Files
Aislo/B05_Profile/B05_Profile_UI_Viewer.ts
T
eomsangdonandClaude Fable 5 8812657022 feat(B05/B02): 표시 정보 정비 + 설계속도 축 도입
- 종단 상단 표시줄을 법정 판정 3항목으로 축소: 최대 기울기/상한(별표2 Ⅰ.2.라),
  절·성토 불균형(Ⅰ.1.나.(4)(다)), 종단곡선 필요 n곳(Ⅰ.2.마 — 대수차 5% 초과인데
  곡선이 빠진 변화점). 변화점·종단곡선 개수·기본 곡선길이 L·중복 경고칩은 제거.
- [초기선 복원] → [편집 되돌리기] — 실제 동작은 화면 편집 델타 삭제이지 저장 지점
  복귀가 아니다. 툴팁에 동작과 [초기화]와의 차이를 적었다.
- 3D 뷰포트 안내 라벨 삭제(로딩 완료 후 남던 조작법 문구).
- 배수유역 버튼 정비: 유역 다시 나누기 / 선택한 관 삭제 / 배관 배치 초기화 +
  각 툴팁에 실제 동작 명시(선택 삭제는 툴팁 자체가 없었다).
- 유토곡선 요약 12칩 → 5칩(절토·성토·잉여|부족·운반·검산). 토질 3종 내역·다짐
  환산·블록 수·장거리 운반·사토는 해당 칩 툴팁으로. B05·B06 공용 함수라 동시 반영.
- 설계속도 축 도입(임도는 속도를 낼 수 없는 노선 — 기본 20km/h):
  · 임도 종류는 프로젝트 등록값(projects.road_type)을 읽어 B05가 읽기 전용 표시
    (main→간선임도, fire→산불진화임도, 그 외→작업임도). 화면에서 고치지 않는다.
  · 설계속도 선택(간선·산불진화 20/30/40, 작업 20 고정) 신설 — 종단기울기 상한과
    종단곡선 반경이 등급이 아니라 이 값으로 정해진다(지식DB 설계제원_총괄 §6·§7).
  · B02 임도 종류 선택지를 현행 3종으로 정리(지선 폐지·계류보전은 사방 구분).
  · 백엔드: ROUTE_GRADE_CLASSES 3종+branch 호환, selectable_design_speeds 신설,
    resolve_design_speed 신설, legal_grade_limit_pct·resolve_grade_options에
    설계속도 인자, sections/context가 road_type 제공(B06도 저장값 승계).
  · 계획선 정책은 그릴 때마다 현재 기준으로 동기화 — 저장분의 옛 상한이 남지 않는다.
- 검증: pytest 125 통과(설계속도 12건 신규), tsc, 헤드 브라우저 — 진입 시 상한 9%,
  40km/h 전환 시 7% 즉시 반영, 원복 9%, 안내문 '간선임도 · 설계속도 20km/h ·
  일반지형', 유토곡선 5칩, 유역 버튼 새 이름·툴팁, 3D 라벨 빈 문자열 확인.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-19 19:46:03 +09:00

461 lines
18 KiB
TypeScript

import * as THREE from "three";
import { OrbitControls } from "three/examples/jsm/controls/OrbitControls.js";
import { GLTFLoader } from "three/examples/jsm/loaders/GLTFLoader.js";
import { PLYLoader } from "three/examples/jsm/loaders/PLYLoader.js";
import { API_BASE_URL } from "@config/config_frontend";
import { fetchCachedBytes, fetchCachedJson } from "../A00_Common/b_asset_cache";
import { bindCursorPivotControls, TOP_VIEW_TILT } from "../B04_PreProcess/B04_PreProcess_UI_Camera";
import {
createRouteMarkers,
modelToScene,
sceneToModel,
type ModelBounds,
type RouteMarkers,
type RoutePointKind,
type SectionStationMarker,
} from "./B05_Profile_UI_Markers";
const LIGHT_VIEWER_BACKGROUND = 0xf5f7fa;
const DARK_VIEWER_BACKGROUND = 0x251f38;
function disposeObject(object: THREE.Object3D | null): void {
object?.traverse((child) => {
if (
child instanceof THREE.Mesh ||
child instanceof THREE.Points ||
child instanceof THREE.Line
) {
child.geometry.dispose();
const materials = Array.isArray(child.material) ? child.material : [child.material];
materials.forEach((material) => material.dispose());
}
});
}
export interface RouteViewer {
root: HTMLElement;
markers: RouteMarkers;
loadSurface: (
projectId: string,
modelId: number,
method: string,
smooth: boolean,
interval: number,
bounds: ModelBounds,
) => Promise<void>;
reloadContours: (interval: number) => Promise<void>;
setSurfaceVisible: (visible: boolean) => void;
/** 지표면 흑백 표시 — 무지개 고도색이 헷갈릴 때 명도만 남긴다(정점색 1회 변환, 성능 영향 없음). */
setSurfaceGrayscale: (grayscale: boolean) => void;
setContoursVisible: (visible: boolean) => void;
setAxesVisible: (visible: boolean) => void;
setStationLinesVisible: (visible: boolean) => void;
/** 구조물(비정규) 측점의 번호·이름 라벨 표시 토글. */
setStationLabelsVisible: (visible: boolean) => void;
renderStationLines: (stations: SectionStationMarker[], halfWidth: number) => void;
setView: (view: "iso" | "top" | "front" | "side") => void;
beginMoveSelected: () => void;
/** 화면(client) 좌표 아래 지형의 모델 좌표 — 3D 우클릭 구조물 배치용(2026-08-19). */
modelPointAt: (clientX: number, clientY: number) => { x: number; y: number; z: number } | null;
dispose: () => void;
}
export function createRouteViewer(): RouteViewer {
const root = document.createElement("div");
root.className = "b05-route__viewport";
const status = document.createElement("div");
status.className = "b05-route__viewer-status";
status.textContent = "확정 지표면을 불러오는 중입니다.";
const canvas = document.createElement("canvas");
root.append(canvas, status);
const scene = new THREE.Scene();
const systemDarkTheme = window.matchMedia("(prefers-color-scheme: dark)");
function updateSceneBackground(): void {
const theme = document.documentElement.getAttribute("data-theme");
const dark = theme === "dark" || (theme !== "light" && systemDarkTheme.matches);
if (!dark) {
scene.background = new THREE.Color(LIGHT_VIEWER_BACKGROUND);
return;
}
const surfaceRaised = getComputedStyle(document.documentElement)
.getPropertyValue("--color-surface-raised")
.trim();
scene.background = new THREE.Color(
surfaceRaised && CSS.supports("color", surfaceRaised)
? surfaceRaised
: DARK_VIEWER_BACKGROUND,
);
}
const themeObserver = new MutationObserver(updateSceneBackground);
themeObserver.observe(document.documentElement, {
attributes: true,
attributeFilter: ["data-theme"],
});
systemDarkTheme.addEventListener("change", updateSceneBackground);
updateSceneBackground();
const camera = new THREE.PerspectiveCamera(45, 1, 0.1, 100000);
camera.position.set(100, 120, 100);
const renderer = new THREE.WebGLRenderer({ canvas, antialias: true });
renderer.setPixelRatio(Math.min(devicePixelRatio, 2));
const controls = new OrbitControls(camera, canvas);
controls.enableDamping = true;
scene.add(new THREE.HemisphereLight(0xffffff, 0x64748b, 2.2));
const directional = new THREE.DirectionalLight(0xffffff, 2.2);
directional.position.set(100, 200, 100);
scene.add(directional);
const axes = new THREE.AxesHelper(30);
axes.visible = false;
scene.add(axes);
let terrain: THREE.Object3D | null = null;
const contours = new THREE.Group();
scene.add(contours);
let bounds: ModelBounds | null = null;
let current: { projectId: string; modelId: number; smooth: boolean; interval: number } | null =
null;
let movingSelected = false;
let dragCandidate: { id: string; pointerId: number; x: number; y: number } | null = null;
let draggingMarker = false;
let lastDragPoint: { x: number; y: number; z: number } | null = null;
/**
* 모델 좌표 (x, y) 자리의 지형 표고. 지형 위에서 수직으로 광선을 쏴 맞은 높이를 돌려준다.
* 계획노선 CSV로 만든 점처럼 표고가 없는 자리를 지형에 얹을 때 쓴다.
*/
function terrainElevation(x: number, y: number): number | null {
if (!terrain || !bounds) return null;
const origin = modelToScene({ x, y, z: bounds.z[1] + 100 }, bounds);
const raycaster = new THREE.Raycaster(origin, new THREE.Vector3(0, -1, 0));
const hit = raycaster.intersectObject(terrain, true)[0];
return hit ? sceneToModel(hit.point, bounds).z : null;
}
const markers = createRouteMarkers(scene, () => bounds, terrainElevation);
// 회전·줌 중심을 커서 아래 지형 지점으로 (B04 뷰어들과 공용 유틸).
// 마커를 잡고 있는 동안에는 회전을 넘겨 드래그 이동이 우선하게 한다.
const releaseCursorPivot = bindCursorPivotControls({
camera,
controls,
element: canvas,
pickables: () => (terrain ? [terrain] : []),
blocked: () => dragCandidate !== null || draggingMarker || movingSelected,
scene,
});
function clearContours(): void {
disposeObject(contours);
contours.clear();
}
function resize(): void {
const width = Math.max(1, root.clientWidth);
const height = Math.max(1, root.clientHeight);
renderer.setSize(width, height, false);
camera.aspect = width / height;
camera.updateProjectionMatrix();
}
const resizeObserver = new ResizeObserver(resize);
resizeObserver.observe(root);
function fit(view: "iso" | "top" | "front" | "side" = "top"): void {
if (!bounds) return;
const width = bounds.x[1] - bounds.x[0];
const depth = bounds.y[1] - bounds.y[0];
const distance = Math.max(width, depth, 20) * 1.35;
controls.target.set(0, 0, 0);
const positions = {
iso: [distance, distance, distance],
// 정확히 수직이면 lookAt이 화면 방향을 못 정해 첫 드래그에 화면이 뒤집힌다.
top: [0, distance, distance * TOP_VIEW_TILT],
front: [0, distance * 0.25, distance],
side: [distance, distance * 0.25, 0],
} as const;
const [x, y, z] = positions[view];
camera.position.set(x, y, z);
camera.near = Math.max(0.1, distance / 1000);
camera.far = distance * 10;
camera.updateProjectionMatrix();
controls.update();
}
async function reloadContours(interval: number): Promise<void> {
if (!current || !bounds) return;
current.interval = interval;
// 등고선도 보관함에서 먼저 찾는다 — 같은 파일을 새로고침마다 다시 내려받지 않는다.
const data = await fetchCachedJson<{
contours: Array<{ level: number; coordinates: [number, number, number][] }>;
}>(
current.projectId,
`${API_BASE_URL}/projects/${current.projectId}/surface/models/${current.modelId}/contour?interval=${interval}&smooth=${current.smooth}`,
);
clearContours();
// 등고선 한 가닥마다 3D 객체를 만들면 수백 개가 된다. 주곡선·보조곡선 두 덩어리로 합친다.
const majorPoints: THREE.Vector3[] = [];
const minorPoints: THREE.Vector3[] = [];
const cx = (bounds.x[0] + bounds.x[1]) / 2;
const cy = (bounds.y[0] + bounds.y[1]) / 2;
const cz = (bounds.z[0] + bounds.z[1]) / 2;
data.contours.forEach((contour) => {
const points = contour.coordinates.map(
([x, y, z]) => new THREE.Vector3(x - cx, z - cz + 0.15, -(y - cy)),
);
if (points.length < 2) return;
const bucket = contour.level % (interval * 5) === 0 ? majorPoints : minorPoints;
for (let index = 0; index < points.length - 1; index += 1) {
bucket.push(points[index], points[index + 1]);
}
});
[
{ points: minorPoints, color: 0xf59e0b },
{ points: majorPoints, color: 0xd97706 },
].forEach(({ points, color }) => {
if (points.length === 0) return;
contours.add(
new THREE.LineSegments(
new THREE.BufferGeometry().setFromPoints(points),
new THREE.LineBasicMaterial({ color, transparent: true, opacity: 0.75 }),
),
);
});
}
/** 화면(client) 좌표 아래 지형의 모델 좌표 — 우클릭 구조물 배치 등 외부 픽에도 쓴다. */
function terrainPointAt(
clientX: number,
clientY: number,
): { x: number; y: number; z: number } | null {
if (!terrain || !bounds) return null;
const rect = canvas.getBoundingClientRect();
const pointer = new THREE.Vector2(
((clientX - rect.left) / rect.width) * 2 - 1,
-((clientY - rect.top) / rect.height) * 2 + 1,
);
const raycaster = new THREE.Raycaster();
raycaster.setFromCamera(pointer, camera);
const hit = raycaster.intersectObject(terrain, true)[0];
return hit ? sceneToModel(hit.point, bounds) : null;
}
function terrainPoint(
event: PointerEvent | DragEvent,
): { x: number; y: number; z: number } | null {
return terrainPointAt(event.clientX, event.clientY);
}
canvas.addEventListener("dragover", (event) => event.preventDefault());
canvas.addEventListener("drop", (event) => {
event.preventDefault();
const kind = event.dataTransfer?.getData("pointType") as RoutePointKind;
const point = terrainPoint(event);
if (point && ["bp", "ep", "cp", "ap", "fp"].includes(kind)) markers.place(kind, point);
});
function markerHit(event: PointerEvent): THREE.Object3D | undefined {
const rect = canvas.getBoundingClientRect();
const pointer = new THREE.Vector2(
((event.clientX - rect.left) / rect.width) * 2 - 1,
-((event.clientY - rect.top) / rect.height) * 2 + 1,
);
const raycaster = new THREE.Raycaster();
raycaster.setFromCamera(pointer, camera);
return raycaster.intersectObject(markers.group, true)[0]?.object;
}
function finishMarkerInteraction(selectCandidate: boolean): void {
if (dragCandidate && (draggingMarker || selectCandidate)) {
markers.selectPoint(dragCandidate.id);
}
if (dragCandidate && canvas.hasPointerCapture(dragCandidate.pointerId)) {
canvas.releasePointerCapture(dragCandidate.pointerId);
}
controls.enabled = true;
dragCandidate = null;
draggingMarker = false;
lastDragPoint = null;
}
function handlePointerDown(event: PointerEvent): void {
if (event.button !== 0) return;
const hit = markerHit(event);
const pointId = markers.pointIdForObject(hit);
if (pointId) {
dragCandidate = {
id: pointId,
pointerId: event.pointerId,
x: event.clientX,
y: event.clientY,
};
draggingMarker = false;
lastDragPoint = null;
canvas.setPointerCapture(event.pointerId);
event.preventDefault();
event.stopPropagation();
return;
}
if (hit) {
markers.selectObject(hit);
event.stopPropagation();
return;
}
if (movingSelected) {
const point = terrainPoint(event);
if (point) markers.moveSelected(point);
movingSelected = false;
} else {
markers.selectObject(undefined);
}
}
function handlePointerMove(event: PointerEvent): void {
if (!dragCandidate || event.pointerId !== dragCandidate.pointerId) return;
event.preventDefault();
event.stopPropagation();
if (
!draggingMarker &&
Math.hypot(event.clientX - dragCandidate.x, event.clientY - dragCandidate.y) > 3
) {
draggingMarker = true;
controls.enabled = false;
}
if (!draggingMarker) return;
const point = terrainPoint(event);
if (!point) return;
lastDragPoint = point;
markers.movePoint(dragCandidate.id, point);
}
function handlePointerUp(event: PointerEvent): void {
if (!dragCandidate || event.pointerId !== dragCandidate.pointerId) return;
event.preventDefault();
event.stopPropagation();
if (draggingMarker) {
const point = terrainPoint(event) ?? lastDragPoint;
if (point) markers.movePoint(dragCandidate.id, point);
}
finishMarkerInteraction(!draggingMarker);
}
function handlePointerExit(event: PointerEvent): void {
if (!dragCandidate || event.pointerId !== dragCandidate.pointerId) return;
event.preventDefault();
event.stopPropagation();
finishMarkerInteraction(false);
}
canvas.addEventListener("pointerdown", handlePointerDown, true);
canvas.addEventListener("pointermove", handlePointerMove, true);
canvas.addEventListener("pointerup", handlePointerUp, true);
canvas.addEventListener("pointerleave", handlePointerExit, true);
canvas.addEventListener("pointercancel", handlePointerExit, true);
let frame = 0;
function animate(): void {
frame = requestAnimationFrame(animate);
controls.update();
renderer.render(scene, camera);
}
animate();
// 지표면 흑백 표시(2026-08-05 사용자 요청). 정점색 배열을 한 번 바꿔치기하는 것뿐이라
// (원본은 userData에 보관, 재질·셰이더 교체 없음) 로딩·회전 속도에 영향이 없다.
let surfaceGrayscale = false;
function applySurfaceGrayscale(): void {
terrain?.traverse((child) => {
const geometry = (child as THREE.Mesh).geometry as THREE.BufferGeometry | undefined;
const color = geometry?.getAttribute("color") as THREE.BufferAttribute | undefined;
if (!geometry || !color) return;
const target = color.array as Float32Array;
if (!child.userData.originalColors) child.userData.originalColors = target.slice();
const original = child.userData.originalColors as Float32Array;
const stride = color.itemSize;
if (surfaceGrayscale) {
for (let i = 0; i + 2 < original.length; i += stride) {
const gray = 0.299 * original[i] + 0.587 * original[i + 1] + 0.114 * original[i + 2];
target[i] = target[i + 1] = target[i + 2] = gray;
}
} else {
target.set(original);
}
color.needsUpdate = true;
});
}
return {
root,
markers,
async loadSurface(projectId, modelId, method, smooth, interval, nextBounds) {
bounds = nextBounds;
current = { projectId, modelId, smooth, interval };
if (terrain) {
scene.remove(terrain);
disposeObject(terrain);
}
const url = `${API_BASE_URL}/projects/${projectId}/surface/models/${modelId}/preview?smooth=${smooth}`;
// 브라우저 보관함에 있으면 그대로 쓰고, 없을 때만 내려받는다(새로고침이 빨라진다).
const buffer = await fetchCachedBytes(projectId, url);
terrain = await new Promise<THREE.Object3D>((resolve, reject) => {
if (method === "meshfree") {
const geometry = new PLYLoader().parse(buffer);
resolve(new THREE.Points(geometry, new THREE.PointsMaterial({ size: 0.35 })));
} else {
new GLTFLoader().parse(buffer, "", (gltf) => resolve(gltf.scene), reject);
}
});
terrain.traverse((child) => {
if (child instanceof THREE.Mesh) child.material.side = THREE.DoubleSide;
});
scene.add(terrain);
// 흑백 토글이 켜진 채 모델을 다시 불러와도 상태를 유지한다.
applySurfaceGrayscale();
fit("top");
markers.renderMarkers();
await reloadContours(interval);
// 로딩이 끝나면 안내문을 지운다 — 조작법 설명이 화면에 계속 떠 있을 이유가
// 없다(2026-08-19 사용자 지시). 로딩·이동 중 안내는 그대로 쓴다.
status.textContent = "";
},
reloadContours,
setSurfaceVisible(visible) {
if (terrain) terrain.visible = visible;
},
setSurfaceGrayscale(grayscale) {
if (surfaceGrayscale === grayscale) return;
surfaceGrayscale = grayscale;
applySurfaceGrayscale();
},
setContoursVisible(visible) {
contours.visible = visible;
},
setAxesVisible(visible) {
axes.visible = visible;
},
setStationLinesVisible: markers.setStationLinesVisible,
setStationLabelsVisible: markers.setStationLabelsVisible,
renderStationLines: markers.renderStationLines,
setView: fit,
beginMoveSelected() {
movingSelected = true;
status.textContent = "선택한 포인트를 이동할 지형 위치를 클릭하세요.";
},
modelPointAt: terrainPointAt,
dispose() {
cancelAnimationFrame(frame);
resizeObserver.disconnect();
themeObserver.disconnect();
systemDarkTheme.removeEventListener("change", updateSceneBackground);
canvas.removeEventListener("pointerdown", handlePointerDown, true);
canvas.removeEventListener("pointermove", handlePointerMove, true);
canvas.removeEventListener("pointerup", handlePointerUp, true);
canvas.removeEventListener("pointerleave", handlePointerExit, true);
canvas.removeEventListener("pointercancel", handlePointerExit, true);
releaseCursorPivot();
markers.dispose();
clearContours();
disposeObject(terrain);
controls.dispose();
renderer.dispose();
},
};
}