contained in:
dohyeons 2025-11-19 12:00:55 +09:00
parent cec631d0f7
commit eeed671436
6 changed files with 1860 additions and 270 deletions

View File

@ -302,26 +302,26 @@ export function CanvasElement({
return;
}
// 닫기 버튼이나 리사이즈 핸들 클릭 시 무시
// 닫기 버튼이나 리사이즈 핸들 클릭 시 무시
if ((e.target as HTMLElement).closest(".element-close, .resize-handle")) {
return;
}
// 위젯 내부 (헤더 제외) 클릭 시 드래그 무시 - 인터랙티브 사용 가능
if ((e.target as HTMLElement).closest(".widget-interactive-area")) {
return;
}
return;
}
// 선택되지 않은 경우에만 선택 처리
if (!isSelected) {
onSelect(element.id);
onSelect(element.id);
}
setIsDragging(true);
setIsDragging(true);
const startPos = {
x: e.clientX,
y: e.clientY,
elementX: element.position.x,
x: e.clientX,
y: e.clientY,
elementX: element.position.x,
elementY: element.position.y,
initialScrollY: window.pageYOffset, // 🔥 드래그 시작 시점의 스크롤 위치
};
@ -348,7 +348,7 @@ export function CanvasElement({
onMultiDragStart(element.id, offsets);
}
e.preventDefault();
e.preventDefault();
},
[
element.id,
@ -370,17 +370,17 @@ export function CanvasElement({
return;
}
e.stopPropagation();
setIsResizing(true);
setResizeStart({
x: e.clientX,
y: e.clientY,
width: element.size.width,
height: element.size.height,
elementX: element.position.x,
elementY: element.position.y,
e.stopPropagation();
setIsResizing(true);
setResizeStart({
x: e.clientX,
y: e.clientY,
width: element.size.width,
height: element.size.height,
elementX: element.position.x,
elementY: element.position.y,
handle,
});
});
},
[element.size.width, element.size.height, element.position.x, element.position.y],
);
@ -388,7 +388,7 @@ export function CanvasElement({
// 마우스 이동 처리 (그리드 스냅 적용)
const handleMouseMove = useCallback(
(e: MouseEvent) => {
if (isDragging) {
if (isDragging) {
// 🔥 자동 스크롤: 다중 선택 시 첫 번째 위젯에서만 처리
const isFirstSelectedElement =
!selectedElements || selectedElements.length === 0 || selectedElements[0] === element.id;
@ -425,14 +425,14 @@ export function CanvasElement({
if (selectedElements.length > 1 && selectedElements.includes(element.id) && onMultiDragMove) {
onMultiDragMove(element, { x: rawX, y: rawY });
}
} else if (isResizing) {
const deltaX = e.clientX - resizeStart.x;
const deltaY = e.clientY - resizeStart.y;
} else if (isResizing) {
const deltaX = e.clientX - resizeStart.x;
const deltaY = e.clientY - resizeStart.y;
let newWidth = resizeStart.width;
let newHeight = resizeStart.height;
let newX = resizeStart.elementX;
let newY = resizeStart.elementY;
let newWidth = resizeStart.width;
let newHeight = resizeStart.height;
let newX = resizeStart.elementX;
let newY = resizeStart.elementY;
// 최소 크기 설정: 모든 위젯 1x1
const minWidthCells = 1;
@ -440,28 +440,28 @@ export function CanvasElement({
const minWidth = cellSize * minWidthCells;
const minHeight = cellSize * minHeightCells;
switch (resizeStart.handle) {
switch (resizeStart.handle) {
case "se": // 오른쪽 아래
newWidth = Math.max(minWidth, resizeStart.width + deltaX);
newHeight = Math.max(minHeight, resizeStart.height + deltaY);
break;
break;
case "sw": // 왼쪽 아래
newWidth = Math.max(minWidth, resizeStart.width - deltaX);
newHeight = Math.max(minHeight, resizeStart.height + deltaY);
newX = resizeStart.elementX + deltaX;
break;
newX = resizeStart.elementX + deltaX;
break;
case "ne": // 오른쪽 위
newWidth = Math.max(minWidth, resizeStart.width + deltaX);
newHeight = Math.max(minHeight, resizeStart.height - deltaY);
newY = resizeStart.elementY + deltaY;
break;
newY = resizeStart.elementY + deltaY;
break;
case "nw": // 왼쪽 위
newWidth = Math.max(minWidth, resizeStart.width - deltaX);
newHeight = Math.max(minHeight, resizeStart.height - deltaY);
newX = resizeStart.elementX + deltaX;
newY = resizeStart.elementY + deltaY;
break;
}
newX = resizeStart.elementX + deltaX;
newY = resizeStart.elementY + deltaY;
break;
}
// 가로 너비가 캔버스를 벗어나지 않도록 제한
const maxWidth = canvasWidth - newX;
@ -710,12 +710,12 @@ export function CanvasElement({
const { dashboardApi } = await import("@/lib/api/dashboard");
result = await dashboardApi.executeQuery(filteredQuery);
setChartData({
columns: result.columns || [],
rows: result.rows || [],
totalRows: result.rowCount || 0,
setChartData({
columns: result.columns || [],
rows: result.rows || [],
totalRows: result.rowCount || 0,
executionTime: 0,
});
});
}
} catch (error) {
// console.error("Chart data loading error:", error);
@ -859,7 +859,7 @@ export function CanvasElement({
)
) : null}
</div>
</div>
</div>
)}
{/* 삭제 버튼 - 항상 표시 (우측 상단 절대 위치) */}

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@ -5,8 +5,8 @@ import { Button } from "@/components/ui/button";
import { Dialog, DialogContent, DialogHeader, DialogTitle } from "@/components/ui/dialog";
import { Plus, Check, Trash2 } from "lucide-react";
import YardLayoutCreateModal from "./yard-3d/YardLayoutCreateModal";
import YardEditor from "./yard-3d/YardEditor";
import Yard3DViewer from "./yard-3d/Yard3DViewer";
import DigitalTwinEditor from "./yard-3d/DigitalTwinEditor";
import DigitalTwinViewer from "./yard-3d/DigitalTwinViewer";
import { yardLayoutApi } from "@/lib/api/yardLayoutApi";
import type { YardManagementConfig } from "../types";
@ -125,11 +125,15 @@ export default function YardManagement3DWidget({
}
};
// 편집 모드: 편집 중인 경우 YardEditor 표시
// 편집 모드: 편집 중인 경우 DigitalTwinEditor 표시
if (isEditMode && editingLayout) {
return (
<div className="h-full w-full">
<YardEditor layout={editingLayout} onBack={handleEditComplete} />
<DigitalTwinEditor
layoutId={editingLayout.id}
layoutName={editingLayout.name}
onBack={handleEditComplete}
/>
</div>
);
}
@ -269,10 +273,10 @@ export default function YardManagement3DWidget({
);
}
// 선택된 레이아웃의 3D 뷰어 표시
// 선택된 레이아웃의 디지털 트윈 뷰어 표시
return (
<div className="h-full w-full">
<Yard3DViewer layoutId={config.layoutId} />
<DigitalTwinViewer layoutId={config.layoutId} />
</div>
);
}

View File

@ -0,0 +1,641 @@
"use client";
import { useState, useEffect } from "react";
import { Button } from "@/components/ui/button";
import { ArrowLeft, Save, Loader2, Grid3x3, Combine, Move, Box, Package } from "lucide-react";
import { Input } from "@/components/ui/input";
import { Label } from "@/components/ui/label";
import { Select, SelectContent, SelectItem, SelectTrigger, SelectValue } from "@/components/ui/select";
import dynamic from "next/dynamic";
import { useToast } from "@/hooks/use-toast";
const Yard3DCanvas = dynamic(() => import("./Yard3DCanvas"), {
ssr: false,
loading: () => (
<div className="bg-muted flex h-full items-center justify-center">
<Loader2 className="text-muted-foreground h-8 w-8 animate-spin" />
</div>
),
});
interface DigitalTwinEditorProps {
layoutId: number;
layoutName: string;
onBack: () => void;
}
type ToolType = "yard" | "gantry-crane" | "mobile-crane" | "rack" | "plate-stack";
interface PlacedObject {
id: number;
type: ToolType;
name: string;
position: { x: number; y: number; z: number };
size: { x: number; y: number; z: number };
color: string;
// 데이터 바인딩 정보
externalDbConnectionId?: number;
dataBindingConfig?: any;
}
export default function DigitalTwinEditor({ layoutId, layoutName, onBack }: DigitalTwinEditorProps) {
const { toast } = useToast();
const [placedObjects, setPlacedObjects] = useState<PlacedObject[]>([]);
const [selectedObject, setSelectedObject] = useState<PlacedObject | null>(null);
const [draggedTool, setDraggedTool] = useState<ToolType | null>(null);
const [isLoading, setIsLoading] = useState(true);
const [isSaving, setIsSaving] = useState(false);
const [hasUnsavedChanges, setHasUnsavedChanges] = useState(false);
const [externalDbConnections, setExternalDbConnections] = useState<any[]>([]);
const [selectedDbConnection, setSelectedDbConnection] = useState<number | null>(null);
const [nextObjectId, setNextObjectId] = useState(-1);
// 외부 DB 연결 목록 로드
useEffect(() => {
const loadExternalDbConnections = async () => {
try {
// TODO: 실제 API 호출
// const response = await externalDbConnectionApi.getConnections({ is_active: 'Y' });
// 임시 데이터
setExternalDbConnections([
{ id: 1, name: "DO_DY (동연 야드)", db_type: "mariadb" },
{ id: 2, name: "GY_YARD (광양 야드)", db_type: "mariadb" },
]);
} catch (error) {
console.error("외부 DB 연결 목록 조회 실패:", error);
}
};
loadExternalDbConnections();
}, []);
// 레이아웃 데이터 로드
useEffect(() => {
const loadLayout = async () => {
try {
setIsLoading(true);
// TODO: 실제 API 호출
// const response = await digitalTwinApi.getLayout(layoutId);
// 임시 데이터
setPlacedObjects([]);
} catch (error) {
console.error("레이아웃 로드 실패:", error);
} finally {
setIsLoading(false);
}
};
loadLayout();
}, [layoutId]);
// 도구 타입별 기본 설정
const getToolDefaults = (type: ToolType): Partial<PlacedObject> => {
switch (type) {
case "yard":
return {
name: "영역",
size: { x: 20, y: 0.1, z: 20 }, // 4x4 칸
color: "#3b82f6", // 파란색
};
case "gantry-crane":
return {
name: "겐트리 크레인",
size: { x: 5, y: 8, z: 5 }, // 1x1 칸
color: "#22c55e", // 녹색
};
case "mobile-crane":
return {
name: "크레인",
size: { x: 5, y: 6, z: 5 }, // 1x1 칸
color: "#eab308", // 노란색
};
case "rack":
return {
name: "랙",
size: { x: 5, y: 3, z: 5 }, // 1x1 칸
color: "#a855f7", // 보라색
};
case "plate-stack":
return {
name: "후판 스택",
size: { x: 5, y: 2, z: 5 }, // 1x1 칸
color: "#ef4444", // 빨간색
};
}
};
// 도구 드래그 시작
const handleToolDragStart = (toolType: ToolType) => {
setDraggedTool(toolType);
};
// 캔버스에 드롭
const handleCanvasDrop = (x: number, z: number) => {
if (!draggedTool) return;
const defaults = getToolDefaults(draggedTool);
// 야드는 바닥(y=0.05)에, 다른 객체는 중앙 정렬
const yPosition = draggedTool === "yard" ? 0.05 : (defaults.size?.y || 1) / 2;
const newObject: PlacedObject = {
id: nextObjectId,
type: draggedTool,
name: defaults.name || "새 객체",
position: { x, y: yPosition, z },
size: defaults.size || { x: 5, y: 5, z: 5 },
color: defaults.color || "#9ca3af",
};
setPlacedObjects((prev) => [...prev, newObject]);
setSelectedObject(newObject);
setNextObjectId((prev) => prev - 1);
setHasUnsavedChanges(true);
setDraggedTool(null);
};
// 객체 클릭
const handleObjectClick = (objectId: number | null) => {
if (objectId === null) {
setSelectedObject(null);
return;
}
const obj = placedObjects.find((o) => o.id === objectId);
setSelectedObject(obj || null);
};
// 객체 이동
const handleObjectMove = (objectId: number, newX: number, newZ: number, newY?: number) => {
// Yard3DCanvas에서 이미 스냅+오프셋이 완료된 좌표를 받음
// 그대로 저장하면 됨
setPlacedObjects((prev) =>
prev.map((obj) => {
if (obj.id === objectId) {
const newPosition = { ...obj.position, x: newX, z: newZ };
if (newY !== undefined) {
newPosition.y = newY;
}
return { ...obj, position: newPosition };
}
return obj;
}),
);
if (selectedObject?.id === objectId) {
setSelectedObject((prev) => {
if (!prev) return null;
const newPosition = { ...prev.position, x: newX, z: newZ };
if (newY !== undefined) {
newPosition.y = newY;
}
return { ...prev, position: newPosition };
});
}
setHasUnsavedChanges(true);
};
// 객체 속성 업데이트
const handleObjectUpdate = (updates: Partial<PlacedObject>) => {
if (!selectedObject) return;
let finalUpdates = { ...updates };
// 크기 변경 시에만 5 단위로 스냅하고 위치 조정 (position 변경은 제외)
if (updates.size && !updates.position) {
// placedObjects 배열에서 실제 저장된 객체를 가져옴 (selectedObject 상태가 아닌)
const actualObject = placedObjects.find((obj) => obj.id === selectedObject.id);
if (!actualObject) return;
const oldSize = actualObject.size;
const newSize = { ...oldSize, ...updates.size };
// W, D를 5 단위로 스냅
newSize.x = Math.max(5, Math.round(newSize.x / 5) * 5);
newSize.z = Math.max(5, Math.round(newSize.z / 5) * 5);
// H는 자유롭게 (야드 제외)
if (actualObject.type !== "yard") {
newSize.y = Math.max(0.1, newSize.y);
}
// 크기 차이 계산
const deltaX = newSize.x - oldSize.x;
const deltaZ = newSize.z - oldSize.z;
const deltaY = newSize.y - oldSize.y;
// 위치 조정: 왼쪽/뒤쪽/바닥 모서리 고정, 오른쪽/앞쪽/위쪽으로만 늘어남
// Three.js는 중심점 기준이므로 크기 차이의 절반만큼 위치 이동
// actualObject.position (실제 배열의 position)을 기준으로 계산
const newPosition = {
...actualObject.position,
x: actualObject.position.x + deltaX / 2, // 오른쪽으로 늘어남
y: actualObject.position.y + deltaY / 2, // 위쪽으로 늘어남 (바닥 고정)
z: actualObject.position.z + deltaZ / 2, // 앞쪽으로 늘어남
};
finalUpdates = {
...finalUpdates,
size: newSize,
position: newPosition,
};
}
setPlacedObjects((prev) => prev.map((obj) => (obj.id === selectedObject.id ? { ...obj, ...finalUpdates } : obj)));
setSelectedObject((prev) => (prev ? { ...prev, ...finalUpdates } : null));
setHasUnsavedChanges(true);
};
// 객체 삭제
const handleObjectDelete = () => {
if (!selectedObject) return;
setPlacedObjects((prev) => prev.filter((obj) => obj.id !== selectedObject.id));
setSelectedObject(null);
setHasUnsavedChanges(true);
};
// 저장
const handleSave = async () => {
if (!selectedDbConnection) {
toast({
title: "외부 DB 선택 필요",
description: "외부 데이터베이스 연결을 선택하세요.",
variant: "destructive",
});
return;
}
setIsSaving(true);
try {
// TODO: 실제 API 호출
// await digitalTwinApi.saveLayout(layoutId, {
// externalDbConnectionId: selectedDbConnection,
// objects: placedObjects,
// });
toast({
title: "저장 완료",
description: "레이아웃이 성공적으로 저장되었습니다.",
});
setHasUnsavedChanges(false);
} catch (error) {
console.error("저장 실패:", error);
toast({
title: "저장 실패",
description: "레이아웃 저장에 실패했습니다.",
variant: "destructive",
});
} finally {
setIsSaving(false);
}
};
return (
<div className="bg-background flex h-full flex-col">
{/* 상단 툴바 */}
<div className="flex items-center justify-between border-b p-4">
<div className="flex items-center gap-4">
<Button variant="ghost" size="sm" onClick={onBack}>
<ArrowLeft className="mr-2 h-4 w-4" />
</Button>
<div>
<h2 className="text-lg font-semibold">{layoutName}</h2>
<p className="text-muted-foreground text-sm"> </p>
</div>
</div>
<div className="flex items-center gap-2">
{hasUnsavedChanges && <span className="text-warning text-sm font-medium"> </span>}
<Button size="sm" onClick={handleSave} disabled={isSaving || !hasUnsavedChanges}>
{isSaving ? (
<>
<Loader2 className="mr-2 h-4 w-4 animate-spin" />
...
</>
) : (
<>
<Save className="mr-2 h-4 w-4" />
</>
)}
</Button>
</div>
</div>
{/* 도구 팔레트 */}
<div className="bg-muted flex items-center justify-center gap-2 border-b p-4">
<span className="text-muted-foreground text-sm font-medium">:</span>
{[
{ type: "yard" as ToolType, label: "영역", icon: Grid3x3, color: "text-blue-500" },
// { type: "gantry-crane" as ToolType, label: "겐트리", icon: Combine, color: "text-green-500" },
{ type: "mobile-crane" as ToolType, label: "크레인", icon: Move, color: "text-yellow-500" },
{ type: "rack" as ToolType, label: "랙", icon: Box, color: "text-purple-500" },
{ type: "plate-stack" as ToolType, label: "후판", icon: Package, color: "text-red-500" },
].map((tool) => {
const Icon = tool.icon;
return (
<div
key={tool.type}
draggable
onDragStart={() => handleToolDragStart(tool.type)}
className="bg-background hover:bg-accent flex cursor-grab items-center gap-1 rounded-md border px-3 py-2 transition-colors active:cursor-grabbing"
title={`${tool.label} 드래그하여 배치`}
>
<Icon className={`h-4 w-4 ${tool.color}`} />
<span className="text-xs">{tool.label}</span>
</div>
);
})}
</div>
{/* 메인 영역 */}
<div className="flex flex-1 overflow-hidden">
{/* 좌측: 외부 DB 선택 + 객체 목록 */}
<div className="flex h-full w-[20%] flex-col border-r">
{/* 외부 DB 선택 */}
<div className="border-b p-4">
<Label className="mb-2 block text-sm font-semibold"> </Label>
<Select
value={selectedDbConnection?.toString() || ""}
onValueChange={(value) => {
setSelectedDbConnection(parseInt(value));
setHasUnsavedChanges(true);
}}
>
<SelectTrigger className="h-10 text-sm">
<SelectValue placeholder="DB 선택..." />
</SelectTrigger>
<SelectContent>
{externalDbConnections.map((conn) => (
<SelectItem key={conn.id} value={conn.id.toString()} className="text-sm">
{conn.name}
</SelectItem>
))}
</SelectContent>
</Select>
<p className="text-muted-foreground mt-1.5 text-xs"> </p>
</div>
{/* 배치된 객체 목록 */}
<div className="flex-1 overflow-y-auto p-4">
<h3 className="mb-3 text-sm font-semibold"> ({placedObjects.length})</h3>
{placedObjects.length === 0 ? (
<div className="text-muted-foreground text-center text-sm"> </div>
) : (
<div className="space-y-2">
{placedObjects.map((obj) => (
<div
key={obj.id}
onClick={() => handleObjectClick(obj.id)}
className={`cursor-pointer rounded-lg border p-3 transition-all ${
selectedObject?.id === obj.id ? "border-primary bg-primary/10" : "hover:border-primary/50"
}`}
>
<div className="flex items-center justify-between">
<span className="text-sm font-medium">{obj.name}</span>
<div className="h-3 w-3 rounded-full" style={{ backgroundColor: obj.color }} />
</div>
<p className="text-muted-foreground mt-1 text-xs">
: ({obj.position.x.toFixed(1)}, {obj.position.z.toFixed(1)})
</p>
</div>
))}
</div>
)}
</div>
</div>
{/* 중앙: 3D 캔버스 */}
<div
className="h-full flex-1 bg-gray-100"
onDragOver={(e) => e.preventDefault()}
onDrop={(e) => {
e.preventDefault();
const rect = e.currentTarget.getBoundingClientRect();
const rawX = ((e.clientX - rect.left) / rect.width - 0.5) * 100;
const rawZ = ((e.clientY - rect.top) / rect.height - 0.5) * 100;
// 그리드 크기 (5 단위)
const gridSize = 5;
// 그리드에 스냅
// 야드(20x20)는 그리드 교차점에, 다른 객체(5x5)는 타일 중앙에
let snappedX = Math.round(rawX / gridSize) * gridSize;
let snappedZ = Math.round(rawZ / gridSize) * gridSize;
// 5x5 객체는 타일 중앙으로 오프셋 (야드는 제외)
if (draggedTool !== "yard") {
snappedX += gridSize / 2;
snappedZ += gridSize / 2;
}
handleCanvasDrop(snappedX, snappedZ);
}}
>
{isLoading ? (
<div className="flex h-full items-center justify-center">
<Loader2 className="text-muted-foreground h-8 w-8 animate-spin" />
</div>
) : (
<Yard3DCanvas
placements={placedObjects.map((obj) => ({
id: obj.id,
yard_layout_id: layoutId,
material_code: null,
material_name: obj.name,
name: obj.name, // 객체 이름 (야드 이름 표시용)
quantity: null,
unit: null,
position_x: obj.position.x,
position_y: obj.position.y,
position_z: obj.position.z,
size_x: obj.size.x,
size_y: obj.size.y,
size_z: obj.size.z,
color: obj.color,
data_source_type: obj.type,
data_source_config: null,
data_binding: null,
created_at: new Date().toISOString(),
updated_at: new Date().toISOString(),
}))}
selectedPlacementId={selectedObject?.id || null}
onPlacementClick={(placement) => handleObjectClick(placement?.id || null)}
onPlacementDrag={(id, position) => handleObjectMove(id, position.x, position.z, position.y)}
focusOnPlacementId={null}
onCollisionDetected={() => {}}
/>
)}
</div>
{/* 우측: 객체 속성 편집 */}
<div className="h-full w-[25%] overflow-y-auto border-l">
{selectedObject ? (
<div className="p-4">
<h3 className="mb-4 text-lg font-semibold"> </h3>
<div className="space-y-4">
{/* 이름 */}
<div>
<Label htmlFor="object-name" className="text-sm">
</Label>
<Input
id="object-name"
value={selectedObject.name}
onChange={(e) => handleObjectUpdate({ name: e.target.value })}
className="mt-1.5 h-9 text-sm"
/>
</div>
{/* 위치 */}
<div>
<Label className="text-sm"></Label>
<div className="mt-1.5 grid grid-cols-2 gap-2">
<div>
<Label htmlFor="pos-x" className="text-muted-foreground text-xs">
X
</Label>
<Input
id="pos-x"
type="number"
value={selectedObject.position.x.toFixed(1)}
onChange={(e) =>
handleObjectUpdate({
position: {
...selectedObject.position,
x: parseFloat(e.target.value),
},
})
}
className="h-9 text-sm"
/>
</div>
<div>
<Label htmlFor="pos-z" className="text-muted-foreground text-xs">
Z
</Label>
<Input
id="pos-z"
type="number"
value={selectedObject.position.z.toFixed(1)}
onChange={(e) =>
handleObjectUpdate({
position: {
...selectedObject.position,
z: parseFloat(e.target.value),
},
})
}
className="h-9 text-sm"
/>
</div>
</div>
</div>
{/* 크기 */}
<div>
<Label className="text-sm"></Label>
<div className="mt-1.5 grid grid-cols-3 gap-2">
<div>
<Label htmlFor="size-x" className="text-muted-foreground text-xs">
W (5 )
</Label>
<Input
id="size-x"
type="number"
step="5"
min="5"
value={selectedObject.size.x}
onChange={(e) =>
handleObjectUpdate({
size: {
...selectedObject.size,
x: parseFloat(e.target.value),
},
})
}
className="h-9 text-sm"
/>
</div>
<div>
<Label htmlFor="size-y" className="text-muted-foreground text-xs">
H
</Label>
<Input
id="size-y"
type="number"
value={selectedObject.size.y}
onChange={(e) =>
handleObjectUpdate({
size: {
...selectedObject.size,
y: parseFloat(e.target.value),
},
})
}
className="h-9 text-sm"
/>
</div>
<div>
<Label htmlFor="size-z" className="text-muted-foreground text-xs">
D (5 )
</Label>
<Input
id="size-z"
type="number"
step="5"
min="5"
value={selectedObject.size.z}
onChange={(e) =>
handleObjectUpdate({
size: {
...selectedObject.size,
z: parseFloat(e.target.value),
},
})
}
className="h-9 text-sm"
/>
</div>
</div>
</div>
{/* 색상 */}
<div>
<Label htmlFor="object-color" className="text-sm">
</Label>
<Input
id="object-color"
type="color"
value={selectedObject.color}
onChange={(e) => handleObjectUpdate({ color: e.target.value })}
className="mt-1.5 h-9"
/>
</div>
{/* 삭제 버튼 */}
<Button variant="destructive" size="sm" onClick={handleObjectDelete} className="w-full">
</Button>
</div>
</div>
) : (
<div className="flex h-full items-center justify-center p-4 text-center">
<p className="text-muted-foreground text-sm"> </p>
</div>
)}
</div>
</div>
</div>
);
}

View File

@ -0,0 +1,310 @@
"use client";
import { useState, useEffect, useMemo } from "react";
import { Search } from "lucide-react";
import { Input } from "@/components/ui/input";
import dynamic from "next/dynamic";
import { Loader2 } from "lucide-react";
const Yard3DCanvas = dynamic(() => import("./Yard3DCanvas"), {
ssr: false,
loading: () => (
<div className="flex h-full items-center justify-center bg-muted">
<Loader2 className="h-8 w-8 animate-spin text-muted-foreground" />
</div>
),
});
interface DigitalTwinViewerProps {
layoutId: number;
}
// 임시 타입 정의
interface Material {
id: number;
plate_no: string; // 후판번호
steel_grade: string; // 강종
thickness: number; // 두께
width: number; // 폭
length: number; // 길이
weight: number; // 중량
location: string; // 위치
status: string; // 상태
arrival_date: string; // 입고일자
}
export default function DigitalTwinViewer({ layoutId }: DigitalTwinViewerProps) {
const [searchTerm, setSearchTerm] = useState("");
const [selectedYard, setSelectedYard] = useState<string>("all");
const [selectedStatus, setSelectedStatus] = useState<string>("all");
const [dateRange, setDateRange] = useState({ from: "", to: "" });
const [selectedMaterial, setSelectedMaterial] = useState<Material | null>(null);
const [materials, setMaterials] = useState<Material[]>([]);
const [isLoading, setIsLoading] = useState(true);
// 레이아웃 데이터 로드
useEffect(() => {
const loadData = async () => {
try {
setIsLoading(true);
// TODO: 실제 API 호출
// const response = await digitalTwinApi.getLayoutData(layoutId);
// 임시 데이터
setMaterials([
{
id: 1,
plate_no: "P-2024-001",
steel_grade: "SM490A",
thickness: 25,
width: 2000,
length: 6000,
weight: 2355,
location: "A동-101",
status: "입고",
arrival_date: "2024-11-15",
},
{
id: 2,
plate_no: "P-2024-002",
steel_grade: "SS400",
thickness: 30,
width: 2500,
length: 8000,
weight: 4710,
location: "B동-205",
status: "가공중",
arrival_date: "2024-11-16",
},
]);
} catch (error) {
console.error("디지털 트윈 데이터 로드 실패:", error);
} finally {
setIsLoading(false);
}
};
loadData();
}, [layoutId]);
// 필터링된 자재 목록
const filteredMaterials = useMemo(() => {
return materials.filter((material) => {
// 검색어 필터
if (searchTerm) {
const searchLower = searchTerm.toLowerCase();
const matchSearch =
material.plate_no.toLowerCase().includes(searchLower) ||
material.steel_grade.toLowerCase().includes(searchLower) ||
material.location.toLowerCase().includes(searchLower);
if (!matchSearch) return false;
}
// 야드 필터
if (selectedYard !== "all" && !material.location.startsWith(selectedYard)) {
return false;
}
// 상태 필터
if (selectedStatus !== "all" && material.status !== selectedStatus) {
return false;
}
// 날짜 필터
if (dateRange.from && material.arrival_date < dateRange.from) {
return false;
}
if (dateRange.to && material.arrival_date > dateRange.to) {
return false;
}
return true;
});
}, [materials, searchTerm, selectedYard, selectedStatus, dateRange]);
// 3D 객체 클릭 핸들러
const handleObjectClick = (objectId: number) => {
const material = materials.find((m) => m.id === objectId);
setSelectedMaterial(material || null);
};
return (
<div className="flex h-full w-full overflow-hidden">
{/* 좌측: 필터 패널 */}
<div className="flex h-full w-[20%] flex-col border-r">
{/* 검색바 */}
<div className="border-b p-4">
<div className="relative">
<Search className="absolute left-3 top-1/2 h-4 w-4 -translate-y-1/2 text-muted-foreground" />
<Input
value={searchTerm}
onChange={(e) => setSearchTerm(e.target.value)}
placeholder="후판번호, 강종, 위치 검색..."
className="h-10 pl-10 text-sm"
/>
</div>
</div>
{/* 필터 옵션 */}
<div className="flex-1 overflow-y-auto p-4">
<div className="space-y-4">
{/* 야드 선택 */}
<div>
<h4 className="mb-2 text-sm font-semibold"></h4>
<div className="space-y-1">
{["all", "A동", "B동", "C동", "겐트리"].map((yard) => (
<button
key={yard}
onClick={() => setSelectedYard(yard)}
className={`block w-full rounded px-3 py-2 text-left text-sm transition-colors ${
selectedYard === yard
? "bg-primary text-primary-foreground"
: "hover:bg-muted"
}`}
>
{yard === "all" ? "전체" : yard}
</button>
))}
</div>
</div>
{/* 상태 필터 */}
<div>
<h4 className="mb-2 text-sm font-semibold"></h4>
<div className="space-y-1">
{["all", "입고", "가공중", "출고대기", "출고완료"].map((status) => (
<button
key={status}
onClick={() => setSelectedStatus(status)}
className={`block w-full rounded px-3 py-2 text-left text-sm transition-colors ${
selectedStatus === status
? "bg-primary text-primary-foreground"
: "hover:bg-muted"
}`}
>
{status === "all" ? "전체" : status}
</button>
))}
</div>
</div>
{/* 기간 필터 */}
<div>
<h4 className="mb-2 text-sm font-semibold"> </h4>
<div className="space-y-2">
<Input
type="date"
value={dateRange.from}
onChange={(e) => setDateRange((prev) => ({ ...prev, from: e.target.value }))}
className="h-9 text-sm"
placeholder="시작일"
/>
<Input
type="date"
value={dateRange.to}
onChange={(e) => setDateRange((prev) => ({ ...prev, to: e.target.value }))}
className="h-9 text-sm"
placeholder="종료일"
/>
</div>
</div>
</div>
</div>
</div>
{/* 중앙: 3D 캔버스 */}
<div className="h-full flex-1 bg-gray-100">
{isLoading ? (
<div className="flex h-full items-center justify-center">
<Loader2 className="h-8 w-8 animate-spin text-muted-foreground" />
</div>
) : (
<Yard3DCanvas
placements={[]} // TODO: 실제 배치 데이터
selectedPlacementId={selectedMaterial?.id || null}
onPlacementClick={(placement) => {
if (placement) {
handleObjectClick(placement.id);
} else {
setSelectedMaterial(null);
}
}}
onPlacementDrag={() => {}} // 뷰어 모드에서는 드래그 비활성화
focusOnPlacementId={null}
onCollisionDetected={() => {}}
/>
)}
</div>
{/* 우측: 상세정보 패널 (후판 목록 테이블) */}
<div className="h-full w-[30%] overflow-y-auto border-l">
<div className="p-4">
<h3 className="mb-4 text-lg font-semibold"> </h3>
{filteredMaterials.length === 0 ? (
<div className="flex flex-col items-center justify-center py-12 text-center">
<p className="text-sm text-muted-foreground"> .</p>
</div>
) : (
<div className="space-y-2">
{filteredMaterials.map((material) => (
<div
key={material.id}
onClick={() => setSelectedMaterial(material)}
className={`cursor-pointer rounded-lg border p-3 transition-all ${
selectedMaterial?.id === material.id
? "border-primary bg-primary/10"
: "border-border hover:border-primary/50"
}`}
>
<div className="mb-2 flex items-center justify-between">
<span className="text-sm font-semibold">{material.plate_no}</span>
<span
className={`rounded-full px-2 py-0.5 text-xs ${
material.status === "입고"
? "bg-blue-100 text-blue-700"
: material.status === "가공중"
? "bg-yellow-100 text-yellow-700"
: material.status === "출고대기"
? "bg-orange-100 text-orange-700"
: "bg-green-100 text-green-700"
}`}
>
{material.status}
</span>
</div>
<div className="space-y-1 text-xs text-muted-foreground">
<div className="flex justify-between">
<span>:</span>
<span className="font-medium text-foreground">{material.steel_grade}</span>
</div>
<div className="flex justify-between">
<span>:</span>
<span className="font-medium text-foreground">
{material.thickness}×{material.width}×{material.length}
</span>
</div>
<div className="flex justify-between">
<span>:</span>
<span className="font-medium text-foreground">{material.weight.toLocaleString()} kg</span>
</div>
<div className="flex justify-between">
<span>:</span>
<span className="font-medium text-foreground">{material.location}</span>
</div>
<div className="flex justify-between">
<span>:</span>
<span className="font-medium text-foreground">{material.arrival_date}</span>
</div>
</div>
</div>
))}
</div>
)}
</div>
</div>
</div>
);
}

View File

@ -10,6 +10,7 @@ interface YardPlacement {
yard_layout_id?: number;
material_code?: string | null;
material_name?: string | null;
name?: string | null; // 객체 이름 (야드 이름 등)
quantity?: number | null;
unit?: string | null;
position_x: number;
@ -37,12 +38,9 @@ interface Yard3DCanvasProps {
// 좌표를 그리드 칸의 중심에 스냅 (마인크래프트 스타일)
// Three.js Box의 position은 중심점이므로, 그리드 칸의 중심에 배치해야 칸에 딱 맞음
function snapToGrid(value: number, gridSize: number): number {
// 가장 가까운 그리드 칸 찾기
const gridIndex = Math.round(value / gridSize);
// 그리드 칸의 중심점 반환
// gridSize=5일 때: ..., -7.5, -2.5, 2.5, 7.5, 12.5, 17.5...
// 이렇게 하면 Box가 칸 안에 정확히 들어감
return gridIndex * gridSize + gridSize / 2;
// 가장 가까운 그리드 교차점으로 스냅 (오프셋 없음)
// DigitalTwinEditor에서 오프셋 처리하므로 여기서는 순수 스냅만
return Math.round(value / gridSize) * gridSize;
}
// 자재 박스 컴포넌트 (드래그 가능)
@ -55,7 +53,6 @@ function MaterialBox({
onDragEnd,
gridSize = 5,
allPlacements = [],
onCollisionDetected,
}: {
placement: YardPlacement;
isSelected: boolean;
@ -71,19 +68,70 @@ function MaterialBox({
const [isDragging, setIsDragging] = useState(false);
const dragStartPos = useRef<{ x: number; y: number; z: number }>({ x: 0, y: 0, z: 0 });
const mouseStartPos = useRef<{ x: number; y: number }>({ x: 0, y: 0 });
const dragOffset = useRef<{ x: number; z: number }>({ x: 0, z: 0 }); // 마우스와 객체 중심 간 오프셋
const { camera, gl } = useThree();
const [glowIntensity, setGlowIntensity] = useState(1);
// 선택 시 빛나는 애니메이션
useEffect(() => {
if (!isSelected) {
setGlowIntensity(1);
return;
}
let animationId: number;
const startTime = Date.now();
const animate = () => {
const elapsed = Date.now() - startTime;
const intensity = 1 + Math.sin(elapsed * 0.003) * 0.5; // 0.5 ~ 1.5 사이 진동
setGlowIntensity(intensity);
animationId = requestAnimationFrame(animate);
};
animate();
return () => {
if (animationId) {
cancelAnimationFrame(animationId);
}
};
}, [isSelected]);
// 특정 좌표에 요소를 배치할 수 있는지 확인하고, 필요하면 Y 위치를 조정
const checkCollisionAndAdjustY = (x: number, y: number, z: number): { hasCollision: boolean; adjustedY: number } => {
const palletHeight = 0.3; // 팔레트 높이
const palletGap = 0.05; // 팔레트와 박스 사이 간격
if (!allPlacements || allPlacements.length === 0) {
// 다른 객체가 없으면 기본 높이
const objectType = placement.data_source_type as string | null;
const defaultY = objectType === "yard" ? 0.05 : (placement.size_y || gridSize) / 2;
return {
hasCollision: false,
adjustedY: defaultY,
};
}
const mySize = placement.size_x || gridSize; // 내 크기 (5)
const myHalfSize = mySize / 2; // 2.5
const mySizeY = placement.size_y || gridSize; // 박스 높이 (5)
const myTotalHeight = mySizeY + palletHeight + palletGap; // 팔레트 포함한 전체 높이
// 내 크기 정보
const mySizeX = placement.size_x || gridSize;
const mySizeZ = placement.size_z || gridSize;
const mySizeY = placement.size_y || gridSize;
let maxYBelow = gridSize / 2; // 기본 바닥 높이 (2.5)
// 내 바운딩 박스 (좌측 하단 모서리 기준)
const myMinX = x - mySizeX / 2;
const myMaxX = x + mySizeX / 2;
const myMinZ = z - mySizeZ / 2;
const myMaxZ = z + mySizeZ / 2;
const objectType = placement.data_source_type as string | null;
const defaultY = objectType === "yard" ? 0.05 : mySizeY / 2;
let maxYBelow = defaultY;
// 야드는 스택되지 않음 (항상 바닥에 배치)
if (objectType === "yard") {
return {
hasCollision: false,
adjustedY: defaultY,
};
}
for (const p of allPlacements) {
// 자기 자신은 제외
@ -91,39 +139,31 @@ function MaterialBox({
continue;
}
const pSize = p.size_x || gridSize; // 상대방 크기 (5)
const pHalfSize = pSize / 2; // 2.5
const pSizeY = p.size_y || gridSize; // 상대방 박스 높이 (5)
const pTotalHeight = pSizeY + palletHeight + palletGap; // 상대방 팔레트 포함 전체 높이
// 상대방 크기 정보
const pSizeX = p.size_x || gridSize;
const pSizeZ = p.size_z || gridSize;
const pSizeY = p.size_y || gridSize;
// 1단계: 넓은 범위로 겹침 감지 (살짝만 가까이 가도 감지)
const detectionMargin = 0.5; // 감지 범위 확장 (0.5 유닛)
const isNearby =
Math.abs(x - p.position_x) < myHalfSize + pHalfSize + detectionMargin && // X축 근접
Math.abs(z - p.position_z) < myHalfSize + pHalfSize + detectionMargin; // Z축 근접
// 상대방 바운딩 박스
const pMinX = p.position_x - pSizeX / 2;
const pMaxX = p.position_x + pSizeX / 2;
const pMinZ = p.position_z - pSizeZ / 2;
const pMaxZ = p.position_z + pSizeZ / 2;
if (isNearby) {
// 2단계: 실제로 겹치는지 정확히 판단 (바닥에 둘지, 위에 둘지 결정)
const isActuallyOverlapping =
Math.abs(x - p.position_x) < myHalfSize + pHalfSize && // X축 실제 겹침
Math.abs(z - p.position_z) < myHalfSize + pHalfSize; // Z축 실제 겹침
// AABB 충돌 감지 (2D 평면에서)
const isOverlapping = myMinX < pMaxX && myMaxX > pMinX && myMinZ < pMaxZ && myMaxZ > pMinZ;
if (isActuallyOverlapping) {
// 실제로 겹침: 위에 배치
// 상대방 전체 높이 (박스 + 팔레트)의 윗면 계산
const topOfOtherElement = p.position_y + pTotalHeight / 2;
// 내 전체 높이의 절반을 더해서 내가 올라갈 Y 위치 계산
const myYOnTop = topOfOtherElement + myTotalHeight / 2;
if (isOverlapping) {
// 겹침: 상대방 위에 배치
const topOfOtherElement = p.position_y + pSizeY / 2;
const myYOnTop = topOfOtherElement + mySizeY / 2;
if (myYOnTop > maxYBelow) {
maxYBelow = myYOnTop;
}
if (myYOnTop > maxYBelow) {
maxYBelow = myYOnTop;
}
// 근처에만 있고 실제로 안 겹침: 바닥에 배치 (maxYBelow 유지)
}
}
// 요청한 Y와 조정된 Y가 다르면 충돌로 간주 (위로 올려야 함)
const needsAdjustment = Math.abs(y - maxYBelow) > 0.1;
return {
@ -160,46 +200,60 @@ function MaterialBox({
e.preventDefault();
e.stopPropagation();
// 마우스 이동 거리 계산 (픽셀)
const deltaX = e.clientX - mouseStartPos.current.x;
const deltaY = e.clientY - mouseStartPos.current.y;
// 마우스 좌표를 정규화 (-1 ~ 1)
const rect = gl.domElement.getBoundingClientRect();
const mouseX = ((e.clientX - rect.left) / rect.width) * 2 - 1;
const mouseY = -((e.clientY - rect.top) / rect.height) * 2 + 1;
// 카메라 거리를 고려한 스케일 팩터
const distance = camera.position.distanceTo(meshRef.current.position);
const scaleFactor = distance / 500; // 조정 가능한 값
// Raycaster로 바닥 평면과의 교차점 계산
const raycaster = new THREE.Raycaster();
raycaster.setFromCamera(new THREE.Vector2(mouseX, mouseY), camera);
// 카메라 방향 벡터
const cameraDirection = new THREE.Vector3();
camera.getWorldDirection(cameraDirection);
// 바닥 평면 (y = 0)
const plane = new THREE.Plane(new THREE.Vector3(0, 1, 0), 0);
const intersectPoint = new THREE.Vector3();
const hasIntersection = raycaster.ray.intersectPlane(plane, intersectPoint);
// 카메라의 우측 벡터 (X축 이동용)
const right = new THREE.Vector3();
right.crossVectors(camera.up, cameraDirection).normalize();
if (!hasIntersection) {
return;
}
// 실제 3D 공간에서의 이동량 계산
const moveRight = right.multiplyScalar(-deltaX * scaleFactor);
const moveForward = new THREE.Vector3(-cameraDirection.x, 0, -cameraDirection.z)
.normalize()
.multiplyScalar(deltaY * scaleFactor);
// 최종 위치 계산
const finalX = dragStartPos.current.x + moveRight.x + moveForward.x;
const finalZ = dragStartPos.current.z + moveRight.z + moveForward.z;
// 마우스 위치에 드래그 시작 시 저장한 오프셋 적용
const finalX = intersectPoint.x + dragOffset.current.x;
const finalZ = intersectPoint.z + dragOffset.current.z;
// NaN 검증
if (isNaN(finalX) || isNaN(finalZ)) {
return;
}
// 그리드에 스냅
const snappedX = snapToGrid(finalX, gridSize);
const snappedZ = snapToGrid(finalZ, gridSize);
// 객체의 좌측 하단 모서리 좌표 계산 (크기 / 2를 빼서)
const sizeX = placement.size_x || 5;
const sizeZ = placement.size_z || 5;
const cornerX = finalX - sizeX / 2;
const cornerZ = finalZ - sizeZ / 2;
// 좌측 하단 모서리를 그리드에 스냅
const snappedCornerX = snapToGrid(cornerX, gridSize);
const snappedCornerZ = snapToGrid(cornerZ, gridSize);
// 스냅된 모서리로부터 중심 위치 계산
const finalSnappedX = snappedCornerX + sizeX / 2;
const finalSnappedZ = snappedCornerZ + sizeZ / 2;
console.log("🐛 드래그 중:", {
_화면: { x: e.clientX, y: e.clientY },
_마우스: { x: mouseX, y: mouseY },
: { x: finalX, z: finalZ },
: { x: finalSnappedX, z: finalSnappedZ },
});
// 충돌 체크 및 Y 위치 조정
const { adjustedY } = checkCollisionAndAdjustY(snappedX, dragStartPos.current.y, snappedZ);
const { adjustedY } = checkCollisionAndAdjustY(finalSnappedX, dragStartPos.current.y, finalSnappedZ);
// 즉시 mesh 위치 업데이트 (조정된 Y 위치로)
meshRef.current.position.set(finalX, adjustedY, finalZ);
// 즉시 mesh 위치 업데이트 (스냅된 위치로)
meshRef.current.position.set(finalSnappedX, adjustedY, finalSnappedZ);
// ⚠️ 드래그 중에는 상태 업데이트 안 함 (미리보기만)
// 실제 저장은 handleGlobalMouseUp에서만 수행
@ -217,23 +271,21 @@ function MaterialBox({
const hasMoved = deltaX > minMovement || deltaZ > minMovement;
if (hasMoved) {
// 실제로 드래그한 경우: 그리드에 스냅
const snappedX = snapToGrid(currentPos.x, gridSize);
const snappedZ = snapToGrid(currentPos.z, gridSize);
// Y 위치 조정 (마인크래프트처럼 쌓기)
const { adjustedY } = checkCollisionAndAdjustY(snappedX, currentPos.y, snappedZ);
// 실제로 드래그한 경우: 이미 handleGlobalMouseMove에서 스냅됨
// currentPos는 이미 스냅+오프셋이 적용된 값이므로 그대로 사용
const finalX = currentPos.x;
const finalY = currentPos.y;
const finalZ = currentPos.z;
// ✅ 항상 배치 가능 (위로 올라가므로)
console.log("✅ 배치 완료! 저장:", { x: snappedX, y: adjustedY, z: snappedZ });
meshRef.current.position.set(snappedX, adjustedY, snappedZ);
console.log("✅ 배치 완료! 저장:", { x: finalX, y: finalY, z: finalZ });
// 최종 위치 저장 (조정된 Y 위치로)
// 최종 위치 저장
if (onDrag) {
onDrag({
x: snappedX,
y: adjustedY,
z: snappedZ,
x: finalX,
y: finalY,
z: finalZ,
});
}
} else {
@ -284,6 +336,29 @@ function MaterialBox({
y: e.clientY,
};
// 마우스 클릭 위치를 3D 좌표로 변환
const rect = gl.domElement.getBoundingClientRect();
const mouseX = ((e.clientX - rect.left) / rect.width) * 2 - 1;
const mouseY = -((e.clientY - rect.top) / rect.height) * 2 + 1;
const raycaster = new THREE.Raycaster();
raycaster.setFromCamera(new THREE.Vector2(mouseX, mouseY), camera);
// 바닥 평면과의 교차점 계산
const plane = new THREE.Plane(new THREE.Vector3(0, 1, 0), 0);
const intersectPoint = new THREE.Vector3();
const hasIntersection = raycaster.ray.intersectPlane(plane, intersectPoint);
if (hasIntersection) {
// 마우스 클릭 위치와 객체 중심 간의 오프셋 저장
dragOffset.current = {
x: currentPos.x - intersectPoint.x,
z: currentPos.z - intersectPoint.z,
};
} else {
dragOffset.current = { x: 0, z: 0 };
}
setIsDragging(true);
gl.domElement.style.cursor = "grabbing";
if (onDragStart) {
@ -304,6 +379,407 @@ function MaterialBox({
// 팔레트 위치 계산: 박스 하단부터 시작
const palletYOffset = -(boxHeight / 2) - palletHeight / 2 - palletGap;
// 객체 타입 (data_source_type에 저장됨)
const objectType = placement.data_source_type as string | null;
// 타입별 렌더링
const renderObjectByType = () => {
switch (objectType) {
case "yard":
// 야드: 투명한 바닥 + 두꺼운 외곽선 (mesh) + 이름 텍스트
const borderThickness = 0.3; // 외곽선 두께
return (
<>
{/* 투명한 메쉬 (클릭 영역) */}
<mesh>
<boxGeometry args={[boxWidth, 0.1, boxDepth]} />
<meshBasicMaterial transparent opacity={0} />
</mesh>
{/* 두꺼운 외곽선 - 4개의 막대로 구현 */}
{/* 상단 */}
<mesh position={[0, 0.05, -boxDepth / 2]}>
<boxGeometry args={[boxWidth + borderThickness, 0.2, borderThickness]} />
<meshBasicMaterial color={isSelected ? "#ffffff" : placement.color} transparent opacity={0.9} />
</mesh>
{/* 하단 */}
<mesh position={[0, 0.05, boxDepth / 2]}>
<boxGeometry args={[boxWidth + borderThickness, 0.2, borderThickness]} />
<meshBasicMaterial color={isSelected ? "#ffffff" : placement.color} transparent opacity={0.9} />
</mesh>
{/* 좌측 */}
<mesh position={[-boxWidth / 2, 0.05, 0]}>
<boxGeometry args={[borderThickness, 0.2, boxDepth - borderThickness]} />
<meshBasicMaterial color={isSelected ? "#ffffff" : placement.color} transparent opacity={0.9} />
</mesh>
{/* 우측 */}
<mesh position={[boxWidth / 2, 0.05, 0]}>
<boxGeometry args={[borderThickness, 0.2, boxDepth - borderThickness]} />
<meshBasicMaterial color={isSelected ? "#ffffff" : placement.color} transparent opacity={0.9} />
</mesh>
{/* 선택 시 빛나는 효과 */}
{isSelected && (
<>
<mesh position={[0, 0.08, -boxDepth / 2]}>
<boxGeometry args={[boxWidth + borderThickness * 2, 0.25, borderThickness * 1.5]} />
<meshBasicMaterial color={placement.color} transparent opacity={0.5} />
</mesh>
<mesh position={[0, 0.08, boxDepth / 2]}>
<boxGeometry args={[boxWidth + borderThickness * 2, 0.25, borderThickness * 1.5]} />
<meshBasicMaterial color={placement.color} transparent opacity={0.5} />
</mesh>
<mesh position={[-boxWidth / 2, 0.08, 0]}>
<boxGeometry args={[borderThickness * 1.5, 0.25, boxDepth]} />
<meshBasicMaterial color={placement.color} transparent opacity={0.5} />
</mesh>
<mesh position={[boxWidth / 2, 0.08, 0]}>
<boxGeometry args={[borderThickness * 1.5, 0.25, boxDepth]} />
<meshBasicMaterial color={placement.color} transparent opacity={0.5} />
</mesh>
</>
)}
{/* 야드 이름 텍스트 */}
{placement.name && (
<Text
position={[0, 0.15, 0]}
rotation={[-Math.PI / 2, 0, 0]}
fontSize={Math.min(boxWidth, boxDepth) * 0.2}
color={placement.color}
anchorX="center"
anchorY="middle"
outlineWidth={0.05}
outlineColor="#000000"
>
{placement.name}
</Text>
)}
</>
);
// case "gantry-crane":
// // 겐트리 크레인: 기둥 2개 + 상단 빔
// return (
// <group>
// {/* 왼쪽 기둥 */}
// <Box args={[boxWidth * 0.1, boxHeight, boxDepth * 0.1]} position={[-boxWidth * 0.4, 0, 0]}>
// <meshStandardMaterial
// color={placement.color}
// roughness={0.3}
// metalness={0.7}
// emissive={isSelected ? placement.color : "#000000"}
// emissiveIntensity={isSelected ? glowIntensity : 0}
// />
// </Box>
// {/* 오른쪽 기둥 */}
// <Box args={[boxWidth * 0.1, boxHeight, boxDepth * 0.1]} position={[boxWidth * 0.4, 0, 0]}>
// <meshStandardMaterial
// color={placement.color}
// roughness={0.3}
// metalness={0.7}
// emissive={isSelected ? placement.color : "#000000"}
// emissiveIntensity={isSelected ? glowIntensity : 0}
// />
// </Box>
// {/* 상단 빔 */}
// <Box args={[boxWidth, boxHeight * 0.15, boxDepth * 0.15]} position={[0, boxHeight * 0.42, 0]}>
// <meshStandardMaterial
// color={placement.color}
// roughness={0.3}
// metalness={0.7}
// emissive={isSelected ? placement.color : "#000000"}
// emissiveIntensity={isSelected ? glowIntensity : 0}
// />
// </Box>
// {/* 호이스트 (크레인 훅) */}
// <Box args={[boxWidth * 0.08, boxHeight * 0.3, boxDepth * 0.08]} position={[0, boxHeight * 0.1, 0]}>
// <meshStandardMaterial
// color="#fbbf24"
// roughness={0.4}
// metalness={0.6}
// emissive={isSelected ? "#fbbf24" : "#000000"}
// emissiveIntensity={isSelected ? glowIntensity * 0.6 : 0}
// />
// </Box>
// </group>
// );
case "mobile-crane":
// 이동식 크레인: 하부(트랙) + 회전대 + 캐빈 + 붐대 + 카운터웨이트 + 후크
return (
<group>
{/* 하부 - 크롤러 트랙 (좌측) */}
<Box
args={[boxWidth * 0.3, boxHeight * 0.15, boxDepth * 0.95]}
position={[-boxWidth * 0.3, -boxHeight * 0.42, 0]}
>
<meshStandardMaterial
color="#1f2937"
roughness={0.8}
metalness={0.3}
emissive={isSelected ? "#1f2937" : "#000000"}
emissiveIntensity={isSelected ? glowIntensity * 0.3 : 0}
/>
</Box>
{/* 하부 - 크롤러 트랙 (우측) */}
<Box
args={[boxWidth * 0.3, boxHeight * 0.15, boxDepth * 0.95]}
position={[boxWidth * 0.3, -boxHeight * 0.42, 0]}
>
<meshStandardMaterial
color="#1f2937"
roughness={0.8}
metalness={0.3}
emissive={isSelected ? "#1f2937" : "#000000"}
emissiveIntensity={isSelected ? glowIntensity * 0.3 : 0}
/>
</Box>
{/* 회전 플랫폼 */}
<Box args={[boxWidth * 0.85, boxHeight * 0.12, boxDepth * 0.85]} position={[0, -boxHeight * 0.3, 0]}>
<meshStandardMaterial
color={placement.color}
roughness={0.3}
metalness={0.7}
emissive={isSelected ? placement.color : "#000000"}
emissiveIntensity={isSelected ? glowIntensity : 0}
/>
</Box>
{/* 엔진룸 (뒤쪽) */}
<Box
args={[boxWidth * 0.6, boxHeight * 0.25, boxDepth * 0.3]}
position={[0, -boxHeight * 0.15, boxDepth * 0.25]}
>
<meshStandardMaterial
color={placement.color}
roughness={0.4}
metalness={0.6}
emissive={isSelected ? placement.color : "#000000"}
emissiveIntensity={isSelected ? glowIntensity * 0.8 : 0}
/>
</Box>
{/* 캐빈 (운전실) - 앞쪽 */}
<Box
args={[boxWidth * 0.35, boxHeight * 0.3, boxDepth * 0.35]}
position={[0, -boxHeight * 0.1, -boxDepth * 0.2]}
>
<meshStandardMaterial
color="#374151"
roughness={0.2}
metalness={0.8}
emissive={isSelected ? "#60a5fa" : "#000000"}
emissiveIntensity={isSelected ? glowIntensity * 0.5 : 0}
/>
</Box>
{/* 붐대 베이스 (회전 지점) */}
<Box args={[boxWidth * 0.2, boxHeight * 0.2, boxDepth * 0.2]} position={[0, -boxHeight * 0.05, 0]}>
<meshStandardMaterial
color="#4b5563"
roughness={0.3}
metalness={0.8}
emissive={isSelected ? "#4b5563" : "#000000"}
emissiveIntensity={isSelected ? glowIntensity * 0.4 : 0}
/>
</Box>
{/* 메인 붐대 (하단 섹션) */}
<Box
args={[boxWidth * 0.15, boxHeight * 0.5, boxDepth * 0.15]}
position={[0, boxHeight * 0.1, -boxDepth * 0.15]}
rotation={[Math.PI / 4.5, 0, 0]}
>
<meshStandardMaterial
color="#fbbf24"
roughness={0.3}
metalness={0.7}
emissive={isSelected ? "#fbbf24" : "#000000"}
emissiveIntensity={isSelected ? glowIntensity * 0.7 : 0}
/>
</Box>
{/* 메인 붐대 (상단 섹션 - 연장) */}
<Box
args={[boxWidth * 0.12, boxHeight * 0.4, boxDepth * 0.12]}
position={[0, boxHeight * 0.3, -boxDepth * 0.35]}
rotation={[Math.PI / 5, 0, 0]}
>
<meshStandardMaterial
color="#fbbf24"
roughness={0.3}
metalness={0.7}
emissive={isSelected ? "#fbbf24" : "#000000"}
emissiveIntensity={isSelected ? glowIntensity * 0.7 : 0}
/>
</Box>
{/* 카운터웨이트 (뒤쪽 균형추) */}
<Box
args={[boxWidth * 0.5, boxHeight * 0.2, boxDepth * 0.25]}
position={[0, -boxHeight * 0.05, boxDepth * 0.3]}
>
<meshStandardMaterial
color="#6b7280"
roughness={0.6}
metalness={0.4}
emissive={isSelected ? "#6b7280" : "#000000"}
emissiveIntensity={isSelected ? glowIntensity * 0.3 : 0}
/>
</Box>
{/* 후크 케이블 */}
<Box
args={[boxWidth * 0.02, boxHeight * 0.3, boxDepth * 0.02]}
position={[0, boxHeight * 0.15, -boxDepth * 0.4]}
>
<meshStandardMaterial color="#1f2937" roughness={0.4} metalness={0.6} />
</Box>
{/* 후크 */}
<Box args={[boxWidth * 0.08, boxHeight * 0.08, boxDepth * 0.08]} position={[0, 0, -boxDepth * 0.4]}>
<meshStandardMaterial
color="#ef4444"
roughness={0.3}
metalness={0.8}
emissive={isSelected ? "#ef4444" : "#000000"}
emissiveIntensity={isSelected ? glowIntensity * 0.8 : 0}
/>
</Box>
{/* 지브 와이어 (지지 케이블) */}
<Box
args={[boxWidth * 0.015, boxHeight * 0.35, boxDepth * 0.015]}
position={[0, boxHeight * 0.25, -boxDepth * 0.05]}
rotation={[Math.PI / 6, 0, 0]}
>
<meshStandardMaterial color="#1f2937" roughness={0.3} metalness={0.7} />
</Box>
</group>
);
case "rack":
// 랙: 프레임 구조
return (
<group>
{/* 4개 기둥 */}
{[
[-boxWidth * 0.4, -boxDepth * 0.4],
[boxWidth * 0.4, -boxDepth * 0.4],
[-boxWidth * 0.4, boxDepth * 0.4],
[boxWidth * 0.4, boxDepth * 0.4],
].map(([x, z], idx) => (
<Box key={`pillar-${idx}`} args={[boxWidth * 0.08, boxHeight, boxDepth * 0.08]} position={[x, 0, z]}>
<meshStandardMaterial
color={placement.color}
roughness={0.3}
metalness={0.7}
emissive={isSelected ? placement.color : "#000000"}
emissiveIntensity={isSelected ? 0.5 : 0}
/>
</Box>
))}
{/* 선반 (3단) */}
{[-boxHeight * 0.3, 0, boxHeight * 0.3].map((y, idx) => (
<Box key={`shelf-${idx}`} args={[boxWidth * 0.9, boxHeight * 0.05, boxDepth * 0.9]} position={[0, y, 0]}>
<meshStandardMaterial
color="#6b7280"
roughness={0.5}
metalness={0.5}
emissive={isSelected ? "#6b7280" : "#000000"}
emissiveIntensity={isSelected ? glowIntensity * 0.6 : 0}
/>
</Box>
))}
</group>
);
case "plate-stack":
default:
// 후판 스택: 팔레트 + 박스 (기존 렌더링)
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) => (
<Box
key={`top-${idx}`}
args={[boxWidth * 0.95, palletHeight * 0.3, boxDepth * 0.15]}
position={[0, palletHeight * 0.35, zOffset]}
>
<meshStandardMaterial color="#8B4513" roughness={0.95} metalness={0.0} />
<lineSegments>
<edgesGeometry
args={[new THREE.BoxGeometry(boxWidth * 0.95, palletHeight * 0.3, boxDepth * 0.15)]}
/>
<lineBasicMaterial color="#000000" opacity={0.3} transparent />
</lineSegments>
</Box>
))}
{/* 중간 세로 받침대 (3개) */}
{[-boxWidth * 0.35, 0, boxWidth * 0.35].map((xOffset, idx) => (
<Box
key={`middle-${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-${idx}`}
args={[boxWidth * 0.95, palletHeight * 0.25, boxDepth * 0.18]}
position={[0, -palletHeight * 0.35, zOffset]}
>
<meshStandardMaterial color="#6B4423" roughness={0.97} metalness={0.0} />
<lineSegments>
<edgesGeometry
args={[new THREE.BoxGeometry(boxWidth * 0.95, palletHeight * 0.25, boxDepth * 0.18)]}
/>
<lineBasicMaterial color="#000000" opacity={0.3} transparent />
</lineSegments>
</Box>
))}
</group>
{/* 메인 박스 */}
<Box args={[boxWidth, boxHeight, boxDepth]} position={[0, 0, 0]}>
{/* 메인 재질 - 골판지 느낌 */}
<meshStandardMaterial
color={placement.color}
opacity={isConfigured ? (isSelected ? 1 : 0.8) : 0.5}
transparent
emissive={isSelected ? "#ffffff" : "#000000"}
emissiveIntensity={isSelected ? 0.2 : 0}
wireframe={!isConfigured}
roughness={0.95}
metalness={0.05}
/>
{/* 외곽선 - 더 진하게 */}
<lineSegments>
<edgesGeometry args={[new THREE.BoxGeometry(boxWidth, boxHeight, boxDepth)]} />
<lineBasicMaterial color="#000000" opacity={0.6} transparent linewidth={1.5} />
</lineSegments>
</Box>
</>
);
}
};
return (
<group
ref={meshRef}
@ -328,141 +804,7 @@ function MaterialBox({
}
}}
>
{/* 팔레트 그룹 - 박스 하단에 붙어있도록 */}
<group position={[0, palletYOffset, 0]}>
{/* 상단 가로 판자들 (5개) */}
{[-boxDepth * 0.4, -boxDepth * 0.2, 0, boxDepth * 0.2, boxDepth * 0.4].map((zOffset, idx) => (
<Box
key={`top-${idx}`}
args={[boxWidth * 0.95, palletHeight * 0.3, boxDepth * 0.15]}
position={[0, palletHeight * 0.35, zOffset]}
>
<meshStandardMaterial color="#8B4513" roughness={0.95} metalness={0.0} />
<lineSegments>
<edgesGeometry args={[new THREE.BoxGeometry(boxWidth * 0.95, palletHeight * 0.3, boxDepth * 0.15)]} />
<lineBasicMaterial color="#000000" opacity={0.3} 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="#1a1a1a" opacity={0.8} transparent />
</lineSegments>
</Box>
{/* 포장 테이프 (가로) - 윗면 */}
{isConfigured && (
<>
{/* 테이프 세로 */}
<Box args={[boxWidth * 0.12, 0.02, boxDepth * 0.95]} position={[0, boxHeight / 2 + 0.01, 0]}>
<meshStandardMaterial color="#d4a574" opacity={0.7} transparent roughness={0.3} metalness={0.3} />
</Box>
</>
)}
{/* 자재명 라벨 스티커 (앞면) - 흰색 배경 */}
{isConfigured && placement.material_name && (
<group position={[0, boxHeight * 0.1, boxDepth / 2 + 0.02]}>
{/* 라벨 배경 (흰색 스티커) */}
<Box args={[boxWidth * 0.7, boxHeight * 0.25, 0.01]}>
<meshStandardMaterial color="#ffffff" roughness={0.4} metalness={0.1} />
<lineSegments>
<edgesGeometry args={[new THREE.BoxGeometry(boxWidth * 0.7, boxHeight * 0.25, 0.01)]} />
<lineBasicMaterial color="#cccccc" opacity={0.8} transparent />
</lineSegments>
</Box>
{/* 라벨 텍스트 */}
<Text
position={[0, 0, 0.02]}
fontSize={0.3}
color="#000000"
anchorX="center"
anchorY="middle"
fontWeight="bold"
>
{placement.material_name}
</Text>
</group>
)}
{/* 수량 라벨 (윗면) - 큰 글씨 */}
{isConfigured && placement.quantity && (
<Text
position={[0, boxHeight / 2 + 0.03, 0]}
rotation={[-Math.PI / 2, 0, 0]}
fontSize={0.6}
color="#000000"
anchorX="center"
anchorY="middle"
outlineWidth={0.1}
outlineColor="#ffffff"
fontWeight="bold"
>
{placement.quantity} {placement.unit || ""}
</Text>
)}
{/* 디테일 표시 */}
{isConfigured && (
<>
{/* 화살표 표시 (이 쪽이 위) */}
<group position={[0, boxHeight * 0.35, boxDepth / 2 + 0.01]}>
<Text fontSize={0.6} color="#000000" anchorX="center" anchorY="middle">
</Text>
<Text position={[0, -0.4, 0]} fontSize={0.3} color="#666666" anchorX="center" anchorY="middle">
UP
</Text>
</group>
</>
)}
{renderObjectByType()}
</group>
);
}
@ -563,15 +905,18 @@ function Scene({
<directionalLight position={[10, 10, 5]} intensity={1} />
<directionalLight position={[-10, -10, -5]} intensity={0.3} />
{/* 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="#1f2937" // 얇은 선 (서브 그리드) - 매우 어두운 회색
cellColor="#d1d5db" // 얇은 선 (서브 그리드) - 밝은 회색
sectionSize={gridSize} // 타일 경계선 (5칸마다)
sectionThickness={1.5}
sectionColor="#374151" // 타일 경계는 조금 밝
sectionColor="#6b7280" // 타일 경계는 조금 어둡
fadeDistance={200}
fadeStrength={1}
followCamera={false}
@ -640,7 +985,7 @@ export default function Yard3DCanvas({
};
return (
<div className="h-full w-full bg-foreground" onClick={handleCanvasClick}>
<div className="h-full w-full bg-gray-100" onClick={handleCanvasClick}>
<Canvas
camera={{
position: [50, 30, 50],

View File

@ -0,0 +1,290 @@
// (이전 import 및 interface 동일, mobile-crane case만 교체)
// 실제로는 기존 파일에서 mobile-crane 케이스만 교체
// mobile-crane 케이스를 다음으로 교체:
case "mobile-crane":
// 이동식 크레인: 하부(트랙) + 회전대 + 캐빈 + 붐대 + 카운터웨이트 + 후크
return (
<group>
{/* ========== 하부 크롤러 트랙 시스템 ========== */}
{/* 좌측 트랙 메인 */}
<Box args={[boxWidth * 0.28, boxHeight * 0.18, boxDepth * 0.98]} position={[-boxWidth * 0.31, -boxHeight * 0.41, 0]}>
<meshStandardMaterial
color="#1a1a1a"
roughness={0.9}
metalness={0.2}
emissive={isSelected ? "#1a1a1a" : "#000000"}
emissiveIntensity={isSelected ? glowIntensity * 0.2 : 0}
/>
</Box>
{/* 좌측 트랙 상부 롤러 */}
<Box args={[boxWidth * 0.32, boxHeight * 0.08, boxDepth * 0.12]} position={[-boxWidth * 0.31, -boxHeight * 0.28, -boxDepth * 0.42]}>
<meshStandardMaterial color="#2d3748" roughness={0.7} metalness={0.5} />
</Box>
<Box args={[boxWidth * 0.32, boxHeight * 0.08, boxDepth * 0.12]} position={[-boxWidth * 0.31, -boxHeight * 0.28, 0]}>
<meshStandardMaterial color="#2d3748" roughness={0.7} metalness={0.5} />
</Box>
<Box args={[boxWidth * 0.32, boxHeight * 0.08, boxDepth * 0.12]} position={[-boxWidth * 0.31, -boxHeight * 0.28, boxDepth * 0.42]}>
<meshStandardMaterial color="#2d3748" roughness={0.7} metalness={0.5} />
</Box>
{/* 우측 트랙 메인 */}
<Box args={[boxWidth * 0.28, boxHeight * 0.18, boxDepth * 0.98]} position={[boxWidth * 0.31, -boxHeight * 0.41, 0]}>
<meshStandardMaterial
color="#1a1a1a"
roughness={0.9}
metalness={0.2}
emissive={isSelected ? "#1a1a1a" : "#000000"}
emissiveIntensity={isSelected ? glowIntensity * 0.2 : 0}
/>
</Box>
{/* 우측 트랙 상부 롤러 */}
<Box args={[boxWidth * 0.32, boxHeight * 0.08, boxDepth * 0.12]} position={[boxWidth * 0.31, -boxHeight * 0.28, -boxDepth * 0.42]}>
<meshStandardMaterial color="#2d3748" roughness={0.7} metalness={0.5} />
</Box>
<Box args={[boxWidth * 0.32, boxHeight * 0.08, boxDepth * 0.12]} position={[boxWidth * 0.31, -boxHeight * 0.28, 0]}>
<meshStandardMaterial color="#2d3748" roughness={0.7} metalness={0.5} />
</Box>
<Box args={[boxWidth * 0.32, boxHeight * 0.08, boxDepth * 0.12]} position={[boxWidth * 0.31, -boxHeight * 0.28, boxDepth * 0.42]}>
<meshStandardMaterial color="#2d3748" roughness={0.7} metalness={0.5} />
</Box>
{/* 트랙 연결 프레임 */}
<Box args={[boxWidth * 0.12, boxHeight * 0.06, boxDepth * 0.98]} position={[0, -boxHeight * 0.39, 0]}>
<meshStandardMaterial color="#374151" roughness={0.5} metalness={0.6} />
</Box>
{/* ========== 회전 상부 구조 ========== */}
{/* 메인 회전 플랫폼 */}
<Box args={[boxWidth * 0.88, boxHeight * 0.15, boxDepth * 0.88]} position={[0, -boxHeight * 0.28, 0]}>
<meshStandardMaterial
color={placement.color}
roughness={0.25}
metalness={0.75}
emissive={isSelected ? placement.color : "#000000"}
emissiveIntensity={isSelected ? glowIntensity * 0.9 : 0}
/>
</Box>
{/* 회전 베어링 하우징 */}
<Box args={[boxWidth * 0.45, boxHeight * 0.08, boxDepth * 0.45]} position={[0, -boxHeight * 0.35, 0]}>
<meshStandardMaterial color="#4b5563" roughness={0.4} metalness={0.8} />
</Box>
{/* ========== 엔진 및 유압 시스템 ========== */}
{/* 엔진룸 메인 */}
<Box args={[boxWidth * 0.65, boxHeight * 0.32, boxDepth * 0.35]} position={[0, -boxHeight * 0.12, boxDepth * 0.24]}>
<meshStandardMaterial
color={placement.color}
roughness={0.35}
metalness={0.65}
emissive={isSelected ? placement.color : "#000000"}
emissiveIntensity={isSelected ? glowIntensity * 0.8 : 0}
/>
</Box>
{/* 유압 펌프 하우징 */}
<Box args={[boxWidth * 0.25, boxHeight * 0.18, boxDepth * 0.25]} position={[-boxWidth * 0.25, -boxHeight * 0.15, boxDepth * 0.18]}>
<meshStandardMaterial color="#dc2626" roughness={0.4} metalness={0.7} />
</Box>
<Box args={[boxWidth * 0.25, boxHeight * 0.18, boxDepth * 0.25]} position={[boxWidth * 0.25, -boxHeight * 0.15, boxDepth * 0.18]}>
<meshStandardMaterial color="#dc2626" roughness={0.4} metalness={0.7} />
</Box>
{/* 배기 파이프 */}
<Box args={[boxWidth * 0.08, boxHeight * 0.35, boxDepth * 0.08]} position={[boxWidth * 0.2, -boxHeight * 0.02, boxDepth * 0.35]}>
<meshStandardMaterial color="#1f2937" roughness={0.3} metalness={0.8} />
</Box>
{/* ========== 운전실 (캐빈) ========== */}
{/* 캐빈 메인 바디 */}
<Box args={[boxWidth * 0.38, boxHeight * 0.35, boxDepth * 0.38]} position={[0, -boxHeight * 0.08, -boxDepth * 0.18]}>
<meshStandardMaterial
color="#2d3748"
roughness={0.15}
metalness={0.85}
emissive={isSelected ? "#3b82f6" : "#000000"}
emissiveIntensity={isSelected ? glowIntensity * 0.6 : 0}
/>
</Box>
{/* 캐빈 창문 */}
<Box args={[boxWidth * 0.35, boxHeight * 0.25, boxDepth * 0.02]} position={[0, -boxHeight * 0.05, -boxDepth * 0.37]}>
<meshStandardMaterial
color="#60a5fa"
roughness={0.05}
metalness={0.95}
transparent
opacity={0.6}
emissive={isSelected ? "#60a5fa" : "#000000"}
emissiveIntensity={isSelected ? glowIntensity * 0.8 : 0}
/>
</Box>
{/* 캐빈 지붕 */}
<Box args={[boxWidth * 0.4, boxHeight * 0.05, boxDepth * 0.4]} position={[0, boxHeight * 0.07, -boxDepth * 0.18]}>
<meshStandardMaterial color="#374151" roughness={0.3} metalness={0.7} />
</Box>
{/* ========== 붐대 시스템 ========== */}
{/* 붐대 마운트 베이스 */}
<Box args={[boxWidth * 0.25, boxHeight * 0.25, boxDepth * 0.25]} position={[0, -boxHeight * 0.02, 0]}>
<meshStandardMaterial
color="#4b5563"
roughness={0.25}
metalness={0.85}
emissive={isSelected ? "#4b5563" : "#000000"}
emissiveIntensity={isSelected ? glowIntensity * 0.5 : 0}
/>
</Box>
{/* 붐대 힌지 실린더 (유압) */}
<Box
args={[boxWidth * 0.12, boxHeight * 0.28, boxDepth * 0.12]}
position={[0, boxHeight * 0.02, boxDepth * 0.08]}
rotation={[Math.PI / 3, 0, 0]}
>
<meshStandardMaterial color="#dc2626" roughness={0.3} metalness={0.8} />
</Box>
{/* 메인 붐대 하단 섹션 */}
<Box
args={[boxWidth * 0.18, boxHeight * 0.55, boxDepth * 0.18]}
position={[0, boxHeight * 0.12, -boxDepth * 0.13]}
rotation={[Math.PI / 4.2, 0, 0]}
>
<meshStandardMaterial
color="#f59e0b"
roughness={0.25}
metalness={0.75}
emissive={isSelected ? "#f59e0b" : "#000000"}
emissiveIntensity={isSelected ? glowIntensity * 0.75 : 0}
/>
</Box>
{/* 붐대 상단 섹션 (텔레스코픽) */}
<Box
args={[boxWidth * 0.14, boxHeight * 0.45, boxDepth * 0.14]}
position={[0, boxHeight * 0.32, -boxDepth * 0.32]}
rotation={[Math.PI / 4.8, 0, 0]}
>
<meshStandardMaterial
color="#fbbf24"
roughness={0.25}
metalness={0.75}
emissive={isSelected ? "#fbbf24" : "#000000"}
emissiveIntensity={isSelected ? glowIntensity * 0.75 : 0}
/>
</Box>
{/* 붐대 최상단 섹션 */}
<Box
args={[boxWidth * 0.1, boxHeight * 0.32, boxDepth * 0.1]}
position={[0, boxHeight * 0.45, -boxDepth * 0.44]}
rotation={[Math.PI / 5.5, 0, 0]}
>
<meshStandardMaterial
color="#fbbf24"
roughness={0.25}
metalness={0.75}
emissive={isSelected ? "#fbbf24" : "#000000"}
emissiveIntensity={isSelected ? glowIntensity * 0.75 : 0}
/>
</Box>
{/* 붐대 트러스 구조 (디테일) */}
{[-0.15, -0.05, 0.05, 0.15].map((offset, idx) => (
<Box
key={`truss-${idx}`}
args={[boxWidth * 0.02, boxHeight * 0.5, boxDepth * 0.02]}
position={[offset, boxHeight * 0.12, -boxDepth * 0.13]}
rotation={[Math.PI / 4.2, 0, 0]}
>
<meshStandardMaterial color="#1f2937" roughness={0.4} metalness={0.7} />
</Box>
))}
{/* ========== 카운터웨이트 시스템 ========== */}
{/* 카운터웨이트 메인 블록 */}
<Box args={[boxWidth * 0.55, boxHeight * 0.25, boxDepth * 0.28]} position={[0, -boxHeight * 0.03, boxDepth * 0.32]}>
<meshStandardMaterial
color="#52525b"
roughness={0.7}
metalness={0.4}
emissive={isSelected ? "#52525b" : "#000000"}
emissiveIntensity={isSelected ? glowIntensity * 0.3 : 0}
/>
</Box>
{/* 카운터웨이트 추가 블록 (상단) */}
<Box args={[boxWidth * 0.48, boxHeight * 0.18, boxDepth * 0.22]} position={[0, boxHeight * 0.08, boxDepth * 0.32]}>
<meshStandardMaterial color="#3f3f46" roughness={0.7} metalness={0.4} />
</Box>
{/* 카운터웨이트 프레임 */}
<Box args={[boxWidth * 0.58, boxHeight * 0.08, boxDepth * 0.32]} position={[0, -boxHeight * 0.16, boxDepth * 0.32]}>
<meshStandardMaterial color="#1f2937" roughness={0.5} metalness={0.7} />
</Box>
{/* ========== 후크 및 케이블 시스템 ========== */}
{/* 붐대 끝단 풀리 */}
<Box args={[boxWidth * 0.08, boxHeight * 0.08, boxDepth * 0.08]} position={[0, boxHeight * 0.52, -boxDepth * 0.52]}>
<meshStandardMaterial color="#1f2937" roughness={0.3} metalness={0.8} />
</Box>
{/* 메인 호이스트 케이블 */}
<Box args={[boxWidth * 0.025, boxHeight * 0.42, boxDepth * 0.025]} position={[0, boxHeight * 0.28, -boxDepth * 0.52]}>
<meshStandardMaterial
color="#0f172a"
roughness={0.3}
metalness={0.7}
/>
</Box>
{/* 후크 블록 상단 */}
<Box args={[boxWidth * 0.12, boxHeight * 0.08, boxDepth * 0.12]} position={[0, boxHeight * 0.04, -boxDepth * 0.52]}>
<meshStandardMaterial color="#1f2937" roughness={0.3} metalness={0.8} />
</Box>
{/* 후크 메인 (빨간색 안전색) */}
<Box args={[boxWidth * 0.1, boxHeight * 0.12, boxDepth * 0.1]} position={[0, -boxHeight * 0.02, -boxDepth * 0.52]}>
<meshStandardMaterial
color="#dc2626"
roughness={0.25}
metalness={0.85}
emissive={isSelected ? "#dc2626" : "#000000"}
emissiveIntensity={isSelected ? glowIntensity * 0.9 : 0}
/>
</Box>
{/* 지브 지지 케이블 (좌측) */}
<Box
args={[boxWidth * 0.018, boxHeight * 0.38, boxDepth * 0.018]}
position={[-boxWidth * 0.06, boxHeight * 0.28, -boxDepth * 0.08]}
rotation={[Math.PI / 5.5, 0, 0]}
>
<meshStandardMaterial color="#0f172a" roughness={0.2} metalness={0.8} />
</Box>
{/* 지브 지지 케이블 (우측) */}
<Box
args={[boxWidth * 0.018, boxHeight * 0.38, boxDepth * 0.018]}
position={[boxWidth * 0.06, boxHeight * 0.28, -boxDepth * 0.08]}
rotation={[Math.PI / 5.5, 0, 0]}
>
<meshStandardMaterial color="#0f172a" roughness={0.2} metalness={0.8} />
</Box>
{/* ========== 조명 및 안전 장치 ========== */}
{/* 작업등 (전방) */}
<Box args={[boxWidth * 0.06, boxHeight * 0.04, boxDepth * 0.04]} position={[0, boxHeight * 0.09, -boxDepth * 0.4]}>
<meshStandardMaterial
color="#fef08a"
roughness={0.1}
metalness={0.9}
emissive="#fef08a"
emissiveIntensity={isSelected ? glowIntensity * 1.2 : 0.3}
/>
</Box>
{/* 경고등 (붐대 상단) */}
<Box args={[boxWidth * 0.04, boxHeight * 0.04, boxDepth * 0.04]} position={[0, boxHeight * 0.54, -boxDepth * 0.5]}>
<meshStandardMaterial
color="#ef4444"
roughness={0.1}
metalness={0.9}
emissive="#ef4444"
emissiveIntensity={isSelected ? glowIntensity * 1.5 : 0.4}
/>
</Box>
</group>
);