Add split
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@@ -1,16 +1,12 @@
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import * as THREE from 'three';
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import { STLExporter, mergeBufferGeometries } from 'three-stdlib';
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import { AppConfig, LayoutSplits, GeneratedPart } from '../types';
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import { AppConfig, LayoutSplits, GeneratedPart, Partition } from '../types';
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export const calculateParts = (
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config: AppConfig,
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splits: LayoutSplits
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): GeneratedPart[] => {
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export const calculateParts = (config: AppConfig, splits: LayoutSplits): GeneratedPart[] => {
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const parts: GeneratedPart[] = [];
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// Safe Access
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const safeX = splits.x || [];
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const safeY = splits.y || [];
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const safeParts = splits.partitions || {};
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const xPoints = [0, ...[...safeX].sort((a, b) => a - b), 1];
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const yPoints = [0, ...[...safeY].sort((a, b) => a - b), 1];
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@@ -19,20 +15,21 @@ export const calculateParts = (
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for (let i = 0; i < xPoints.length - 1; i++) {
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for (let j = 0; j < yPoints.length - 1; j++) {
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const segmentX = xPoints[i] * config.drawer.width;
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const segmentY = yPoints[j] * config.drawer.depth;
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const segmentW = (xPoints[i + 1] - xPoints[i]) * config.drawer.width;
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const segmentD = (yPoints[j + 1] - yPoints[j]) * config.drawer.depth;
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const rawX = xPoints[i] * config.drawer.width;
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const rawY = yPoints[j] * config.drawer.depth;
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const rawW = (xPoints[i + 1] - xPoints[i]) * config.drawer.width;
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const rawD = (yPoints[j + 1] - yPoints[j]) * config.drawer.depth;
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const realWidth = segmentW - config.printerTolerance;
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const realDepth = segmentD - config.printerTolerance;
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const realX = segmentX + (config.printerTolerance / 2);
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const realY = segmentY + (config.printerTolerance / 2);
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// Получаем перегородки для этой ячейки
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const internalPartitions = safeParts[`${i}-${j}`] || [];
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if (realWidth < 5 || realDepth < 5) {
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continue;
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}
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// Рассчитываем реальные размеры с учетом допуска принтера
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const realWidth = rawW - config.printerTolerance;
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const realDepth = rawD - config.printerTolerance;
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const realX = rawX + (config.printerTolerance / 2);
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const realY = rawY + (config.printerTolerance / 2);
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if (realWidth < 5 || realDepth < 5) continue;
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parts.push({
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id: `part-${partCounter}`,
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@@ -42,15 +39,18 @@ export const calculateParts = (
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height: config.drawer.height,
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x: realX,
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y: realY,
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color: `hsl(${Math.random() * 360}, 70%, 50%)`
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color: `hsl(${Math.random() * 360}, 70%, 50%)`,
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internalPartitions: internalPartitions
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});
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partCounter++;
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}
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}
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return parts;
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};
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// --- GEOMETRY GENERATION ---
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// Создает форму скругленного прямоугольника (или обычного)
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const createRoundedRectShape = (width: number, height: number, radius: number): THREE.Shape => {
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const shape = new THREE.Shape();
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const x = -width / 2;
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@@ -75,20 +75,25 @@ const createRoundedRectShape = (width: number, height: number, radius: number):
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shape.quadraticCurveTo(x, y, x, y + r);
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}
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return shape;
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}
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};
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// Генерирует геометрию ячейки С ПЕРЕГОРОДКАМИ
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export const createBinGeometry = (
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width: number,
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depth: number,
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height: number,
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thickness: number,
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radius: number = 0
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radius: number = 0,
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partitions: Partition[] = []
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): THREE.BufferGeometry => {
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const geometries: THREE.BufferGeometry[] = [];
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// 1. ОСНОВНАЯ КОРОБКА (Дно + Стенки)
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const floorShape = createRoundedRectShape(width, depth, radius);
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const floorGeo = new THREE.ExtrudeGeometry(floorShape, {
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depth: thickness, bevelEnabled: false, curveSegments: 16
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});
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const floorGeo = new THREE.ExtrudeGeometry(floorShape, { depth: thickness, bevelEnabled: false, curveSegments: 12 });
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floorGeo.rotateX(-Math.PI / 2);
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geometries.push(floorGeo);
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const outerShape = createRoundedRectShape(width, depth, radius);
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const innerRadius = Math.max(0, radius - thickness);
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@@ -101,19 +106,67 @@ export const createBinGeometry = (
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}
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const wallHeight = height - thickness;
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const wallGeo = new THREE.ExtrudeGeometry(outerShape, {
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depth: wallHeight, bevelEnabled: false, curveSegments: 16
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});
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const wallGeo = new THREE.ExtrudeGeometry(outerShape, { depth: wallHeight, bevelEnabled: false, curveSegments: 12 });
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wallGeo.rotateX(-Math.PI / 2);
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wallGeo.translate(0, thickness, 0);
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geometries.push(wallGeo);
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const merged = mergeBufferGeometries([floorGeo, wallGeo]);
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// 2. ВНУТРЕННИЕ ПЕРЕГОРОДКИ
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// Мы создаем их внутри внутреннего пространства (innerWidth/innerDepth)
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partitions.forEach(p => {
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// Размеры перегородки
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let pWidth = 0;
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let pDepth = 0;
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// Позиция центра перегородки относительно центра ящика
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let pX = 0;
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let pY = 0; // (это Z в 3D)
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if (p.axis === 'x') {
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// Вертикальная палка (делит ширину)
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pWidth = thickness;
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// Длина палки равна внутренней глубине ящика
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pDepth = innerDepth;
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// Смещение: p.offset (0..1) переводим в координаты.
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// innerLeft = -innerWidth/2. Position = innerLeft + (innerWidth * offset)
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pX = (-innerWidth / 2) + (innerWidth * p.offset);
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pY = 0; // По центру глубины
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} else {
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// Горизонтальная палка (делит глубину)
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pWidth = innerWidth;
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pDepth = thickness;
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pX = 0; // По центру ширины
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pY = (-innerDepth / 2) + (innerDepth * p.offset);
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}
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// Форма перегородки (скругленная или нет)
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// Если скругленная, радиус берем такой же как у основной стенки, но не больше половины толщины
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const pRadius = p.rounded ? Math.min(radius, thickness / 1.5) : 0;
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const partShape = createRoundedRectShape(pWidth, pDepth, pRadius);
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const partGeo = new THREE.ExtrudeGeometry(partShape, {
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depth: p.height, // Высота перегородки (может отличаться от основной)
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bevelEnabled: false,
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curveSegments: 8
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});
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partGeo.rotateX(-Math.PI / 2);
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// Поднимаем на толщину дна
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partGeo.translate(pX, thickness, pY);
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geometries.push(partGeo);
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});
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// 3. СЛИЯНИЕ
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const merged = mergeBufferGeometries(geometries);
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if (merged) merged.computeVertexNormals();
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return merged || new THREE.BoxGeometry(1, 1, 1);
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};
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// ... Остальной код экспорта (без изменений) ...
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export const generateSTL = (mesh: THREE.Object3D): Uint8Array | string => {
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const exporter = new STLExporter();
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const result = exporter.parse(mesh, { binary: true });
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