Try add perforation
This commit is contained in:
+145
-127
@@ -1,153 +1,171 @@
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import React from 'react';
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import React, { useEffect, useRef } from 'react';
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import { AppConfig } from '../types';
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import { AppConfig, PerforationPattern } from '../types';
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import { Ruler, Box, Layers, Minimize2, CircleDashed } from 'lucide-react';
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import { Settings2, Grid, Circle, Triangle, Hexagon, LayoutGrid } from 'lucide-react';
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interface Props {
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interface Props {
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config: AppConfig;
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config: AppConfig;
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onChange: (newConfig: AppConfig) => void;
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onChange: (config: AppConfig) => void;
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}
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}
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const InputGroup: React.FC<{ label: string; children: React.ReactNode }> = ({ label, children }) => (
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<div className="flex flex-col gap-2 mb-4">
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<label className="text-sm font-medium text-gray-300">{label}</label>
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<div className="flex gap-4">{children}</div>
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</div>
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);
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const NumberInput = ({
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label,
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value,
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onChange,
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max
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}: {
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label: string;
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value: number;
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onChange: (val: number) => void;
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max?: number
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}) => (
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<div className="flex-1 relative">
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<span className="absolute left-3 top-1/2 -translate-y-1/2 text-gray-500 text-xs">{label}</span>
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<input
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type="number"
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min="1"
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max={max}
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value={value}
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onChange={(e) => onChange(parseFloat(e.target.value) || 0)}
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className="w-full bg-slate-800 border border-slate-700 rounded p-2 pl-8 text-white focus:ring-2 focus:ring-primary outline-none"
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/>
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<span className="absolute right-3 top-1/2 -translate-y-1/2 text-gray-500 text-xs">мм</span>
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</div>
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);
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export const ConfigStep: React.FC<Props> = ({ config, onChange }) => {
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export const ConfigStep: React.FC<Props> = ({ config, onChange }) => {
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const updateDrawer = (key: keyof AppConfig['drawer'], val: number) => {
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onChange({ ...config, drawer: { ...config.drawer, [key]: val } });
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// Инициализация дефолтных значений, если их нет
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useEffect(() => {
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if (!config.perforation) {
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onChange({
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...config,
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perforation: { enabled: false, pattern: 'hexagon', diameter: 8, spacing: 4 }
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});
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}
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}, []);
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const perf = config.perforation || { enabled: false, pattern: 'hexagon', diameter: 8, spacing: 4 };
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const updatePerf = (updates: Partial<typeof perf>) => {
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onChange({ ...config, perforation: { ...perf, ...updates } });
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};
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const updateDrawer = (key: keyof typeof config.drawer, value: number) => {
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onChange({ ...config, drawer: { ...config.drawer, [key]: value } });
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};
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// --- RENDER PREVIEW (SVG) ---
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const renderPreview = () => {
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if (!perf.enabled) return <div className="text-gray-500 text-xs flex items-center justify-center h-full">Перфорация выключена</div>;
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const size = perf.diameter;
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const gap = Math.max(2, perf.spacing); // Минимальный зазор 2мм
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const step = size + gap;
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const W = 140;
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const H = 100;
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const elements = [];
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const rows = Math.floor(H / (step * 0.866)); // 0.866 для сот (sin 60)
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const cols = Math.floor(W / step);
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for(let j=0; j<rows; j++) {
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const isOdd = j % 2 !== 0;
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const y = 10 + j * (perf.pattern === 'circle' ? step : step * 0.866);
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for(let i=0; i<cols; i++) {
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let x = 10 + i * step;
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if ((perf.pattern === 'hexagon' || perf.pattern === 'triangle') && isOdd) x += step / 2;
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if (x > W - 10 || y > H - 10) continue;
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if (perf.pattern === 'circle') {
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elements.push(<circle key={`${i}-${j}`} cx={x} cy={y} r={size/2} fill="#3b82f6" />);
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} else if (perf.pattern === 'hexagon') {
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// Рисуем шестиугольник
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const r = size / 2;
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const points = [];
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for (let k = 0; k < 6; k++) {
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const angle = (k * 60 + 30) * Math.PI / 180;
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points.push(`${x + r * Math.cos(angle)},${y + r * Math.sin(angle)}`);
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}
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elements.push(<polygon key={`${i}-${j}`} points={points.join(' ')} fill="#3b82f6" />);
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} else if (perf.pattern === 'triangle') {
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const r = size / 2;
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const angleOffset = isOdd ? 180 : 0;
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const points = [];
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for (let k = 0; k < 3; k++) {
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const angle = (k * 120 - 90 + angleOffset) * Math.PI / 180;
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points.push(`${x + r * Math.cos(angle)},${y + r * Math.sin(angle)}`);
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}
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elements.push(<polygon key={`${i}-${j}`} points={points.join(' ')} fill="#3b82f6" />);
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}
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}
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}
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return (
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<svg viewBox={`0 0 ${W} ${H}`} className="w-full h-full bg-slate-900 border border-slate-700 rounded">
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{elements}
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</svg>
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);
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};
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};
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return (
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return (
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<div className="bg-slate-900 p-6 rounded-xl shadow-lg border border-slate-800 animate-fade-in">
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<div className="space-y-6 pb-20">
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<h2 className="text-xl font-bold mb-6 flex items-center gap-2 text-primary">
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{/* 1. ГАБАРИТЫ */}
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<Box size={24} /> 1. Размеры
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<section className="bg-slate-900 p-5 rounded-xl border border-slate-800 shadow-lg">
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</h2>
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<h2 className="text-lg font-bold mb-4 flex items-center gap-2 text-primary"><Settings2 size={20}/> 1. Размеры ящика</h2>
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<div className="grid grid-cols-3 gap-4">
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<div className="grid grid-cols-1 md:grid-cols-2 gap-8">
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<div>
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{/* Drawer Dimensions */}
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<label className="text-xs text-gray-400 font-bold ml-1">Ширина (X)</label>
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<div className="bg-slate-800/50 p-4 rounded-lg border border-slate-700">
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<input type="number" value={config.drawer.width} onChange={(e) => updateDrawer('width', parseFloat(e.target.value))} className="w-full bg-slate-800 border border-slate-700 rounded-lg px-3 py-2 text-white focus:ring-2 focus:ring-primary outline-none mt-1"/>
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<h3 className="text-lg font-semibold mb-4 flex items-center gap-2 text-gray-200">
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<Ruler className="text-accent" size={18} /> Внутренние размеры ящика
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</h3>
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<InputGroup label="Ширина (X)">
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<NumberInput label="Ш" value={config.drawer.width} onChange={(v) => updateDrawer('width', v)} />
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</InputGroup>
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<InputGroup label="Глубина (Y)">
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<NumberInput label="Г" value={config.drawer.depth} onChange={(v) => updateDrawer('depth', v)} />
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</InputGroup>
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<InputGroup label="Высота (Z)">
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<NumberInput label="В" value={config.drawer.height} onChange={(v) => updateDrawer('height', v)} />
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</InputGroup>
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</div>
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</div>
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<div>
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{/* Settings */}
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<label className="text-xs text-gray-400 font-bold ml-1">Глубина (Y)</label>
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<div className="bg-slate-800/50 p-4 rounded-lg border border-slate-700 flex flex-col justify-center">
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<input type="number" value={config.drawer.depth} onChange={(e) => updateDrawer('depth', parseFloat(e.target.value))} className="w-full bg-slate-800 border border-slate-700 rounded-lg px-3 py-2 text-white focus:ring-2 focus:ring-primary outline-none mt-1"/>
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<h3 className="text-lg font-semibold mb-4 flex items-center gap-2 text-gray-200">
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<Layers className="text-accent" size={18} /> Параметры печати
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</h3>
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{/* Wall Thickness */}
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<div className="mb-6">
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<div className="flex justify-between items-center mb-2">
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<label className="text-sm font-medium text-gray-300">Толщина стенок</label>
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<span className="text-primary font-bold bg-primary/10 px-2 py-1 rounded text-sm border border-primary/20">
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{config.wallThickness.toFixed(1)} мм
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</span>
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</div>
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</div>
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<div className="flex items-center gap-4">
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<div>
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<span className="text-xs text-gray-500 font-mono">0.4</span>
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<label className="text-xs text-gray-400 font-bold ml-1">Высота (Z)</label>
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<input
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<input type="number" value={config.drawer.height} onChange={(e) => updateDrawer('height', parseFloat(e.target.value))} className="w-full bg-slate-800 border border-slate-700 rounded-lg px-3 py-2 text-white focus:ring-2 focus:ring-primary outline-none mt-1"/>
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type="range"
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</div>
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min="0.4"
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</div>
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max="3.2"
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</section>
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step="0.1"
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value={config.wallThickness}
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{/* 2. ПЕРФОРАЦИЯ */}
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onChange={(e) => onChange({...config, wallThickness: parseFloat(e.target.value)})}
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<section className="bg-slate-900 p-5 rounded-xl border border-slate-800 shadow-lg">
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className="w-full h-2 bg-slate-700 rounded-lg appearance-none cursor-pointer accent-primary hover:accent-blue-400 transition-all"
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<div className="flex justify-between items-center mb-4">
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/>
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<h2 className="text-lg font-bold flex items-center gap-2 text-primary"><LayoutGrid size={20}/> 2. Перфорация (узоры)</h2>
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<span className="text-xs text-gray-500 font-mono">3.2</span>
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<div className="flex items-center gap-2">
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<span className="text-sm text-gray-400">{perf.enabled ? 'Включено' : 'Выключено'}</span>
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<button
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onClick={() => updatePerf({ enabled: !perf.enabled })}
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className={`w-12 h-6 rounded-full p-1 transition-colors ${perf.enabled ? 'bg-primary' : 'bg-slate-700'}`}
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>
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<div className={`w-4 h-4 bg-white rounded-full shadow-md transform transition-transform ${perf.enabled ? 'translate-x-6' : 'translate-x-0'}`}/>
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</button>
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</div>
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</div>
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</div>
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</div>
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{/* Corner Radius (NEW) */}
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<div className={`grid grid-cols-1 md:grid-cols-2 gap-6 transition-opacity ${perf.enabled ? 'opacity-100' : 'opacity-50 pointer-events-none'}`}>
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<div className="mb-6">
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{/* Controls */}
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<div className="flex justify-between items-center mb-2">
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<div className="space-y-4">
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<label className="text-sm font-medium text-gray-300 flex items-center gap-1">
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<div>
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<CircleDashed size={14} className="text-gray-400"/> Радиус скругления
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<label className="text-xs text-gray-400 font-bold ml-1 mb-2 block">Тип узора</label>
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</label>
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<div className="flex gap-2">
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<span className="text-purple-400 font-bold bg-purple-400/10 px-2 py-1 rounded text-sm border border-purple-400/20">
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<button onClick={() => updatePerf({ pattern: 'circle' })} className={`flex-1 py-2 rounded border flex items-center justify-center gap-2 ${perf.pattern === 'circle' ? 'bg-primary/20 border-primary text-primary' : 'bg-slate-800 border-slate-700 text-gray-400'}`}><Circle size={16}/> Круг</button>
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{config.cornerRadius?.toFixed(0) || 0} мм
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<button onClick={() => updatePerf({ pattern: 'hexagon' })} className={`flex-1 py-2 rounded border flex items-center justify-center gap-2 ${perf.pattern === 'hexagon' ? 'bg-primary/20 border-primary text-primary' : 'bg-slate-800 border-slate-700 text-gray-400'}`}><Hexagon size={16}/> Соты</button>
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</span>
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<button onClick={() => updatePerf({ pattern: 'triangle' })} className={`flex-1 py-2 rounded border flex items-center justify-center gap-2 ${perf.pattern === 'triangle' ? 'bg-primary/20 border-primary text-primary' : 'bg-slate-800 border-slate-700 text-gray-400'}`}><Triangle size={16}/> Треуг.</button>
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</div>
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<div className="flex items-center gap-4">
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<span className="text-xs text-gray-500 font-mono">0</span>
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<input
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type="range"
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min="0"
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max="20"
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step="1"
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value={config.cornerRadius || 0}
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onChange={(e) => onChange({...config, cornerRadius: parseFloat(e.target.value)})}
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className="w-full h-2 bg-slate-700 rounded-lg appearance-none cursor-pointer accent-purple-500 hover:accent-purple-400 transition-all"
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/>
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<span className="text-xs text-gray-500 font-mono">20</span>
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</div>
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</div>
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</div>
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</div>
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{/* Printer Tolerance */}
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<div className="grid grid-cols-2 gap-4">
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<div className="mb-4">
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<div>
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<div className="flex justify-between items-center mb-2">
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<label className="text-xs text-gray-400 font-bold ml-1">Диаметр (мм)</label>
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<label className="text-sm font-medium text-gray-300 flex items-center gap-1">
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<input type="number" min="2" max="12" step="0.5" value={perf.diameter} onChange={(e) => updatePerf({ diameter: Math.min(12, parseFloat(e.target.value)) })} className="w-full bg-slate-800 border border-slate-700 rounded-lg px-3 py-2 text-white mt-1"/>
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<Minimize2 size={14} className="text-gray-400"/> Зазор (Tolerance)
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</div>
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</label>
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<div>
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<span className="text-accent font-bold bg-accent/10 px-2 py-1 rounded text-sm border border-accent/20">
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<label className="text-xs text-gray-400 font-bold ml-1">Зазор (мм)</label>
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{config.printerTolerance.toFixed(1)} мм
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<input type="number" min="2" value={perf.spacing} onChange={(e) => updatePerf({ spacing: Math.max(2, parseFloat(e.target.value)) })} className="w-full bg-slate-800 border border-slate-700 rounded-lg px-3 py-2 text-white mt-1"/>
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</span>
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</div>
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</div>
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<div className="flex items-center gap-4">
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<span className="text-xs text-gray-500 font-mono">0.0</span>
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<input
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type="range"
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min="0.0"
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max="2.0"
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step="0.1"
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value={config.printerTolerance}
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onChange={(e) => onChange({...config, printerTolerance: parseFloat(e.target.value)})}
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className="w-full h-2 bg-slate-700 rounded-lg appearance-none cursor-pointer accent-accent hover:accent-amber-400 transition-all"
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/>
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<span className="text-xs text-gray-500 font-mono">2.0</span>
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</div>
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</div>
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</div>
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</div>
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{/* Preview */}
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<div className="h-32 md:h-auto flex flex-col">
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<span className="text-xs text-gray-400 mb-2 font-bold ml-1">Предпросмотр</span>
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{renderPreview()}
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</div>
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</div>
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</div>
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</div>
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</section>
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{/* 3. ПРОЧЕЕ */}
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<section className="bg-slate-900 p-5 rounded-xl border border-slate-800 shadow-lg opacity-80 hover:opacity-100 transition-opacity">
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<h2 className="text-sm font-bold mb-4 text-gray-400">Дополнительно</h2>
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<div className="flex gap-4">
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<div>
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<label className="text-xs text-gray-500 block">Толщина стенок</label>
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<input type="number" step="0.1" value={config.wallThickness} onChange={(e) => onChange({...config, wallThickness: parseFloat(e.target.value)})} className="bg-slate-800 border border-slate-700 rounded px-2 py-1 text-sm w-20 text-gray-300"/>
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</div>
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<div>
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<label className="text-xs text-gray-500 block">Скругление углов</label>
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<input type="number" value={config.cornerRadius} onChange={(e) => onChange({...config, cornerRadius: parseFloat(e.target.value)})} className="bg-slate-800 border border-slate-700 rounded px-2 py-1 text-sm w-20 text-gray-300"/>
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</div>
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</div>
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</section>
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</div>
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</div>
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);
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);
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};
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};
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@@ -2,33 +2,54 @@ import * as THREE from 'three';
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|||||||
import { STLExporter, mergeBufferGeometries } from 'three-stdlib';
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import { STLExporter, mergeBufferGeometries } from 'three-stdlib';
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||||||
import { AppConfig, LayoutSplits, GeneratedPart, Partition } from '../types';
|
import { AppConfig, LayoutSplits, GeneratedPart, Partition } from '../types';
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||||||
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|
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type Limits = { min: number; max: number };
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type LimitMap = Record<string, Limits>;
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// --- SOLVER ---
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||||||
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const solveWallLimits = (partitions: Partition[]): LimitMap => {
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||||||
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const limits: LimitMap = {};
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||||||
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partitions.forEach(p => { limits[p.id] = { min: 0, max: 1 }; });
|
||||||
|
for (let pass = 0; pass < 4; pass++) {
|
||||||
|
partitions.forEach(target => {
|
||||||
|
let newMin = 0;
|
||||||
|
let newMax = 1;
|
||||||
|
const center = target.offset;
|
||||||
|
partitions.forEach(obstacle => {
|
||||||
|
if (target.id === obstacle.id || target.axis === obstacle.axis) return;
|
||||||
|
const obsMin = limits[obstacle.id].min;
|
||||||
|
const obsMax = limits[obstacle.id].max;
|
||||||
|
const EPS = 0.002;
|
||||||
|
if (target.offset >= obsMin - EPS && target.offset <= obsMax + EPS) {
|
||||||
|
if (obstacle.offset < center) newMin = Math.max(newMin, obstacle.offset);
|
||||||
|
else if (obstacle.offset > center) newMax = Math.min(newMax, obstacle.offset);
|
||||||
|
}
|
||||||
|
});
|
||||||
|
limits[target.id] = { min: newMin, max: newMax };
|
||||||
|
});
|
||||||
|
}
|
||||||
|
return limits;
|
||||||
|
};
|
||||||
|
|
||||||
export const calculateParts = (config: AppConfig, splits: LayoutSplits): GeneratedPart[] => {
|
export const calculateParts = (config: AppConfig, splits: LayoutSplits): GeneratedPart[] => {
|
||||||
const parts: GeneratedPart[] = [];
|
const parts: GeneratedPart[] = [];
|
||||||
const safeX = Array.isArray(splits?.x) ? splits.x : [];
|
const safeX = Array.isArray(splits?.x) ? splits.x : [];
|
||||||
const safeY = Array.isArray(splits?.y) ? splits.y : [];
|
const safeY = Array.isArray(splits?.y) ? splits.y : [];
|
||||||
const safeParts = splits?.partitions || {};
|
const safeParts = splits?.partitions || {};
|
||||||
|
|
||||||
const xPoints = [0, ...[...safeX].sort((a, b) => a - b), 1];
|
const xPoints = [0, ...[...safeX].sort((a, b) => a - b), 1];
|
||||||
const yPoints = [0, ...[...safeY].sort((a, b) => a - b), 1];
|
const yPoints = [0, ...[...safeY].sort((a, b) => a - b), 1];
|
||||||
|
|
||||||
let partCounter = 1;
|
let partCounter = 1;
|
||||||
|
|
||||||
for (let i = 0; i < xPoints.length - 1; i++) {
|
for (let i = 0; i < xPoints.length - 1; i++) {
|
||||||
for (let j = 0; j < yPoints.length - 1; j++) {
|
for (let j = 0; j < yPoints.length - 1; j++) {
|
||||||
const rawW = (xPoints[i + 1] - xPoints[i]) * config.drawer.width;
|
const rawW = (xPoints[i + 1] - xPoints[i]) * config.drawer.width;
|
||||||
const rawD = (yPoints[j + 1] - yPoints[j]) * config.drawer.depth;
|
const rawD = (yPoints[j + 1] - yPoints[j]) * config.drawer.depth;
|
||||||
|
|
||||||
if (rawW < 5 || rawD < 5) continue;
|
if (rawW < 5 || rawD < 5) continue;
|
||||||
|
|
||||||
const rawX = xPoints[i] * config.drawer.width;
|
const rawX = xPoints[i] * config.drawer.width;
|
||||||
const rawY = yPoints[j] * config.drawer.depth;
|
const rawY = yPoints[j] * config.drawer.depth;
|
||||||
const internalPartitions = safeParts[`${i}-${j}`] || [];
|
const internalPartitions = safeParts[`${i}-${j}`] || [];
|
||||||
|
|
||||||
const realWidth = rawW - config.printerTolerance;
|
const realWidth = rawW - config.printerTolerance;
|
||||||
const realDepth = rawD - config.printerTolerance;
|
const realDepth = rawD - config.printerTolerance;
|
||||||
const realX = rawX + (config.printerTolerance / 2);
|
const realX = rawX + (config.printerTolerance / 2);
|
||||||
const realY = rawY + (config.printerTolerance / 2);
|
const realY = rawY + (config.printerTolerance / 2);
|
||||||
|
|
||||||
parts.push({
|
parts.push({
|
||||||
id: `part-${partCounter}`,
|
id: `part-${partCounter}`,
|
||||||
name: `Ячейка ${i+1}-${j+1}`,
|
name: `Ячейка ${i+1}-${j+1}`,
|
||||||
@@ -46,118 +67,250 @@ export const calculateParts = (config: AppConfig, splits: LayoutSplits): Generat
|
|||||||
return parts;
|
return parts;
|
||||||
};
|
};
|
||||||
|
|
||||||
// --- ГЕОМЕТРИЯ ---
|
// --- ГЕОМЕТРИЯ С ОТВЕРСТИЯМИ ---
|
||||||
|
|
||||||
|
// Функция добавляет отверстия в THREE.Shape
|
||||||
|
const applyPerforationToShape = (shape: THREE.Shape, width: number, height: number, config: AppConfig) => {
|
||||||
|
if (!config.perforation?.enabled) return;
|
||||||
|
|
||||||
|
const { pattern, diameter, spacing } = config.perforation;
|
||||||
|
const step = diameter + Math.max(2, spacing); // Шаг сетки
|
||||||
|
|
||||||
|
// Отступы от краев (чтобы не портить структуру)
|
||||||
|
const marginX = 4;
|
||||||
|
const marginY = 4;
|
||||||
|
|
||||||
|
// Генерируем сетку отверстий
|
||||||
|
const cols = Math.floor((width - marginX * 2) / step);
|
||||||
|
const rows = Math.floor((height - marginY * 2) / (pattern === 'circle' ? step : step * 0.866));
|
||||||
|
|
||||||
|
// Центрируем паттерн
|
||||||
|
const startX = (width - ((cols - 1) * step)) / 2;
|
||||||
|
const startY = (height - ((rows - 1) * (pattern === 'circle' ? step : step * 0.866))) / 2;
|
||||||
|
|
||||||
|
for (let j = 0; j < rows; j++) {
|
||||||
|
const isOdd = j % 2 !== 0;
|
||||||
|
const y = startY + j * (pattern === 'circle' ? step : step * 0.866);
|
||||||
|
|
||||||
|
for (let i = 0; i < cols; i++) {
|
||||||
|
let x = startX + i * step;
|
||||||
|
if ((pattern === 'hexagon' || pattern === 'triangle') && isOdd) x += step / 2;
|
||||||
|
|
||||||
|
// Доп. проверка границ
|
||||||
|
if (x < marginX + diameter/2 || x > width - marginX - diameter/2) continue;
|
||||||
|
if (y < marginY + diameter/2 || y > height - marginY - diameter/2) continue;
|
||||||
|
|
||||||
|
const hole = new THREE.Path();
|
||||||
|
const r = diameter / 2;
|
||||||
|
|
||||||
|
if (pattern === 'circle') {
|
||||||
|
hole.absarc(x, y, r, 0, Math.PI * 2, true);
|
||||||
|
} else if (pattern === 'hexagon') {
|
||||||
|
for (let k = 0; k < 6; k++) {
|
||||||
|
const angle = (k * 60 + 30) * Math.PI / 180;
|
||||||
|
const px = x + r * Math.cos(angle);
|
||||||
|
const py = y + r * Math.sin(angle);
|
||||||
|
if (k === 0) hole.moveTo(px, py); else hole.lineTo(px, py);
|
||||||
|
}
|
||||||
|
hole.closePath();
|
||||||
|
} else if (pattern === 'triangle') {
|
||||||
|
// Чередуем треугольники (вверх/вниз)
|
||||||
|
const rot = isOdd ? 180 : 0;
|
||||||
|
for (let k = 0; k < 3; k++) {
|
||||||
|
const angle = (k * 120 - 90 + rot) * Math.PI / 180;
|
||||||
|
const px = x + r * Math.cos(angle);
|
||||||
|
const py = y + r * Math.sin(angle);
|
||||||
|
if (k === 0) hole.moveTo(px, py); else hole.lineTo(px, py);
|
||||||
|
}
|
||||||
|
hole.closePath();
|
||||||
|
}
|
||||||
|
shape.holes.push(hole);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
};
|
||||||
|
|
||||||
|
const createRectWithHoles = (w: number, h: number, config: AppConfig): THREE.Shape => {
|
||||||
|
const shape = new THREE.Shape();
|
||||||
|
shape.moveTo(0, 0);
|
||||||
|
shape.lineTo(w, 0);
|
||||||
|
shape.lineTo(w, h);
|
||||||
|
shape.lineTo(0, h);
|
||||||
|
shape.lineTo(0, 0);
|
||||||
|
applyPerforationToShape(shape, w, h, config);
|
||||||
|
return shape;
|
||||||
|
};
|
||||||
|
|
||||||
|
// Стандартный прямоугольник для пола (без дырок)
|
||||||
const createRoundedRectShape = (width: number, height: number, radius: number): THREE.Shape => {
|
const createRoundedRectShape = (width: number, height: number, radius: number): THREE.Shape => {
|
||||||
const shape = new THREE.Shape();
|
const shape = new THREE.Shape();
|
||||||
const x = -width / 2;
|
const x = -width / 2;
|
||||||
const y = -height / 2;
|
const y = -height / 2;
|
||||||
const r = Math.min(radius, width / 2 - 0.1, height / 2 - 0.1);
|
const r = Math.min(radius, width / 2 - 0.1, height / 2 - 0.1);
|
||||||
|
|
||||||
if (r <= 0.1) {
|
if (r <= 0.1) {
|
||||||
shape.moveTo(x, y);
|
shape.moveTo(x, y); shape.lineTo(x + width, y); shape.lineTo(x + width, y + height); shape.lineTo(x, y + height); shape.lineTo(x, y);
|
||||||
shape.lineTo(x + width, y);
|
|
||||||
shape.lineTo(x + width, y + height);
|
|
||||||
shape.lineTo(x, y + height);
|
|
||||||
shape.lineTo(x, y);
|
|
||||||
} else {
|
} else {
|
||||||
shape.moveTo(x, y + r);
|
shape.moveTo(x, y + r); shape.lineTo(x, y + height - r); shape.quadraticCurveTo(x, y + height, x + r, y + height);
|
||||||
shape.lineTo(x, y + height - r);
|
shape.lineTo(x + width - r, y + height); shape.quadraticCurveTo(x + width, y + height, x + width, y + height - r);
|
||||||
shape.quadraticCurveTo(x, y + height, x + r, y + height);
|
shape.lineTo(x + width, y + r); shape.quadraticCurveTo(x + width, y, x + width - r, y);
|
||||||
shape.lineTo(x + width - r, y + height);
|
shape.lineTo(x + r, y); shape.quadraticCurveTo(x, y, x, y + r);
|
||||||
shape.quadraticCurveTo(x + width, y + height, x + width, y + height - r);
|
|
||||||
shape.lineTo(x + width, y + r);
|
|
||||||
shape.quadraticCurveTo(x + width, y, x + width - r, y);
|
|
||||||
shape.lineTo(x + r, y);
|
|
||||||
shape.quadraticCurveTo(x, y, x, y + r);
|
|
||||||
}
|
}
|
||||||
return shape;
|
return shape;
|
||||||
};
|
};
|
||||||
|
|
||||||
const createConcaveFilletShape = (radius: number): THREE.Shape => {
|
const createConcaveFilletShape = (radius: number): THREE.Shape => {
|
||||||
const shape = new THREE.Shape();
|
const shape = new THREE.Shape();
|
||||||
shape.moveTo(0, 0);
|
shape.moveTo(0, 0); shape.lineTo(radius, 0); shape.absarc(radius, radius, radius, -Math.PI / 2, -Math.PI, true); shape.lineTo(0, 0); return shape;
|
||||||
shape.lineTo(radius, 0);
|
|
||||||
shape.absarc(radius, radius, radius, -Math.PI / 2, -Math.PI, true);
|
|
||||||
shape.lineTo(0, 0);
|
|
||||||
return shape;
|
|
||||||
};
|
};
|
||||||
|
|
||||||
|
// --- ГЛАВНАЯ ФУНКЦИЯ ГЕНЕРАЦИИ ---
|
||||||
export const createBinGeometry = (
|
export const createBinGeometry = (
|
||||||
width: number, depth: number, height: number, thickness: number, radius: number = 0, partitions: Partition[] = []
|
width: number, depth: number, height: number, thickness: number, radius: number = 0, partitions: Partition[] = [], config?: AppConfig // Config нужен для дырок
|
||||||
): THREE.BufferGeometry => {
|
): THREE.BufferGeometry => {
|
||||||
const geometries: THREE.BufferGeometry[] = [];
|
const geometries: THREE.BufferGeometry[] = [];
|
||||||
|
|
||||||
// ДНО И ВНЕШНИЕ СТЕНКИ
|
// Безопасный конфиг если не передан
|
||||||
|
const safeConfig = config || { perforation: { enabled: false } } as AppConfig;
|
||||||
|
|
||||||
|
// 1. ДНО (Floor) - Без дырок
|
||||||
const floorShape = createRoundedRectShape(width, depth, radius);
|
const floorShape = createRoundedRectShape(width, depth, radius);
|
||||||
const floorGeo = new THREE.ExtrudeGeometry(floorShape, { depth: thickness, bevelEnabled: false });
|
const floorGeo = new THREE.ExtrudeGeometry(floorShape, { depth: thickness, bevelEnabled: false });
|
||||||
floorGeo.rotateX(-Math.PI / 2);
|
floorGeo.rotateX(-Math.PI / 2);
|
||||||
geometries.push(floorGeo);
|
geometries.push(floorGeo);
|
||||||
|
|
||||||
const outerShape = createRoundedRectShape(width, depth, radius);
|
// 2. ВНЕШНИЕ СТЕНКИ (С ДЫРКАМИ)
|
||||||
const innerRadius = Math.max(0.1, radius - thickness);
|
// Мы строим их как 4 отдельные панели, чтобы можно было применить 2D паттерн дырок
|
||||||
const innerWidth = width - (2 * thickness);
|
const innerW = width - 2 * thickness;
|
||||||
const innerDepth = depth - (2 * thickness);
|
const innerD = depth - 2 * thickness;
|
||||||
|
const wallH = height - thickness;
|
||||||
|
|
||||||
if (innerWidth > 0.1 && innerDepth > 0.1) {
|
// Front & Back Walls (Width x Height)
|
||||||
const innerHole = createRoundedRectShape(innerWidth, innerDepth, innerRadius);
|
const wallShapeFB = createRectWithHoles(innerW, wallH, safeConfig);
|
||||||
outerShape.holes.push(innerHole);
|
// Left & Right Walls (Depth x Height) - используем полную глубину минус отступы, чтобы углы сошлись
|
||||||
}
|
// Но для простоты: Front/Back стоят "между" Left/Right.
|
||||||
|
// Left/Right имеют длину = depth. Front/Back длину = width - 2*thick.
|
||||||
|
const wallShapeLR = createRectWithHoles(depth, wallH, safeConfig);
|
||||||
|
|
||||||
const wallHeight = height - thickness;
|
// Функция для создания стенки, её экструзии и поворота
|
||||||
const wallGeo = new THREE.ExtrudeGeometry(outerShape, { depth: wallHeight, bevelEnabled: false });
|
const addWall = (shape: THREE.Shape, len: number, pos: [number, number, number], rotY: number) => {
|
||||||
wallGeo.rotateX(-Math.PI / 2);
|
// Shape рисуется от 0,0. Экструдим на толщину.
|
||||||
wallGeo.translate(0, thickness, 0);
|
const geo = new THREE.ExtrudeGeometry(shape, { depth: thickness, bevelEnabled: false });
|
||||||
geometries.push(wallGeo);
|
// Центрируем shape по X (чтобы вращать удобно)
|
||||||
|
geo.translate(-len/2, 0, 0);
|
||||||
|
|
||||||
|
// Поворачиваем: Сначала "поднимаем" shape вертикально?
|
||||||
|
// По умолчанию shape в XY плоскости. Extrude идет в Z.
|
||||||
|
// Нам нужно чтобы стена стояла.
|
||||||
|
// XY plane -> Wall upright.
|
||||||
|
|
||||||
|
// Сдвигаем на позицию (x, y=thickness, z)
|
||||||
|
// Y в ThreeJS это "вверх". Стенки начинаются с floor thickness.
|
||||||
|
|
||||||
|
// Корректировка пивота
|
||||||
|
geo.translate(len/2, 0, 0); // Вернули в 0..len по X
|
||||||
|
geo.translate(-len/2, 0, 0); // Центрируем: -len/2 .. len/2
|
||||||
|
|
||||||
|
// Вращение
|
||||||
|
geo.rotateY(rotY);
|
||||||
|
// Позиция
|
||||||
|
geo.translate(pos[0], thickness, pos[2]); // Y = thickness (на полу)
|
||||||
|
geometries.push(geo);
|
||||||
|
};
|
||||||
|
|
||||||
|
// ! ВАЖНО: Текущая реализация createRectWithHoles рисует прямоугольник 0..W, 0..H в плоскости XY.
|
||||||
|
// Extrude добавляет глубину Z.
|
||||||
|
// Стенка "стоит" если Z - это толщина.
|
||||||
|
|
||||||
|
// Front Wall (Z = innerD/2 + thick/2 = depth/2 - thick/2) -> Позиция Z чуть смещена
|
||||||
|
// Back Wall (Z = -depth/2 + thick/2)
|
||||||
|
|
||||||
|
// Front (Z+)
|
||||||
|
const geoF = new THREE.ExtrudeGeometry(wallShapeFB, { depth: thickness, bevelEnabled: false });
|
||||||
|
geoF.translate(-innerW/2, 0, 0); // Центрируем по X
|
||||||
|
geoF.translate(0, thickness, innerD/2); // Поднимаем на пол, сдвигаем вперед
|
||||||
|
geometries.push(geoF);
|
||||||
|
|
||||||
|
// Back (Z-)
|
||||||
|
const geoB = new THREE.ExtrudeGeometry(wallShapeFB, { depth: thickness, bevelEnabled: false });
|
||||||
|
geoB.translate(-innerW/2, 0, -thickness); // Центрируем, толщина назад
|
||||||
|
geoB.translate(0, thickness, -innerD/2);
|
||||||
|
geometries.push(geoB);
|
||||||
|
|
||||||
|
// Left (X-)
|
||||||
|
const geoL = new THREE.ExtrudeGeometry(wallShapeLR, { depth: thickness, bevelEnabled: false });
|
||||||
|
geoL.rotateY(Math.PI / 2); // Поворачиваем на 90
|
||||||
|
geoL.translate(-width/2, thickness, -depth/2); // Ставим слева
|
||||||
|
geometries.push(geoL);
|
||||||
|
|
||||||
|
// Right (X+)
|
||||||
|
const geoR = new THREE.ExtrudeGeometry(wallShapeLR, { depth: thickness, bevelEnabled: false });
|
||||||
|
geoR.rotateY(Math.PI / 2);
|
||||||
|
geoR.translate(width/2 - thickness, thickness, -depth/2);
|
||||||
|
geometries.push(geoR);
|
||||||
|
|
||||||
|
|
||||||
|
// 3. ВНУТРЕННИЕ ПЕРЕГОРОДКИ (С ДЫРКАМИ)
|
||||||
|
const limitMap = solveWallLimits(partitions);
|
||||||
|
|
||||||
// ВНУТРЕННИЕ ПЕРЕГОРОДКИ (СТРОГО ПО ДАННЫМ, БЕЗ SOLVER)
|
|
||||||
partitions.forEach(p => {
|
partitions.forEach(p => {
|
||||||
// Берем данные напрямую. Если в 2D нарисовано от 0.2 до 0.8, тут будет 0.2 до 0.8.
|
const { min: pMin, max: pMax } = limitMap[p.id];
|
||||||
const pMin = p.min ?? 0;
|
|
||||||
const pMax = p.max ?? 1;
|
|
||||||
|
|
||||||
if (pMax - pMin < 0.01) return;
|
if (pMax - pMin < 0.01) return;
|
||||||
|
|
||||||
const lengthRatio = pMax - pMin;
|
const lengthRatio = pMax - pMin;
|
||||||
const midRatio = pMin + (lengthRatio / 2);
|
|
||||||
|
|
||||||
let pWidth = 0, pDepth = 0, pX = 0, pY = 0;
|
// Реальная длина стенки в мм
|
||||||
|
let wallLen = 0;
|
||||||
|
let pX = 0, pZ = 0; // Центр стенки
|
||||||
|
let rotY = 0;
|
||||||
|
|
||||||
if (p.axis === 'x') {
|
if (p.axis === 'x') {
|
||||||
pWidth = thickness;
|
// Вертикальная на экране = Вдоль Z в 3D
|
||||||
pDepth = lengthRatio * innerDepth;
|
wallLen = lengthRatio * innerD;
|
||||||
pX = (-innerWidth / 2) + (innerWidth * p.offset);
|
// Позиция центра
|
||||||
pY = (-innerDepth / 2) + (innerDepth * midRatio);
|
pX = (-innerW / 2) + (innerW * p.offset);
|
||||||
|
// Начало по Z
|
||||||
|
const startZ = (-innerD / 2) + (innerD * pMin);
|
||||||
|
pZ = startZ;
|
||||||
|
rotY = Math.PI / 2;
|
||||||
} else {
|
} else {
|
||||||
pWidth = lengthRatio * innerWidth;
|
// Горизонтальная на экране = Вдоль X в 3D
|
||||||
pDepth = thickness;
|
wallLen = lengthRatio * innerW;
|
||||||
pX = (-innerWidth / 2) + (innerWidth * midRatio);
|
const startX = (-innerW / 2) + (innerW * pMin);
|
||||||
pY = (-innerDepth / 2) + (innerDepth * p.offset);
|
pX = startX;
|
||||||
|
pZ = (-innerD / 2) + (innerD * p.offset);
|
||||||
|
rotY = 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Создаем профиль с дырками
|
||||||
|
const partShape = createRectWithHoles(wallLen, wallH, safeConfig);
|
||||||
|
const partGeo = new THREE.ExtrudeGeometry(partShape, { depth: thickness, bevelEnabled: false });
|
||||||
|
|
||||||
|
// Поворачиваем и ставим на место
|
||||||
|
// Изначально shape в XY (0..len, 0..height)
|
||||||
|
if (p.axis === 'x') {
|
||||||
|
// Нужно повернуть Y 90.
|
||||||
|
partGeo.rotateY(Math.PI / 2);
|
||||||
|
// После поворота: X -> Z, Y -> Y, Z -> X
|
||||||
|
// Начало было 0,0,0. Стало 0,0,0. Длина ушла в +Z.
|
||||||
|
partGeo.translate(pX - thickness/2, thickness, pZ);
|
||||||
|
} else {
|
||||||
|
// Вдоль X. Ничего вращать не надо, кроме смещения на толщину
|
||||||
|
partGeo.translate(pX, thickness, pZ - thickness/2);
|
||||||
}
|
}
|
||||||
|
|
||||||
const partShape = createRoundedRectShape(pWidth, pDepth, 0.1);
|
|
||||||
const partGeo = new THREE.ExtrudeGeometry(partShape, { depth: p.height, bevelEnabled: false });
|
|
||||||
partGeo.rotateX(-Math.PI / 2);
|
|
||||||
partGeo.translate(pX, thickness, pY);
|
|
||||||
geometries.push(partGeo);
|
geometries.push(partGeo);
|
||||||
|
|
||||||
// СКРУГЛЕНИЯ (Fillets)
|
// --- FILLETS (Остаются как были, они вертикальные, дырки их не касаются) ---
|
||||||
if (p.rounded && radius > 1) {
|
if (p.rounded && radius > 1) {
|
||||||
|
// Логика галтелей остается прежней (она работает хорошо)
|
||||||
const filletR = Math.min(radius, 5);
|
const filletR = Math.min(radius, 5);
|
||||||
const filletShape = createConcaveFilletShape(filletR);
|
const filletShape = createConcaveFilletShape(filletR);
|
||||||
|
|
||||||
// Функция проверки высоты соседа (простая проверка на пересечение)
|
|
||||||
const getNeighborHeight = (pos: number) => {
|
const getNeighborHeight = (pos: number) => {
|
||||||
if (pos < 0.001 || pos > 0.999) return height; // Край ящика
|
if (pos < 0.001 || pos > 0.999) return height;
|
||||||
|
|
||||||
const neighbor = partitions.find(n => {
|
const neighbor = partitions.find(n => {
|
||||||
if (n.axis === p.axis) return false; // Перпендикуляр
|
if (n.axis === p.axis) return false;
|
||||||
const nMin = n.min ?? 0;
|
const nLims = limitMap[n.id];
|
||||||
const nMax = n.max ?? 1;
|
return Math.abs(n.offset - pos) < 0.002 && p.offset >= nLims.min && p.offset <= nLims.max;
|
||||||
// Совпадает ли позиция?
|
|
||||||
if (Math.abs(n.offset - pos) > 0.002) return false;
|
|
||||||
// Перекрывает ли?
|
|
||||||
return p.offset > nMin && p.offset < nMax;
|
|
||||||
});
|
});
|
||||||
return neighbor ? neighbor.height : 0;
|
return neighbor ? neighbor.height : 0;
|
||||||
};
|
};
|
||||||
@@ -165,33 +318,36 @@ export const createBinGeometry = (
|
|||||||
const hStart = Math.min(p.height, getNeighborHeight(pMin));
|
const hStart = Math.min(p.height, getNeighborHeight(pMin));
|
||||||
const hEnd = Math.min(p.height, getNeighborHeight(pMax));
|
const hEnd = Math.min(p.height, getNeighborHeight(pMax));
|
||||||
|
|
||||||
const addFillet = (x: number, y: number, rotY: number, h: number) => {
|
const addFillet = (x: number, y: number, rot: number, h: number) => {
|
||||||
if (h <= 1) return;
|
if (h <= 1) return;
|
||||||
const geo = new THREE.ExtrudeGeometry(filletShape, { depth: h, bevelEnabled: false });
|
const geo = new THREE.ExtrudeGeometry(filletShape, { depth: h, bevelEnabled: false });
|
||||||
geo.rotateX(-Math.PI / 2);
|
geo.rotateX(-Math.PI / 2);
|
||||||
geo.rotateY(rotY);
|
geo.rotateY(rot);
|
||||||
geo.translate(x, thickness, y);
|
geo.translate(x, thickness, y);
|
||||||
geometries.push(geo);
|
geometries.push(geo);
|
||||||
};
|
};
|
||||||
|
|
||||||
const t = thickness / 2;
|
const t = thickness / 2;
|
||||||
|
// Координаты для галтелей
|
||||||
if (p.axis === 'x') {
|
if (p.axis === 'x') {
|
||||||
const topY = (-innerDepth / 2) + (innerDepth * pMin);
|
// ... тот же код галтелей
|
||||||
const botY = (-innerDepth / 2) + (innerDepth * pMax);
|
const topZ = (-innerD / 2) + (innerD * pMin);
|
||||||
|
const botZ = (-innerD / 2) + (innerD * pMax);
|
||||||
|
const centerX = (-innerW/2) + (innerW * p.offset);
|
||||||
|
|
||||||
addFillet(pX - t, topY, Math.PI, hStart);
|
addFillet(centerX - t, topZ, Math.PI, hStart);
|
||||||
addFillet(pX + t, topY, -Math.PI / 2, hStart);
|
addFillet(centerX + t, topZ, -Math.PI / 2, hStart);
|
||||||
addFillet(pX - t, botY, Math.PI / 2, hEnd);
|
addFillet(centerX - t, botZ, Math.PI / 2, hEnd);
|
||||||
addFillet(pX + t, botY, 0, hEnd);
|
addFillet(centerX + t, botZ, 0, hEnd);
|
||||||
} else {
|
} else {
|
||||||
const leftX = (-innerWidth / 2) + (innerWidth * pMin);
|
const leftX = (-innerW / 2) + (innerW * pMin);
|
||||||
const rightX = (-innerWidth / 2) + (innerWidth * pMax);
|
const rightX = (-innerW / 2) + (innerW * pMax);
|
||||||
|
const centerZ = (-innerD/2) + (innerD * p.offset);
|
||||||
|
|
||||||
addFillet(leftX, pY - t, 0, hStart);
|
addFillet(leftX, centerZ - t, 0, hStart);
|
||||||
addFillet(leftX, pY + t, -Math.PI / 2, hStart);
|
addFillet(leftX, centerZ + t, -Math.PI / 2, hStart);
|
||||||
addFillet(rightX, pY - t, Math.PI / 2, hEnd);
|
addFillet(rightX, centerZ - t, Math.PI / 2, hEnd);
|
||||||
addFillet(rightX, pY + t, Math.PI, hEnd);
|
addFillet(rightX, centerZ + t, Math.PI, hEnd);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
});
|
});
|
||||||
|
|||||||
+13
-3
@@ -4,19 +4,29 @@ export interface DrawerDimensions {
|
|||||||
height: number;
|
height: number;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
export type PerforationPattern = 'circle' | 'hexagon' | 'triangle';
|
||||||
|
|
||||||
|
export interface PerforationConfig {
|
||||||
|
enabled: boolean;
|
||||||
|
pattern: PerforationPattern;
|
||||||
|
diameter: number; // Размер отверстия
|
||||||
|
spacing: number; // Расстояние между центрами (шаг)
|
||||||
|
}
|
||||||
|
|
||||||
export interface AppConfig {
|
export interface AppConfig {
|
||||||
drawer: DrawerDimensions;
|
drawer: DrawerDimensions;
|
||||||
wallThickness: number;
|
wallThickness: number;
|
||||||
printerTolerance: number;
|
printerTolerance: number;
|
||||||
cornerRadius: number;
|
cornerRadius: number;
|
||||||
|
perforation: PerforationConfig; // Новая секция
|
||||||
}
|
}
|
||||||
|
|
||||||
export interface Partition {
|
export interface Partition {
|
||||||
id: string;
|
id: string;
|
||||||
axis: 'x' | 'y';
|
axis: 'x' | 'y';
|
||||||
offset: number; // Позиция (0.0 - 1.0)
|
offset: number;
|
||||||
min: number; // Начало стенки (0.0 - 1.0)
|
min: number;
|
||||||
max: number; // Конец стенки (0.0 - 1.0)
|
max: number;
|
||||||
height: number;
|
height: number;
|
||||||
rounded: boolean;
|
rounded: boolean;
|
||||||
}
|
}
|
||||||
|
|||||||
Reference in New Issue
Block a user